]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/cl_client.c
fixed bug with exterior weapon model if all g_start_weapon cvars are 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 }
5
6 void info_player_deathmatch (void)
7 {
8 }
9
10 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
11 {
12         local entity spot, player, nextspot, previousspot, newfirstspot;
13         local float pcount;
14         spot = firstspot;
15         newfirstspot = world;
16         previousspot = world;
17         while (spot)
18         {
19                 nextspot = spot.chain;
20                 // count team mismatches as bad spots
21                 if (spot.team == teamcheck)
22                 {
23                         pcount = 0;
24                         player = playerlist;
25                         while (player)
26                         {
27                                 if (player != self)
28                                 if (vlen(player.origin - spot.origin) < mindist)
29                                         pcount = pcount + 1;
30                                 player = player.chain;
31                         }
32                         if (!pcount)
33                         {
34                                 if (newfirstspot)
35                                         previousspot.chain = spot;
36                                 else
37                                         newfirstspot = spot;
38                                 previousspot = spot;
39                                 spot.chain = world;
40                         }
41                 }
42                 spot = nextspot;
43         }
44         // if we couldn't find ANY good points, return the original list
45         if (!newfirstspot)
46                 newfirstspot = firstspot;
47         return newfirstspot;
48 }
49
50 entity Spawn_RandomPoint(entity firstspot)
51 {
52         local entity spot;
53         local float numspots;
54         // count number of spots
55         numspots = 0;
56         spot = firstspot;
57         while (spot)
58         {
59                 numspots = numspots + 1;
60                 spot = spot.chain;
61         }
62         // pick a random one
63         numspots = numspots * random();
64         spot = firstspot;
65         while (spot.chain && numspots >= 1)
66         {
67                 numspots = numspots - 1;
68                 spot = spot.chain;
69         }
70         return spot;
71 }
72
73 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
74 {
75         local entity best, spot, player;
76         local float bestrating, rating;
77         best = world;
78         bestrating = -1000000;
79         spot = firstspot;
80         while (spot)
81         {
82                 rating = 1000000000;
83                 player = playerlist;
84                 while (player)
85                 {
86                         if (player != self)
87                                 rating = min(rating, vlen(player.origin - spot.origin));
88                         player = player.chain;
89                 }
90                 rating = rating + random() * 16;
91                 if (bestrating < rating)
92                 {
93                         best = spot;
94                         bestrating = rating;
95                 }
96                 spot = spot.chain;
97         }
98         return best;
99 }
100
101 /*
102 =============
103 SelectSpawnPoint
104
105 Finds a point to respawn
106 =============
107 */
108 entity SelectSpawnPoint (float anypoint)
109 {
110         local float teamcheck;
111         local entity spot, firstspot, playerlist;
112         string spotname;
113
114         spot = find (world, classname, "testplayerstart");
115         if (spot)
116                 return spot;
117
118         spotname = "info_player_deathmatch";
119         teamcheck = 0;
120
121         if(!anypoint && cvar("g_ctf") )
122                 teamcheck = self.team;
123
124         // get the list of players
125         playerlist = findchain(classname, "player");
126         // get the entire list of spots
127         firstspot = findchain(classname, "info_player_deathmatch");
128         // filter out the bad ones
129         // (note this returns the original list if none survived)
130         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
131
132         // there is 50/50 chance of choosing a random spot or the furthest spot
133         // (this means that roughly every other spawn will be furthest, so you
134         // usually won't get fragged at spawn twice in a row)
135         if (random() > 0.5)
136                 spot = Spawn_RandomPoint(firstspot);
137         else
138                 spot = Spawn_FurthestPoint(firstspot, playerlist);
139
140         if (!spot)
141                 error ("PutClientInServer: no start points on level");
142
143         return spot;
144 }
145
146 /*
147 =============
148 CheckPlayerModel
149
150 Checks if the argument string can be a valid playermodel.
151 Returns a valid one in doubt.
152 =============
153 */
154 string CheckPlayerModel(string plyermodel) {
155         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
156
157         /* Possible Fixme: Check if server can open the model?
158            This would kill custom models, however. */
159
160         return plyermodel;
161 }
162
163 /*
164 =============
165 PutObserverInServer
166
167 putting a client as observer in the server
168 =============
169 */
170 void PutObserverInServer (void)
171 {
172         entity  spot;
173         spot = SelectSpawnPoint (FALSE);
174         RemoveGrapplingHook(self); // Wazat's Grappling Hook
175
176         if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
177                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
178         else if(self.killcount != -666)
179                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
180
181         self.classname = "observer";
182         self.health = -666;
183         self.takedamage = DAMAGE_NO;
184         self.solid = SOLID_NOT;
185         self.movetype = MOVETYPE_NOCLIP;
186         self.flags = FL_CLIENT | FL_NOTARGET;
187         self.armorvalue = 666;
188         self.effects = 0;
189         self.armorvalue = cvar("g_balance_armor_start");
190         self.pauserotarmor_finished = 0;
191         self.pauserothealth_finished = 0;
192         self.pauseregen_finished = 0;
193         self.damageforcescale = 0;
194         self.death_time = 0;
195         self.dead_time = 0;
196         self.dead_frame = 0;
197         self.die_frame = 0;
198         self.alpha = 0;
199         self.scale = 0;
200         self.fade_time = 0;
201         self.pain_frame = 0;
202         self.pain_finished = 0;
203         self.strength_finished = 0;
204         self.invincible_finished = 0;
205         self.pushltime = 0;
206         self.think = SUB_Null;
207         self.nextthink = 0;
208         self.hook_time = 0;
209         self.runes = 0;
210         self.deadflag = DEAD_NO;
211         self.angles = spot.angles;
212         self.angles_z = 0;
213         self.fixangle = TRUE;
214         self.crouch = FALSE;
215         self.view_ofs = PL_VIEW_OFS;
216         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
217         self.oldorigin = self.origin;
218         self.items = 0;
219         self.model = "";
220         self.modelindex = 0;
221         self.weapon = 0;
222         self.weaponmodel = "";
223         self.weaponframe = 0;
224         self.weaponentity = world;
225         self.killcount = -666;
226         if(!cvar("g_lms"))
227                 self.frags = -666;
228         //stuffcmd(self, "set viewsize 120 \n");
229 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
230 }
231
232
233 /*
234 =============
235 PutClientInServer
236
237 Called when a client spawns in the server
238 =============
239 */
240 void PutClientInServer (void)
241 {
242         if(clienttype(self) ==  CLIENTTYPE_BOT)
243         {
244                 self.classname = "player";
245         }
246
247         // player is dead and becomes observer
248         if(cvar("g_lms") && self.frags < 1)
249                 self.classname = "observer";
250
251         if(self.classname == "player") {
252                 entity  spot;
253
254                 spot = SelectSpawnPoint (FALSE);
255
256                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
257
258                 self.classname = "player";
259                 self.iscreature = TRUE;
260                 self.movetype = MOVETYPE_WALK;
261                 self.solid = SOLID_SLIDEBOX;
262                 self.flags = FL_CLIENT;
263                 self.takedamage = DAMAGE_AIM;
264                 self.effects = 0;
265                 self.health = cvar("g_balance_health_start");
266                 self.armorvalue = cvar("g_balance_armor_start");
267                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
268                 self.pauserotarmor_finished = time + 10;
269                 self.pauserothealth_finished = time + 10;
270                 self.pauseregen_finished = 0;
271                 self.damageforcescale = 2;
272                 self.death_time = 0;
273                 self.dead_time = 0;
274                 self.dead_frame = 0;
275                 self.die_frame = 0;
276                 self.alpha = 0;
277                 self.scale = 0;
278                 self.fade_time = 0;
279                 self.pain_frame = 0;
280                 self.pain_finished = 0;
281                 self.strength_finished = 0;
282                 self.invincible_finished = 0;
283                 self.pushltime = 0;
284                 //self.speed_finished = 0;
285                 //self.slowmo_finished = 0;
286                 // players have no think function
287                 self.think = SUB_Null;
288                 self.nextthink = 0;
289                 self.weapon = 0;
290                 self.switchweapon = 0;
291                 self.hook_time = 0;
292
293                 self.runes = 0;
294
295                 self.deadflag = DEAD_NO;
296
297                 self.angles = spot.angles;
298
299                 self.angles_z = 0; // never spawn tilted even if the spot says to
300                 self.fixangle = TRUE; // turn this way immediately
301                 self.velocity = '0 0 0';
302                 self.avelocity = '0 0 0';
303                 self.punchangle = '0 0 0';
304                 self.punchvector = '0 0 0';
305                 self.oldvelocity = self.velocity;
306
307                 self.viewzoom = 0.6;
308
309                 if(cvar("sv_defaultcharacter") == 1) {
310                         local string defaultmodel;
311                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
312
313                         precache_model (defaultmodel);
314                         setmodel (self, defaultmodel);
315                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
316                 } else {
317                         self.playermodel = CheckPlayerModel(self.playermodel);
318
319                         precache_model (self.playermodel);
320                         setmodel (self, self.playermodel);
321                         self.skin = stof(self.playerskin);
322
323                 }
324
325                 self.crouch = FALSE;
326                 self.view_ofs = PL_VIEW_OFS;
327                 setsize (self, PL_MIN, PL_MAX);
328                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
329                 // don't reset back to last position, even if new position is stuck in solid
330                 self.oldorigin = self.origin;
331
332                 if(cvar("g_lms"))
333                 {
334                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
335                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
336                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
337                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
338                         self.health = cvar("g_lms_start_health");
339                         self.armorvalue = cvar("g_lms_start_armor");
340                 }
341                 else if (cvar("g_use_ammunition")) {
342                         self.ammo_shells = cvar("g_start_ammo_shells");
343                         self.ammo_nails = cvar("g_start_ammo_nails");
344                         self.ammo_rockets = cvar("g_start_ammo_rockets");
345                         self.ammo_cells = cvar("g_start_ammo_cells");
346                 } else {
347                         self.ammo_shells = 999;
348                         self.ammo_nails = 999;
349                         self.ammo_rockets = 999;
350                         self.ammo_cells = 999;
351                 }
352
353                 self.items = 0;
354                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
355                 {
356                         self.items = self.items | IT_LASER;
357                         self.switchweapon = WEP_LASER;
358                 }
359                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
360                 {
361                         self.items = self.items | IT_SHOTGUN;
362                         self.switchweapon = WEP_SHOTGUN;
363                 }
364                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
365                 {
366                         self.items = self.items | IT_UZI;
367                         self.switchweapon = WEP_UZI;
368                 }
369                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
370                 {
371                         self.items = self.items | IT_GRENADE_LAUNCHER;
372                         self.switchweapon = WEP_GRENADE_LAUNCHER;
373                 }
374                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
375                 {
376                         self.items = self.items | IT_ELECTRO;
377                         self.switchweapon = WEP_ELECTRO;
378                 }
379                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
380                 {
381                         self.items = self.items | IT_CRYLINK;
382                         self.switchweapon = WEP_CRYLINK;
383                 }
384                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
385                 {
386                         self.items = self.items | IT_NEX;
387                         self.switchweapon = WEP_NEX;
388                 }
389                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
390                 {
391                         self.items = self.items | IT_HAGAR;
392                         self.switchweapon = WEP_HAGAR;
393                 }
394                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
395                 {
396                         self.items = self.items | IT_ROCKET_LAUNCHER;
397                         self.switchweapon = WEP_ROCKET_LAUNCHER;
398                 }
399
400                 if(cvar("g_instagib"))
401                 {
402                         self.items = IT_NEX;
403                         self.switchweapon = WEP_NEX;
404                         self.ammo_cells = 999;
405                 }
406
407                 if(cvar("g_rocketarena"))
408                 {
409                         self.items = IT_ROCKET_LAUNCHER;
410                         self.switchweapon = WEP_ROCKET_LAUNCHER;
411                         self.ammo_rockets = 999;
412                 }
413
414                 if(cvar("g_minstagib"))
415                 {
416                         self.health = 100;
417                         self.armorvalue = 0;
418                         self.items = IT_NEX;
419                         self.switchweapon = WEP_NEX;
420                         self.ammo_cells = cvar("g_minstagib_ammo_start");
421                         self.extralives = 0;
422                         self.jump_interval = time;
423                 }
424
425                 self.event_damage = PlayerDamage;
426
427                 self.statdraintime = time + 5;
428                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
429
430                 if(self.killcount == -666) {
431                         self.killcount = 0;
432                         self.frags = 0;
433                 }
434
435                 self.cnt = WEP_LASER;
436
437                 /*
438                 W_UpdateWeapon();
439                 W_UpdateAmmo();
440                 */
441                 CL_SpawnWeaponentity();
442                 self.alpha = 1;
443                 self.exteriorweaponentity.alpha = 1;
444
445                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
446                 self.lms_traveled_distance = 0;
447
448                 //stuffcmd(self, "chase_active 0");
449                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
450         } else if(self.classname == "observer") {
451                 PutObserverInServer ();
452         }
453 }
454
455 /*
456 =============
457 SetNewParms
458 =============
459 */
460 void SetNewParms (void)
461 {
462
463 }
464
465 /*
466 =============
467 SetChangeParms
468 =============
469 */
470 void SetChangeParms (void)
471 {
472
473 }
474
475 /*
476 =============
477 ClientKill
478
479 Called when a client types 'kill' in the console
480 =============
481 */
482 void ClientKill (void)
483 {
484         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
485 }
486
487 /*
488 =============
489 ClientConnect
490
491 Called when a client connects to the server
492 =============
493 */
494 string ColoredTeamName(float t);
495 //void dom_player_join_team(entity pl);
496 void ClientConnect (void)
497 {
498         self.classname = "player_joining";
499
500         if(player_count<0) player_count = 0;
501
502         //if(cvar("g_domination"))
503         //      dom_player_join_team(self);
504
505         //JoinBestTeam(self, FALSE);
506
507         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
508                 self.classname = "observer";
509         } else {
510                 self.classname = "player";
511         }
512
513         //stuffcmd(self, "set tmpviewsize $viewsize \n");
514
515         bprint ("^4",self.netname);
516         bprint ("^4 connected");
517
518         if(cvar("g_domination") || cvar("g_ctf"))
519         {
520                 bprint(" and joined the ");
521                 bprint(ColoredTeamName(self.team));
522         }
523
524         bprint("\n");
525
526         self.welcomemessage_time = time + cvar("welcome_message_time");
527         self.welcomemessage_time2 = 0;
528
529         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
530         // send prediction settings to the client
531         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
532         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
533         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
534         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
535         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
536         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
537         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
538         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
539         // Wazat's grappling hook
540         SetGrappleHookBindings();
541
542         // get autoswitch state from player
543         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
544         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
545
546         // get version info from player
547         stuffcmd(self, "cmd clientversion $gameversion\n");
548
549         // set cvar for team scoreboard
550         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
551
552         if(cvar("g_lms"))
553         {
554                 self.frags = cvar("fraglimit");
555                 // no fraglimit was set, so player gets 999 lives
556                 if(self.frags < 1)
557                         self.frags = 999;
558
559                 // disallow player to join after the worst player has lost g_lms_last_join lives
560                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
561                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
562                 {
563                         self.frags = -1;
564                         lms_dead_count += 1;
565                 }
566                 else if(cvar("fraglimit") > lms_lowest_lives)
567                 {
568                         self.frags = lms_lowest_lives;
569                 }
570         }
571
572         player_count += 1;
573         self.jointime = time;
574 }
575
576 /*
577 =============
578 ClientDisconnect
579
580 Called when a client disconnects from the server
581 =============
582 */
583 void(entity e) DropFlag;
584 .entity chatbubbleentity;
585 .entity teambubbleentity;
586 void ClientDisconnect (void)
587 {
588         bprint ("^4",self.netname);
589         bprint ("^4 disconnected\n");
590
591         if (self.chatbubbleentity)
592         {
593                 remove (self.chatbubbleentity);
594                 self.chatbubbleentity = world;
595         }
596
597         if (self.teambubbleentity)
598         {
599                 remove (self.teambubbleentity);
600                 self.teambubbleentity = world;
601         }
602
603         DropAllRunes(self);
604
605         if(self.flagcarried)
606                 DropFlag(self.flagcarried);
607
608         // decrease player count for lms
609         player_count -= 1;
610         // player was dead, decrease dead count
611         if(cvar("g_lms") && self.frags < 1)
612                 lms_dead_count -= 1;
613         //stuffcmd(self, "set viewsize $tmpviewsize \n");
614 }
615
616 .float buttonchat;
617 void() ChatBubbleThink =
618 {
619         self.nextthink = time;
620         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
621         {
622                 remove(self);
623                 return;
624         }
625         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
626         if (self.owner.buttonchat && !self.owner.deadflag)
627                 self.model = self.mdl;
628         else
629                 self.model = "";
630 };
631
632 void() UpdateChatBubble =
633 {
634         if (!self.modelindex)
635                 return;
636         // spawn a chatbubble entity if needed
637         if (!self.chatbubbleentity)
638         {
639                 self.chatbubbleentity = spawn();
640                 self.chatbubbleentity.owner = self;
641                 self.chatbubbleentity.exteriormodeltoclient = self;
642                 self.chatbubbleentity.think = ChatBubbleThink;
643                 self.chatbubbleentity.nextthink = time;
644                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
645                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
646                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
647                 self.chatbubbleentity.model = "";
648         }
649 }
650
651
652 void() TeamBubbleThink =
653 {
654         self.nextthink = time;
655         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
656         {
657                 remove(self);
658                 return;
659         }
660 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
661         if (self.owner.buttonchat || self.owner.deadflag)
662                 self.model = "";
663         else
664                 self.model = self.mdl;
665
666 };
667
668 .float() customizeentityforclient;
669 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
670
671 void() UpdateTeamBubble =
672 {
673         if (!self.modelindex || !cvar("teamplay"))
674                 return;
675         // spawn a teambubble entity if needed
676         if (!self.teambubbleentity && cvar("teamplay"))
677         {
678                 self.teambubbleentity = spawn();
679                 self.teambubbleentity.owner = self;
680                 self.teambubbleentity.exteriormodeltoclient = self;
681                 self.teambubbleentity.think = TeamBubbleThink;
682                 self.teambubbleentity.nextthink = time;
683                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
684 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
685                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
686                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
687                 self.teambubbleentity.mdl = self.teambubbleentity.model;
688                 self.teambubbleentity.model = self.teambubbleentity.mdl;
689                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
690         }
691 }
692
693 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
694 // added to the model skins
695 /*void() UpdateColorModHack =
696 {
697         local float c;
698         c = self.clientcolors & 15;
699         // LordHavoc: only bothering to support white, green, red, yellow, blue
700              if (teamplay == 0) self.colormod = '0 0 0';
701         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
702         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
703         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
704         else if (c == 12) self.colormod = '1.22 1.22 0.10';
705         else if (c == 13) self.colormod = '0.10 0.10 1.73';
706         else self.colormod = '1 1 1';
707 };*/
708
709 void UpdatePlayerColors () {
710         if(self.weaponentity) {
711                 self.weaponentity.colormap = self.colormap;
712                 self.exteriorweaponentity.colormap = self.colormap;
713         }
714 }
715 /*
716 =============
717 PlayerJump
718
719 When you press the jump key
720 =============
721 */
722 void PlayerJump (void)
723 {
724         float mjumpheight;
725
726         mjumpheight = cvar("g_balance_jumpheight");
727         if (self.waterlevel >= 2)
728         {
729                 if (self.watertype == CONTENT_WATER)
730                         self.velocity_z = 200;
731                 else if (self.watertype == CONTENT_SLIME)
732                         self.velocity_z = 80;
733                 else
734                         self.velocity_z = 50;
735
736                 return;
737         }
738
739
740         if (!(self.flags & FL_ONGROUND))
741                 return;
742
743         if (!(self.flags & FL_JUMPRELEASED))
744                 return;
745
746         if(cvar("g_runematch"))
747         {
748                 if(self.runes & RUNE_SPEED)
749                 {
750                         if(self.runes & CURSE_SLOW)
751                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
752                         else
753                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
754                 }
755                 else if(self.runes & CURSE_SLOW)
756                 {
757                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
758                 }
759         }
760
761         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
762         {
763                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
764         }
765
766         self.velocity_z = self.velocity_z + mjumpheight;
767         self.oldvelocity_z = self.velocity_z;
768
769         self.flags = self.flags - FL_ONGROUND;
770         self.flags = self.flags - FL_JUMPRELEASED;
771 }
772
773 void() CheckWaterJump =
774 {
775         local vector start, end;
776
777 // check for a jump-out-of-water
778         makevectors (self.angles);
779         start = self.origin;
780         start_z = start_z + 8;
781         v_forward_z = 0;
782         normalize(v_forward);
783         end = start + v_forward*24;
784         traceline (start, end, TRUE, self);
785         if (trace_fraction < 1)
786         {       // solid at waist
787                 start_z = start_z + self.maxs_z - 8;
788                 end = start + v_forward*24;
789                 self.movedir = trace_plane_normal * -50;
790                 traceline (start, end, TRUE, self);
791                 if (trace_fraction == 1)
792                 {       // open at eye level
793                         self.flags = self.flags | FL_WATERJUMP;
794                         self.velocity_z = 225;
795                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
796                         self.teleport_time = time + 2;  // safety net
797                         return;
798                 }
799         }
800 };
801
802
803 void respawn(void)
804 {
805         CopyBody(1);
806         PutClientInServer();
807 }
808
809 void player_powerups (void)
810 {
811         if (cvar("g_minstagib"))
812         {
813                 self.effects = EF_FULLBRIGHT;
814                 if (self.items & IT_STRENGTH)
815                 {
816                         if (time > self.strength_finished)
817                         {
818                                 self.alpha = 1;
819                                 self.exteriorweaponentity.alpha = 1;
820                                 self.items = self.items - (self.items & IT_STRENGTH);
821                                 sprint(self, "^3Invisibility has worn off\n");
822                         }
823                 }
824                 else
825                 {
826                         if (time < self.strength_finished)
827                         {
828                                 self.alpha = cvar("g_minstagib_invis_alpha");
829                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
830                                 self.items = self.items | IT_STRENGTH;
831                                 sprint(self, "^3You are invisible\n");
832                         }
833                 }
834
835                 if (self.items & IT_INVINCIBLE)
836                 {
837                         if (time > self.invincible_finished)
838                         {
839                                 self.items = self.items - (self.items & IT_INVINCIBLE);
840                                 sprint(self, "^3Speed has worn off\n");
841                         }
842                 }
843                 else
844                 {
845                         if (time < self.invincible_finished)
846                         {
847                                 self.items = self.items | IT_INVINCIBLE;
848                                 sprint(self, "^3You are on speed\n");
849                         }
850                 }
851                 return;
852         }
853
854         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
855         if (self.items & IT_STRENGTH)
856         {
857                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
858                 if (time > self.strength_finished)
859                 {
860                         self.items = self.items - (self.items & IT_STRENGTH);
861                         sprint(self, "^3Strength has worn off\n");
862                 }
863         }
864         else
865         {
866                 if (time < self.strength_finished)
867                 {
868                         self.items = self.items | IT_STRENGTH;
869                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
870                 }
871         }
872         if (self.items & IT_INVINCIBLE)
873         {
874                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
875                 if (time > self.invincible_finished)
876                 {
877                         self.items = self.items - (self.items & IT_INVINCIBLE);
878                         sprint(self, "^3Shield has worn off\n");
879                 }
880         }
881         else
882         {
883                 if (time < self.invincible_finished)
884                 {
885                         self.items = self.items | IT_INVINCIBLE;
886                         sprint(self, "^3Shield surrounds you\n");
887                 }
888         }
889
890         if (cvar("g_fullbrightplayers"))
891                 self.effects = self.effects | EF_FULLBRIGHT;
892
893         // midair gamemode: damage only while in the air
894         // if in midair mode, being on ground grants temporary invulnerability
895         // (this is so that multishot weapon don't clear the ground flag on the
896         // first damage in the frame, leaving the player vulnerable to the
897         // remaining hits in the same frame)
898         if (self.flags & FL_ONGROUND)
899         if (cvar("g_midair"))
900                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
901
902         if (time < self.spawnshieldtime)
903                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
904 }
905
906 void player_regen (void)
907 {
908         float maxh, maxa, max_mod, regen_mod, rot_mod;
909         maxh = cvar("g_balance_health_stable");
910         maxa = cvar("g_balance_armor_stable");
911
912         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
913                 return;
914
915         if(cvar("g_runematch"))
916         {
917                 max_mod = regen_mod = rot_mod = 1;
918                 if (self.runes & RUNE_REGEN)
919                 {
920                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
921                         {
922                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
923                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
924                         }
925                         else
926                         {
927                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
928                                 max_mod = cvar("g_balance_rune_regen_hpmod");
929                         }
930                 }
931                 else if (self.runes & CURSE_VENOM)
932                 {
933                         max_mod = cvar("g_balance_curse_venom_hpmod");
934                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
935                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
936                         else
937                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
938                         //if (!self.runes & RUNE_REGEN)
939                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
940                 }
941                 maxh = maxh * max_mod;
942                 //maxa = maxa * max_mod;
943
944                 if (time > self.pauserotarmor_finished)
945                 {
946                         if (self.armorvalue > maxa)
947                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
948                 }
949                 if (time > self.pauserothealth_finished)
950                 {
951                         if (self.health > maxh)
952                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
953                 }
954                 if (time > self.pauseregen_finished)
955                 {
956                         if (self.health < maxh)
957                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
958                         if (self.armorvalue < maxa)
959                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
960                 }
961         }
962         else
963         {
964                 if (time > self.pauserothealth_finished)
965                 if (self.health > maxh)
966                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
967                 if (time > self.pauserotarmor_finished)
968                 if (self.armorvalue > maxa)
969                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
970                 if (time > self.pauseregen_finished)
971                 {
972                         if (self.health < maxh)
973                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
974                         if (self.armorvalue < maxa)
975                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
976                 }
977         }
978 }
979
980 /*
981 ======================
982 spectate mode routines
983 ======================
984 */
985 void SpectateCopy(entity spectatee) {
986         self.armortype = spectatee.armortype;
987         self.armorvalue = spectatee.armorvalue;
988         self.currentammo = spectatee.currentammo;
989         self.effects = spectatee.effects;
990         self.health = spectatee.health;
991         self.impulse = 0;
992         self.items = spectatee.items;
993         self.punchangle = spectatee.punchangle;
994         self.view_ofs = spectatee.view_ofs;
995         self.v_angle = spectatee.v_angle;
996         self.viewzoom = spectatee.viewzoom;
997         setorigin(self, spectatee.origin);
998         setsize(self, spectatee.mins, spectatee.maxs);
999 }
1000
1001 void SpectateUpdate() {
1002         if (self != self.enemy) {
1003                 SpectateCopy(self.enemy);
1004                 msg_entity = self;
1005                 WriteByte(MSG_ONE, SVC_SETANGLE);
1006                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1007                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1008                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1009         }
1010 }
1011
1012 float SpectateNext() {
1013         other = find(self.enemy, classname, "player");
1014         if (!other) {
1015                 other = find(other, classname, "player");
1016         }
1017         if (other) {
1018                 self.enemy = other;
1019         }
1020         if(self.enemy.classname == "player") {
1021                 msg_entity = self;
1022                 WriteByte(MSG_ONE, SVC_SETVIEW);
1023                 WriteEntity(MSG_ONE, self.enemy);
1024                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1025                 SpectateUpdate();
1026                 return 1;
1027         } else {
1028                 return 0;
1029         }
1030 }
1031
1032 /*
1033 =============
1034 PlayerPreThink
1035
1036 Called every frame for each client before the physics are run
1037 =============
1038 */
1039 void PlayerPreThink (void)
1040 {
1041         if(self.classname == "player") {
1042                 local vector m1, m2;
1043
1044 //              MauveBot_AI();
1045
1046 //              if(self.netname == "Wazat")
1047 //                      bprint(strcat(self.classname, "\n"));
1048
1049                 CheckRules_Player();
1050
1051                 if(self.button7)
1052                         PrintWelcomeMessage(self);
1053
1054                 if(cvar("g_lms") || !cvar("sv_spectate"))
1055                 if((time - self.jointime) <= cvar("welcome_message_time"))
1056                         PrintWelcomeMessage(self);
1057
1058                 if (intermission_running)
1059                 {
1060                         IntermissionThink ();   // otherwise a button could be missed between
1061                         return;                                 // the think tics
1062                 }
1063
1064                 if (self.deadflag != DEAD_NO)
1065                 {
1066                         player_anim();
1067                         weapon_freeze();
1068                         if (self.deadflag == DEAD_DYING)
1069                         {
1070                                 if (time > self.dead_time)
1071                                         self.deadflag = DEAD_DEAD;
1072                         }
1073                         else if (self.deadflag == DEAD_DEAD)
1074                         {
1075                                 if (cvar("g_lms") || cvar("g_forced_respawn"))
1076                                         self.button0 = self.button2 = self.button3 = 0;
1077                                 
1078                                 if (!self.button0 && !self.button2 && !self.button3)
1079                                         self.deadflag = DEAD_RESPAWNABLE;
1080                         }
1081                         else if (self.deadflag == DEAD_RESPAWNABLE)
1082                         {
1083                                 if (self.button0  ||
1084                                     self.button2  ||
1085                                     self.button3  ||
1086                                     self.button4  ||
1087                                     cvar("g_lms") ||
1088                                     cvar("g_forced_respawn"))
1089                                         respawn();
1090                         }
1091                         return;
1092                 }
1093
1094                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1095                 {
1096                         vector dist;
1097
1098                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1099                         dist = self.oldorigin - self.origin;
1100                         dist_z = 0;
1101                         self.lms_traveled_distance += fabs(vlen(dist));
1102
1103                         if(time > self.lms_nextcheck)
1104                         {
1105                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1106                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1107                                 {
1108                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1109                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1110                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1111                                         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');
1112                                 }
1113                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1114                                 self.lms_traveled_distance = 0;
1115                         }
1116                 }
1117
1118                 if (self.button5)
1119                 {
1120                         if (!self.crouch)
1121                         {
1122                                 self.crouch = TRUE;
1123                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1124                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1125                         }
1126                 }
1127                 else
1128                 {
1129                         if (self.crouch)
1130                         {
1131                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1132                                 if (!trace_startsolid)
1133                                 {
1134                                         self.crouch = FALSE;
1135                                         self.view_ofs = PL_VIEW_OFS;
1136                                         setsize (self, PL_MIN, PL_MAX);
1137                                 }
1138                         }
1139                 }
1140
1141                 if(cvar("sv_defaultcharacter") == 1) {
1142                         local string defaultmodel;
1143                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1144
1145                         if (defaultmodel != self.model)
1146                         {
1147                                 m1 = self.mins;
1148                                 m2 = self.maxs;
1149                                 precache_model (defaultmodel);
1150                                 setmodel (self, defaultmodel);
1151                                 setsize (self, m1, m2);
1152                         }
1153
1154                         if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1155                                 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1156                 } else {
1157                         if (self.playermodel != self.model)
1158                         {
1159                                 self.playermodel = CheckPlayerModel(self.playermodel);
1160                                 m1 = self.mins;
1161                                 m2 = self.maxs;
1162                                 precache_model (self.playermodel);
1163                                 setmodel (self, self.playermodel);
1164                                 setsize (self, m1, m2);
1165                         }
1166
1167                         if (self.skin != stof(self.playerskin))
1168                                 self.skin = stof(self.playerskin);
1169                 }
1170                 // Savage: Check for nameless players
1171                 if (strlen(self.netname) < 1) {
1172                         self.netname = "Player";
1173                         stuffcmd(self, "name Player\n");
1174                 }
1175
1176                 GrapplingHookFrame();
1177
1178                 W_WeaponFrame();
1179
1180                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1181                 {
1182                         if (cvar("g_minstagib") && self.button3)
1183                         {
1184                                 if (self.jump_interval <= (time + 0.1))
1185                                 {
1186                                         self.jump_interval = time + 1;
1187                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1188                                 }
1189                         }
1190                         else if (self.viewzoom > 0.4)
1191                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1192                 }
1193                 else if (self.viewzoom < 1.0)
1194                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1195
1196
1197                 if (self.button2)
1198                         PlayerJump ();
1199                 else
1200                         self.flags = self.flags | FL_JUMPRELEASED;
1201
1202                 player_powerups();
1203                 player_regen();
1204                 player_anim();
1205
1206                 //self.angles_y=self.v_angle_y + 90;   // temp
1207
1208                 if (self.waterlevel == 2)
1209                         CheckWaterJump ();
1210
1211                 //if (TetrisPreFrame()) return;
1212         } else if(gameover) {
1213                 if (intermission_running)
1214                         IntermissionThink ();   // otherwise a button could be missed between
1215                 return;
1216         } else if(self.classname == "observer") {
1217
1218                 if (self.flags & FL_JUMPRELEASED) {
1219                         if (self.button2 && self.version == cvar("gameversion")) {
1220                                 if(!cvar("teamplay")) {
1221                                         self.flags = self.flags & !FL_JUMPRELEASED;
1222                                         self.classname = "player";
1223                                         if(!cvar("g_lms"))
1224                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1225                                         PutClientInServer();
1226                                         centerprint(self,"");
1227                                         return;
1228                                 } else {
1229                                         self.flags = self.flags & !FL_JUMPRELEASED;
1230                                         stuffcmd(self,"menu_showteamselect\n");
1231                                         return;
1232                                 }
1233                         } else if(self.button0 && self.version == cvar("gameversion")) {
1234                                 self.flags = self.flags & !FL_JUMPRELEASED;
1235                                 if(SpectateNext() == 1) {
1236                                         self.classname = "spectator";
1237                                 }
1238                         }
1239                 } else {
1240                         if (!(self.button0 || self.button2)) {
1241                                 self.flags = self.flags | FL_JUMPRELEASED;
1242                         }
1243                 }
1244                 if(cvar("g_lms") && self.frags == 0)
1245                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1246                 else if(cvar("g_lms") && self.frags == -1)
1247                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1248                 else
1249                         PrintWelcomeMessage(self);
1250                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1251         } else if(self.classname == "spectator") {
1252
1253                 if (self.flags & FL_JUMPRELEASED) {
1254                         if (self.button2 && self.version == cvar("gameversion")) {
1255                                 if(!cvar("teamplay")) {
1256                                         self.flags = self.flags & !FL_JUMPRELEASED;
1257                                         self.classname = "player";
1258                                         if(!cvar("g_lms"))
1259                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1260
1261                                         msg_entity = self;
1262                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1263                                         WriteEntity(MSG_ONE, self);
1264                                         PutClientInServer();
1265                                         centerprint(self,"");
1266                                         return;
1267                                 } else {
1268                                         self.flags = self.flags & !FL_JUMPRELEASED;
1269                                         stuffcmd(self,"menu_showteamselect\n");
1270                                         return;
1271                                 }
1272                         } else if(self.button0) {
1273                                 self.flags = self.flags & !FL_JUMPRELEASED;
1274                                 if(SpectateNext() == 1) {
1275                                         self.classname = "spectator";
1276                                 } else {
1277                                         self.classname = "observer";
1278                                         msg_entity = self;
1279                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1280                                         WriteEntity(MSG_ONE, self);
1281                                         PutClientInServer();
1282                                 }
1283                         } else if (self.button3) {
1284                                 self.flags = self.flags & !FL_JUMPRELEASED;
1285                                 self.classname = "observer";
1286                                 msg_entity = self;
1287                                 WriteByte(MSG_ONE, SVC_SETVIEW);
1288                                 WriteEntity(MSG_ONE, self);
1289                                 PutClientInServer();
1290                         } else {
1291                                 SpectateUpdate();
1292                         }
1293         } else {
1294                 if (!(self.button0 || self.button3)) {
1295                         self.flags = self.flags | FL_JUMPRELEASED;
1296                 }
1297                 }
1298                 if (cvar("g_lms") && self.frags < 1)
1299                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1300                 else
1301                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
1302
1303         }
1304 }
1305
1306 /*
1307 =============
1308 PlayerPostThink
1309
1310 Called every frame for each client after the physics are run
1311 =============
1312 */
1313 void PlayerPostThink (void)
1314 {
1315         if(self.classname == "player") {
1316                 CheckRules_Player();
1317                 UpdateChatBubble();
1318                 UpdateTeamBubble();
1319                 UpdatePlayerColors();
1320                 if (self.deadflag == DEAD_NO)
1321                 if (self.impulse)
1322                         ImpulseCommands ();
1323                 if (intermission_running)
1324                         return;         // intermission or finale
1325
1326                 //PrintWelcomeMessage(self);
1327                 //if (TetrisPostFrame()) return;
1328         } else if (self.classname == "observer") {
1329                 //do nothing
1330         } else if (self.classname == "spectator") {
1331                 //do nothing
1332         }
1333 }