]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/cl_client.c
add secondary function for laser: switch to last used weapon
[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 float spawn_goodspots, spawn_badspots;
11 entity Spawn_ClassifyPoints(entity firstspot, entity playerlist, float mindist, float goodspotnum, float badspotnum)
12 {
13         local entity spot, player;
14         local float pcount;
15         local string spotname;
16         spawn_goodspots = 0;
17         spawn_badspots = 0;
18         spot = firstspot;
19         while (spot)
20         {
21                 pcount = 0;
22                 player = playerlist;
23                 while (player)
24                 {
25                         if (player != self)
26                         if (vlen(player.origin - spot.origin) < 100)
27                                 pcount = pcount + 1;
28                         player = player.chain;
29                 }
30                 if (pcount)
31                 {
32                         if (spawn_goodspots >= badspotnum)
33                                 return spot;
34                         spawn_badspots = spawn_badspots + 1;
35                 }
36                 else
37                 {
38                         if (spawn_goodspots >= goodspotnum)
39                                 return spot;
40                         spawn_goodspots = spawn_goodspots + 1;
41                 }
42                 if(cvar("g_ctf"))
43                 {
44                         if(self.team == 5)//4)
45                                 spotname = "info_player_team1";
46                         if(self.team == 14)//13)
47                                 spotname = "info_player_team2";
48                         if(self.team == 10)//9)
49                                 spotname = "info_player_team3";
50                         if(self.team == 13)//12)
51                                 spotname = "info_player_team4";
52                         spot = find(spot, classname, spotname);
53                 }
54                 else
55                         spot = find(spot, classname, "info_player_deathmatch");
56         }
57         return firstspot;
58 }
59
60 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
61 {
62         local entity best, spot, player;
63         local float bestrating, rating;
64         best = world;
65         bestrating = -1000000;
66         spot = firstspot;
67         while (spot)
68         {
69                 rating = 1000000000;
70                 player = playerlist;
71                 while (player)
72                 {
73                         if (player != self)
74                                 rating = min(rating, vlen(player.origin - spot.origin));
75                         player = player.chain;
76                 }
77                 rating = rating + random() * 16;
78                 if (bestrating < rating)
79                 {
80                         best = spot;
81                         bestrating = rating;
82                 }
83                 spot = find(spot, classname, "info_player_deathmatch");
84         }
85         return best;
86 }
87
88 /*
89 =============
90 SelectSpawnPoint
91
92 Finds a point to respawn
93 =============
94 */
95 entity SelectSpawnPoint (float anypoint)
96 {
97         local entity spot, firstspot, playerlist;
98         string spotname;
99
100         spot = find (world, classname, "testplayerstart");
101         if (spot)
102                 return spot;
103
104         spotname = "info_player_deathmatch";
105
106         if(!anypoint && cvar("g_ctf") )
107         {
108                 if(self.team == 5)//4)
109                         spotname = "info_player_team1";
110                 if(self.team == 14)//13)
111                         spotname = "info_player_team2";
112                 if(self.team == 10)//9)
113                         spotname = "info_player_team3";
114                 if(self.team == 13)//12)
115                         spotname = "info_player_team4";
116         }
117
118         playerlist = findchain(classname, "player");
119         firstspot = find(world, classname, spotname);
120         Spawn_ClassifyPoints(firstspot, playerlist, 100, 1000000, 1000000);
121         // first check if there are ANY good spots
122         if (spawn_goodspots > 0)
123         {
124                 // good spots exist, there is 50/50 chance of choosing a random good
125                 // spot or the furthest spot
126                 // (this means that roughly every other spawn will be furthest, so you
127                 // usually won't get fragged at spawn twice in a row)
128                 if (random() > 0.5)
129                         spot = Spawn_ClassifyPoints(firstspot, playerlist, 100, min(floor(random() * spawn_goodspots), spawn_goodspots - 1), 1000000);
130                 else
131                         spot = Spawn_FurthestPoint(firstspot, playerlist);
132         }
133         else
134         {
135                 // no good spots exist, pick a random bad spot
136                 spot = Spawn_ClassifyPoints(firstspot, playerlist, 100, 1000000, min(floor(random() * spawn_badspots), spawn_badspots - 1));
137         }
138         if (!spot)
139         {
140                 if(anypoint)
141                         error ("PutClientInServer: no start points on level");
142                 else // try again with deathmatch spots
143                         spot = SelectSpawnPoint(TRUE);
144         }
145
146         return spot;
147 }
148
149 /*
150 =============
151 CheckPlayerModel
152
153 Checks if the argument string can be a valid playermodel.
154 Returns a valid one in doubt.
155 =============
156 */
157 string CheckPlayerModel(string plyermodel) {
158         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
159
160         /* Possible Fixme: Check if server can open the model?
161            This would kill custom models, however. */
162
163         return plyermodel;
164 }
165
166 /*
167 =============
168 PutObserverInServer
169
170 putting a client as observer in the server
171 =============
172 */
173 void PutObserverInServer (void)
174 {
175         entity  spot;
176         spot = SelectSpawnPoint (FALSE);
177         RemoveGrapplingHook(self); // Wazat's Grappling Hook
178
179         if(self.frags == 0 && cvar("g_lms"))
180                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
181         else if(self.killcount != -666)
182                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
183
184         self.classname = "observer";
185         self.health = 6666;
186         self.takedamage = DAMAGE_NO;
187         self.solid = SOLID_NOT;
188         self.movetype = MOVETYPE_NOCLIP;
189         self.flags = FL_NOTARGET;
190         self.armorvalue = 666;
191         self.effects = 0;
192         self.armorvalue = cvar("g_balance_armor_start");
193         self.pauserotarmor_finished = 0;
194         self.pauserothealth_finished = 0;
195         self.pauseregen_finished = 0;
196         self.damageforcescale = 0;
197         self.death_time = 0;
198         self.dead_time = 0;
199         self.dead_frame = 0;
200         self.die_frame = 0;
201         self.alpha = 0;
202         self.scale = 0;
203         self.fade_time = 0;
204         self.pain_frame = 0;
205         self.pain_finished = 0;
206         self.strength_finished = 0;
207         self.invincible_finished = 0;
208         self.pushltime = 0;
209         self.vote_finished = 0;
210         self.think = SUB_Null;
211         self.nextthink = 0;
212         self.hook_time = 0;
213         self.runes = 0;
214         self.deadflag = DEAD_NO;
215         self.angles = spot.angles;
216         self.angles_z = 0; 
217         self.fixangle = TRUE; 
218         self.crouch = FALSE;
219         self.view_ofs = PL_VIEW_OFS;
220         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
221         self.oldorigin = self.origin;
222         self.items = 0;
223         self.model = "";
224         self.modelindex = 0;
225         self.weapon = 0;
226         self.weaponmodel = "";
227         self.weaponframe = 0;
228         self.weaponentity = world;
229         self.killcount = -666;
230         if(!cvar("g_lms"))
231                 self.frags = -666;
232         //stuffcmd(self, "set viewsize 120 \n");
233 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
234 }
235
236
237 /*
238 =============
239 PutClientInServer
240
241 Called when a client spawns in the server
242 =============
243 */
244 void PutClientInServer (void)
245 {       
246         if(clienttype(self) ==  CLIENTTYPE_BOT)
247         {
248                 self.classname = "player";
249         }
250         
251         // player is dead and becomes observer
252         if(cvar("g_lms") && self.frags < 1)
253                 self.classname = "observer";
254
255         if(self.classname == "player") {
256                 entity  spot;
257
258                 spot = SelectSpawnPoint (FALSE);
259                 
260                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
261         
262                 self.classname = "player";
263                 self.iscreature = TRUE;
264                 self.movetype = MOVETYPE_WALK;
265                 self.solid = SOLID_SLIDEBOX;
266                 self.flags = FL_CLIENT;
267                 self.takedamage = DAMAGE_AIM;
268                 self.effects = 0;
269                 self.health = cvar("g_balance_health_start");
270                 self.armorvalue = cvar("g_balance_armor_start");
271                 self.pauserotarmor_finished = time + 10;
272                 self.pauserothealth_finished = time + 10;
273                 self.pauseregen_finished = 0;
274                 self.damageforcescale = 2;
275                 self.death_time = 0;
276                 self.dead_time = 0;
277                 self.dead_frame = 0;
278                 self.die_frame = 0;
279                 self.alpha = 0;
280                 self.scale = 0;
281                 self.fade_time = 0;
282                 self.pain_frame = 0;
283                 self.pain_finished = 0;
284                 self.strength_finished = 0;
285                 self.invincible_finished = 0;
286                 self.pushltime = 0;
287                 //self.speed_finished = 0;
288                 //self.slowmo_finished = 0;
289                 self.vote_finished = 0;
290                 // players have no think function
291                 self.think = SUB_Null;
292                 self.nextthink = 0;
293
294                 self.hook_time = 0;
295         
296                 self.runes = 0;
297
298                 self.deadflag = DEAD_NO;
299
300                 self.angles = spot.angles;
301
302                 self.angles_z = 0; // never spawn tilted even if the spot says to
303                 self.fixangle = TRUE; // turn this way immediately
304                 self.velocity = '0 0 0';
305                 self.avelocity = '0 0 0';
306                 self.punchangle = '0 0 0';
307                 self.punchvector = '0 0 0';
308                 self.oldvelocity = self.velocity;
309         
310                 self.viewzoom = 0.6;
311
312                 if(cvar("sv_defaultcharacter") == 1) {
313                         local string defaultmodel;
314                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
315
316                         precache_model (defaultmodel);
317                         setmodel (self, defaultmodel);
318                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
319                 } else {
320                         self.playermodel = CheckPlayerModel(self.playermodel);
321
322                         precache_model (self.playermodel);
323                         setmodel (self, self.playermodel);
324                         self.skin = stof(self.playerskin);
325                 
326                 }
327                 
328                 self.crouch = FALSE;
329                 self.view_ofs = PL_VIEW_OFS;
330                 setsize (self, PL_MIN, PL_MAX);
331                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
332                 // don't reset back to last position, even if new position is stuck in solid
333                 self.oldorigin = self.origin;
334
335                 if(cvar("g_lms"))
336                 {
337                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
338                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
339                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
340                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
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         
444                 //stuffcmd(self, "chase_active 0");
445                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
446         } else if(self.classname == "observer") {
447                 PutObserverInServer ();
448         }
449 }
450
451 /*
452 =============
453 SetNewParms
454 =============
455 */
456 void SetNewParms (void)
457 {
458
459 }
460
461 /*
462 =============
463 SetChangeParms
464 =============
465 */
466 void SetChangeParms (void)
467 {
468
469 }
470
471 /*
472 =============
473 ClientKill
474
475 Called when a client types 'kill' in the console
476 =============
477 */
478 void ClientKill (void)
479 {
480         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
481 }
482
483 /*
484 =============
485 ClientConnect
486
487 Called when a client connects to the server
488 =============
489 */
490 string ColoredTeamName(float t);
491 //void dom_player_join_team(entity pl);
492 void ClientConnect (void)
493 {
494         self.classname = "player_joining";
495
496         //if(cvar("g_domination"))
497         //      dom_player_join_team(self);
498
499         //JoinBestTeam(self, FALSE);
500         if(cvar("teamplay") && self.version == cvar("g_nexuizversion_major")) stuffcmd(self,"menu_showteamselect\n");
501         
502
503         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
504                 self.classname = "observer";    
505         } else {
506                 self.classname = "player";              
507         }
508         
509         //stuffcmd(self, "set tmpviewsize $viewsize \n");
510         
511         bprint ("^4",self.netname);
512         bprint ("^4 connected");
513
514         if(cvar("g_domination") || cvar("g_ctf"))
515         {
516                 bprint(" and joined the ");
517                 bprint(ColoredTeamName(self.team));
518         }
519
520         bprint("\n");
521
522         self.welcomemessage_time = time + cvar("welcome_message_time");
523         self.welcomemessage_time2 = 0;
524
525         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
526         // send prediction settings to the client
527         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
528         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
529         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
530         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
531         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
532         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
533         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
534         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
535         // Wazat's grappling hook
536         SetGrappleHookBindings();       
537
538         // get autoswitch state from player
539         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
540         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
541
542         // get version info from player
543         stuffcmd(self, "cmd clientversion $g_nexuizversion_major\n");
544
545         // set cvar for team scoreboard
546         if(teams_matter)
547                 stuffcmd(self, "set teamplay 1\n");
548         else
549                 stuffcmd(self, "set teamplay 0\n");
550
551         if(cvar("g_lms"))
552         {
553                 self.frags = cvar("fraglimit");
554                 // no fraglimit was set, so player gets 999 lives
555                 if(self.frags < 1)
556                         self.frags = 999;
557
558                 // disallow player to join after the worst player has lost g_lms_last_join lives
559                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
560                 if((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime"))
561                 {
562                         self.frags = -1;
563                         lms_dead_count += 1;
564                 }
565                 else if(cvar("fraglimit") > lms_lowest_lives)
566                 {
567                         self.frags = lms_lowest_lives;
568                 }
569         }
570
571         if(clienttype(self) !=  CLIENTTYPE_BOT)
572                 player_count += 1;
573 }
574
575 /*
576 =============
577 ClientDisconnect
578
579 Called when a client disconnects from the server
580 =============
581 */
582 .entity chatbubbleentity;
583 .entity teambubbleentity;
584 void ClientDisconnect (void)
585 {
586         bprint ("^4",self.netname);
587         bprint ("^4 disconnected\n");
588
589         if (self.chatbubbleentity)
590         {
591                 remove (self.chatbubbleentity);
592                 self.chatbubbleentity = world;
593         }
594         
595         if (self.teambubbleentity)
596         {
597                 remove (self.teambubbleentity);
598                 self.teambubbleentity = world;
599         }
600         
601         DropAllRunes(self);
602         // decrease player count for lms
603         // if(clienttype(self) !=  CLIENTTYPE_BOT) // WHY?! bots are equally clients, let them be!
604         player_count -= 1;
605         // player was dead, decrease dead count
606         if(cvar("g_lms") && self.frags < 1)
607                 lms_dead_count -= 1;
608         //stuffcmd(self, "set viewsize $tmpviewsize \n");
609 }
610
611 .float buttonchat;
612 void() ChatBubbleThink =
613 {
614         self.nextthink = time;
615         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
616         {
617                 remove(self);
618                 return;
619         }
620         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
621         if (self.owner.buttonchat && !self.owner.deadflag)
622                 self.model = self.mdl;
623         else
624                 self.model = "";
625 };
626
627 void() UpdateChatBubble =
628 {
629         if (!self.modelindex)
630                 return;
631         // spawn a chatbubble entity if needed
632         if (!self.chatbubbleentity)
633         {
634                 self.chatbubbleentity = spawn();
635                 self.chatbubbleentity.owner = self;
636                 self.chatbubbleentity.exteriormodeltoclient = self;
637                 self.chatbubbleentity.think = ChatBubbleThink;
638                 self.chatbubbleentity.nextthink = time;
639                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
640                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
641                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
642                 self.chatbubbleentity.model = "";
643         }
644 }
645
646
647 void() TeamBubbleThink =
648 {
649         self.nextthink = time;
650         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
651         {
652                 remove(self);
653                 return;
654         }
655 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
656         if (self.owner.buttonchat || self.owner.deadflag)
657                 self.model = "";
658         else
659                 self.model = self.mdl;
660         
661 };
662
663 .float() customizeentityforclient;
664 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
665
666 void() UpdateTeamBubble =
667 {
668         if (!self.modelindex || !cvar("teamplay"))
669                 return;
670         // spawn a teambubble entity if needed
671         if (!self.teambubbleentity && cvar("teamplay"))
672         {
673                 self.teambubbleentity = spawn();
674                 self.teambubbleentity.owner = self;
675                 self.teambubbleentity.exteriormodeltoclient = self;
676                 self.teambubbleentity.think = TeamBubbleThink;
677                 self.teambubbleentity.nextthink = time;
678                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
679 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
680                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
681                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
682                 self.teambubbleentity.mdl = self.teambubbleentity.model;
683                 self.teambubbleentity.model = self.teambubbleentity.mdl;
684                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
685         }
686 }
687
688 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
689 // added to the model skins
690 /*void() UpdateColorModHack =
691 {
692         local float c;
693         c = self.clientcolors & 15;
694         // LordHavoc: only bothering to support white, green, red, yellow, blue
695              if (teamplay == 0) self.colormod = '0 0 0';
696         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
697         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
698         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
699         else if (c == 12) self.colormod = '1.22 1.22 0.10';
700         else if (c == 13) self.colormod = '0.10 0.10 1.73';
701         else self.colormod = '1 1 1';
702 };*/
703
704 void UpdatePlayerColors () {
705         if(self.weaponentity) {
706                 self.weaponentity.colormap = self.colormap;
707                 self.exteriorweaponentity.colormap = self.colormap;
708         }
709 }
710 /*
711 =============
712 PlayerJump
713
714 When you press the jump key
715 =============
716 */
717 void PlayerJump (void)
718 {
719         float mjumpheight;
720
721         mjumpheight = cvar("g_balance_jumpheight");
722         if (self.waterlevel >= 2)
723         {
724                 if (self.watertype == CONTENT_WATER)
725                         self.velocity_z = 200;
726                 else if (self.watertype == CONTENT_SLIME)
727                         self.velocity_z = 80;
728                 else
729                         self.velocity_z = 50;
730
731                 return;
732         }
733
734
735         if (!(self.flags & FL_ONGROUND))
736                 return;
737
738         if (!(self.flags & FL_JUMPRELEASED))
739                 return;
740
741         if(cvar("g_runematch"))
742         {
743                 if(self.runes & RUNE_SPEED)
744                 {
745                         if(self.runes & CURSE_SLOW)
746                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
747                         else
748                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
749                 }
750                 else if(self.runes & CURSE_SLOW)
751                 {
752                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
753                 }
754         }
755
756         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
757         {
758                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
759         }
760
761         self.velocity_z = self.velocity_z + mjumpheight;
762         self.oldvelocity_z = self.velocity_z;
763
764         self.flags = self.flags - FL_ONGROUND;
765         self.flags = self.flags - FL_JUMPRELEASED;
766 }
767
768 void() CheckWaterJump =
769 {
770         local vector start, end;
771
772 // check for a jump-out-of-water
773         makevectors (self.angles);
774         start = self.origin;
775         start_z = start_z + 8;
776         v_forward_z = 0;
777         normalize(v_forward);
778         end = start + v_forward*24;
779         traceline (start, end, TRUE, self);
780         if (trace_fraction < 1)
781         {       // solid at waist
782                 start_z = start_z + self.maxs_z - 8;
783                 end = start + v_forward*24;
784                 self.movedir = trace_plane_normal * -50;
785                 traceline (start, end, TRUE, self);
786                 if (trace_fraction == 1)
787                 {       // open at eye level
788                         self.flags = self.flags | FL_WATERJUMP;
789                         self.velocity_z = 225;
790                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
791                         self.teleport_time = time + 2;  // safety net
792                         return;
793                 }
794         }
795 };
796
797
798 void respawn(void)
799 {
800         CopyBody(1);
801         PutClientInServer();
802 }
803
804 void player_powerups (void)
805 {
806         if (cvar("g_minstagib"))
807         {
808                 self.effects = EF_FULLBRIGHT;
809                 if (self.items & IT_STRENGTH)
810                 {
811                         if (time > self.strength_finished)
812                         {
813                                 self.alpha = 1;
814                                 self.exteriorweaponentity.alpha = 1;
815                                 self.items = self.items - (self.items & IT_STRENGTH);
816                                 sprint(self, "^3Invisibility has worn off\n");
817                         }
818                 }
819                 else
820                 {
821                         if (time < self.strength_finished)
822                         {
823                                 self.alpha = cvar("g_minstagib_invis_alpha");
824                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
825                                 self.items = self.items | IT_STRENGTH;
826                                 sprint(self, "^3You are invisible\n");
827                         }
828                 }
829                                 
830                 if (self.items & IT_INVINCIBLE)
831                 {
832                         if (time > self.invincible_finished)
833                         {
834                                 self.items = self.items - (self.items & IT_INVINCIBLE);
835                                 sprint(self, "^3Speed has worn off\n");
836                         }
837                 }
838                 else
839                 {
840                         if (time < self.invincible_finished)
841                         {
842                                 self.items = self.items | IT_INVINCIBLE;
843                                 sprint(self, "^3You are on speed\n");
844                         }
845                 }
846                 return;
847         }
848         
849         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
850         if (self.items & IT_STRENGTH)
851         {
852                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
853                 if (time > self.strength_finished)
854                 {
855                         self.items = self.items - (self.items & IT_STRENGTH);
856                         sprint(self, "^3Strength has worn off\n");
857                 }
858         }
859         else
860         {
861                 if (time < self.strength_finished)
862                 {
863                         self.items = self.items | IT_STRENGTH;
864                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
865                 }
866         }
867         if (self.items & IT_INVINCIBLE)
868         {
869                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
870                 if (time > self.invincible_finished)
871                 {
872                         self.items = self.items - (self.items & IT_INVINCIBLE);
873                         sprint(self, "^3Shield has worn off\n");
874                 }
875         }
876         else
877         {
878                 if (time < self.invincible_finished)
879                 {
880                         self.items = self.items | IT_INVINCIBLE;
881                         sprint(self, "^3Shield surrounds you\n");
882                 }
883         }
884         
885         if (cvar("g_fullbrightplayers"))
886                 self.effects = EF_FULLBRIGHT;
887         
888 }
889
890 void player_regen (void)
891 {
892         float maxh, maxa, max_mod, regen_mod, rot_mod;
893         maxh = cvar("g_balance_health_stable");
894         maxa = cvar("g_balance_armor_stable");
895
896         if (cvar("g_minstagib"))
897         {
898                 maxh = 100;
899                 maxa = 0;
900                 return;
901         }
902
903         if(cvar("g_runematch"))
904         {
905                 max_mod = regen_mod = rot_mod = 1;
906                 if (self.runes & RUNE_REGEN)
907                 {
908                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
909                         {
910                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
911                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
912                         }
913                         else
914                         {
915                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
916                                 max_mod = cvar("g_balance_rune_regen_hpmod");
917                         }
918                 }
919                 else if (self.runes & CURSE_VENOM)
920                 {
921                         max_mod = cvar("g_balance_curse_venom_hpmod");
922                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
923                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
924                         else
925                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
926                         //if (!self.runes & RUNE_REGEN)
927                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
928                 }
929                 maxh = maxh * max_mod;
930                 //maxa = maxa * max_mod;
931
932                 if (time > self.pauserotarmor_finished)
933                 {
934                         if (self.armorvalue > maxa)
935                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
936                 }
937                 if (time > self.pauserothealth_finished)
938                 {
939                         if (self.health > maxh)
940                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
941                 }
942                 if (time > self.pauseregen_finished)
943                 {
944                         if (self.health < maxh)
945                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
946                         if (self.armorvalue < maxa)
947                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
948                 }
949         }
950         else
951         {
952                 if (time > self.pauserothealth_finished)
953                 if (self.health > maxh)
954                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
955                 if (time > self.pauserotarmor_finished)
956                 if (self.armorvalue > maxa)
957                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
958                 if (time > self.pauseregen_finished)
959                 {
960                         if (self.health < maxh)
961                                 self.health = bound(0, self.health + (maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);
962                         if (self.armorvalue < maxa)
963                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
964                 }
965         }
966 }
967
968 /*
969 ======================
970 spectate mode routines
971 ======================
972 */
973 void SpectateCopy(entity spectatee) {
974         self.armortype = spectatee.armortype;
975         self.armorvalue = spectatee.armorvalue;
976         self.currentammo = spectatee.currentammo;
977         self.effects = spectatee.effects;
978         self.health = spectatee.health;
979         self.impulse = 0;
980         self.items = spectatee.items;
981         self.punchangle = spectatee.punchangle;
982         self.view_ofs = spectatee.view_ofs;
983         self.v_angle = spectatee.v_angle;
984         self.viewzoom = spectatee.viewzoom;
985         setorigin(self, spectatee.origin);
986         setsize(self, spectatee.mins, spectatee.maxs);
987 }
988
989 void SpectateUpdate() {
990         if (self != self.enemy) {
991                 SpectateCopy(self.enemy);
992                 msg_entity = self;
993                 WriteByte(MSG_ONE, SVC_SETANGLE);
994                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
995                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
996                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
997         }
998 }
999
1000 float SpectateNext() {
1001         other = find(self.enemy, classname, "player");
1002         if (!other) {
1003                 other = find(other, classname, "player");
1004         }
1005         if (other) {
1006                 self.enemy = other;
1007         }
1008         if(self.enemy.classname == "player") {
1009                 msg_entity = self;
1010                 WriteByte(MSG_ONE, SVC_SETVIEW);
1011                 WriteEntity(MSG_ONE, self.enemy);
1012                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1013                 SpectateUpdate();
1014                 return 1;
1015         } else {
1016                 return 0;
1017         }
1018 }
1019
1020 /*
1021 =============
1022 PlayerPreThink
1023
1024 Called every frame for each client before the physics are run
1025 =============
1026 */
1027 void PlayerPreThink (void)
1028 {
1029         if(self.classname == "player") {
1030                 local vector m1, m2;
1031
1032 //              MauveBot_AI();
1033
1034 //              if(self.netname == "Wazat")
1035 //                      bprint(strcat(self.classname, "\n"));
1036
1037                 CheckRules_Player();
1038
1039                 if (intermission_running)
1040                 {
1041                         IntermissionThink ();   // otherwise a button could be missed between
1042                         return;                                 // the think tics
1043                 }
1044
1045                 if (self.deadflag != DEAD_NO)
1046                 {
1047                         player_anim();
1048                         weapon_freeze();
1049                         if (self.deadflag == DEAD_DYING)
1050                         {
1051                                 if (time > self.dead_time)
1052                                         self.deadflag = DEAD_DEAD;
1053                         }
1054                         else if (self.deadflag == DEAD_DEAD)
1055                         {
1056                                 if (!self.button0 && !self.button2 && !self.button3)
1057                                         self.deadflag = DEAD_RESPAWNABLE;
1058                         }
1059                         else if (self.deadflag == DEAD_RESPAWNABLE)
1060                         {
1061                                 if (self.button0  || 
1062                                     self.button2  || 
1063                                     self.button3  || 
1064                                     self.button4  || 
1065                                     cvar("g_lms") || 
1066                                     cvar("g_forced_respawn"))
1067                                         respawn();
1068                         }
1069                         return;
1070                 }
1071
1072                 if (self.button5)
1073                 {
1074                         if (!self.crouch)
1075                         {
1076                                 self.crouch = TRUE;
1077                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1078                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1079                         }
1080                 }
1081                 else
1082                 {
1083                         if (self.crouch)
1084                         {
1085                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1086                                 if (!trace_startsolid)
1087                                 {
1088                                         self.crouch = FALSE;
1089                                         self.view_ofs = PL_VIEW_OFS;
1090                                         setsize (self, PL_MIN, PL_MAX);
1091                                 }
1092                         }
1093                 }
1094
1095                 if(cvar("sv_defaultcharacter") == 1) {
1096                         local string defaultmodel;
1097                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1098                         
1099                         if (defaultmodel != self.model)
1100                         {
1101                                 m1 = self.mins;
1102                                 m2 = self.maxs;
1103                                 precache_model (defaultmodel);
1104                                 setmodel (self, defaultmodel);
1105                                 setsize (self, m1, m2);
1106                         }
1107
1108                         if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1109                                 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1110                 } else {
1111                         if (self.playermodel != self.model)
1112                         {
1113                                 self.playermodel = CheckPlayerModel(self.playermodel);
1114                                 m1 = self.mins;
1115                                 m2 = self.maxs;
1116                                 precache_model (self.playermodel);
1117                                 setmodel (self, self.playermodel);
1118                                 setsize (self, m1, m2);
1119                         }
1120
1121                         if (self.skin != stof(self.playerskin))
1122                                 self.skin = stof(self.playerskin);
1123                 }
1124                 // Savage: Check for nameless players
1125                 if (strlen(self.netname) < 1) {
1126                         self.netname = "Player";
1127                         stuffcmd(self, "name Player\n");
1128                 }
1129         
1130                 GrapplingHookFrame();
1131
1132                 W_WeaponFrame();
1133
1134                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1135                 {
1136                         if (cvar("g_minstagib") && self.button3)
1137                         {
1138                                 if (self.jump_interval <= (time + 0.1))
1139                                 {
1140                                         self.jump_interval = time + 1;
1141                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1142                                 }
1143                         }
1144                         else if (self.viewzoom > 0.4)
1145                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1146                 }
1147                 else if (self.viewzoom < 1.0)
1148                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1149
1150
1151                 if (self.button2)
1152                         PlayerJump ();
1153                 else
1154                         self.flags = self.flags | FL_JUMPRELEASED;
1155
1156                 player_powerups();
1157                 player_regen();
1158                 player_anim();
1159
1160                 //self.angles_y=self.v_angle_y + 90;   // temp
1161
1162                 if (self.waterlevel == 2)
1163                         CheckWaterJump ();
1164
1165                 //if (TetrisPreFrame()) return;
1166         } else if(self.classname == "observer") {
1167                 
1168                 if (self.flags & FL_JUMPRELEASED) {
1169                         if (self.button2 && self.version == cvar("g_nexuizversion_major")) {
1170                                 if(!cvar("teamplay")) {
1171                                         self.flags = self.flags & !FL_JUMPRELEASED;
1172                                         self.classname = "player";
1173                                         if(!cvar("g_lms"))
1174                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1175                                         PutClientInServer();
1176                                         centerprint(self,"");
1177                                         return;
1178                                 } else {
1179                                         self.flags = self.flags & !FL_JUMPRELEASED;
1180                                         stuffcmd(self,"menu_showteamselect\n");
1181                                         return;
1182                                 }
1183                         } else if(self.button0 && self.version == cvar("g_nexuizversion_major")) {
1184                                 self.flags = self.flags & !FL_JUMPRELEASED;
1185                                 if(SpectateNext() == 1) {
1186                                         self.classname = "spectator";
1187                                 } 
1188                         }
1189                 } else {
1190                         if (!(self.button0 || self.button2)) {
1191                                 self.flags = self.flags | FL_JUMPRELEASED;
1192                         }
1193                 }
1194                 if(cvar("g_lms") && self.frags == 0)
1195                         centerprint(self, "\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1196                 else if(cvar("g_lms") && self.frags == -1)
1197                         centerprint(self, "\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1198                 else
1199                         PrintWelcomeMessage(self);
1200                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1201         } else if(self.classname == "spectator") {
1202                 
1203                 if (self.flags & FL_JUMPRELEASED) {
1204                         if(self.button0) {
1205                                 self.flags = self.flags & !FL_JUMPRELEASED;
1206                                 if(SpectateNext() == 1) {
1207                                         self.classname = "spectator";
1208                                 } else {
1209                                         self.classname = "observer";
1210                                         msg_entity = self;                                                                                                                                                     
1211                                         WriteByte(MSG_ONE, SVC_SETVIEW);                                                                                                                                       
1212                                         WriteEntity(MSG_ONE, self);   
1213                                         PutClientInServer();                                    
1214                                 }
1215                         } else if (self.button3) {
1216                                 self.flags = self.flags & !FL_JUMPRELEASED;
1217                                 self.classname = "observer";
1218                                 msg_entity = self;                                                                                                                                                     
1219                                 WriteByte(MSG_ONE, SVC_SETVIEW);                                                                                                                                       
1220                                 WriteEntity(MSG_ONE, self);   
1221                                 PutClientInServer();
1222                         } else {
1223                                 SpectateUpdate();
1224                         }
1225         } else {
1226                 if (!(self.button0 || self.button3)) {
1227                         self.flags = self.flags | FL_JUMPRELEASED;
1228                 }
1229                 }
1230                 centerprint(self, strcat("spectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1231                 
1232         }
1233         VoteThink();
1234 }
1235
1236 /*
1237 =============
1238 PlayerPostThink
1239
1240 Called every frame for each client after the physics are run
1241 =============
1242 */
1243 void PlayerPostThink (void)
1244 {
1245         if(self.classname == "player") {
1246                 CheckRules_Player();
1247                 UpdateChatBubble();
1248                 UpdateTeamBubble();
1249                 UpdatePlayerColors();
1250                 if (self.deadflag == DEAD_NO)
1251                 if (self.impulse)
1252                         ImpulseCommands ();
1253                 if (intermission_running)
1254                         return;         // intermission or finale
1255
1256                 //PrintWelcomeMessage(self);
1257                 //if (TetrisPostFrame()) return;
1258         } else if (self.classname == "observer") {
1259                 //do nothing
1260         } else if (self.classname == "spectator") {
1261                 //do nothing
1262         }
1263 }