]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
minor fix to switching back to previous weapon
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 void info_player_survivor (void)
2 {
3         info_player_deathmatch();
4 }
5
6 void info_player_start (void)
7 {
8         info_player_deathmatch();
9 }
10
11 void info_player_deathmatch (void)
12 {
13         self.classname = "info_player_deathmatch";
14         relocate_spawnpoint();
15 }
16
17 void() spawnpoint_use =
18 {
19         if(teams_matter)
20         if(have_team_spawns)
21         {
22                 self.team = activator.team;
23                 some_spawn_has_been_used = 1;
24         }
25 };
26
27 float spawn_allbad;
28 float spawn_allgood;
29 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
30 {
31         local entity spot, player, nextspot, previousspot, newfirstspot;
32         local float pcount;
33         spot = firstspot;
34         newfirstspot = world;
35         previousspot = world;
36         spawn_allgood = TRUE;
37         spawn_allbad = TRUE;
38         while (spot)
39         {
40                 nextspot = spot.chain;
41                 // count team mismatches as bad spots
42
43                 local float spotactive;
44                 spotactive = 1;
45
46                 // filter out spots for assault
47                 if(spot.target != "") {
48                         local entity ent;
49                         ent = find(world, targetname, spot.target);
50                         while(ent) {
51                                 if(ent.classname == "target_objective")
52                                         if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
53                                                 spotactive = 0;
54                                 ent = find(ent, targetname, spot.target);
55                         }
56                 }
57
58                 if ((!teamcheck || spot.team == teamcheck) && spotactive > 0)
59                 {
60                         pcount = 0;
61                         player = playerlist;
62                         while (player)
63                         {
64                                 if (player != self)
65                                 if (vlen(player.origin - spot.origin) < mindist)
66                                         pcount = pcount + 1;
67                                 player = player.chain;
68                         }
69                         if (!pcount)
70                         {
71                                 spawn_allbad = FALSE;
72                                 if (newfirstspot)
73                                         previousspot.chain = spot;
74                                 else
75                                         newfirstspot = spot;
76                                 previousspot = spot;
77                                 spot.chain = world;
78                         }
79                         else
80                                 spawn_allgood = FALSE;
81                 }
82                 spot = nextspot;
83         }
84         // if we couldn't find ANY good points, return world
85         return newfirstspot;
86 }
87
88 entity Spawn_RandomPoint(entity firstspot)
89 {
90         local entity spot;
91         local float numspots;
92         // count number of spots
93         numspots = 0;
94         spot = firstspot;
95         while (spot)
96         {
97                 numspots = numspots + 1;
98                 spot = spot.chain;
99         }
100         // pick a random one
101         numspots = numspots * random();
102         spot = firstspot;
103         while (spot.chain && numspots >= 1)
104         {
105                 numspots = numspots - 1;
106                 spot = spot.chain;
107         }
108         return spot;
109 }
110
111 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
112 {
113         local entity best, spot, player;
114         local float bestrating, rating;
115         best = world;
116         bestrating = -1000000;
117         spot = firstspot;
118         while (spot)
119         {
120                 rating = 1000000000;
121                 player = playerlist;
122                 while (player)
123                 {
124                         if (player != self)
125                                 rating = min(rating, vlen(player.origin - spot.origin));
126                         player = player.chain;
127                 }
128                 rating = rating + random() * 16;
129                 if (bestrating < rating)
130                 {
131                         best = spot;
132                         bestrating = rating;
133                 }
134                 spot = spot.chain;
135         }
136         return best;
137 }
138
139 /*
140 =============
141 SelectSpawnPoint
142
143 Finds a point to respawn
144 =============
145 */
146 entity SelectSpawnPoint (float anypoint)
147 {
148         local float teamcheck;
149         local entity firstspot_new;
150         local entity spot, firstspot, playerlist;
151
152         spot = find (world, classname, "testplayerstart");
153         if (spot)
154                 return spot;
155
156         teamcheck = 0;
157
158         if(!anypoint && have_team_spawns)
159                 teamcheck = self.team;
160
161         // get the list of players
162         playerlist = findchain(classname, "player");
163         // get the entire list of spots
164         firstspot = findchain(classname, "info_player_deathmatch");
165         // filter out the bad ones
166         // (note this returns the original list if none survived)
167         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
168         if(!firstspot_new)
169                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
170         firstspot = firstspot_new;
171
172         // there is 50/50 chance of choosing a random spot or the furthest spot
173         // (this means that roughly every other spawn will be furthest, so you
174         // usually won't get fragged at spawn twice in a row)
175         if (arena_roundbased)
176         {
177                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
178                 if(firstspot_new)
179                         firstspot = firstspot_new;
180                 spot = Spawn_RandomPoint(firstspot);
181         }
182         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
183                 spot = Spawn_RandomPoint(firstspot);
184         else
185                 spot = Spawn_FurthestPoint(firstspot, playerlist);
186
187         if (!spot)
188         {
189                 if(cvar("spawn_debug"))
190                         GotoNextMap();
191                 else
192                 {
193                         if(some_spawn_has_been_used)
194                                 return world; // team can't spawn any more, because of actions of other team
195                         else
196                                 error("Cannot find a spawn point - please fix the map!");
197                 }
198         }
199
200         return spot;
201 }
202
203 /*
204 =============
205 CheckPlayerModel
206
207 Checks if the argument string can be a valid playermodel.
208 Returns a valid one in doubt.
209 =============
210 */
211 string FallbackPlayerModel = "models/player/marine.zym";
212 string CheckPlayerModel(string plyermodel) {
213         if(strlen(plyermodel) < 4)
214                 return FallbackPlayerModel;
215         if( substring(plyermodel,0,14) != "models/player/")
216                 return FallbackPlayerModel;
217         else if(cvar("sv_servermodelsonly"))
218         {
219                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
220                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
221                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
222                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
223                         return FallbackPlayerModel;
224                 if(!fexists(plyermodel))
225                         return FallbackPlayerModel;
226         }
227         return plyermodel;
228 }
229
230 /*
231 =============
232 Client_customizeentityforclient
233
234 LOD reduction
235 =============
236 */
237 float Client_customizeentityforclient()
238 {
239 #ifdef ALLOW_VARIABLE_LOD
240         // self: me
241         // other: the player viewing me
242         float distance;
243         float f;
244
245         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
246                 return TRUE;
247
248         if(other.cvar_cl_playerdetailreduction <= 0)
249         {
250                 if(other.cvar_cl_playerdetailreduction <= -2)
251                         self.modelindex = self.modelindex_lod2;
252                 else if(other.cvar_cl_playerdetailreduction <= -1)
253                         self.modelindex = self.modelindex_lod1;
254                 else
255                         self.modelindex = self.modelindex_lod0;
256         }
257         else
258         {
259                 distance = vlen(self.origin - other.origin);
260                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
261                 if(f > 10000)
262                         self.modelindex = self.modelindex_lod2;
263                 else if(f > 5000)
264                         self.modelindex = self.modelindex_lod1;
265                 else
266                         self.modelindex = self.modelindex_lod0;
267         }
268 #endif
269
270         return TRUE;
271 }
272
273 void UpdatePlayerSounds();
274 void setmodel_lod(entity e, string modelname)
275 {
276 #ifdef ALLOW_VARIABLE_LOD
277         string s;
278
279         // FIXME: this only supports 3-letter extensions
280         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
281         if(fexists(s))
282         {
283                 precache_model(s);
284                 setmodel(e, s); // players have high precision
285                 self.modelindex_lod1 = self.modelindex;
286         }
287         else
288                 self.modelindex_lod1 = -1;
289
290         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
291         if(fexists(s))
292         {
293                 precache_model(s);
294                 setmodel(e, s); // players have high precision
295                 self.modelindex_lod2 = self.modelindex;
296         }
297         else
298                 self.modelindex_lod2 = -1;
299
300         precache_model(modelname);
301         setmodel(e, modelname); // players have high precision
302         self.modelindex_lod0 = self.modelindex;
303
304         if(self.modelindex_lod1 < 0)
305                 self.modelindex_lod1 = self.modelindex;
306
307         if(self.modelindex_lod2 < 0)
308                 self.modelindex_lod2 = self.modelindex;
309 #else
310         precache_model(modelname);
311         setmodel(e, modelname); // players have high precision
312 #endif
313         player_setupanimsformodel();
314         UpdatePlayerSounds();
315 }
316
317 /*
318 =============
319 PutObserverInServer
320
321 putting a client as observer in the server
322 =============
323 */
324 void PutObserverInServer (void)
325 {
326         entity  spot;
327         spot = SelectSpawnPoint (TRUE);
328         if(!spot)
329                 error("No spawnpoints for observers?!?\n");
330         RemoveGrapplingHook(self); // Wazat's Grappling Hook
331
332         if(clienttype(self) == CLIENTTYPE_REAL)
333         {
334                 msg_entity = self;
335                 WriteByte(MSG_ONE, SVC_SETVIEW);
336                 WriteEntity(MSG_ONE, self);
337         }
338
339         DropAllRunes(self);
340         kh_Key_DropAll(self, TRUE);
341
342         if(self.flagcarried)
343                 DropFlag(self.flagcarried);
344
345         WaypointSprite_PlayerDead();
346
347         DistributeFragsAmongTeam(self, self.team, 1);
348
349         if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
350                 bprint ("^4", self.netname, "^4 has no more lives left\n");
351         else if(self.killcount != -666)
352                 bprint ("^4", self.netname, "^4 is spectating now\n");
353
354         self.classname = "observer";
355         self.health = -666;
356         self.takedamage = DAMAGE_NO;
357         self.solid = SOLID_NOT;
358         self.movetype = MOVETYPE_NOCLIP;
359         self.flags = FL_CLIENT | FL_NOTARGET;
360         self.armorvalue = 666;
361         self.effects = 0;
362         self.armorvalue = cvar("g_balance_armor_start");
363         self.pauserotarmor_finished = 0;
364         self.pauserothealth_finished = 0;
365         self.pauseregen_finished = 0;
366         self.damageforcescale = 0;
367         self.death_time = 0;
368         self.dead_frame = 0;
369         self.deaths = 0;
370         self.alpha = 0;
371         self.scale = 0;
372         self.fade_time = 0;
373         self.pain_frame = 0;
374         self.pain_finished = 0;
375         self.strength_finished = 0;
376         self.invincible_finished = 0;
377         self.pushltime = 0;
378         self.think = SUB_Null;
379         self.nextthink = 0;
380         self.hook_time = 0;
381         self.runes = 0;
382         self.deadflag = DEAD_NO;
383         self.angles = spot.angles;
384         self.angles_z = 0;
385         self.fixangle = TRUE;
386         self.crouch = FALSE;
387
388         self.view_ofs = PL_VIEW_OFS;
389         setorigin (self, spot.origin);
390         setsize (self, '0 0 0', '0 0 0');
391         self.oldorigin = self.origin;
392         self.items = 0;
393         self.model = "";
394         self.modelindex = 0;
395         self.weapon = 0;
396         self.weaponmodel = "";
397         self.weaponentity = world;
398         self.killcount = -666;
399         self.velocity = '0 0 0';
400         self.avelocity = '0 0 0';
401         self.punchangle = '0 0 0';
402         self.punchvector = '0 0 0';
403         self.oldvelocity = self.velocity;
404         self.customizeentityforclient = Client_customizeentityforclient;
405         self.viewzoom = 1;
406
407         if(g_arena)
408         {
409                 if(self.frags != -2)
410                 {
411                         Spawnqueue_Insert(self);
412                 }
413                 else
414                 {
415                         Spawnqueue_Unmark(self);
416                         Spawnqueue_Remove(self);
417                 }
418         }
419         else if(!g_lms)
420                 self.frags = -666;
421 }
422
423 float RestrictSkin(float s)
424 {
425         if(!teams_matter)
426                 return s;
427         if(s == 6)
428                 return 6;
429         return mod(s, 3);
430 }
431
432 void FixPlayermodel()
433 {
434         local string defaultmodel;
435         local float defaultskin;
436         local vector m1, m2;
437
438         if(cvar("sv_defaultcharacter") == 1) {
439                 defaultmodel = "";
440                 defaultskin = 0;
441
442                 if(teams_matter)
443                 {
444                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
445                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
446                 }
447
448                 if(defaultmodel == "")
449                 {
450                         defaultmodel = cvar_string("sv_defaultplayermodel");
451                         defaultskin = cvar("sv_defaultplayerskin");
452                 }
453
454                 if (defaultmodel != self.model)
455                 {
456                         m1 = self.mins;
457                         m2 = self.maxs;
458                         setmodel_lod (self, defaultmodel);
459                         setsize (self, m1, m2);
460                 }
461
462                 self.skin = defaultskin;
463         } else {
464                 if (self.playermodel != self.model)
465                 {
466                         self.playermodel = CheckPlayerModel(self.playermodel);
467                         m1 = self.mins;
468                         m2 = self.maxs;
469                         setmodel_lod (self, self.playermodel);
470                         setsize (self, m1, m2);
471                 }
472
473                 self.skin = RestrictSkin(stof(self.playerskin));
474         }
475
476         if(!teams_matter)
477                 if(strlen(cvar_string("sv_defaultplayercolors")))
478                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
479                                 setcolor(self, cvar("sv_defaultplayercolors"));
480 }
481
482 /*
483 =============
484 PutClientInServer
485
486 Called when a client spawns in the server
487 =============
488 */
489 void PutClientInServer (void)
490 {
491         if(clienttype(self) == CLIENTTYPE_BOT)
492         {
493                 self.classname = "player";
494         }
495         else if(clienttype(self) == CLIENTTYPE_REAL)
496         {
497                 msg_entity = self;
498                 WriteByte(MSG_ONE, SVC_SETVIEW);
499                 WriteEntity(MSG_ONE, self);
500         }
501
502         // player is dead and becomes observer
503         if(g_lms && self.frags < 1)
504                 self.classname = "observer";
505
506         if(g_arena)
507         if(!self.spawned)
508                 self.classname = "observer";
509
510         if(self.classname == "player") {
511                 entity  spot;
512
513                 spot = SelectSpawnPoint (FALSE);
514                 if(!spot)
515                 {
516                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
517                         return; // spawn failed
518                 }
519
520                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
521
522                 self.classname = "player";
523                 self.iscreature = TRUE;
524                 self.movetype = MOVETYPE_WALK;
525                 self.solid = SOLID_SLIDEBOX;
526                 self.flags = FL_CLIENT;
527                 self.takedamage = DAMAGE_AIM;
528                 if(g_minstagib)
529                         self.effects = EF_FULLBRIGHT;
530                 else
531                         self.effects = 0;
532                 self.air_finished = time + 12;
533                 self.dmg = 2;
534
535                 self.ammo_shells = start_ammo_shells;
536                 self.ammo_nails = start_ammo_nails;
537                 self.ammo_rockets = start_ammo_rockets;
538                 self.ammo_cells = start_ammo_cells;
539                 self.health = start_health;
540                 self.armorvalue = start_armorvalue;
541                 self.items = start_items;
542                 self.switchweapon = start_switchweapon;
543                 self.cnt = start_switchweapon;
544                 self.weapon = 0;
545                 self.jump_interval = time;
546
547                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
548                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
549                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
550                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
551                 self.damageforcescale = 2;
552                 self.death_time = 0;
553                 self.dead_frame = 0;
554                 self.alpha = 0;
555                 self.scale = 0;
556                 self.fade_time = 0;
557                 self.pain_frame = 0;
558                 self.pain_finished = 0;
559                 self.strength_finished = 0;
560                 self.invincible_finished = 0;
561                 self.pushltime = 0;
562                 //self.speed_finished = 0;
563                 //self.slowmo_finished = 0;
564                 // players have no think function
565                 self.think = SUB_Null;
566                 self.nextthink = 0;
567                 self.hook_time = 0;
568
569                 self.runes = 0;
570
571                 self.deadflag = DEAD_NO;
572
573                 self.angles = spot.angles;
574
575                 self.angles_z = 0; // never spawn tilted even if the spot says to
576                 self.fixangle = TRUE; // turn this way immediately
577                 self.velocity = '0 0 0';
578                 self.avelocity = '0 0 0';
579                 self.punchangle = '0 0 0';
580                 self.punchvector = '0 0 0';
581                 self.oldvelocity = self.velocity;
582
583                 self.viewzoom = 0.6;
584                 self.has_zoomed = 0;
585
586                 self.customizeentityforclient = Client_customizeentityforclient;
587
588                 self.model = "";
589                 FixPlayermodel();
590
591                 self.crouch = FALSE;
592                 self.view_ofs = PL_VIEW_OFS;
593                 setsize (self, PL_MIN, PL_MAX);
594                 self.spawnorigin = spot.origin;
595                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
596                 // don't reset back to last position, even if new position is stuck in solid
597                 self.oldorigin = self.origin;
598
599                 if(g_arena)
600                 {
601                         Spawnqueue_Remove(self);
602                         Spawnqueue_Mark(self);
603                 }
604
605                 self.event_damage = PlayerDamage;
606
607                 self.bot_attack = TRUE;
608
609                 self.statdraintime = time + 5;
610                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
611
612                 if(self.killcount == -666) {
613                         self.killcount = 0;
614                         if(!g_arena)
615                         if(!g_lms)
616                                 self.frags = 0;
617                 }
618
619                 self.cnt = WEP_LASER;
620                 self.nixnex_lastchange_id = -1;
621
622                 CL_SpawnWeaponentity();
623                 self.alpha = default_player_alpha;
624                 self.colormod = '1 1 1' * cvar("g_player_brightness");
625                 self.exteriorweaponentity.alpha = default_weapon_alpha;
626
627                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
628                 self.lms_traveled_distance = 0;
629                 self.speedrunning = FALSE;
630
631                 if(cvar("spawn_debug"))
632                 {
633                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
634                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
635                 }
636
637                 //stuffcmd(self, "chase_active 0");
638                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
639
640                 if (cvar("g_spawnsound"))
641                         sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
642
643                 if(g_assault) {
644                         if(self.team == assault_attacker_team)
645                                 centerprint(self, "You are attacking!\n");
646                         else
647                                 centerprint(self, "You are defending!\n");
648                 }
649
650         } else if(self.classname == "observer") {
651                 PutObserverInServer ();
652         }
653 }
654
655 /*
656 =============
657 SetNewParms
658 =============
659 */
660 void SetNewParms (void)
661 {
662
663 }
664
665 /*
666 =============
667 SetChangeParms
668 =============
669 */
670 void SetChangeParms (void)
671 {
672
673 }
674
675 /*
676 =============
677 ClientKill
678
679 Called when a client types 'kill' in the console
680 =============
681 */
682 void ClientKill (void)
683 {
684         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
685 }
686
687 void FixClientCvars(entity e)
688 {
689         float t;
690         // send prediction settings to the client
691         stuffcmd(e, "\nin_bindmap 0 0\n");
692         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
693         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
694         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
695         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
696         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
697         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
698         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
699         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
700         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
701         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
702         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
703         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
704         stuffcmd(e, "cl_movement_edgefriction 1\n");
705
706         // notify about available teams
707         if(teamplay)
708         {
709                 CheckAllowedTeams(e);
710                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
711                 stuffcmd(e, strcat("set _teams_available ", ftos(t), "\n"));
712         }
713         else
714                 stuffcmd(e, "set _teams_available 0\n");
715 }
716
717 /*
718 =============
719 ClientConnect
720
721 Called when a client connects to the server
722 =============
723 */
724 string ColoredTeamName(float t);
725 //void dom_player_join_team(entity pl);
726 void ClientConnect (void)
727 {
728         local string s;
729         float wep;
730
731         if(Ban_IsClientBanned(self))
732         {
733                 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
734                 dropclient(self);
735                 bprint(s);
736                 return;
737         }
738
739         self.classname = "player_joining";
740         self.flags = self.flags | FL_CLIENT;
741         self.version_nagtime = time + 10 + random() * 10;
742
743         if(player_count<0)
744         {
745                 dprint("BUG player count is lower than zero, this cannot happen!\n");
746                 player_count = 0;
747         }
748
749         bot_clientconnect();
750
751         //if(g_domination)
752         //      dom_player_join_team(self);
753
754         //JoinBestTeam(self, FALSE);
755
756         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
757                 self.classname = "observer";
758         } else {
759                 self.classname = "player";
760                 campaign_bots_may_start = 1;
761         }
762
763         self.playerid = (playerid_last = playerid_last + 1);
764         if(cvar("sv_eventlog"))
765         {
766                 if(clienttype(self) == CLIENTTYPE_REAL)
767                         s = "player";
768                 else
769                         s = "bot";
770                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
771                 s = strcat(":team:", ftos(self.playerid), ":");
772                 s = strcat(s, ftos(self.team));
773                 GameLogEcho(s, FALSE);
774         }
775
776         //stuffcmd(self, "set tmpviewsize $viewsize \n");
777
778         bprint ("^4",self.netname);
779         bprint ("^4 connected");
780
781         if(g_domination || g_ctf)
782         {
783                 bprint(" and joined the ");
784                 bprint(ColoredTeamName(self.team));
785         }
786
787         bprint("\n");
788
789         self.welcomemessage_time = 0;
790
791         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
792         // TODO: is this being used for anything else than cd tracks?
793         // Remember: SVC_CDTRACK exists. Maybe it should be used.
794
795         FixClientCvars(self);
796
797         // waypoint sprites
798         WaypointSprite_InitClient(self);
799
800         // Wazat's grappling hook
801         SetGrappleHookBindings();
802
803         // get autoswitch state from player when he toggles it
804         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
805
806         // get version info from player
807         stuffcmd(self, "cmd clientversion $gameversion\n");
808
809         // send all weapon info strings
810         stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
811         wep = WEP_FIRST;
812         while (wep <= WEP_LAST)
813         {
814                 weapon_action(wep, WR_REGISTER);
815                 wep = wep + 1;
816         }
817
818         // get other cvars from player
819         GetCvars(0);
820
821         // set cvar for team scoreboard
822         if (teams_matter)
823         {
824                 local float t;
825                 t = cvar("teamplay");
826                 // we have to stuff the correct teamplay value because if this is a listen server, this changes the teamplay mode of the server itself, which is bad
827                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
828         }
829         else
830                 stuffcmd(self, "set teamplay 0\n");
831
832         if(g_lms)
833         {
834                 self.frags = LMS_NewPlayerLives();
835                 if(!self.frags)
836                         self.frags = -666;
837         }
838         else if(g_arena)
839         {
840                 self.classname = "observer";
841                 Spawnqueue_Insert(self);
842         }
843
844         bot_relinkplayerlist();
845
846         self.jointime = time;
847 }
848
849 /*
850 =============
851 ClientDisconnect
852
853 Called when a client disconnects from the server
854 =============
855 */
856 void(entity e) DropFlag;
857 .entity chatbubbleentity;
858 .entity teambubbleentity;
859 void ClientDisconnect (void)
860 {
861         float save;
862         if(cvar("sv_eventlog"))
863                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
864         bprint ("^4",self.netname);
865         bprint ("^4 disconnected\n");
866
867         if (self.chatbubbleentity)
868         {
869                 remove (self.chatbubbleentity);
870                 self.chatbubbleentity = world;
871         }
872
873         if (self.teambubbleentity)
874         {
875                 remove (self.teambubbleentity);
876                 self.teambubbleentity = world;
877         }
878
879         WaypointSprite_PlayerGone();
880
881         DropAllRunes(self);
882         kh_Key_DropAll(self, TRUE);
883
884         if(self.flagcarried)
885                 DropFlag(self.flagcarried);
886
887         DistributeFragsAmongTeam(self, self.team, 1);
888
889         save = self.flags;
890         self.flags = self.flags - (self.flags & FL_CLIENT);
891         bot_relinkplayerlist();
892         self.flags = save;
893
894         // remove laserdot
895         if(self.weaponentity)
896                 if(self.weaponentity.lasertarget)
897                         remove(self.weaponentity.lasertarget);
898
899         if(g_arena)
900         {
901                 Spawnqueue_Unmark(self);
902                 Spawnqueue_Remove(self);
903         }
904
905         // free cvars
906         GetCvars(-1);
907 }
908
909 .float buttonchat;
910 void() ChatBubbleThink =
911 {
912         self.nextthink = time;
913         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
914         {
915                 self.owner.chatbubbleentity = world;
916                 remove(self);
917                 return;
918         }
919         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
920         if (self.owner.buttonchat && !self.owner.deadflag)
921                 self.model = self.mdl;
922         else
923                 self.model = "";
924 };
925
926 void() UpdateChatBubble =
927 {
928         if (!self.modelindex)
929                 return;
930         // spawn a chatbubble entity if needed
931         if (!self.chatbubbleentity)
932         {
933                 self.chatbubbleentity = spawn();
934                 self.chatbubbleentity.owner = self;
935                 self.chatbubbleentity.exteriormodeltoclient = self;
936                 self.chatbubbleentity.think = ChatBubbleThink;
937                 self.chatbubbleentity.nextthink = time;
938                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
939                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
940                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
941                 self.chatbubbleentity.model = "";
942                 self.chatbubbleentity.effects = EF_LOWPRECISION;
943         }
944 }
945
946
947 void() TeamBubbleThink =
948 {
949         self.nextthink = time;
950         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
951         {
952                 self.owner.teambubbleentity = world;
953                 remove(self);
954                 return;
955         }
956 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
957         if (self.owner.buttonchat || self.owner.deadflag)
958                 self.model = "";
959         else
960                 self.model = self.mdl;
961
962 };
963
964 float() TeamBubble_customizeentityforclient
965 {
966         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
967 }
968
969 void() UpdateTeamBubble =
970 {
971         if (!self.modelindex || !cvar("teamplay"))
972                 return;
973         // spawn a teambubble entity if needed
974         if (!self.teambubbleentity && cvar("teamplay"))
975         {
976                 self.teambubbleentity = spawn();
977                 self.teambubbleentity.owner = self;
978                 self.teambubbleentity.exteriormodeltoclient = self;
979                 self.teambubbleentity.think = TeamBubbleThink;
980                 self.teambubbleentity.nextthink = time;
981                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
982 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
983                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
984                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
985                 self.teambubbleentity.mdl = self.teambubbleentity.model;
986                 self.teambubbleentity.model = self.teambubbleentity.mdl;
987                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
988                 self.teambubbleentity.effects = EF_LOWPRECISION;
989         }
990 }
991
992 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
993 // added to the model skins
994 /*void() UpdateColorModHack =
995 {
996         local float c;
997         c = self.clientcolors & 15;
998         // LordHavoc: only bothering to support white, green, red, yellow, blue
999              if (teamplay == 0) self.colormod = '0 0 0';
1000         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1001         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1002         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1003         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1004         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1005         else self.colormod = '1 1 1';
1006 };*/
1007
1008 void respawn(void)
1009 {
1010         CopyBody(1);
1011         self.effects |= EF_NODRAW; // prevent another CopyBody
1012         PutClientInServer();
1013 }
1014
1015 void player_powerups (void)
1016 {
1017         if (g_minstagib)
1018         {
1019                 if (self.items & IT_STRENGTH)
1020                 {
1021                         if (time > self.strength_finished)
1022                         {
1023                                 if (g_minstagib_invis_alpha > 0)
1024                                 {
1025                                         self.alpha = default_player_alpha;
1026                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1027                                         self.effects = self.effects | EF_FULLBRIGHT;
1028                                 }
1029                                 else
1030                                 {
1031                                         self.effects -= self.effects & EF_NODRAW;
1032                                 }
1033                                 self.items = self.items - (self.items & IT_STRENGTH);
1034                                 sprint(self, "^3Invisibility has worn off\n");
1035                         }
1036                 }
1037                 else
1038                 {
1039                         if (time < self.strength_finished)
1040                         {
1041                                 if (g_minstagib_invis_alpha > 0)
1042                                 {
1043                                         self.alpha = g_minstagib_invis_alpha;
1044                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1045                                         self.effects -= self.effects & EF_FULLBRIGHT;
1046                                 }
1047                                 else
1048                                 {
1049                                         self.effects = self.effects | EF_NODRAW;
1050                                 }
1051                                 self.items = self.items | IT_STRENGTH;
1052                                 sprint(self, "^3You are invisible\n");
1053                         }
1054                 }
1055
1056                 if (self.items & IT_INVINCIBLE)
1057                 {
1058                         if (time > self.invincible_finished)
1059                         {
1060                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1061                                 sprint(self, "^3Speed has worn off\n");
1062                         }
1063                 }
1064                 else
1065                 {
1066                         if (time < self.invincible_finished)
1067                         {
1068                                 self.items = self.items | IT_INVINCIBLE;
1069                                 sprint(self, "^3You are on speed\n");
1070                         }
1071                 }
1072                 return;
1073         }
1074
1075         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1076         if (self.items & IT_STRENGTH)
1077         {
1078                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1079                 if (time > self.strength_finished)
1080                 {
1081                         self.items = self.items - (self.items & IT_STRENGTH);
1082                         sprint(self, "^3Strength has worn off\n");
1083                 }
1084         }
1085         else
1086         {
1087                 if (time < self.strength_finished)
1088                 {
1089                         self.items = self.items | IT_STRENGTH;
1090                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1091                 }
1092         }
1093         if (self.items & IT_INVINCIBLE)
1094         {
1095                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1096                 if (time > self.invincible_finished)
1097                 {
1098                         self.items = self.items - (self.items & IT_INVINCIBLE);
1099                         sprint(self, "^3Shield has worn off\n");
1100                 }
1101         }
1102         else
1103         {
1104                 if (time < self.invincible_finished)
1105                 {
1106                         self.items = self.items | IT_INVINCIBLE;
1107                         sprint(self, "^3Shield surrounds you\n");
1108                 }
1109         }
1110
1111         if (cvar("g_fullbrightplayers"))
1112                 self.effects = self.effects | EF_FULLBRIGHT;
1113
1114         // midair gamemode: damage only while in the air
1115         // if in midair mode, being on ground grants temporary invulnerability
1116         // (this is so that multishot weapon don't clear the ground flag on the
1117         // first damage in the frame, leaving the player vulnerable to the
1118         // remaining hits in the same frame)
1119         if (self.flags & FL_ONGROUND)
1120         if (g_midair)
1121                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1122
1123         if (time < self.spawnshieldtime)
1124                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1125 }
1126
1127 float CalcRegen(float current, float stable, float regenfactor)
1128 {
1129         if(current > stable)
1130                 return current;
1131         else if(current > stable - 0.25) // when close enough, "snap"
1132                 return stable;
1133         else
1134                 return min(stable, current + (stable - current) * regenfactor * frametime);
1135 }
1136
1137 void player_regen (void)
1138 {
1139         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1140         maxh = cvar("g_balance_health_stable");
1141         maxa = cvar("g_balance_armor_stable");
1142         limith = cvar("g_balance_health_limit");
1143         limita = cvar("g_balance_armor_limit");
1144
1145         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1146                 return;
1147
1148         max_mod = regen_mod = rot_mod = limit_mod = 1;
1149
1150         if (self.runes & RUNE_REGEN)
1151         {
1152                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1153                 {
1154                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1155                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1156                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1157                 }
1158                 else
1159                 {
1160                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1161                         max_mod = cvar("g_balance_rune_regen_hpmod");
1162                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1163                 }
1164         }
1165         else if (self.runes & CURSE_VENOM)
1166         {
1167                 max_mod = cvar("g_balance_curse_venom_hpmod");
1168                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1169                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1170                 else
1171                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1172                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1173                 //if (!self.runes & RUNE_REGEN)
1174                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1175         }
1176         maxh = maxh * max_mod;
1177         //maxa = maxa * max_mod;
1178         limith = limith * limit_mod;
1179         limita = limita * limit_mod;
1180
1181         if (self.armorvalue > maxa)
1182         {
1183                 if (time > self.pauserotarmor_finished)
1184                 {
1185                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1186                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1187                 }
1188         }
1189         else if (self.armorvalue < maxa)
1190         {
1191                 if (time > self.pauseregen_finished)
1192                 {
1193                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1194                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1195                 }
1196         }
1197         if (self.health > maxh)
1198         {
1199                 if (time > self.pauserothealth_finished)
1200                 {
1201                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1202                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1203                 }
1204         }
1205         else if (self.health < maxh)
1206         {
1207                 if (time > self.pauseregen_finished)
1208                 {
1209                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1210                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1211                 }
1212         }
1213
1214         if (self.health > limith)
1215                 self.health = limith;
1216         if (self.armorvalue > limita)
1217                 self.armorvalue = limita;
1218
1219         // if player rotted to death...  die!
1220         if(self.health < 1)
1221                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1222 }
1223
1224 /*
1225 ======================
1226 spectate mode routines
1227 ======================
1228 */
1229 void SpectateCopy(entity spectatee) {
1230         self.armortype = spectatee.armortype;
1231         self.armorvalue = spectatee.armorvalue;
1232         self.currentammo = spectatee.currentammo;
1233         self.effects = spectatee.effects;
1234         self.health = spectatee.health;
1235         self.impulse = 0;
1236         self.items = spectatee.items;
1237         self.punchangle = spectatee.punchangle;
1238         self.view_ofs = spectatee.view_ofs;
1239         self.v_angle = spectatee.v_angle;
1240         self.viewzoom = spectatee.viewzoom;
1241         self.velocity = spectatee.velocity;
1242         self.dmg_take = spectatee.dmg_take;
1243         self.dmg_save = spectatee.dmg_save;
1244         self.dmg_inflictor = spectatee.dmg_inflictor;
1245         self.angles = spectatee.v_angle;
1246         self.fixangle = TRUE;
1247         setorigin(self, spectatee.origin);
1248         setsize(self, spectatee.mins, spectatee.maxs);
1249 }
1250
1251 void SpectateUpdate() {
1252         if(!self.enemy)
1253                         PutObserverInServer();
1254
1255         if (self != self.enemy) {
1256                 if(self.enemy.flags & FL_NOTARGET)
1257                         PutObserverInServer();
1258                 SpectateCopy(self.enemy);
1259                 //msg_entity = self;
1260                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1261                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1262                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1263                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1264         }
1265 }
1266
1267 float SpectateNext() {
1268         other = find(self.enemy, classname, "player");
1269         if (!other) {
1270                 other = find(other, classname, "player");
1271         }
1272         if (other) {
1273                 self.enemy = other;
1274         }
1275         if(self.enemy.classname == "player") {
1276                 msg_entity = self;
1277                 WriteByte(MSG_ONE, SVC_SETVIEW);
1278                 WriteEntity(MSG_ONE, self.enemy);
1279                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1280                 SpectateUpdate();
1281                 return 1;
1282         } else {
1283                 return 0;
1284         }
1285 }
1286
1287 /*
1288 =============
1289 ShowRespawnCountdown()
1290
1291 Update a respawn countdown display.
1292 =============
1293 */
1294 void ShowRespawnCountdown()
1295 {
1296         float number;
1297         if(self.deadflag == DEAD_NO) // just respawned?
1298                 return;
1299         else
1300         {
1301                 number = ceil(self.death_time - time);
1302                 if(number <= 0)
1303                         return;
1304                 if(number <= self.respawn_countdown)
1305                 {
1306                         self.respawn_countdown = number - 1;
1307                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1308                                 play2(self, strcat("announcer/robotic/", ftos(number), "announcer/.ogg"));
1309                 }
1310         }
1311 }
1312
1313 void LeaveSpectatorMode()
1314 {
1315         if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1316                 self.classname = "player";
1317                 if(cvar("g_campaign") || cvar("g_balance_teams"))
1318                         JoinBestTeam(self, 0);
1319                 if(cvar("g_campaign"))
1320                         campaign_bots_may_start = 1;
1321                 PutClientInServer();
1322                 if(!(self.flags & FL_NOTARGET))
1323                         bprint ("^4", self.netname, "^4 is playing now\n");
1324                 centerprint(self,"");
1325                 return;
1326         } else {
1327                 stuffcmd(self,"menu_showteamselect\n");
1328                 return;
1329         }
1330 }
1331
1332 /*
1333 =============
1334 PlayerPreThink
1335
1336 Called every frame for each client before the physics are run
1337 =============
1338 */
1339 void() ctf_setstatus;
1340 .float vote_nagtime;
1341 void PlayerPreThink (void)
1342 {
1343         // version nagging
1344         if(self.version_nagtime)
1345                 if(self.cvar_g_nexuizversion)
1346                         if(time > self.version_nagtime)
1347                         {
1348                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1349                                         if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1350                                         {
1351                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n");
1352                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1353                                         }
1354                                 self.version_nagtime = 0;
1355                         }
1356
1357         // vote nagging
1358         if(self.cvar_scr_centertime)
1359                 if(time > self.vote_nagtime)
1360                 {
1361                         VoteNag();
1362                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1363                 }
1364
1365         // GOD MODE info
1366         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1367         {
1368                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1369                 self.max_armorvalue = 0;
1370         }
1371
1372         if(frametime)
1373                 antilag_record(self);
1374
1375         if(self.classname == "player") {
1376 //              if(self.netname == "Wazat")
1377 //                      bprint(self.classname, "\n");
1378
1379                 CheckRules_Player();
1380
1381                 if(self.button7)
1382                         PrintWelcomeMessage(self);
1383
1384                 if(g_lms || !cvar("sv_spectate"))
1385                 if((time - self.jointime) <= cvar("welcome_message_time"))
1386                         PrintWelcomeMessage(self);
1387
1388                 if (intermission_running)
1389                 {
1390                         IntermissionThink ();   // otherwise a button could be missed between
1391                         return;                                 // the think tics
1392                 }
1393
1394                 if(self.teleport_time)
1395                 if(time > self.teleport_time)
1396                 {
1397                         self.teleport_time = 0;
1398                         self.effects = self.effects - (self.effects & EF_NODRAW);
1399                         if(self.weaponentity)
1400                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1401                 }
1402
1403                 Nixnex_GiveCurrentWeapon();
1404
1405                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1406                         UpdateSelectedPlayer();
1407
1408                 if (self.deadflag != DEAD_NO)
1409                 {
1410                         float button_pressed, force_respawn;
1411                         player_anim();
1412                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1413                         force_respawn = (g_lms || cvar("g_forced_respawn"));
1414                         if (self.deadflag == DEAD_DYING)
1415                         {
1416                                 if(force_respawn)
1417                                         self.deadflag = DEAD_RESPAWNING;
1418                                 else if(!button_pressed)
1419                                         self.deadflag = DEAD_DEAD;
1420                         }
1421                         else if (self.deadflag == DEAD_DEAD)
1422                         {
1423                                 if(button_pressed)
1424                                         self.deadflag = DEAD_RESPAWNABLE;
1425                         }
1426                         else if (self.deadflag == DEAD_RESPAWNABLE)
1427                         {
1428                                 if(!button_pressed)
1429                                         self.deadflag = DEAD_RESPAWNING;
1430                         }
1431                         else if (self.deadflag == DEAD_RESPAWNING)
1432                         {
1433                                 if(time > self.death_time)
1434                                 {
1435                                         self.death_time = time + 1; // only retry once a second
1436                                         respawn();
1437                                 }
1438                         }
1439                         ShowRespawnCountdown();
1440                         return;
1441                 }
1442
1443                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1444                 {
1445                         vector dist;
1446
1447                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1448                         dist = self.oldorigin - self.origin;
1449                         dist_z = 0;
1450                         self.lms_traveled_distance += fabs(vlen(dist));
1451
1452                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1453                         {
1454                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1455                                 self.lms_traveled_distance = 0;
1456                         }
1457
1458                         if(time > self.lms_nextcheck)
1459                         {
1460                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1461                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1462                                 {
1463                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1464                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1465                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1466                                         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');
1467                                 }
1468                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1469                                 self.lms_traveled_distance = 0;
1470                         }
1471                 }
1472
1473                 if (self.button5 && !self.hook.state)
1474                 {
1475                         if (!self.crouch)
1476                         {
1477                                 self.crouch = TRUE;
1478                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1479                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1480                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1481                         }
1482                 }
1483                 else
1484                 {
1485                         if (self.crouch)
1486                         {
1487                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1488                                 if (!trace_startsolid)
1489                                 {
1490                                         self.crouch = FALSE;
1491                                         self.view_ofs = PL_VIEW_OFS;
1492                                         setsize (self, PL_MIN, PL_MAX);
1493                                 }
1494                         }
1495                 }
1496
1497                 FixPlayermodel();
1498
1499                 GrapplingHookFrame();
1500
1501                 W_WeaponFrame();
1502
1503                 {
1504                         float zoomfactor, zoomspeed, zoomdir;
1505                         zoomfactor = self.cvar_cl_zoomfactor;
1506                         if(zoomfactor < 1 || zoomfactor > 16)
1507                                 zoomfactor = 2.5;
1508                         zoomspeed = self.cvar_cl_zoomspeed;
1509                         if(zoomspeed >= 0) // < 0 is instant zoom
1510                                 if(zoomspeed < 0.5 || zoomspeed > 16)
1511                                         zoomspeed = 3.5;
1512
1513                         zoomdir = self.button4;
1514                         if(self.button3)
1515                                 if(self.weapon == WEP_NEX)
1516                                         if(!g_minstagib)
1517                                                 zoomdir = 1;
1518
1519                         if(zoomdir)
1520                                 self.has_zoomed = 1;
1521
1522                         if(self.has_zoomed)
1523                         {
1524                                 if(zoomspeed <= 0) // instant zoom
1525                                 {
1526                                         if(zoomdir)
1527                                                 self.viewzoom = 1 / zoomfactor;
1528                                         else
1529                                                 self.viewzoom = 1;
1530                                 }
1531                                 else
1532                                 {
1533                                         // geometric zoom would be:
1534                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1535                                         // however, testing showed that arithmetic/harmonic zoom works better
1536                                         if(zoomdir)
1537                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1538                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1539                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1540                                         else
1541                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1542                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1543                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1544                                 }
1545                         }
1546                         else
1547                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1548                 }
1549
1550                 player_powerups();
1551                 player_regen();
1552                 player_anim();
1553
1554                 if (g_minstagib)
1555                         minstagib_ammocheck();
1556
1557                 ctf_setstatus();
1558                 kh_setstatus();
1559
1560                 //self.angles_y=self.v_angle_y + 90;   // temp
1561
1562                 //if (TetrisPreFrame()) return;
1563         } else if(gameover) {
1564                 if (intermission_running)
1565                         IntermissionThink ();   // otherwise a button could be missed between
1566                 return;
1567         } else if(self.classname == "observer") {
1568
1569                 if (self.flags & FL_JUMPRELEASED) {
1570                         if (self.button2 && self.version == cvar("gameversion")) {
1571                                 self.welcomemessage_time = 0;
1572                                 self.flags = self.flags - FL_JUMPRELEASED;
1573                                 LeaveSpectatorMode();
1574                                 return;
1575                         } else if(self.button0 && self.version == cvar("gameversion")) {
1576                                 self.welcomemessage_time = 0;
1577                                 self.flags = self.flags - FL_JUMPRELEASED;
1578                                 if(SpectateNext() == 1) {
1579                                         self.classname = "spectator";
1580                                 }
1581                         }
1582                 } else {
1583                         if (!(self.button0 || self.button2)) {
1584                                 self.flags = self.flags | FL_JUMPRELEASED;
1585                         }
1586                 }
1587                 PrintWelcomeMessage(self);
1588         } else if(self.classname == "spectator") {
1589                 if (self.flags & FL_JUMPRELEASED) {
1590                         if (self.button2 && self.version == cvar("gameversion")) {
1591                                 self.welcomemessage_time = 0;
1592                                 self.flags = self.flags - FL_JUMPRELEASED;
1593                                 LeaveSpectatorMode();
1594                                 return;
1595                         } else if(self.button0) {
1596                                 self.welcomemessage_time = 0;
1597                                 self.flags = self.flags - FL_JUMPRELEASED;
1598                                 if(SpectateNext() == 1) {
1599                                         self.classname = "spectator";
1600                                 } else {
1601                                         self.classname = "observer";
1602                                         PutClientInServer();
1603                                 }
1604                         } else if (self.button3) {
1605                                 self.welcomemessage_time = 0;
1606                                 self.flags = self.flags - FL_JUMPRELEASED;
1607                                 self.classname = "observer";
1608                                 PutClientInServer();
1609                         } else {
1610                                 SpectateUpdate();
1611                         }
1612                 } else {
1613                         if (!(self.button0 || self.button3)) {
1614                                 self.flags = self.flags | FL_JUMPRELEASED;
1615                         }
1616                 }
1617                 PrintWelcomeMessage(self);
1618                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1619         }
1620 }
1621
1622
1623 /*
1624 =============
1625 PlayerPostThink
1626
1627 Called every frame for each client after the physics are run
1628 =============
1629 */
1630 void PlayerPostThink (void)
1631 {
1632         // Savage: Check for nameless players
1633         if (strlen(self.netname) < 1) {
1634                 self.netname = "Player";
1635                 stuffcmd(self, "seta _cl_name Player\n");
1636         }
1637
1638         if(self.classname == "player") {
1639                 CheckRules_Player();
1640                 UpdateChatBubble();
1641                 UpdateTeamBubble();
1642                 if (self.impulse)
1643                         ImpulseCommands();
1644                 if (intermission_running)
1645                         return;         // intermission or finale
1646
1647                 //PrintWelcomeMessage(self);
1648                 //if (TetrisPostFrame()) return;
1649         
1650                 // restart countdown
1651                 if(time < restart_countdown)
1652                 {
1653                         string s;
1654                         float sec;
1655
1656                         sec = ceil(restart_countdown-time);
1657                         s = strcat(NEWLINES, "^1Game starts in ", ftos(sec), " seconds");
1658                         centerprint(self, s);
1659                         self.movetype = MOVETYPE_NONE;          
1660                         self.velocity = '0 0 0';
1661                         self.avelocity = '0 0 0';
1662                         self.movement = '0 0 0';
1663                 }
1664                 else if(self.movetype == MOVETYPE_NONE)
1665                 {
1666                         self.movetype = MOVETYPE_WALK;
1667                         centerprint(self, "\n");
1668                 }
1669         } else if (self.classname == "observer") {
1670                 //do nothing
1671         } else if (self.classname == "spectator") {
1672                 //do nothing
1673         }
1674
1675         Arena_Warmup();
1676 }