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1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4 }
5
6 void info_player_deathmatch (void)
7 {
8 }
9
10 float spawn_goodspots, spawn_badspots;
11 entity Spawn_ClassifyPoints(entity firstspot, entity playerlist, float mindist, float goodspotnum, float badspotnum)
12 {
13         local entity spot, player;
14         local float pcount;
15         local string spotname;
16         spawn_goodspots = 0;
17         spawn_badspots = 0;
18         spot = firstspot;
19         while (spot)
20         {
21                 pcount = 0;
22                 player = playerlist;
23                 while (player)
24                 {
25                         if (player != self)
26                         if (vlen(player.origin - spot.origin) < 100)
27                                 pcount = pcount + 1;
28                         player = player.chain;
29                 }
30                 if (pcount)
31                 {
32                         if (spawn_goodspots >= badspotnum)
33                                 return spot;
34                         spawn_badspots = spawn_badspots + 1;
35                 }
36                 else
37                 {
38                         if (spawn_goodspots >= goodspotnum)
39                                 return spot;
40                         spawn_goodspots = spawn_goodspots + 1;
41                 }
42                 if(cvar("g_ctf"))
43                 {
44                         if(self.team == 5)//4)
45                                 spotname = "info_player_team1";
46                         if(self.team == 14)//13)
47                                 spotname = "info_player_team2";
48                         if(self.team == 10)//9)
49                                 spotname = "info_player_team3";
50                         if(self.team == 13)//12)
51                                 spotname = "info_player_team4";
52                         spot = find(spot, classname, spotname);
53                 }
54                 else
55                         spot = find(spot, classname, "info_player_deathmatch");
56         }
57         return firstspot;
58 }
59
60 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
61 {
62         local entity best, spot, player;
63         local float bestrating, rating;
64         best = world;
65         bestrating = -1000000;
66         spot = firstspot;
67         while (spot)
68         {
69                 rating = 1000000000;
70                 player = playerlist;
71                 while (player)
72                 {
73                         if (player != self)
74                                 rating = min(rating, vlen(player.origin - spot.origin));
75                         player = player.chain;
76                 }
77                 rating = rating + random() * 16;
78                 if (bestrating < rating)
79                 {
80                         best = spot;
81                         bestrating = rating;
82                 }
83                 spot = find(spot, classname, "info_player_deathmatch");
84         }
85         return best;
86 }
87
88 /*
89 =============
90 SelectSpawnPoint
91
92 Finds a point to respawn
93 =============
94 */
95 entity SelectSpawnPoint (float anypoint)
96 {
97         local entity spot, firstspot, playerlist;
98         string spotname;
99
100         spot = find (world, classname, "testplayerstart");
101         if (spot)
102                 return spot;
103
104         spotname = "info_player_deathmatch";
105
106         if(!anypoint && cvar("g_ctf") )
107         {
108                 if(self.team == 5)//4)
109                         spotname = "info_player_team1";
110                 if(self.team == 14)//13)
111                         spotname = "info_player_team2";
112                 if(self.team == 10)//9)
113                         spotname = "info_player_team3";
114                 if(self.team == 13)//12)
115                         spotname = "info_player_team4";
116         }
117
118         playerlist = findchain(classname, "player");
119         firstspot = find(world, classname, spotname);
120         Spawn_ClassifyPoints(firstspot, playerlist, 100, 1000000, 1000000);
121         // first check if there are ANY good spots
122         if (spawn_goodspots > 0)
123         {
124                 // good spots exist, there is 50/50 chance of choosing a random good
125                 // spot or the furthest spot
126                 // (this means that roughly every other spawn will be furthest, so you
127                 // usually won't get fragged at spawn twice in a row)
128                 if (random() > 0.5)
129                         spot = Spawn_ClassifyPoints(firstspot, playerlist, 100, min(floor(random() * spawn_goodspots), spawn_goodspots - 1), 1000000);
130                 else
131                         spot = Spawn_FurthestPoint(firstspot, playerlist);
132         }
133         else
134         {
135                 // no good spots exist, pick a random bad spot
136                 spot = Spawn_ClassifyPoints(firstspot, playerlist, 100, 1000000, min(floor(random() * spawn_badspots), spawn_badspots - 1));
137         }
138         if (!spot)
139         {
140                 if(anypoint)
141                         error ("PutClientInServer: no start points on level");
142                 else // try again with deathmatch spots
143                         spot = SelectSpawnPoint(TRUE);
144         }
145
146         return spot;
147 }
148
149 /*
150 =============
151 CheckPlayerModel
152
153 Checks if the argument string can be a valid playermodel.
154 Returns a valid one in doubt.
155 =============
156 */
157 string CheckPlayerModel(string plyermodel) {
158         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
159
160         /* Possible Fixme: Check if server can open the model?
161            This would kill custom models, however. */
162
163         return plyermodel;
164 }
165
166 /*
167 =============
168 PutObserverInServer
169
170 putting a client as observer in the server
171 =============
172 */
173 void PutObserverInServer (void)
174 {
175         entity  spot;
176         spot = SelectSpawnPoint (FALSE);
177         RemoveGrapplingHook(self); // Wazat's Grappling Hook
178
179         if(self.frags == 0 && cvar("g_lms"))
180                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
181         else if(self.killcount != -666)
182                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
183
184         self.classname = "observer";
185         self.health = 666;
186         self.takedamage = DAMAGE_NO;
187         self.solid = SOLID_NOT;
188         self.movetype = MOVETYPE_NOCLIP;
189         self.armorvalue = 666;
190         self.effects = 0;
191         self.armorvalue = cvar("g_balance_armor_start");
192         self.pauserotarmor_finished = 0;
193         self.pauserothealth_finished = 0;
194         self.pauseregen_finished = 0;
195         self.damageforcescale = 0;
196         self.death_time = 0;
197         self.dead_time = 0;
198         self.dead_frame = 0;
199         self.die_frame = 0;
200         self.alpha = 0;
201         self.scale = 0;
202         self.fade_time = 0;
203         self.pain_frame = 0;
204         self.pain_finished = 0;
205         self.strength_finished = 0;
206         self.invincible_finished = 0;
207         self.pushltime = 0;
208         self.vote_finished = 0;
209         self.think = SUB_Null;
210         self.nextthink = 0;
211         self.hook_time = 0;
212         self.runes = 0;
213         self.deadflag = DEAD_NO;
214         self.angles = spot.angles;
215         self.angles_z = 0; 
216         self.fixangle = TRUE; 
217         self.crouch = FALSE;
218         self.view_ofs = PL_VIEW_OFS;
219         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
220         self.oldorigin = self.origin;
221         self.items = 0;
222         self.model = "";
223         self.modelindex = 0;
224         self.weapon = 0;
225         self.weaponmodel = "";
226         self.weaponframe = 0;
227         self.weaponentity = world;
228         self.killcount = -666;
229         if(!cvar("g_lms"))
230                 self.frags = -666;
231         //stuffcmd(self, "set viewsize 120 \n");
232 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
233 }
234
235
236 /*
237 =============
238 PutClientInServer
239
240 Called when a client spawns in the server
241 =============
242 */
243 void PutClientInServer (void)
244 {       
245         if(clienttype(self) ==  CLIENTTYPE_BOT)
246         {
247                 self.classname = "player";
248         }
249         
250         // player is dead and becomes observer
251         if(cvar("g_lms") && self.frags < 1)
252                 self.classname = "observer";
253
254         if(self.classname == "player") {
255                 entity  spot;
256
257                 spot = SelectSpawnPoint (FALSE);
258                 
259                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
260         
261                 self.classname = "player";
262                 self.iscreature = TRUE;
263                 self.movetype = MOVETYPE_WALK;
264                 self.solid = SOLID_SLIDEBOX;
265                 self.flags = FL_CLIENT;
266                 self.takedamage = DAMAGE_AIM;
267                 self.effects = 0;
268                 self.health = cvar("g_balance_health_start");
269                 self.armorvalue = cvar("g_balance_armor_start");
270                 self.pauserotarmor_finished = time + 10;
271                 self.pauserothealth_finished = time + 10;
272                 self.pauseregen_finished = 0;
273                 self.damageforcescale = 2;
274                 self.death_time = 0;
275                 self.dead_time = 0;
276                 self.dead_frame = 0;
277                 self.die_frame = 0;
278                 self.alpha = 0;
279                 self.scale = 0;
280                 self.fade_time = 0;
281                 self.pain_frame = 0;
282                 self.pain_finished = 0;
283                 self.strength_finished = 0;
284                 self.invincible_finished = 0;
285                 self.pushltime = 0;
286                 //self.speed_finished = 0;
287                 //self.slowmo_finished = 0;
288                 self.vote_finished = 0;
289                 // players have no think function
290                 self.think = SUB_Null;
291                 self.nextthink = 0;
292
293                 self.hook_time = 0;
294         
295                 self.runes = 0;
296
297                 self.deadflag = DEAD_NO;
298
299                 self.angles = spot.angles;
300
301                 self.angles_z = 0; // never spawn tilted even if the spot says to
302                 self.fixangle = TRUE; // turn this way immediately
303                 self.velocity = '0 0 0';
304                 self.avelocity = '0 0 0';
305                 self.punchangle = '0 0 0';
306                 self.punchvector = '0 0 0';
307                 self.oldvelocity = self.velocity;
308         
309                 self.viewzoom = 0.6;
310
311                 if(cvar("sv_defaultcharacter") == 1) {
312                         local string defaultmodel;
313                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
314
315                         precache_model (defaultmodel);
316                         setmodel (self, defaultmodel);
317                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
318                 } else {
319                         self.playermodel = CheckPlayerModel(self.playermodel);
320
321                         precache_model (self.playermodel);
322                         setmodel (self, self.playermodel);
323                         self.skin = stof(self.playerskin);
324                 
325                 }
326                 
327                 self.crouch = FALSE;
328                 self.view_ofs = PL_VIEW_OFS;
329                 setsize (self, PL_MIN, PL_MAX);
330                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
331                 // don't reset back to last position, even if new position is stuck in solid
332                 self.oldorigin = self.origin;
333
334                 if(cvar("g_lms"))
335                 {
336                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
337                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
338                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
339                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
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                 /*
436                 W_UpdateWeapon();
437                 W_UpdateAmmo();
438                 */
439                 CL_SpawnWeaponentity();
440         
441                 //stuffcmd(self, "chase_active 0");
442                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
443         } else if(self.classname == "observer") {
444                 PutObserverInServer ();
445         }
446 }
447
448 /*
449 =============
450 SetNewParms
451 =============
452 */
453 void SetNewParms (void)
454 {
455
456 }
457
458 /*
459 =============
460 SetChangeParms
461 =============
462 */
463 void SetChangeParms (void)
464 {
465
466 }
467
468 /*
469 =============
470 ClientKill
471
472 Called when a client types 'kill' in the console
473 =============
474 */
475 void ClientKill (void)
476 {
477         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
478 }
479
480 /*
481 =============
482 ClientConnect
483
484 Called when a client connects to the server
485 =============
486 */
487 string ColoredTeamName(float t);
488 //void dom_player_join_team(entity pl);
489 void ClientConnect (void)
490 {
491         self.classname = "player_joining";
492
493         //if(cvar("g_domination"))
494         //      dom_player_join_team(self);
495
496         //JoinBestTeam(self, FALSE);
497         if(cvar("teamplay") && self.version == cvar("g_nexuizversion_major")) stuffcmd(self,"menu_showteamselect\n");
498         
499
500         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
501                 self.classname = "observer";    
502         } else {
503                 self.classname = "player";              
504         }
505         
506         //stuffcmd(self, "set tmpviewsize $viewsize \n");
507         
508         bprint ("^4",self.netname);
509         bprint ("^4 connected");
510
511         if(cvar("g_domination") || cvar("g_ctf"))
512         {
513                 bprint(" and joined the ");
514                 bprint(ColoredTeamName(self.team));
515         }
516
517         bprint("\n");
518
519         self.welcomemessage_time = time + cvar("welcome_message_time");
520         self.welcomemessage_time2 = 0;
521
522         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
523         // send prediction settings to the client
524         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
525         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
526         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
527         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
528         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
529         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
530         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
531         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
532         // Wazat's grappling hook
533         SetGrappleHookBindings();       
534
535         // get autoswitch state from player
536         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
537         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
538
539         // get version info from player
540         stuffcmd(self, "cmd clientversion $g_nexuizversion_major\n");
541
542         // set cvar for team scoreboard
543         if(teams_matter)
544                 stuffcmd(self, "set teamplay 1\n");
545         else
546                 stuffcmd(self, "set teamplay 0\n");
547
548         if(cvar("g_lms"))
549         {
550                 self.frags = cvar("fraglimit");
551                 // no fraglimit was set, so player gets 999 lives
552                 if(self.frags < 1)
553                         self.frags = 999;
554
555                 // disallow player to join after the worst player has lost g_lms_last_join lives
556                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
557                 if((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime"))
558                 {
559                         self.frags = -1;
560                         lms_dead_count += 1;
561                 }
562                 else if(cvar("fraglimit") > lms_lowest_lives)
563                 {
564                         self.frags = lms_lowest_lives;
565                 }
566         }
567
568         if(clienttype(self) !=  CLIENTTYPE_BOT)
569                 player_count += 1;
570 }
571
572 /*
573 =============
574 ClientDisconnect
575
576 Called when a client disconnects from the server
577 =============
578 */
579 .entity chatbubbleentity;
580 .entity teambubbleentity;
581 void ClientDisconnect (void)
582 {
583         bprint ("^4",self.netname);
584         bprint ("^4 disconnected\n");
585
586         if (self.chatbubbleentity)
587         {
588                 remove (self.chatbubbleentity);
589                 self.chatbubbleentity = world;
590         }
591         
592         if (self.teambubbleentity)
593         {
594                 remove (self.teambubbleentity);
595                 self.teambubbleentity = world;
596         }
597         
598         DropAllRunes(self);
599         // decrease player count for lms
600         // if(clienttype(self) !=  CLIENTTYPE_BOT) // WHY?! bots are equally clients, let them be!
601         player_count -= 1;
602         // player was dead, decrease dead count
603         if(cvar("g_lms") && self.frags < 1)
604                 lms_dead_count -= 1;
605         //stuffcmd(self, "set viewsize $tmpviewsize \n");
606 }
607
608 .float buttonchat;
609 void() ChatBubbleThink =
610 {
611         self.nextthink = time;
612         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
613         {
614                 remove(self);
615                 return;
616         }
617         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
618         if (self.owner.buttonchat && !self.owner.deadflag)
619                 self.model = self.mdl;
620         else
621                 self.model = "";
622 };
623
624 void() UpdateChatBubble =
625 {
626         if (!self.modelindex)
627                 return;
628         // spawn a chatbubble entity if needed
629         if (!self.chatbubbleentity)
630         {
631                 self.chatbubbleentity = spawn();
632                 self.chatbubbleentity.owner = self;
633                 self.chatbubbleentity.exteriormodeltoclient = self;
634                 self.chatbubbleentity.think = ChatBubbleThink;
635                 self.chatbubbleentity.nextthink = time;
636                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
637                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
638                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
639                 self.chatbubbleentity.model = "";
640         }
641 }
642
643
644 void() TeamBubbleThink =
645 {
646         self.nextthink = time;
647         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
648         {
649                 remove(self);
650                 return;
651         }
652 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
653         if (self.owner.buttonchat || self.owner.deadflag)
654                 self.model = "";
655         else
656                 self.model = self.mdl;
657         
658 };
659
660 .float() customizeentityforclient;
661 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
662
663 void() UpdateTeamBubble =
664 {
665         if (!self.modelindex || !cvar("teamplay"))
666                 return;
667         // spawn a teambubble entity if needed
668         if (!self.teambubbleentity && cvar("teamplay"))
669         {
670                 self.teambubbleentity = spawn();
671                 self.teambubbleentity.owner = self;
672                 self.teambubbleentity.exteriormodeltoclient = self;
673                 self.teambubbleentity.think = TeamBubbleThink;
674                 self.teambubbleentity.nextthink = time;
675                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
676 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
677                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
678                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
679                 self.teambubbleentity.mdl = self.teambubbleentity.model;
680                 self.teambubbleentity.model = self.teambubbleentity.mdl;
681                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
682         }
683 }
684
685 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
686 // added to the model skins
687 /*void() UpdateColorModHack =
688 {
689         local float c;
690         c = self.clientcolors & 15;
691         // LordHavoc: only bothering to support white, green, red, yellow, blue
692              if (teamplay == 0) self.colormod = '0 0 0';
693         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
694         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
695         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
696         else if (c == 12) self.colormod = '1.22 1.22 0.10';
697         else if (c == 13) self.colormod = '0.10 0.10 1.73';
698         else self.colormod = '1 1 1';
699 };*/
700
701 void UpdatePlayerColors () {
702         if(self.weaponentity) {
703                 self.weaponentity.colormap = self.colormap;
704                 self.exteriorweaponentity.colormap = self.colormap;
705         }
706 }
707 /*
708 =============
709 PlayerJump
710
711 When you press the jump key
712 =============
713 */
714 void PlayerJump (void)
715 {
716         float mjumpheight;
717
718         mjumpheight = cvar("g_balance_jumpheight");
719         if (self.waterlevel >= 2)
720         {
721                 if (self.watertype == CONTENT_WATER)
722                         self.velocity_z = 200;
723                 else if (self.watertype == CONTENT_SLIME)
724                         self.velocity_z = 80;
725                 else
726                         self.velocity_z = 50;
727
728                 return;
729         }
730
731
732         if (!(self.flags & FL_ONGROUND))
733                 return;
734
735         if (!(self.flags & FL_JUMPRELEASED))
736                 return;
737
738         if(cvar("g_runematch"))
739         {
740                 if(self.runes & RUNE_SPEED)
741                 {
742                         if(self.runes & CURSE_SLOW)
743                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
744                         else
745                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
746                 }
747                 else if(self.runes & CURSE_SLOW)
748                 {
749                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
750                 }
751         }
752
753         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
754         {
755                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
756         }
757
758         self.velocity_z = self.velocity_z + mjumpheight;
759         self.oldvelocity_z = self.velocity_z;
760
761         self.flags = self.flags - FL_ONGROUND;
762         self.flags = self.flags - FL_JUMPRELEASED;
763 }
764
765 void() CheckWaterJump =
766 {
767         local vector start, end;
768
769 // check for a jump-out-of-water
770         makevectors (self.angles);
771         start = self.origin;
772         start_z = start_z + 8;
773         v_forward_z = 0;
774         normalize(v_forward);
775         end = start + v_forward*24;
776         traceline (start, end, TRUE, self);
777         if (trace_fraction < 1)
778         {       // solid at waist
779                 start_z = start_z + self.maxs_z - 8;
780                 end = start + v_forward*24;
781                 self.movedir = trace_plane_normal * -50;
782                 traceline (start, end, TRUE, self);
783                 if (trace_fraction == 1)
784                 {       // open at eye level
785                         self.flags = self.flags | FL_WATERJUMP;
786                         self.velocity_z = 225;
787                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
788                         self.teleport_time = time + 2;  // safety net
789                         return;
790                 }
791         }
792 };
793
794
795 void respawn(void)
796 {
797         CopyBody(1);
798         PutClientInServer();
799 }
800
801 void player_powerups (void)
802 {
803         if (cvar("g_minstagib"))
804         {
805                 self.effects = EF_FULLBRIGHT;
806                 if (self.items & IT_STRENGTH)
807                 {
808                         if (time > self.strength_finished)
809                         {
810                                 self.alpha = 1;
811                                 self.exteriorweaponentity.alpha = 1;
812                                 self.items = self.items - (self.items & IT_STRENGTH);
813                                 sprint(self, "^3Invisibility has worn off\n");
814                         }
815                 }
816                 else
817                 {
818                         if (time < self.strength_finished)
819                         {
820                                 self.alpha = cvar("g_minstagib_invis_alpha");
821                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
822                                 self.items = self.items | IT_STRENGTH;
823                                 sprint(self, "^3You are invisible\n");
824                         }
825                 }
826                                 
827                 if (self.items & IT_INVINCIBLE)
828                 {
829                         if (time > self.invincible_finished)
830                         {
831                                 self.items = self.items - (self.items & IT_INVINCIBLE);
832                                 sprint(self, "^3Speed has worn off\n");
833                         }
834                 }
835                 else
836                 {
837                         if (time < self.invincible_finished)
838                         {
839                                 self.items = self.items | IT_INVINCIBLE;
840                                 sprint(self, "^3You are on speed\n");
841                         }
842                 }
843                 return;
844         }
845         
846         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
847         if (self.items & IT_STRENGTH)
848         {
849                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
850                 if (time > self.strength_finished)
851                 {
852                         self.items = self.items - (self.items & IT_STRENGTH);
853                         sprint(self, "^3Strength has worn off\n");
854                 }
855         }
856         else
857         {
858                 if (time < self.strength_finished)
859                 {
860                         self.items = self.items | IT_STRENGTH;
861                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
862                 }
863         }
864         if (self.items & IT_INVINCIBLE)
865         {
866                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
867                 if (time > self.invincible_finished)
868                 {
869                         self.items = self.items - (self.items & IT_INVINCIBLE);
870                         sprint(self, "^3Shield has worn off\n");
871                 }
872         }
873         else
874         {
875                 if (time < self.invincible_finished)
876                 {
877                         self.items = self.items | IT_INVINCIBLE;
878                         sprint(self, "^3Shield surrounds you\n");
879                 }
880         }
881         
882         if (cvar("g_fullbrightplayers"))
883                 self.effects = EF_FULLBRIGHT;
884         
885 }
886
887 void player_regen (void)
888 {
889         float maxh, maxa, max_mod, regen_mod, rot_mod;
890         maxh = cvar("g_balance_health_stable");
891         maxa = cvar("g_balance_armor_stable");
892
893         if (cvar("g_minstagib"))
894         {
895                 maxh = 100;
896                 maxa = 0;
897                 return;
898         }
899
900         if(cvar("g_runematch"))
901         {
902                 max_mod = regen_mod = rot_mod = 1;
903                 if (self.runes & RUNE_REGEN)
904                 {
905                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
906                         {
907                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
908                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
909                         }
910                         else
911                         {
912                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
913                                 max_mod = cvar("g_balance_rune_regen_hpmod");
914                         }
915                 }
916                 else if (self.runes & CURSE_VENOM)
917                 {
918                         max_mod = cvar("g_balance_curse_venom_hpmod");
919                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
920                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
921                         else
922                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
923                         //if (!self.runes & RUNE_REGEN)
924                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
925                 }
926                 maxh = maxh * max_mod;
927                 //maxa = maxa * max_mod;
928
929                 if (time > self.pauserotarmor_finished)
930                 {
931                         if (self.armorvalue > maxa)
932                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
933                 }
934                 if (time > self.pauserothealth_finished)
935                 {
936                         if (self.health > maxh)
937                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
938                 }
939                 if (time > self.pauseregen_finished)
940                 {
941                         if (self.health < maxh)
942                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
943                         if (self.armorvalue < maxa)
944                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
945                 }
946         }
947         else
948         {
949                 if (time > self.pauserothealth_finished)
950                 if (self.health > maxh)
951                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
952                 if (time > self.pauserotarmor_finished)
953                 if (self.armorvalue > maxa)
954                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
955                 if (time > self.pauseregen_finished)
956                 {
957                         if (self.health < maxh)
958                                 self.health = bound(0, self.health + (maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);
959                         if (self.armorvalue < maxa)
960                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
961                 }
962         }
963 }
964
965 /*
966 ======================
967 spectate mode routines
968 ======================
969 */
970 void SpectateCopy(entity spectatee) {
971         self.armortype = spectatee.armortype;
972         self.armorvalue = spectatee.armorvalue;
973         self.currentammo = spectatee.currentammo;
974         self.effects = spectatee.effects;
975         self.health = spectatee.health;
976         self.impulse = 0;
977         self.items = spectatee.items;
978         self.punchangle = spectatee.punchangle;
979         self.view_ofs = spectatee.view_ofs;
980         self.v_angle = spectatee.v_angle;
981         self.viewzoom = spectatee.viewzoom;
982         setorigin(self, spectatee.origin);
983         setsize(self, spectatee.mins, spectatee.maxs);
984 }
985
986 void SpectateUpdate() {
987         if (self != self.enemy) {
988                 SpectateCopy(self.enemy);
989                 msg_entity = self;
990                 WriteByte(MSG_ONE, SVC_SETANGLE);
991                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
992                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
993                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
994         }
995 }
996
997 float SpectateNext() {
998         other = find(self.enemy, classname, "player");
999         if (!other) {
1000                 other = find(other, classname, "player");
1001         }
1002         if (other) {
1003                 self.enemy = other;
1004         }
1005         if(self.enemy.classname == "player") {
1006                 msg_entity = self;
1007                 WriteByte(MSG_ONE, SVC_SETVIEW);
1008                 WriteEntity(MSG_ONE, self.enemy);
1009                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1010                 SpectateUpdate();
1011                 return 1;
1012         } else {
1013                 return 0;
1014         }
1015 }
1016
1017 /*
1018 =============
1019 PlayerPreThink
1020
1021 Called every frame for each client before the physics are run
1022 =============
1023 */
1024 void PlayerPreThink (void)
1025 {
1026         if(self.classname == "player") {
1027                 local vector m1, m2;
1028
1029 //              MauveBot_AI();
1030
1031 //              if(self.netname == "Wazat")
1032 //                      bprint(strcat(self.classname, "\n"));
1033
1034                 CheckRules_Player();
1035
1036                 if (intermission_running)
1037                 {
1038                         IntermissionThink ();   // otherwise a button could be missed between
1039                         return;                                 // the think tics
1040                 }
1041
1042                 if (self.deadflag != DEAD_NO)
1043                 {
1044                         player_anim();
1045                         weapon_freeze();
1046                         if (self.deadflag == DEAD_DYING)
1047                         {
1048                                 if (time > self.dead_time)
1049                                         self.deadflag = DEAD_DEAD;
1050                         }
1051                         else if (self.deadflag == DEAD_DEAD)
1052                         {
1053                                 if (!self.button0 && !self.button2 && !self.button3)
1054                                         self.deadflag = DEAD_RESPAWNABLE;
1055                         }
1056                         else if (self.deadflag == DEAD_RESPAWNABLE)
1057                         {
1058                                 if (self.button0  || 
1059                                     self.button2  || 
1060                                     self.button3  || 
1061                                     self.button4  || 
1062                                     cvar("g_lms") || 
1063                                     cvar("g_forced_respawn"))
1064                                         respawn();
1065                         }
1066                         return;
1067                 }
1068
1069                 if (self.button5)
1070                 {
1071                         if (!self.crouch)
1072                         {
1073                                 self.crouch = TRUE;
1074                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1075                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1076                         }
1077                 }
1078                 else
1079                 {
1080                         if (self.crouch)
1081                         {
1082                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1083                                 if (!trace_startsolid)
1084                                 {
1085                                         self.crouch = FALSE;
1086                                         self.view_ofs = PL_VIEW_OFS;
1087                                         setsize (self, PL_MIN, PL_MAX);
1088                                 }
1089                         }
1090                 }
1091
1092                 if(cvar("sv_defaultcharacter") == 1) {
1093                         local string defaultmodel;
1094                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1095                         
1096                         if (defaultmodel != self.model)
1097                         {
1098                                 m1 = self.mins;
1099                                 m2 = self.maxs;
1100                                 precache_model (defaultmodel);
1101                                 setmodel (self, defaultmodel);
1102                                 setsize (self, m1, m2);
1103                         }
1104
1105                         if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1106                                 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1107                 } else {
1108                         if (self.playermodel != self.model)
1109                         {
1110                                 self.playermodel = CheckPlayerModel(self.playermodel);
1111                                 m1 = self.mins;
1112                                 m2 = self.maxs;
1113                                 precache_model (self.playermodel);
1114                                 setmodel (self, self.playermodel);
1115                                 setsize (self, m1, m2);
1116                         }
1117
1118                         if (self.skin != stof(self.playerskin))
1119                                 self.skin = stof(self.playerskin);
1120                 }
1121                 // Savage: Check for nameless players
1122                 if (strlen(self.netname) < 1) {
1123                         self.netname = "Player";
1124                         stuffcmd(self, "name Player\n");
1125                 }
1126         
1127                 GrapplingHookFrame();
1128
1129                 W_WeaponFrame();
1130
1131                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1132                 {
1133                         if (cvar("g_minstagib") && self.button3)
1134                         {
1135                                 if (self.jump_interval <= (time + 0.1))
1136                                 {
1137                                         self.jump_interval = time + 1;
1138                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1139                                 }
1140                         }
1141                         else if (self.viewzoom > 0.4)
1142                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1143                 }
1144                 else if (self.viewzoom < 1.0)
1145                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1146
1147
1148                 if (self.button2)
1149                         PlayerJump ();
1150                 else
1151                         self.flags = self.flags | FL_JUMPRELEASED;
1152
1153                 player_powerups();
1154                 player_regen();
1155                 player_anim();
1156
1157                 //self.angles_y=self.v_angle_y + 90;   // temp
1158
1159                 if (self.waterlevel == 2)
1160                         CheckWaterJump ();
1161
1162                 //if (TetrisPreFrame()) return;
1163         } else if(self.classname == "observer") {
1164                 
1165                 if (self.flags & FL_JUMPRELEASED) {
1166                         if (self.button2 && self.version == cvar("g_nexuizversion_major")) {
1167                                 if(!cvar("teamplay")) {
1168                                         self.flags = self.flags & !FL_JUMPRELEASED;
1169                                         self.classname = "player";
1170                                         if(!cvar("g_lms"))
1171                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1172                                         PutClientInServer();
1173                                         centerprint(self,"");
1174                                         return;
1175                                 } else {
1176                                         self.flags = self.flags & !FL_JUMPRELEASED;
1177                                         stuffcmd(self,"menu_showteamselect\n");
1178                                         return;
1179                                 }
1180                         } else if(self.button0 && self.version == cvar("g_nexuizversion_major")) {
1181                                 self.flags = self.flags & !FL_JUMPRELEASED;
1182                                 if(SpectateNext() == 1) {
1183                                         self.classname = "spectator";
1184                                 } 
1185                         }
1186                 } else {
1187                         if (!(self.button0 || self.button2)) {
1188                                 self.flags = self.flags | FL_JUMPRELEASED;
1189                         }
1190                 }
1191                 if(cvar("g_lms") && self.frags == 0)
1192                         centerprint(self, "\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1193                 else if(cvar("g_lms") && self.frags == -1)
1194                         centerprint(self, "\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1195                 else
1196                         PrintWelcomeMessage(self);
1197                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1198         } else if(self.classname == "spectator") {
1199                 
1200                 if (self.flags & FL_JUMPRELEASED) {
1201                         if(self.button0) {
1202                                 self.flags = self.flags & !FL_JUMPRELEASED;
1203                                 if(SpectateNext() == 1) {
1204                                         self.classname = "spectator";
1205                                 } else {
1206                                         self.classname = "observer";
1207                                         msg_entity = self;                                                                                                                                                     
1208                                         WriteByte(MSG_ONE, SVC_SETVIEW);                                                                                                                                       
1209                                         WriteEntity(MSG_ONE, self);   
1210                                         PutClientInServer();                                    
1211                                 }
1212                         } else if (self.button3) {
1213                                 self.flags = self.flags & !FL_JUMPRELEASED;
1214                                 self.classname = "observer";
1215                                 msg_entity = self;                                                                                                                                                     
1216                                 WriteByte(MSG_ONE, SVC_SETVIEW);                                                                                                                                       
1217                                 WriteEntity(MSG_ONE, self);   
1218                                 PutClientInServer();
1219                         } else {
1220                                 SpectateUpdate();
1221                         }
1222         } else {
1223                 if (!(self.button0 || self.button3)) {
1224                         self.flags = self.flags | FL_JUMPRELEASED;
1225                 }
1226                 }
1227                 centerprint(self, strcat("spectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1228                 
1229         }
1230         VoteThink();
1231 }
1232
1233 /*
1234 =============
1235 PlayerPostThink
1236
1237 Called every frame for each client after the physics are run
1238 =============
1239 */
1240 void PlayerPostThink (void)
1241 {
1242         if(self.classname == "player") {
1243                 CheckRules_Player();
1244                 UpdateChatBubble();
1245                 UpdateTeamBubble();
1246                 UpdatePlayerColors();
1247                 if (self.deadflag == DEAD_NO)
1248                 if (self.impulse)
1249                         ImpulseCommands ();
1250                 if (intermission_running)
1251                         return;         // intermission or finale
1252
1253                 //PrintWelcomeMessage(self);
1254                 //if (TetrisPostFrame()) return;
1255         } else if (self.classname == "observer") {
1256                 //do nothing
1257         } else if (self.classname == "spectator") {
1258                 //do nothing
1259         }
1260 }