]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/cl_client.c
- fixed bug that players didn't die when health rots to 0
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_client.c
1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4         relocate_spawnpoint();
5 }
6
7 void info_player_deathmatch (void)
8 {
9         relocate_spawnpoint();
10 }
11
12 float spawn_allbad;
13 float spawn_allgood;
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
15 {
16         local entity spot, player, nextspot, previousspot, newfirstspot;
17         local float pcount;
18         spot = firstspot;
19         newfirstspot = world;
20         previousspot = world;
21         spawn_allgood = TRUE;
22         spawn_allbad = TRUE;
23         while (spot)
24         {
25                 nextspot = spot.chain;
26                 // count team mismatches as bad spots
27                 if (spot.team == teamcheck)
28                 {
29                         pcount = 0;
30                         player = playerlist;
31                         while (player)
32                         {
33                                 if (player != self)
34                                 if (vlen(player.origin - spot.origin) < mindist)
35                                         pcount = pcount + 1;
36                                 player = player.chain;
37                         }
38                         if (!pcount)
39                         {
40                                 spawn_allbad = FALSE;
41                                 if (newfirstspot)
42                                         previousspot.chain = spot;
43                                 else
44                                         newfirstspot = spot;
45                                 previousspot = spot;
46                                 spot.chain = world;
47                         }
48                         else
49                                 spawn_allgood = FALSE;
50                 }
51                 spot = nextspot;
52         }
53         // if we couldn't find ANY good points, return the original list
54         if (!newfirstspot)
55                 newfirstspot = firstspot;
56         return newfirstspot;
57 }
58
59 entity Spawn_RandomPoint(entity firstspot)
60 {
61         local entity spot;
62         local float numspots;
63         // count number of spots
64         numspots = 0;
65         spot = firstspot;
66         while (spot)
67         {
68                 numspots = numspots + 1;
69                 spot = spot.chain;
70         }
71         // pick a random one
72         numspots = numspots * random();
73         spot = firstspot;
74         while (spot.chain && numspots >= 1)
75         {
76                 numspots = numspots - 1;
77                 spot = spot.chain;
78         }
79         return spot;
80 }
81
82 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
83 {
84         local entity best, spot, player;
85         local float bestrating, rating;
86         best = world;
87         bestrating = -1000000;
88         spot = firstspot;
89         while (spot)
90         {
91                 rating = 1000000000;
92                 player = playerlist;
93                 while (player)
94                 {
95                         if (player != self)
96                                 rating = min(rating, vlen(player.origin - spot.origin));
97                         player = player.chain;
98                 }
99                 rating = rating + random() * 16;
100                 if (bestrating < rating)
101                 {
102                         best = spot;
103                         bestrating = rating;
104                 }
105                 spot = spot.chain;
106         }
107         return best;
108 }
109
110 /*
111 =============
112 SelectSpawnPoint
113
114 Finds a point to respawn
115 =============
116 */
117 entity SelectSpawnPoint (float anypoint)
118 {
119         local float teamcheck;
120         local entity spot, firstspot, playerlist;
121         string spotname;
122
123         spot = find (world, classname, "testplayerstart");
124         if (spot)
125                 return spot;
126
127         spotname = "info_player_deathmatch";
128         teamcheck = 0;
129
130         if(!anypoint && cvar("g_ctf") )
131                 teamcheck = self.team;
132
133         // get the list of players
134         playerlist = findchain(classname, "player");
135         // get the entire list of spots
136         firstspot = findchain(classname, "info_player_deathmatch");
137         // filter out the bad ones
138         // (note this returns the original list if none survived)
139         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
140
141         // there is 50/50 chance of choosing a random spot or the furthest spot
142         // (this means that roughly every other spawn will be furthest, so you
143         // usually won't get fragged at spawn twice in a row)
144         if (random() > 0.5 || spawn_allbad || spawn_allgood)
145                 spot = Spawn_RandomPoint(firstspot);
146         else
147                 spot = Spawn_FurthestPoint(firstspot, playerlist);
148
149         if (!spot)
150         {
151                 if(cvar("spawn_debug"))
152                         GotoNextMap();
153                 else
154                         error ("PutClientInServer: no start points on level");
155         }
156
157         return spot;
158 }
159
160 /*
161 =============
162 CheckPlayerModel
163
164 Checks if the argument string can be a valid playermodel.
165 Returns a valid one in doubt.
166 =============
167 */
168 string CheckPlayerModel(string plyermodel) {
169         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
170
171         /* Possible Fixme: Check if server can open the model?
172            This would kill custom models, however. */
173
174         return plyermodel;
175 }
176
177 /*
178 =============
179 Client_customizeentityforclient
180
181 LOD reduction
182 =============
183 */
184 float Client_customizeentityforclient()
185 {
186 #ifdef ALLOW_VARIABLE_LOD
187         // self: me
188         // other: the player viewing me
189         float distance;
190         float f;
191
192         distance = vlen(self.origin - other.origin);
193         f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
194         if(f > 10000)
195         {
196                 self.modelindex = self.modelindex_lod2;
197         }
198         else if(f > 5000)
199         {
200                 self.modelindex = self.modelindex_lod1;
201         }
202         else
203         {
204                 self.modelindex = self.modelindex_lod0;
205         }
206 #endif
207
208         return TRUE;
209 }
210
211 float fexists(string f)
212 {
213         float fh;
214         fh = fopen(f, FILE_READ);
215         if(fh < 0)
216                 return FALSE;
217         fclose(fh);
218         return TRUE;
219 }
220
221 void setmodel_lod(entity e, string modelname)
222 {
223 #ifdef ALLOW_VARIABLE_LOD
224         string s;
225
226         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
227         if(fexists(s))
228         {
229                 precache_model(s);
230                 setmodel(e, s);
231                 self.modelindex_lod1 = self.modelindex;
232         }
233         else
234                 self.modelindex_lod1 = -1;
235
236         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
237         if(fexists(s))
238         {
239                 precache_model(s);
240                 setmodel(e, s);
241                 self.modelindex_lod2 = self.modelindex;
242         }
243         else
244                 self.modelindex_lod2 = -1;
245
246         precache_model(modelname);
247         setmodel(e, modelname);
248         self.modelindex_lod0 = self.modelindex;
249         
250         if(self.modelindex_lod1 < 0)
251                 self.modelindex_lod1 = self.modelindex;
252
253         if(self.modelindex_lod2 < 0)
254                 self.modelindex_lod2 = self.modelindex;
255 #else
256         precache_model(modelname);
257         setmodel(e, modelname);
258 #endif
259 }
260
261 /*
262 =============
263 PutObserverInServer
264
265 putting a client as observer in the server
266 =============
267 */
268 void PutObserverInServer (void)
269 {
270         entity  spot;
271         spot = SelectSpawnPoint (FALSE);
272         RemoveGrapplingHook(self); // Wazat's Grappling Hook
273
274         if(clienttype(self) == CLIENTTYPE_REAL)
275         {
276                 msg_entity = self;
277                 WriteByte(MSG_ONE, SVC_SETVIEW);
278                 WriteEntity(MSG_ONE, self);
279         }
280
281         if (cvar("g_runematch"))
282                 DropAllRunes(self);
283
284         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
285                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
286         else if(self.killcount != -666)
287                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
288
289         self.classname = "observer";
290         self.health = -666;
291         self.takedamage = DAMAGE_NO;
292         self.solid = SOLID_NOT;
293         self.movetype = MOVETYPE_NOCLIP;
294         self.flags = FL_CLIENT | FL_NOTARGET;
295         self.armorvalue = 666;
296         self.effects = 0;
297         self.armorvalue = cvar("g_balance_armor_start");
298         self.pauserotarmor_finished = 0;
299         self.pauserothealth_finished = 0;
300         self.pauseregen_finished = 0;
301         self.damageforcescale = 0;
302         self.death_time = 0;
303         self.dead_time = 0;
304         self.dead_frame = 0;
305         self.die_frame = 0;
306         self.deaths = 0;
307         self.alpha = 0;
308         self.scale = 0;
309         self.fade_time = 0;
310         self.pain_frame = 0;
311         self.pain_finished = 0;
312         self.strength_finished = 0;
313         self.invincible_finished = 0;
314         self.pushltime = 0;
315         self.think = SUB_Null;
316         self.nextthink = 0;
317         self.hook_time = 0;
318         self.runes = 0;
319         self.deadflag = DEAD_NO;
320         self.angles = spot.angles;
321         self.angles_z = 0;
322         self.fixangle = TRUE;
323         self.crouch = FALSE;
324         self.view_ofs = PL_VIEW_OFS;
325         setorigin (self, spot.origin);
326         setsize (self, '0 0 0', '0 0 0');
327         self.oldorigin = self.origin;
328         self.items = 0;
329         self.model = "";
330         self.modelindex = 0;
331         self.weapon = 0;
332         self.weaponmodel = "";
333         self.weaponframe = 0;
334         self.weaponentity = world;
335         self.killcount = -666;
336         self.velocity = '0 0 0';
337         self.avelocity = '0 0 0';
338         self.punchangle = '0 0 0';
339         self.punchvector = '0 0 0';
340         self.oldvelocity = self.velocity;
341
342         if(cvar("g_arena"))
343         {
344                 if(self.frags != -2)
345                 {
346                         Spawnqueue_Insert(self);
347                 }
348                 else
349                 {
350                         Spawnqueue_Unmark(self);
351                         Spawnqueue_Remove(self);
352                 }
353         }
354         else if(!cvar("g_lms"))
355                 self.frags = -666;
356 }
357
358
359 /*
360 =============
361 PutClientInServer
362
363 Called when a client spawns in the server
364 =============
365 */
366 void PutClientInServer (void)
367 {
368         if(clienttype(self) == CLIENTTYPE_BOT)
369         {
370                 self.classname = "player";
371         }
372         else if(clienttype(self) == CLIENTTYPE_REAL)
373         {
374                 msg_entity = self;
375                 WriteByte(MSG_ONE, SVC_SETVIEW);
376                 WriteEntity(MSG_ONE, self);
377         }
378
379         // player is dead and becomes observer
380         if(cvar("g_lms") && self.frags < 1)
381                 self.classname = "observer";
382
383         if(cvar("g_arena"))
384         if(!self.spawned)
385                 self.classname = "observer";
386
387         if(self.classname == "player") {
388                 entity  spot;
389
390                 spot = SelectSpawnPoint (FALSE);
391
392                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
393
394                 self.classname = "player";
395                 self.iscreature = TRUE;
396                 self.movetype = MOVETYPE_WALK;
397                 self.solid = SOLID_SLIDEBOX;
398                 self.flags = FL_CLIENT;
399                 self.takedamage = DAMAGE_AIM;
400                 self.effects = 0;
401                 self.health = cvar("g_balance_health_start");
402                 self.armorvalue = cvar("g_balance_armor_start");
403                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
404                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
405                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
406                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
407                 self.damageforcescale = 2;
408                 self.death_time = 0;
409                 self.dead_time = 0;
410                 self.dead_frame = 0;
411                 self.die_frame = 0;
412                 self.alpha = 0;
413                 self.scale = 0;
414                 self.fade_time = 0;
415                 self.pain_frame = 0;
416                 self.pain_finished = 0;
417                 self.strength_finished = 0;
418                 self.invincible_finished = 0;
419                 self.pushltime = 0;
420                 //self.speed_finished = 0;
421                 //self.slowmo_finished = 0;
422                 // players have no think function
423                 self.think = SUB_Null;
424                 self.nextthink = 0;
425                 self.weapon = 0;
426                 self.switchweapon = 0;
427                 self.hook_time = 0;
428
429                 self.runes = 0;
430
431                 self.deadflag = DEAD_NO;
432
433                 self.angles = spot.angles;
434
435                 self.angles_z = 0; // never spawn tilted even if the spot says to
436                 self.fixangle = TRUE; // turn this way immediately
437                 self.velocity = '0 0 0';
438                 self.avelocity = '0 0 0';
439                 self.punchangle = '0 0 0';
440                 self.punchvector = '0 0 0';
441                 self.oldvelocity = self.velocity;
442
443                 self.viewzoom = 0.6;
444
445                 self.customizeentityforclient = Client_customizeentityforclient;
446
447                 if(cvar("sv_defaultcharacter") == 1) {
448                         local string defaultmodel;
449                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
450                         setmodel_lod (self, defaultmodel);
451                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
452                 } else {
453                         self.playermodel = CheckPlayerModel(self.playermodel);
454                         setmodel_lod (self, self.playermodel);
455                         self.skin = stof(self.playerskin);
456
457                 }
458
459                 self.crouch = FALSE;
460                 self.view_ofs = PL_VIEW_OFS;
461                 setsize (self, PL_MIN, PL_MAX);
462                 self.spawnorigin = spot.origin;
463                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
464                 // don't reset back to last position, even if new position is stuck in solid
465                 self.oldorigin = self.origin;
466
467                 if(cvar("g_lms"))
468                 {
469                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
470                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
471                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
472                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
473                         self.health = cvar("g_lms_start_health");
474                         self.armorvalue = cvar("g_lms_start_armor");
475                 }
476                 else if (cvar("g_use_ammunition")) {
477                         self.ammo_shells = cvar("g_start_ammo_shells");
478                         self.ammo_nails = cvar("g_start_ammo_nails");
479                         self.ammo_rockets = cvar("g_start_ammo_rockets");
480                         self.ammo_cells = cvar("g_start_ammo_cells");
481                 } else {
482                         self.ammo_shells = 999;
483                         self.ammo_nails = 999;
484                         self.ammo_rockets = 999;
485                         self.ammo_cells = 999;
486                 }
487
488                 self.items = 0;
489                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
490                 {
491                         self.items = self.items | IT_LASER;
492                         self.switchweapon = WEP_LASER;
493                 }
494                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
495                 {
496                         self.items = self.items | IT_SHOTGUN;
497                         self.switchweapon = WEP_SHOTGUN;
498                 }
499                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
500                 {
501                         self.items = self.items | IT_UZI;
502                         self.switchweapon = WEP_UZI;
503                 }
504                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
505                 {
506                         self.items = self.items | IT_GRENADE_LAUNCHER;
507                         self.switchweapon = WEP_GRENADE_LAUNCHER;
508                 }
509                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
510                 {
511                         self.items = self.items | IT_ELECTRO;
512                         self.switchweapon = WEP_ELECTRO;
513                 }
514                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
515                 {
516                         self.items = self.items | IT_CRYLINK;
517                         self.switchweapon = WEP_CRYLINK;
518                 }
519                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
520                 {
521                         self.items = self.items | IT_NEX;
522                         self.switchweapon = WEP_NEX;
523                 }
524                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
525                 {
526                         self.items = self.items | IT_HAGAR;
527                         self.switchweapon = WEP_HAGAR;
528                 }
529                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
530                 {
531                         self.items = self.items | IT_ROCKET_LAUNCHER;
532                         self.switchweapon = WEP_ROCKET_LAUNCHER;
533                 }
534
535                 if(cvar("g_instagib"))
536                 {
537                         self.items = IT_NEX;
538                         self.switchweapon = WEP_NEX;
539                         self.ammo_cells = 999;
540                 }
541
542                 if(cvar("g_rocketarena"))
543                 {
544                         self.items = IT_ROCKET_LAUNCHER;
545                         self.switchweapon = WEP_ROCKET_LAUNCHER;
546                         self.ammo_rockets = 999;
547                 }
548
549                 if(cvar("g_nixnex"))
550                 {
551                         self.items = 0;
552                         // will be done later
553                 }
554
555                 if(cvar("g_minstagib"))
556                 {
557                         self.health = 100;
558                         self.armorvalue = 0;
559                         self.items = IT_NEX;
560                         self.switchweapon = WEP_NEX;
561                         self.ammo_cells = cvar("g_minstagib_ammo_start");
562                         self.extralives = 0;
563                         self.jump_interval = time;
564                 }
565
566                 if(cvar("g_arena"))
567                         Spawnqueue_Remove(self);
568
569                 self.event_damage = PlayerDamage;
570
571                 self.bot_attack = TRUE;
572
573                 self.statdraintime = time + 5;
574                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
575
576                 if(self.killcount == -666) {
577                         self.killcount = 0;
578                         if(!cvar("g_arena"))
579                                 self.frags = 0;
580                 }
581
582                 self.cnt = WEP_LASER;
583                 self.nixnex_lastchange_id = -1;
584
585                 /*
586                 W_UpdateWeapon();
587                 W_UpdateAmmo();
588                 */
589                 CL_SpawnWeaponentity();
590                 self.alpha = default_player_alpha;
591                 self.exteriorweaponentity.alpha = default_player_alpha;
592
593                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
594                 self.lms_traveled_distance = 0;
595
596                 if(cvar("spawn_debug"))
597                 {
598                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
599                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
600                 }
601
602                 //stuffcmd(self, "chase_active 0");
603                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
604         } else if(self.classname == "observer") {
605                 PutObserverInServer ();
606         }
607 }
608
609 /*
610 =============
611 SetNewParms
612 =============
613 */
614 void SetNewParms (void)
615 {
616
617 }
618
619 /*
620 =============
621 SetChangeParms
622 =============
623 */
624 void SetChangeParms (void)
625 {
626
627 }
628
629 /*
630 =============
631 ClientKill
632
633 Called when a client types 'kill' in the console
634 =============
635 */
636 void ClientKill (void)
637 {
638         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
639 }
640
641 /*
642 =============
643 ClientConnect
644
645 Called when a client connects to the server
646 =============
647 */
648 string ColoredTeamName(float t);
649 //void dom_player_join_team(entity pl);
650 void ClientConnect (void)
651 {
652         self.classname = "player_joining";
653         self.flags = self.flags | FL_CLIENT;
654
655         if(player_count<0) player_count = 0;
656
657         bot_clientconnect();
658
659         //if(cvar("g_domination"))
660         //      dom_player_join_team(self);
661
662         //JoinBestTeam(self, FALSE);
663
664         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
665                 self.classname = "observer";
666         } else {
667                 self.classname = "player";
668                 campaign_bots_may_start = 1;
669         }
670
671         self.playerid = (playerid_last = playerid_last + 1);
672         if(cvar("sv_eventlog"))
673         {
674                 string s;
675                 if(clienttype(self) == CLIENTTYPE_REAL)
676                         s = "player";
677                 else
678                         s = "bot";
679                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
680                 s = strcat(":team:", ftos(self.playerid), ":");
681                 s = strcat(s, ftos(self.team));
682                 GameLogEcho(s, FALSE);
683         }
684
685         //stuffcmd(self, "set tmpviewsize $viewsize \n");
686
687         bprint ("^4",self.netname);
688         bprint ("^4 connected");
689
690         if(cvar("g_domination") || cvar("g_ctf"))
691         {
692                 bprint(" and joined the ");
693                 bprint(ColoredTeamName(self.team));
694         }
695
696         bprint("\n");
697
698         self.welcomemessage_time = time + cvar("welcome_message_time");
699         self.welcomemessage_time2 = 0;
700
701         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
702         // send prediction settings to the client
703         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
704         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
705         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
706         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
707         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
708         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
709         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
710         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
711         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
712         // Wazat's grappling hook
713         SetGrappleHookBindings();
714
715         // get autoswitch state from player
716         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
717         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
718
719         // get version info from player
720         stuffcmd(self, "cmd clientversion $gameversion\n");
721
722         // get other cvars from player
723         GetCvars(0);
724
725         // set cvar for team scoreboard
726         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
727
728         if(cvar("g_lms"))
729         {
730                 self.frags = cvar("fraglimit");
731                 // no fraglimit was set, so player gets 999 lives
732                 if(self.frags < 1)
733                         self.frags = 999;
734
735                 // disallow player to join after the worst player has lost g_lms_last_join lives
736                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
737                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
738                 {
739                         self.frags = -666;
740                         lms_dead_count += 1;
741                 }
742                 else if(cvar("fraglimit") > lms_lowest_lives)
743                 {
744                         self.frags = lms_lowest_lives;
745                 }
746         }
747         else if(cvar("g_arena"))
748         {
749                 self.classname = "observer";
750                 Spawnqueue_Insert(self);
751         }
752
753         bot_relinkplayerlist();
754
755         self.jointime = time;
756 }
757
758 /*
759 =============
760 ClientDisconnect
761
762 Called when a client disconnects from the server
763 =============
764 */
765 void(entity e) DropFlag;
766 .entity chatbubbleentity;
767 .entity teambubbleentity;
768 void ClientDisconnect (void)
769 {
770         float save;
771         if(cvar("sv_eventlog"))
772                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
773         bprint ("^4",self.netname);
774         bprint ("^4 disconnected\n");
775
776         if (self.chatbubbleentity)
777         {
778                 remove (self.chatbubbleentity);
779                 self.chatbubbleentity = world;
780         }
781
782         if (self.teambubbleentity)
783         {
784                 remove (self.teambubbleentity);
785                 self.teambubbleentity = world;
786         }
787
788         DropAllRunes(self);
789
790         if(self.flagcarried)
791                 DropFlag(self.flagcarried);
792
793         save = self.flags;
794         self.flags = self.flags - (self.flags & FL_CLIENT);
795         bot_relinkplayerlist();
796         self.flags = save;
797
798         // player was dead, decrease dead count
799         if(cvar("g_lms") && self.frags < 1)
800                 lms_dead_count -= 1;
801         else if(cvar("g_arena"))
802         {
803                 Spawnqueue_Unmark(self);
804                 Spawnqueue_Remove(self);
805         }
806 }
807
808 .float buttonchat;
809 void() ChatBubbleThink =
810 {
811         self.nextthink = time;
812         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
813         {
814                 remove(self);
815                 return;
816         }
817         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
818         if (self.owner.buttonchat && !self.owner.deadflag)
819                 self.model = self.mdl;
820         else
821                 self.model = "";
822 };
823
824 void() UpdateChatBubble =
825 {
826         if (!self.modelindex)
827                 return;
828         // spawn a chatbubble entity if needed
829         if (!self.chatbubbleentity)
830         {
831                 self.chatbubbleentity = spawn();
832                 self.chatbubbleentity.owner = self;
833                 self.chatbubbleentity.exteriormodeltoclient = self;
834                 self.chatbubbleentity.think = ChatBubbleThink;
835                 self.chatbubbleentity.nextthink = time;
836                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
837                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
838                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
839                 self.chatbubbleentity.model = "";
840         }
841 }
842
843
844 void() TeamBubbleThink =
845 {
846         self.nextthink = time;
847         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
848         {
849                 remove(self);
850                 return;
851         }
852 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
853         if (self.owner.buttonchat || self.owner.deadflag)
854                 self.model = "";
855         else
856                 self.model = self.mdl;
857
858 };
859
860 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
861
862 void() UpdateTeamBubble =
863 {
864         if (!self.modelindex || !cvar("teamplay"))
865                 return;
866         // spawn a teambubble entity if needed
867         if (!self.teambubbleentity && cvar("teamplay"))
868         {
869                 self.teambubbleentity = spawn();
870                 self.teambubbleentity.owner = self;
871                 self.teambubbleentity.exteriormodeltoclient = self;
872                 self.teambubbleentity.think = TeamBubbleThink;
873                 self.teambubbleentity.nextthink = time;
874                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
875 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
876                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
877                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
878                 self.teambubbleentity.mdl = self.teambubbleentity.model;
879                 self.teambubbleentity.model = self.teambubbleentity.mdl;
880                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
881         }
882 }
883
884 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
885 // added to the model skins
886 /*void() UpdateColorModHack =
887 {
888         local float c;
889         c = self.clientcolors & 15;
890         // LordHavoc: only bothering to support white, green, red, yellow, blue
891              if (teamplay == 0) self.colormod = '0 0 0';
892         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
893         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
894         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
895         else if (c == 12) self.colormod = '1.22 1.22 0.10';
896         else if (c == 13) self.colormod = '0.10 0.10 1.73';
897         else self.colormod = '1 1 1';
898 };*/
899
900 void UpdatePlayerColors () {
901         if(self.weaponentity) {
902                 self.weaponentity.colormap = self.colormap;
903                 self.exteriorweaponentity.colormap = self.colormap;
904         }
905 }
906 /*
907 =============
908 PlayerJump
909
910 When you press the jump key
911 =============
912 */
913 void PlayerJump (void)
914 {
915         float mjumpheight;
916
917         mjumpheight = cvar("g_balance_jumpheight");
918         if (self.waterlevel >= 2)
919         {
920                 if (self.watertype == CONTENT_WATER)
921                         self.velocity_z = 200;
922                 else if (self.watertype == CONTENT_SLIME)
923                         self.velocity_z = 80;
924                 else
925                         self.velocity_z = 50;
926
927                 return;
928         }
929
930
931         if (!(self.flags & FL_ONGROUND))
932                 return;
933
934         if (!(self.flags & FL_JUMPRELEASED))
935                 return;
936
937         if(cvar("g_runematch"))
938         {
939                 if(self.runes & RUNE_SPEED)
940                 {
941                         if(self.runes & CURSE_SLOW)
942                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
943                         else
944                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
945                 }
946                 else if(self.runes & CURSE_SLOW)
947                 {
948                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
949                 }
950         }
951
952         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
953         {
954                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
955         }
956
957         self.velocity_z = self.velocity_z + mjumpheight;
958         self.oldvelocity_z = self.velocity_z;
959
960         self.flags = self.flags - FL_ONGROUND;
961         self.flags = self.flags - FL_JUMPRELEASED;
962 }
963
964 void() CheckWaterJump =
965 {
966         local vector start, end;
967
968 // check for a jump-out-of-water
969         makevectors (self.angles);
970         start = self.origin;
971         start_z = start_z + 8;
972         v_forward_z = 0;
973         normalize(v_forward);
974         end = start + v_forward*24;
975         traceline (start, end, TRUE, self);
976         if (trace_fraction < 1)
977         {       // solid at waist
978                 start_z = start_z + self.maxs_z - 8;
979                 end = start + v_forward*24;
980                 self.movedir = trace_plane_normal * -50;
981                 traceline (start, end, TRUE, self);
982                 if (trace_fraction == 1)
983                 {       // open at eye level
984                         self.flags = self.flags | FL_WATERJUMP;
985                         self.velocity_z = 225;
986                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
987                         self.teleport_time = time + 2;  // safety net
988                         return;
989                 }
990         }
991 };
992
993
994 void respawn(void)
995 {
996         CopyBody(1);
997         PutClientInServer();
998 }
999
1000 void player_powerups (void)
1001 {
1002         if (cvar("g_minstagib"))
1003         {
1004                 self.effects = EF_FULLBRIGHT;
1005                 if (self.items & IT_STRENGTH)
1006                 {
1007                         if (time > self.strength_finished)
1008                         {
1009                                 self.alpha = default_player_alpha;
1010                                 self.exteriorweaponentity.alpha = default_player_alpha;
1011                                 self.items = self.items - (self.items & IT_STRENGTH);
1012                                 sprint(self, "^3Invisibility has worn off\n");
1013                         }
1014                 }
1015                 else
1016                 {
1017                         if (time < self.strength_finished)
1018                         {
1019                                 self.alpha = cvar("g_minstagib_invis_alpha");
1020                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1021                                 self.items = self.items | IT_STRENGTH;
1022                                 sprint(self, "^3You are invisible\n");
1023                         }
1024                 }
1025
1026                 if (self.items & IT_INVINCIBLE)
1027                 {
1028                         if (time > self.invincible_finished)
1029                         {
1030                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1031                                 sprint(self, "^3Speed has worn off\n");
1032                         }
1033                 }
1034                 else
1035                 {
1036                         if (time < self.invincible_finished)
1037                         {
1038                                 self.items = self.items | IT_INVINCIBLE;
1039                                 sprint(self, "^3You are on speed\n");
1040                         }
1041                 }
1042                 return;
1043         }
1044
1045         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1046         if (self.items & IT_STRENGTH)
1047         {
1048                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1049                 if (time > self.strength_finished)
1050                 {
1051                         self.items = self.items - (self.items & IT_STRENGTH);
1052                         sprint(self, "^3Strength has worn off\n");
1053                 }
1054         }
1055         else
1056         {
1057                 if (time < self.strength_finished)
1058                 {
1059                         self.items = self.items | IT_STRENGTH;
1060                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
1061                 }
1062         }
1063         if (self.items & IT_INVINCIBLE)
1064         {
1065                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1066                 if (time > self.invincible_finished)
1067                 {
1068                         self.items = self.items - (self.items & IT_INVINCIBLE);
1069                         sprint(self, "^3Shield has worn off\n");
1070                 }
1071         }
1072         else
1073         {
1074                 if (time < self.invincible_finished)
1075                 {
1076                         self.items = self.items | IT_INVINCIBLE;
1077                         sprint(self, "^3Shield surrounds you\n");
1078                 }
1079         }
1080
1081         if (cvar("g_fullbrightplayers"))
1082                 self.effects = self.effects | EF_FULLBRIGHT;
1083
1084         // midair gamemode: damage only while in the air
1085         // if in midair mode, being on ground grants temporary invulnerability
1086         // (this is so that multishot weapon don't clear the ground flag on the
1087         // first damage in the frame, leaving the player vulnerable to the
1088         // remaining hits in the same frame)
1089         if (self.flags & FL_ONGROUND)
1090         if (cvar("g_midair"))
1091                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1092
1093         if (time < self.spawnshieldtime)
1094                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1095 }
1096
1097 void player_regen (void)
1098 {
1099         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1100         maxh = cvar("g_balance_health_stable");
1101         maxa = cvar("g_balance_armor_stable");
1102         limith = cvar("g_balance_health_limit");
1103         limita = cvar("g_balance_armor_limit");
1104
1105         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1106                 return;
1107
1108         if(cvar("g_runematch"))
1109         {
1110                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1111                 if (self.runes & RUNE_REGEN)
1112                 {
1113                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1114                         {
1115                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1116                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1117                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1118                         }
1119                         else
1120                         {
1121                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1122                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1123                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1124                         }
1125                 }
1126                 else if (self.runes & CURSE_VENOM)
1127                 {
1128                         max_mod = cvar("g_balance_curse_venom_hpmod");
1129                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1130                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1131                         else
1132                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1133                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1134                         //if (!self.runes & RUNE_REGEN)
1135                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1136                 }
1137                 maxh = maxh * max_mod;
1138                 //maxa = maxa * max_mod;
1139
1140                 if (time > self.pauserotarmor_finished)
1141                 {
1142                         if (self.armorvalue > maxa)
1143                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1144                 }
1145                 if (time > self.pauserothealth_finished)
1146                 {
1147                         if (self.health > maxh)
1148                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1149                 }
1150                 if (time > self.pauseregen_finished)
1151                 {
1152                         if (self.health < maxh)
1153                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime  + 0.001, 1000);
1154                         if (self.armorvalue < maxa)
1155                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime  + 0.001, 1000);
1156                 }
1157         }
1158         else
1159         {
1160                 if (time > self.pauserothealth_finished)
1161                 if (self.health > maxh)
1162                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1163                 if (time > self.pauserotarmor_finished)
1164                 if (self.armorvalue > maxa)
1165                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1166                 if (time > self.pauseregen_finished)
1167                 {
1168                         if (self.health < maxh)
1169                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1170                         if (self.armorvalue < maxa)
1171                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1172                 }
1173         }
1174         
1175         if (self.health > limith)
1176                 self.health = limith;
1177         if(self.health < 1)
1178                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1179         if (self.armorvalue > limita)
1180                 self.armorvalue = limita;
1181 }
1182
1183 /*
1184 ======================
1185 spectate mode routines
1186 ======================
1187 */
1188 void SpectateCopy(entity spectatee) {
1189         self.armortype = spectatee.armortype;
1190         self.armorvalue = spectatee.armorvalue;
1191         self.currentammo = spectatee.currentammo;
1192         self.effects = spectatee.effects;
1193         self.health = spectatee.health;
1194         self.impulse = 0;
1195         self.items = spectatee.items;
1196         self.punchangle = spectatee.punchangle;
1197         self.view_ofs = spectatee.view_ofs;
1198         self.v_angle = spectatee.v_angle;
1199         self.viewzoom = spectatee.viewzoom;
1200         setorigin(self, spectatee.origin);
1201         setsize(self, spectatee.mins, spectatee.maxs);
1202 }
1203
1204 void SpectateUpdate() {
1205         if (self != self.enemy) {
1206                 if(self.enemy.flags & FL_NOTARGET)
1207                         PutObserverInServer();
1208                 SpectateCopy(self.enemy);
1209                 self.dmg_take = self.enemy.dmg_take;
1210                 self.dmg_save = self.enemy.dmg_save;
1211                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1212                 self.fixangle = TRUE;
1213                 self.angles = self.enemy.v_angle;
1214                 //msg_entity = self;
1215                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1216                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1217                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1218                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1219         }
1220 }
1221
1222 float SpectateNext() {
1223         other = find(self.enemy, classname, "player");
1224         if (!other) {
1225                 other = find(other, classname, "player");
1226         }
1227         if (other) {
1228                 self.enemy = other;
1229         }
1230         if(self.enemy.classname == "player") {
1231                 msg_entity = self;
1232                 WriteByte(MSG_ONE, SVC_SETVIEW);
1233                 WriteEntity(MSG_ONE, self.enemy);
1234                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1235                 SpectateUpdate();
1236                 return 1;
1237         } else {
1238                 return 0;
1239         }
1240 }
1241
1242 /*
1243 =============
1244 PlayerPreThink
1245
1246 Called every frame for each client before the physics are run
1247 =============
1248 */
1249 void PlayerPreThink (void)
1250 {
1251         if(self.classname == "player") {
1252                 local vector m1, m2;
1253
1254 //              if(self.netname == "Wazat")
1255 //                      bprint(strcat(self.classname, "\n"));
1256
1257                 CheckRules_Player();
1258
1259                 if(self.button7)
1260                         PrintWelcomeMessage(self);
1261
1262                 if(cvar("g_lms") || !cvar("sv_spectate"))
1263                 if((time - self.jointime) <= cvar("welcome_message_time"))
1264                         PrintWelcomeMessage(self);
1265
1266                 if (intermission_running)
1267                 {
1268                         IntermissionThink ();   // otherwise a button could be missed between
1269                         return;                                 // the think tics
1270                 }
1271
1272                 if (self.deadflag != DEAD_NO)
1273                 {
1274                         player_anim();
1275                         weapon_freeze();
1276                         if (self.deadflag == DEAD_DYING)
1277                         {
1278                                 if (time > self.dead_time)
1279                                         self.deadflag = DEAD_DEAD;
1280                         }
1281                         else if (self.deadflag == DEAD_DEAD)
1282                         {
1283                                 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1284                                         self.deadflag = DEAD_RESPAWNABLE;
1285                                 else if (!self.button0 && !self.button2 && !self.button3)
1286                                         self.deadflag = DEAD_RESPAWNABLE;
1287                         }
1288                         else if (self.deadflag == DEAD_RESPAWNABLE)
1289                         {
1290                                 if (self.button0  ||
1291                                     self.button2  ||
1292                                     self.button3  ||
1293                                     self.button4  ||
1294                                     self.button5  ||
1295                                     self.button6  ||
1296                                     self.button7  ||
1297                                     self.button8  ||
1298                                     self.buttonuse ||
1299                                     cvar("g_lms") ||
1300                                     cvar("g_forced_respawn"))
1301                                         respawn();
1302                         }
1303                         return;
1304                 }
1305
1306                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1307                 {
1308                         vector dist;
1309
1310                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1311                         dist = self.oldorigin - self.origin;
1312                         dist_z = 0;
1313                         self.lms_traveled_distance += fabs(vlen(dist));
1314
1315                         if(time > self.lms_nextcheck)
1316                         {
1317                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1318                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1319                                 {
1320                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1321                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1322                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1323                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');
1324                                 }
1325                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1326                                 self.lms_traveled_distance = 0;
1327                         }
1328                 }
1329
1330                 if (self.button5 && !self.hook.state)
1331                 {
1332                         if (!self.crouch)
1333                         {
1334                                 self.crouch = TRUE;
1335                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1336                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1337                         }
1338                 }
1339                 else
1340                 {
1341                         if (self.crouch)
1342                         {
1343                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1344                                 if (!trace_startsolid)
1345                                 {
1346                                         self.crouch = FALSE;
1347                                         self.view_ofs = PL_VIEW_OFS;
1348                                         setsize (self, PL_MIN, PL_MAX);
1349                                 }
1350                         }
1351                 }
1352
1353                 if(cvar("sv_defaultcharacter") == 1) {
1354                         local string defaultmodel;
1355                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1356
1357                         if (defaultmodel != self.model)
1358                         {
1359                                 m1 = self.mins;
1360                                 m2 = self.maxs;
1361                                 setmodel_lod (self, defaultmodel);
1362                                 setsize (self, m1, m2);
1363                         }
1364
1365                         if (self.skin != cvar("sv_defaultplayerskin"))
1366                                 self.skin = cvar("sv_defaultplayerskin");
1367                 } else {
1368                         if (self.playermodel != self.model)
1369                         {
1370                                 self.playermodel = CheckPlayerModel(self.playermodel);
1371                                 m1 = self.mins;
1372                                 m2 = self.maxs;
1373                                 setmodel_lod (self, self.playermodel);
1374                                 setsize (self, m1, m2);
1375                         }
1376
1377                         if (self.skin != stof(self.playerskin))
1378                                 self.skin = stof(self.playerskin);
1379                 }
1380                 // Savage: Check for nameless players
1381                 if (strlen(self.netname) < 1) {
1382                         self.netname = "Player";
1383                         stuffcmd(self, "name Player\n");
1384                 }
1385
1386                 GrapplingHookFrame();
1387
1388                 W_WeaponFrame();
1389
1390                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1391                 {
1392                         if (cvar("g_minstagib") && self.button3)
1393                         {
1394                                 if (self.jump_interval <= (time + 0.1))
1395                                 {
1396                                         self.jump_interval = time + 1;
1397                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1398                                 }
1399                         }
1400                         else if (self.viewzoom > 0.4)
1401                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1402                 }
1403                 else if (self.viewzoom < 1.0)
1404                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1405
1406
1407                 if (self.button2)
1408                         PlayerJump ();
1409                 else
1410                         self.flags = self.flags | FL_JUMPRELEASED;
1411
1412                 player_powerups();
1413                 player_regen();
1414                 player_anim();
1415
1416                 //self.angles_y=self.v_angle_y + 90;   // temp
1417
1418                 if (self.waterlevel == 2)
1419                         CheckWaterJump ();
1420
1421                 //if (TetrisPreFrame()) return;
1422         } else if(gameover) {
1423                 if (intermission_running)
1424                         IntermissionThink ();   // otherwise a button could be missed between
1425                 return;
1426         } else if(self.classname == "observer") {
1427
1428                 if (self.flags & FL_JUMPRELEASED) {
1429                         if (self.button2 && self.version == cvar("gameversion")) {
1430                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1431                                         self.flags = self.flags & !FL_JUMPRELEASED;
1432                                         self.classname = "player";
1433                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1434                                                 JoinBestTeam(self, 0);
1435                                         if(cvar("g_campaign"))
1436                                                 campaign_bots_may_start = 1;
1437                                         PutClientInServer();
1438                                         if(self.flags & !FL_NOTARGET)
1439                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1440                                         centerprint(self,"");
1441                                         return;
1442                                 } else {
1443                                         self.flags = self.flags & !FL_JUMPRELEASED;
1444                                         stuffcmd(self,"menu_showteamselect\n");
1445                                         return;
1446                                 }
1447                         } else if(self.button0 && self.version == cvar("gameversion")) {
1448                                 self.flags = self.flags & !FL_JUMPRELEASED;
1449                                 if(SpectateNext() == 1) {
1450                                         self.classname = "spectator";
1451                                 }
1452                         }
1453                 } else {
1454                         if (!(self.button0 || self.button2)) {
1455                                 self.flags = self.flags | FL_JUMPRELEASED;
1456                         }
1457                 }
1458                 PrintWelcomeMessage(self);
1459         } else if(self.classname == "spectator") {
1460
1461                 if (self.flags & FL_JUMPRELEASED) {
1462                         if (self.button2 && self.version == cvar("gameversion")) {
1463                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1464                                         self.flags = self.flags & !FL_JUMPRELEASED;
1465                                         self.classname = "player";
1466                                         if(!cvar("g_lms"))
1467                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1468
1469                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1470                                                 JoinBestTeam(self, 0);
1471                                         if(cvar("g_campaign"))
1472                                                 campaign_bots_may_start = 1;
1473                                         PutClientInServer();
1474                                         centerprint(self,"");
1475                                         return;
1476                                 } else {
1477                                         self.flags = self.flags & !FL_JUMPRELEASED;
1478                                         stuffcmd(self,"menu_showteamselect\n");
1479                                         return;
1480                                 }
1481                         } else if(self.button0) {
1482                                 self.flags = self.flags & !FL_JUMPRELEASED;
1483                                 if(SpectateNext() == 1) {
1484                                         self.classname = "spectator";
1485                                 } else {
1486                                         self.classname = "observer";
1487                                         PutClientInServer();
1488                                 }
1489                         } else if (self.button3) {
1490                                 self.flags = self.flags & !FL_JUMPRELEASED;
1491                                 self.classname = "observer";
1492                                 PutClientInServer();
1493                         } else {
1494                                 SpectateUpdate();
1495                         }
1496         } else {
1497                 if (!(self.button0 || self.button3)) {
1498                         self.flags = self.flags | FL_JUMPRELEASED;
1499                 }
1500                 }
1501                 PrintWelcomeMessage(self);
1502         }
1503 }
1504
1505
1506 /*
1507 =============
1508 PlayerPostThink
1509
1510 Called every frame for each client after the physics are run
1511 =============
1512 */
1513 void PlayerPostThink (void)
1514 {
1515         if(self.classname == "player") {
1516                 CheckRules_Player();
1517                 UpdateChatBubble();
1518                 UpdateTeamBubble();
1519                 UpdatePlayerColors();
1520                 if (self.deadflag == DEAD_NO)
1521                 if (self.impulse)
1522                         ImpulseCommands ();
1523                 if (intermission_running)
1524                         return;         // intermission or finale
1525
1526                 //PrintWelcomeMessage(self);
1527                 //if (TetrisPostFrame()) return;
1528         } else if (self.classname == "observer") {
1529                 //do nothing
1530         } else if (self.classname == "spectator") {
1531                 //do nothing
1532         }
1533         Arena_Warmup();
1534 }