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add score rules for domination (maybe add more stuff later)
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 // let's abuse an existing field
2 #define SPAWNPOINT_SCORE frags
3
4 .float wantswelcomemessage;
5 .string netname_previous;
6
7 void spawnfunc_info_player_survivor (void)
8 {
9         spawnfunc_info_player_deathmatch();
10 }
11
12 void spawnfunc_info_player_start (void)
13 {
14         spawnfunc_info_player_deathmatch();
15 }
16
17 void spawnfunc_info_player_deathmatch (void)
18 {
19         self.classname = "info_player_deathmatch";
20         relocate_spawnpoint();
21 }
22
23 void spawnpoint_use()
24 {
25         if(teams_matter)
26         if(have_team_spawns)
27         {
28                 self.team = activator.team;
29                 some_spawn_has_been_used = 1;
30         }
31 };
32
33 // Returns:
34 //   -1 if a spawn can't be used
35 //   otherwise, a weight of the spawnpoint
36 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
37 {
38         float shortest, thisdist;
39         entity player;
40
41         // filter out spots for the wrong team
42         if(teamcheck)
43         if(spot.team != teamcheck)
44                 return -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                                         return -1;
54                         ent = find(ent, targetname, spot.target);
55                 }
56         }
57
58         player = playerlist;
59         shortest = vlen(world.maxs - world.mins);
60         for(player = playerlist; player; player = player.chain)
61                 if (player != self)
62                 {
63                         thisdist = vlen(player.origin - spot.origin);
64                         if (thisdist < shortest)
65                                 shortest = thisdist;
66                 }
67         return shortest;
68 }
69
70 float spawn_allbad;
71 float spawn_allgood;
72 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
73 {
74         local entity spot, spotlist, spotlistend;
75         spawn_allgood = TRUE;
76         spawn_allbad = TRUE;
77
78         spotlist = world;
79         spotlistend = world;
80
81         for(spot = firstspot; spot; spot = spot.chain)
82         {
83                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
84
85                 if(cvar("spawn_debugview"))
86                 {
87                         setmodel(spot, "models/runematch/rune.mdl");
88                         if(spot.SPAWNPOINT_SCORE < mindist)
89                         {
90                                 spot.colormod = '1 0 0';
91                                 spot.scale = 1;
92                         }
93                         else
94                         {
95                                 spot.colormod = '0 1 0';
96                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
97                         }
98                 }
99
100                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
101                 {
102                         if(spot.SPAWNPOINT_SCORE < mindist)
103                         {
104                                 // too short distance
105                                 spawn_allgood = FALSE;
106                         }
107                         else 
108                         {
109                                 // perfect
110                                 spawn_allbad = FALSE;
111
112                                 if(spotlistend)
113                                         spotlistend.chain = spot;
114                                 spotlistend = spot;
115                                 if(!spotlist)
116                                         spotlist = spot;
117
118                                 /*
119                                 if(teamcheck)
120                                 if(spot.team != teamcheck)
121                                         error("invalid spawn added");
122
123                                 print("added ", etos(spot), "\n");
124                                 */
125                         }
126                 }
127         }
128         if(spotlistend)
129                 spotlistend.chain = world;
130
131         /*
132                 entity e;
133                 if(teamcheck)
134                         for(e = spotlist; e; e = e.chain)
135                         {
136                                 print("seen ", etos(e), "\n");
137                                 if(e.team != teamcheck)
138                                         error("invalid spawn found");
139                         }
140         */
141
142         return spotlist;
143 }
144
145 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
146 {
147         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
148         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
149         local entity spot;
150
151         RandomSelection_Init();
152         for(spot = firstspot; spot; spot = spot.chain)
153                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
154
155         return RandomSelection_chosen_ent;
156 }
157
158 /*
159 =============
160 SelectSpawnPoint
161
162 Finds a point to respawn
163 =============
164 */
165 entity SelectSpawnPoint (float anypoint)
166 {
167         local float teamcheck;
168         local entity firstspot_new;
169         local entity spot, firstspot, playerlist;
170
171         spot = find (world, classname, "testplayerstart");
172         if (spot)
173                 return spot;
174
175         teamcheck = 0;
176
177         if(!anypoint && have_team_spawns)
178                 teamcheck = self.team;
179
180         // get the list of players
181         playerlist = findchain(classname, "player");
182         // get the entire list of spots
183         firstspot = findchain(classname, "info_player_deathmatch");
184         // filter out the bad ones
185         // (note this returns the original list if none survived)
186         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
187         if(!firstspot_new)
188                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
189         firstspot = firstspot_new;
190
191         // there is 50/50 chance of choosing a random spot or the furthest spot
192         // (this means that roughly every other spawn will be furthest, so you
193         // usually won't get fragged at spawn twice in a row)
194         if (arena_roundbased)
195         {
196                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
197                 if(firstspot_new)
198                         firstspot = firstspot_new;
199                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
200         }
201         else if (random() > cvar("g_spawn_furthest"))
202                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
203         else
204                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
205
206         if(cvar("spawn_debugview"))
207         {
208                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
209
210                 entity e;
211                 if(teamcheck)
212                         for(e = firstspot; e; e = e.chain)
213                                 if(e.team != teamcheck)
214                                         error("invalid spawn found");
215         }
216
217         if (!spot)
218         {
219                 if(cvar("spawn_debug"))
220                         GotoNextMap();
221                 else
222                 {
223                         if(some_spawn_has_been_used)
224                                 return world; // team can't spawn any more, because of actions of other team
225                         else
226                                 error("Cannot find a spawn point - please fix the map!");
227                 }
228         }
229
230         return spot;
231 }
232
233 /*
234 =============
235 CheckPlayerModel
236
237 Checks if the argument string can be a valid playermodel.
238 Returns a valid one in doubt.
239 =============
240 */
241 string FallbackPlayerModel = "models/player/marine.zym";
242 string CheckPlayerModel(string plyermodel) {
243         if(strlen(plyermodel) < 4)
244                 return FallbackPlayerModel;
245         if( substring(plyermodel,0,14) != "models/player/")
246                 return FallbackPlayerModel;
247         else if(cvar("sv_servermodelsonly"))
248         {
249                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
250                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
251                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
252                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
253                         return FallbackPlayerModel;
254                 if(!fexists(plyermodel))
255                         return FallbackPlayerModel;
256         }
257         return plyermodel;
258 }
259
260 /*
261 =============
262 Client_customizeentityforclient
263
264 LOD reduction
265 =============
266 */
267 float Client_customizeentityforclient()
268 {
269 #ifdef ALLOW_VARIABLE_LOD
270         // self: me
271         // other: the player viewing me
272         float distance;
273         float f;
274
275         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
276                 return TRUE;
277
278         if(other.cvar_cl_playerdetailreduction <= 0)
279         {
280                 if(other.cvar_cl_playerdetailreduction <= -2)
281                         self.modelindex = self.modelindex_lod2;
282                 else if(other.cvar_cl_playerdetailreduction <= -1)
283                         self.modelindex = self.modelindex_lod1;
284                 else
285                         self.modelindex = self.modelindex_lod0;
286         }
287         else
288         {
289                 distance = vlen(self.origin - other.origin);
290                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
291                 if(f > 10000)
292                         self.modelindex = self.modelindex_lod2;
293                 else if(f > 5000)
294                         self.modelindex = self.modelindex_lod1;
295                 else
296                         self.modelindex = self.modelindex_lod0;
297         }
298 #endif
299
300         return TRUE;
301 }
302
303 void UpdatePlayerSounds();
304 void setmodel_lod(entity e, string modelname)
305 {
306 #ifdef ALLOW_VARIABLE_LOD
307         string s;
308
309         // FIXME: this only supports 3-letter extensions
310         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
311         if(fexists(s))
312         {
313                 precache_model(s);
314                 setmodel(e, s); // players have high precision
315                 self.modelindex_lod1 = self.modelindex;
316         }
317         else
318                 self.modelindex_lod1 = -1;
319
320         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
321         if(fexists(s))
322         {
323                 precache_model(s);
324                 setmodel(e, s); // players have high precision
325                 self.modelindex_lod2 = self.modelindex;
326         }
327         else
328                 self.modelindex_lod2 = -1;
329
330         precache_model(modelname);
331         setmodel(e, modelname); // players have high precision
332         self.modelindex_lod0 = self.modelindex;
333
334         if(self.modelindex_lod1 < 0)
335                 self.modelindex_lod1 = self.modelindex;
336
337         if(self.modelindex_lod2 < 0)
338                 self.modelindex_lod2 = self.modelindex;
339 #else
340         precache_model(modelname);
341         setmodel(e, modelname); // players have high precision
342 #endif
343         player_setupanimsformodel();
344         UpdatePlayerSounds();
345 }
346
347 /*
348 =============
349 PutObserverInServer
350
351 putting a client as observer in the server
352 =============
353 */
354 void PutObserverInServer (void)
355 {
356         entity  spot;
357         spot = SelectSpawnPoint (TRUE);
358         if(!spot)
359                 error("No spawnpoints for observers?!?\n");
360         RemoveGrapplingHook(self); // Wazat's Grappling Hook
361
362         if(clienttype(self) == CLIENTTYPE_REAL)
363         {
364                 msg_entity = self;
365                 WriteByte(MSG_ONE, SVC_SETVIEW);
366                 WriteEntity(MSG_ONE, self);
367         }
368
369         DropAllRunes(self);
370         kh_Key_DropAll(self, TRUE);
371
372         if(self.flagcarried)
373                 DropFlag(self.flagcarried);
374
375         WaypointSprite_PlayerDead();
376         
377         if(self.killcount != -666)
378         {
379                 if(g_lms)
380                 {
381                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
382                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
383                         else
384                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
385                 }
386                 else
387                         bprint ("^4", self.netname, "^4 is spectating now\n");
388         }
389
390         PlayerScore_Clear(self); // clear scores when needed
391
392         self.spectatortime = time;
393         
394         self.classname = "observer";
395         self.health = -666;
396         self.takedamage = DAMAGE_NO;
397         self.solid = SOLID_NOT;
398         self.movetype = MOVETYPE_NOCLIP;
399         self.flags = FL_CLIENT | FL_NOTARGET;
400         self.armorvalue = 666;
401         self.effects = 0;
402         self.armorvalue = cvar("g_balance_armor_start");
403         self.pauserotarmor_finished = 0;
404         self.pauserothealth_finished = 0;
405         self.pauseregen_finished = 0;
406         self.damageforcescale = 0;
407         self.death_time = 0;
408         self.dead_frame = 0;
409         self.alpha = 0;
410         self.scale = 0;
411         self.fade_time = 0;
412         self.pain_frame = 0;
413         self.pain_finished = 0;
414         self.strength_finished = 0;
415         self.invincible_finished = 0;
416         self.pushltime = 0;
417         self.think = SUB_Null;
418         self.nextthink = 0;
419         self.hook_time = 0;
420         self.runes = 0;
421         self.deadflag = DEAD_NO;
422         self.angles = spot.angles;
423         self.angles_z = 0;
424         self.fixangle = TRUE;
425         self.crouch = FALSE;
426
427         self.view_ofs = PL_VIEW_OFS;
428         setorigin (self, spot.origin);
429         setsize (self, '0 0 0', '0 0 0');
430         self.oldorigin = self.origin;
431         self.items = 0;
432         self.model = "";
433         self.modelindex = 0;
434         self.weapon = 0;
435         self.weaponmodel = "";
436         self.weaponentity = world;
437         self.killcount = -666;
438         self.velocity = '0 0 0';
439         self.avelocity = '0 0 0';
440         self.punchangle = '0 0 0';
441         self.punchvector = '0 0 0';
442         self.oldvelocity = self.velocity;
443         self.customizeentityforclient = Client_customizeentityforclient;
444         self.viewzoom = 1;
445         self.wantswelcomemessage = 1;
446
447         if(g_arena)
448         {
449                 if(self.frags != -2)
450                 {
451                         Spawnqueue_Insert(self);
452                         // FIXME what IS this?
453                 }
454                 else
455                 {
456                         Spawnqueue_Unmark(self);
457                         Spawnqueue_Remove(self);
458                 }
459         }
460         else if(g_lms)
461         {
462                 // Only if the player cannot play at all
463                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
464                         self.frags = -666;
465                 else
466                         self.frags = -667;
467         }
468         else
469                 self.frags = -666;
470 }
471
472 float RestrictSkin(float s)
473 {
474         if(!teams_matter)
475                 return s;
476         if(s == 6)
477                 return 6;
478         return mod(s, 3);
479 }
480
481 void FixPlayermodel()
482 {
483         local string defaultmodel;
484         local float defaultskin;
485         local vector m1, m2;
486
487         defaultmodel = "";
488
489         if(cvar("sv_defaultcharacter") == 1) {
490                 defaultskin = 0;
491
492                 if(teams_matter)
493                 {
494                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
495                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
496                 }
497
498                 if(defaultmodel == "")
499                 {
500                         defaultmodel = cvar_string("sv_defaultplayermodel");
501                         defaultskin = cvar("sv_defaultplayerskin");
502                 }
503         }
504
505         if(defaultmodel != "")
506         {
507                 if (defaultmodel != self.model)
508                 {
509                         m1 = self.mins;
510                         m2 = self.maxs;
511                         setmodel_lod (self, defaultmodel);
512                         setsize (self, m1, m2);
513                 }
514
515                 self.skin = defaultskin;
516         } else {
517                 if (self.playermodel != self.model)
518                 {
519                         self.playermodel = CheckPlayerModel(self.playermodel);
520                         m1 = self.mins;
521                         m2 = self.maxs;
522                         setmodel_lod (self, self.playermodel);
523                         setsize (self, m1, m2);
524                 }
525
526                 self.skin = RestrictSkin(stof(self.playerskin));
527         }
528
529         if(!teams_matter)
530                 if(strlen(cvar_string("sv_defaultplayercolors")))
531                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
532                                 setcolor(self, cvar("sv_defaultplayercolors"));
533 }
534
535 /*
536 =============
537 PutClientInServer
538
539 Called when a client spawns in the server
540 =============
541 */
542 //void() ctf_playerchanged;
543 void PutClientInServer (void)
544 {
545         if(clienttype(self) == CLIENTTYPE_BOT)
546         {
547                 self.classname = "player";
548         }
549         else if(clienttype(self) == CLIENTTYPE_REAL)
550         {
551                 msg_entity = self;
552                 WriteByte(MSG_ONE, SVC_SETVIEW);
553                 WriteEntity(MSG_ONE, self);
554         }
555
556         // player is dead and becomes observer
557         // FIXME fix LMS scoring for new system
558         if(g_lms)
559         {
560                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
561                         self.classname = "observer";
562         }
563
564         if(g_arena)
565         if(!self.spawned)
566                 self.classname = "observer";
567
568         if(self.classname == "player") {
569                 entity  spot;
570
571                 spot = SelectSpawnPoint (FALSE);
572                 if(!spot)
573                 {
574                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
575                         return; // spawn failed
576                 }
577
578                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
579
580                 self.classname = "player";
581                 self.iscreature = TRUE;
582                 self.movetype = MOVETYPE_WALK;
583                 self.solid = SOLID_SLIDEBOX;
584                 self.flags = FL_CLIENT;
585                 self.takedamage = DAMAGE_AIM;
586                 if(g_minstagib)
587                         self.effects = EF_FULLBRIGHT;
588                 else
589                         self.effects = 0;
590                 self.air_finished = time + 12;
591                 self.dmg = 2;
592
593                 self.ammo_shells = start_ammo_shells;
594                 self.ammo_nails = start_ammo_nails;
595                 self.ammo_rockets = start_ammo_rockets;
596                 self.ammo_cells = start_ammo_cells;
597                 self.health = start_health;
598                 self.armorvalue = start_armorvalue;
599                 self.items = start_items;
600                 self.switchweapon = start_switchweapon;
601                 self.cnt = start_switchweapon;
602                 self.weapon = 0;
603                 self.jump_interval = time;
604
605                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
606                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
607                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
608                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
609                 //extend the pause of rotting if client was reset at the beginning of the countdown
610                 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
611                         self.spawnshieldtime += RESTART_COUNTDOWN;
612                         self.pauserotarmor_finished += RESTART_COUNTDOWN;
613                         self.pauserothealth_finished += RESTART_COUNTDOWN;
614                         self.pauseregen_finished += RESTART_COUNTDOWN;
615                 }
616                 self.damageforcescale = 2;
617                 self.death_time = 0;
618                 self.dead_frame = 0;
619                 self.alpha = 0;
620                 self.scale = 0;
621                 self.fade_time = 0;
622                 self.pain_frame = 0;
623                 self.pain_finished = 0;
624                 self.strength_finished = 0;
625                 self.invincible_finished = 0;
626                 self.pushltime = 0;
627                 //self.speed_finished = 0;
628                 //self.slowmo_finished = 0;
629                 // players have no think function
630                 self.think = SUB_Null;
631                 self.nextthink = 0;
632                 self.hook_time = 0;
633
634                 self.runes = 0;
635
636                 self.deadflag = DEAD_NO;
637
638                 self.angles = spot.angles;
639
640                 self.angles_z = 0; // never spawn tilted even if the spot says to
641                 self.fixangle = TRUE; // turn this way immediately
642                 self.velocity = '0 0 0';
643                 self.avelocity = '0 0 0';
644                 self.punchangle = '0 0 0';
645                 self.punchvector = '0 0 0';
646                 self.oldvelocity = self.velocity;
647
648                 self.viewzoom = 0.6;
649                 self.has_zoomed = 0;
650
651                 self.customizeentityforclient = Client_customizeentityforclient;
652
653                 self.model = "";
654                 FixPlayermodel();
655
656                 self.crouch = FALSE;
657                 self.view_ofs = PL_VIEW_OFS;
658                 setsize (self, PL_MIN, PL_MAX);
659                 self.spawnorigin = spot.origin;
660                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
661                 // don't reset back to last position, even if new position is stuck in solid
662                 self.oldorigin = self.origin;
663
664                 if(g_arena)
665                 {
666                         Spawnqueue_Remove(self);
667                         Spawnqueue_Mark(self);
668                 }
669
670                 self.event_damage = PlayerDamage;
671
672                 self.bot_attack = TRUE;
673
674                 self.statdraintime = time + 5;
675                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
676
677                 if(self.killcount == -666) {
678                         PlayerScore_Clear(self);
679                         self.killcount = 0;
680                         self.frags = 0;
681                 }
682
683                 self.cnt = WEP_LASER;
684                 self.nixnex_lastchange_id = -1;
685
686                 CL_SpawnWeaponentity();
687                 self.alpha = default_player_alpha;
688                 self.colormod = '1 1 1' * cvar("g_player_brightness");
689                 self.exteriorweaponentity.alpha = default_weapon_alpha;
690
691                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
692                 self.lms_traveled_distance = 0;
693                 self.speedrunning = FALSE;
694
695                 if(cvar("spawn_debug"))
696                 {
697                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
698                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
699                 }
700
701                 //stuffcmd(self, "chase_active 0");
702                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
703
704                 if (cvar("g_spawnsound"))
705                         sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
706
707                 if(g_assault) {
708                         if(self.team == assault_attacker_team)
709                                 centerprint(self, "You are attacking!\n");
710                         else
711                                 centerprint(self, "You are defending!\n");
712                 }
713
714         } else if(self.classname == "observer") {
715                 PutObserverInServer ();
716         }
717
718         //if(g_ctf)
719         //      ctf_playerchanged();
720 }
721
722 /*
723 =============
724 SendCSQCInfo
725
726 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
727 =============
728 */
729 void SendCSQCInfo(void)
730 {
731         if(clienttype(self) != CLIENTTYPE_REAL)
732                 return;
733         msg_entity = self;
734         WriteByte(MSG_ONE, SVC_TEMPENTITY);
735         WriteByte(MSG_ONE, TE_CSQC_INIT);
736         WriteShort(MSG_ONE, CSQC_REVISION);
737         WriteByte(MSG_ONE, maxclients);
738 }
739
740 /*
741 =============
742 SetNewParms
743 =============
744 */
745 void SetNewParms (void)
746 {
747         // initialize parms for a new player
748         parm1 = -(86400 * 366);
749 }
750
751 /*
752 =============
753 SetChangeParms
754 =============
755 */
756 void SetChangeParms (void)
757 {
758         // save parms for level change
759         parm1 = self.parm_idlesince - time;
760 }
761
762 /*
763 =============
764 DecodeLevelParms
765 =============
766 */
767 void DecodeLevelParms (void)
768 {
769         // load parms
770         self.parm_idlesince = parm1;
771         if(self.parm_idlesince == -(86400 * 366))
772                 self.parm_idlesince = time;
773 }
774
775 /*
776 =============
777 ClientKill
778
779 Called when a client types 'kill' in the console
780 =============
781 */
782
783 void ClientKill_Now_TeamChange()
784 {
785         if(self.killindicator_teamchange == -1)
786         {
787                 self.team = -1;
788                 JoinBestTeam( self, FALSE, FALSE );
789         }
790         else
791         {
792                 SV_ChangeTeam(self.killindicator_teamchange - 1);
793         }
794 }
795
796 void ClientKill_Now()
797 {
798         if(self.killindicator_teamchange)
799                 ClientKill_Now_TeamChange();
800
801         // in any case:
802         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
803 }
804 void KillIndicator_Think()
805 {
806         if (!self.owner.modelindex)
807         {
808                 self.owner.killindicator = world;
809                 remove(self);
810                 return;
811         }
812
813         if(self.cnt <= 0)
814         {
815                 self = self.owner;
816                 ClientKill_Now(); // no oldself needed
817                 return;
818         }
819         else
820         {
821                 if(self.cnt <= 10)
822                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
823                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
824                 {
825                         if(self.cnt <= 10)
826                                 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
827                         if(self.owner.killindicator_teamchange)
828                         {
829                                 if(self.owner.killindicator_teamchange == -1)
830                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
831                                 else
832                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
833                         }
834                         else
835                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
836                 }
837                 self.nextthink = time + 1;
838                 self.cnt -= 1;
839         }
840 }
841
842 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
843 {
844         float killtime;
845         entity e;
846         killtime = cvar("g_balance_kill_delay");
847
848         self.killindicator_teamchange = targetteam;
849
850         if(!self.killindicator)
851         {
852                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
853                 {
854                         ClientKill_Now();
855                 }
856                 else
857                 {
858                         self.killindicator = spawn();
859                         self.killindicator.owner = self;
860                         self.killindicator.scale = 0.5;
861                         setattachment(self.killindicator, self, "");
862                         setorigin(self.killindicator, '0 0 52');
863                         self.killindicator.think = KillIndicator_Think;
864                         self.killindicator.nextthink = time + (self.lip) * 0.05;
865                         self.killindicator.cnt = ceil(killtime);
866                         self.killindicator.count = bound(0, ceil(killtime), 10);
867                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
868
869                         for(e = world; (e = find(e, classname, "body")) != world; )
870                         {
871                                 if(e.enemy != self)
872                                         continue;
873                                 e.killindicator = spawn();
874                                 e.killindicator.owner = e;
875                                 e.killindicator.scale = 0.5;
876                                 setattachment(e.killindicator, e, "");
877                                 setorigin(e.killindicator, '0 0 52');
878                                 e.killindicator.think = KillIndicator_Think;
879                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
880                                 e.killindicator.cnt = ceil(killtime);
881                         }
882                         self.lip = 0;
883                 }
884         }
885         if(self.killindicator)
886         {
887                 if(targetteam)
888                         self.killindicator.colormod = TeamColor(targetteam);
889                 else
890                         self.killindicator.colormod = '0 0 0';
891         }
892 }
893
894 void ClientKill (void)
895 {
896         ClientKill_TeamChange(0);
897 }
898
899 void DoTeamChange(float destteam)
900 {
901         float t, c0;
902         if(!cvar("teamplay"))
903         {
904                 if(destteam >= 0)
905                         SetPlayerColors(self, destteam);
906                 return;
907         }
908         if(self.classname == "player")
909         if(destteam == -1)
910         {
911                 CheckAllowedTeams(self);
912                 t = FindSmallestTeam(self, TRUE);
913                 switch(self.team)
914                 {
915                         case COLOR_TEAM1: c0 = c1; break;
916                         case COLOR_TEAM2: c0 = c2; break;
917                         case COLOR_TEAM3: c0 = c3; break;
918                         case COLOR_TEAM4: c0 = c4; break;
919                         default:          c0 = 999;
920                 }
921                 switch(t)
922                 {
923                         case 1:
924                                 if(c0 > c1)
925                                         destteam = COLOR_TEAM1;
926                                 break;
927                         case 2:
928                                 if(c0 > c2)
929                                         destteam = COLOR_TEAM2;
930                                 break;
931                         case 3:
932                                 if(c0 > c3)
933                                         destteam = COLOR_TEAM3;
934                                 break;
935                         case 4:
936                                 if(c0 > c4)
937                                         destteam = COLOR_TEAM4;
938                                 break;
939                 }
940                 if(destteam == -1)
941                         return;
942         }
943         if(destteam == self.team && !self.killindicator)
944                 return;
945         ClientKill_TeamChange(destteam);
946 }
947
948 void FixClientCvars(entity e)
949 {
950         // send prediction settings to the client
951         stuffcmd(e, "\nin_bindmap 0 0\n");
952         /*
953          * we no longer need to stuff this. Remove this comment block if you feel 
954          * 2.3 and higher (or was it 2.2.3?) don't need these any more
955         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
956         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
957         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
958         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
959         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
960         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
961         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
962         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
963         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
964         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
965         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
966         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
967         stuffcmd(e, "cl_movement_edgefriction 1\n");
968          */
969 }
970
971 /*
972 =============
973 ClientConnect
974
975 Called when a client connects to the server
976 =============
977 */
978 //void ctf_clientconnect();
979 string ColoredTeamName(float t);
980 void DecodeLevelParms (void);
981 //void dom_player_join_team(entity pl);
982 void ClientConnect (void)
983 {
984         local string s;
985         float wep;
986
987         if(Ban_IsClientBanned(self))
988         {
989                 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
990                 dropclient(self);
991                 bprint(s);
992                 return;
993         }
994
995         DecodeLevelParms();
996
997         self.classname = "player_joining";
998         self.flags = self.flags | FL_CLIENT;
999         self.version_nagtime = time + 10 + random() * 10;
1000
1001         if(player_count<0)
1002         {
1003                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1004                 player_count = 0;
1005         }
1006
1007         PlayerScore_Attach(self);
1008
1009         bot_clientconnect();
1010
1011         //if(g_domination)
1012         //      dom_player_join_team(self);
1013
1014         //JoinBestTeam(self, FALSE, FALSE);
1015
1016         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1017                 self.classname = "observer";
1018         } else {
1019                 self.classname = "player";
1020                 campaign_bots_may_start = 1;
1021         }
1022
1023         self.playerid = (playerid_last = playerid_last + 1);
1024         if(cvar("sv_eventlog"))
1025         {
1026                 if(clienttype(self) == CLIENTTYPE_REAL)
1027                         s = "player";
1028                 else
1029                         s = "bot";
1030                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1031                 s = strcat(":team:", ftos(self.playerid), ":");
1032                 s = strcat(s, ftos(self.team));
1033                 GameLogEcho(s, FALSE);
1034         }
1035         self.netname_previous = strzone(self.netname);
1036
1037         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1038
1039         bprint ("^4",self.netname);
1040         bprint ("^4 connected");
1041
1042         if(g_domination || g_ctf)
1043         {
1044                 bprint(" and joined the ");
1045                 bprint(ColoredTeamName(self.team));
1046         }
1047
1048         bprint("\n");
1049
1050         self.welcomemessage_time = 0;
1051
1052         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1053         // TODO: is this being used for anything else than cd tracks?
1054         // Remember: SVC_CDTRACK exists. Maybe it should be used.
1055         //
1056         stuffcmd(self, "cl_particles_reloadeffects\n");
1057
1058         FixClientCvars(self);
1059
1060         // spawnfunc_waypoint sprites
1061         WaypointSprite_InitClient(self);
1062
1063         // Wazat's grappling hook
1064         SetGrappleHookBindings();
1065
1066         // get autoswitch state from player when he toggles it
1067         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1068
1069         // get version info from player
1070         stuffcmd(self, "cmd clientversion $gameversion\n");
1071
1072         // send all weapon info strings
1073         stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1074         wep = WEP_FIRST;
1075         while (wep <= WEP_LAST)
1076         {
1077                 weapon_action(wep, WR_REGISTER);
1078                 wep = wep + 1;
1079         }
1080
1081         // get other cvars from player
1082         GetCvars(0);
1083
1084         // set cvar for team scoreboard
1085         if (teams_matter)
1086         {
1087                 local float t;
1088                 t = cvar("teamplay");
1089                 // 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
1090                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1091         }
1092         else
1093                 stuffcmd(self, "set teamplay 0\n");
1094
1095         // notify about available teams
1096         if(teamplay)
1097         {
1098                 CheckAllowedTeams(self);
1099                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1100                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1101         }
1102         else
1103                 stuffcmd(self, "set _teams_available 0\n");
1104
1105         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1106
1107         if(g_arena)
1108         {
1109                 self.classname = "observer";
1110                 Spawnqueue_Insert(self);
1111         }
1112         /*else if(g_ctf)
1113         {
1114                 ctf_clientconnect();
1115         }*/
1116
1117         if(entcs_start)
1118                 attach_entcs();
1119
1120         bot_relinkplayerlist();
1121
1122         self.spectatortime = time;
1123         if(blockSpectators)
1124         {
1125                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1126         }
1127
1128         self.jointime = time;
1129         self.allowedTimeouts = cvar("sv_timeout_number");
1130
1131         if(clienttype(self) == CLIENTTYPE_REAL)
1132         {
1133                 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1134                 SendCSQCInfo();
1135                 msg_entity = self;
1136                 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1137                 {
1138                         MapVote_SendData(MSG_ONE);
1139                         MapVote_UpdateData(MSG_ONE);
1140                 }
1141         }
1142
1143         if(g_lms)
1144         {
1145                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1146                 {
1147                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1148                         self.frags = -666; // FIXME do we still need this?
1149                 }
1150         }
1151 }
1152
1153 /*
1154 =============
1155 ClientDisconnect
1156
1157 Called when a client disconnects from the server
1158 =============
1159 */
1160 void(entity e) DropFlag;
1161 .entity chatbubbleentity;
1162 .entity teambubbleentity;
1163 //void() ctf_clientdisconnect;
1164 void ClientDisconnect (void)
1165 {
1166         float save;
1167
1168         bot_clientdisconnect();
1169
1170         if(entcs_start)
1171                 detach_entcs();
1172         
1173         if(cvar("sv_eventlog"))
1174                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1175         bprint ("^4",self.netname);
1176         bprint ("^4 disconnected\n");
1177
1178         if (self.chatbubbleentity)
1179         {
1180                 remove (self.chatbubbleentity);
1181                 self.chatbubbleentity = world;
1182         }
1183
1184         if (self.teambubbleentity)
1185         {
1186                 remove (self.teambubbleentity);
1187                 self.teambubbleentity = world;
1188         }
1189
1190         if (self.killindicator)
1191         {
1192                 remove (self.killindicator);
1193                 self.killindicator = world;
1194         }
1195
1196         WaypointSprite_PlayerGone();
1197
1198         DropAllRunes(self);
1199         kh_Key_DropAll(self, TRUE);
1200
1201         if(self.flagcarried)
1202                 DropFlag(self.flagcarried);
1203
1204         save = self.flags;
1205         self.flags = self.flags - (self.flags & FL_CLIENT);
1206         bot_relinkplayerlist();
1207         self.flags = save;
1208
1209         // remove laserdot
1210         if(self.weaponentity)
1211                 if(self.weaponentity.lasertarget)
1212                         remove(self.weaponentity.lasertarget);
1213
1214         if(g_arena)
1215         {
1216                 Spawnqueue_Unmark(self);
1217                 Spawnqueue_Remove(self);
1218         }
1219         /*if(g_ctf)
1220         {
1221                 ctf_clientdisconnect();
1222         }
1223         */
1224
1225         if(self.flags & FL_CLIENT)
1226                 PlayerScore_Detach(self);
1227         else
1228                 print("Warning: ClientDisconnect without ClientConnect\n");
1229
1230         if(self.netname_previous)
1231                 strunzone(self.netname_previous);
1232
1233         // free cvars
1234         GetCvars(-1);
1235         self.playerid = 0;
1236 }
1237
1238 .float BUTTON_CHAT;
1239 void ChatBubbleThink()
1240 {
1241         self.nextthink = time;
1242         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1243         {
1244                 self.owner.chatbubbleentity = world;
1245                 remove(self);
1246                 return;
1247         }
1248         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1249         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1250                 self.model = self.mdl;
1251         else
1252                 self.model = "";
1253 };
1254
1255 void UpdateChatBubble()
1256 {
1257         if (!self.modelindex)
1258                 return;
1259         // spawn a chatbubble entity if needed
1260         if (!self.chatbubbleentity)
1261         {
1262                 self.chatbubbleentity = spawn();
1263                 self.chatbubbleentity.owner = self;
1264                 self.chatbubbleentity.exteriormodeltoclient = self;
1265                 self.chatbubbleentity.think = ChatBubbleThink;
1266                 self.chatbubbleentity.nextthink = time;
1267                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1268                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1269                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1270                 self.chatbubbleentity.model = "";
1271                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1272         }
1273 }
1274
1275
1276 void TeamBubbleThink()
1277 {
1278         self.nextthink = time;
1279         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1280         {
1281                 self.owner.teambubbleentity = world;
1282                 remove(self);
1283                 return;
1284         }
1285 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1286         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1287                 self.model = "";
1288         else
1289                 self.model = self.mdl;
1290
1291 };
1292
1293 float TeamBubble_customizeentityforclient()
1294 {
1295         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1296 }
1297
1298 void UpdateTeamBubble()
1299 {
1300         if (!self.modelindex || !cvar("teamplay"))
1301                 return;
1302         // spawn a teambubble entity if needed
1303         if (!self.teambubbleentity && cvar("teamplay"))
1304         {
1305                 self.teambubbleentity = spawn();
1306                 self.teambubbleentity.owner = self;
1307                 self.teambubbleentity.exteriormodeltoclient = self;
1308                 self.teambubbleentity.think = TeamBubbleThink;
1309                 self.teambubbleentity.nextthink = time;
1310                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1311 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1312                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1313                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1314                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1315                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1316                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1317                 self.teambubbleentity.effects = EF_LOWPRECISION;
1318         }
1319 }
1320
1321 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1322 // added to the model skins
1323 /*void UpdateColorModHack()
1324 {
1325         local float c;
1326         c = self.clientcolors & 15;
1327         // LordHavoc: only bothering to support white, green, red, yellow, blue
1328              if (teamplay == 0) self.colormod = '0 0 0';
1329         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1330         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1331         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1332         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1333         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1334         else self.colormod = '1 1 1';
1335 };*/
1336
1337 void respawn(void)
1338 {
1339         CopyBody(1);
1340         self.effects |= EF_NODRAW; // prevent another CopyBody
1341         PutClientInServer();
1342 }
1343
1344 /**
1345  * When sv_timeout is used this function returs strings like
1346  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1347  * Called by centerprint functions
1348  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1349  */
1350 string getTimeoutText(float addOneSecond) {
1351         if (!cvar("sv_timeout") || !timeoutStatus)
1352                 return "";
1353
1354         local string retStr;
1355         if (timeoutStatus == 1) {
1356                 if (addOneSecond == 1) {
1357                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1358                 }
1359                 else {
1360                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1361                 }
1362                 return retStr;
1363         }
1364         else if (timeoutStatus == 2) {
1365                 if (addOneSecond) {
1366                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1367                         //don't show messages like "Timeout ends in 0 seconds"...
1368                         if ((remainingTimeoutTime + 1) > 0)
1369                                 return retStr;
1370                         else
1371                                 return "";
1372                 }
1373                 else {
1374                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1375                         //don't show messages like "Timeout ends in 0 seconds"...
1376                         if (remainingTimeoutTime > 0)
1377                                 return retStr;
1378                         else
1379                                 return "";
1380                 }
1381         }
1382         else return "";
1383 }
1384
1385 void player_powerups (void)
1386 {
1387         if (g_minstagib)
1388         {
1389                 if (self.items & IT_STRENGTH)
1390                 {
1391                         if (time > self.strength_finished)
1392                         {
1393                                 if (g_minstagib_invis_alpha > 0)
1394                                 {
1395                                         self.alpha = default_player_alpha;
1396                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1397                                         self.effects = self.effects | EF_FULLBRIGHT;
1398                                 }
1399                                 else
1400                                 {
1401                                         self.effects -= self.effects & EF_NODRAW;
1402                                 }
1403                                 self.items = self.items - (self.items & IT_STRENGTH);
1404                                 sprint(self, "^3Invisibility has worn off\n");
1405                         }
1406                 }
1407                 else
1408                 {
1409                         if (time < self.strength_finished)
1410                         {
1411                                 if (g_minstagib_invis_alpha > 0)
1412                                 {
1413                                         self.alpha = g_minstagib_invis_alpha;
1414                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1415                                         self.effects -= self.effects & EF_FULLBRIGHT;
1416                                 }
1417                                 else
1418                                 {
1419                                         self.effects = self.effects | EF_NODRAW;
1420                                 }
1421                                 self.items = self.items | IT_STRENGTH;
1422                                 sprint(self, "^3You are invisible\n");
1423                         }
1424                 }
1425
1426                 if (self.items & IT_INVINCIBLE)
1427                 {
1428                         if (time > self.invincible_finished)
1429                         {
1430                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1431                                 sprint(self, "^3Speed has worn off\n");
1432                         }
1433                 }
1434                 else
1435                 {
1436                         if (time < self.invincible_finished)
1437                         {
1438                                 self.items = self.items | IT_INVINCIBLE;
1439                                 sprint(self, "^3You are on speed\n");
1440                         }
1441                 }
1442                 return;
1443         }
1444
1445         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1446         if (self.items & IT_STRENGTH)
1447         {
1448                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1449                 if (time > self.strength_finished)
1450                 {
1451                         self.items = self.items - (self.items & IT_STRENGTH);
1452                         sprint(self, "^3Strength has worn off\n");
1453                 }
1454         }
1455         else
1456         {
1457                 if (time < self.strength_finished)
1458                 {
1459                         self.items = self.items | IT_STRENGTH;
1460                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1461                 }
1462         }
1463         if (self.items & IT_INVINCIBLE)
1464         {
1465                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1466                 if (time > self.invincible_finished)
1467                 {
1468                         self.items = self.items - (self.items & IT_INVINCIBLE);
1469                         sprint(self, "^3Shield has worn off\n");
1470                 }
1471         }
1472         else
1473         {
1474                 if (time < self.invincible_finished)
1475                 {
1476                         self.items = self.items | IT_INVINCIBLE;
1477                         sprint(self, "^3Shield surrounds you\n");
1478                 }
1479         }
1480
1481         if (cvar("g_fullbrightplayers"))
1482                 self.effects = self.effects | EF_FULLBRIGHT;
1483
1484         // midair gamemode: damage only while in the air
1485         // if in midair mode, being on ground grants temporary invulnerability
1486         // (this is so that multishot weapon don't clear the ground flag on the
1487         // first damage in the frame, leaving the player vulnerable to the
1488         // remaining hits in the same frame)
1489         if (self.flags & FL_ONGROUND)
1490         if (g_midair)
1491                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1492
1493         if (time < self.spawnshieldtime)
1494                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1495 }
1496
1497 float CalcRegen(float current, float stable, float regenfactor)
1498 {
1499         if(current > stable)
1500                 return current;
1501         else if(current > stable - 0.25) // when close enough, "snap"
1502                 return stable;
1503         else
1504                 return min(stable, current + (stable - current) * regenfactor * frametime);
1505 }
1506
1507 void player_regen (void)
1508 {
1509         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1510         maxh = cvar("g_balance_health_stable");
1511         maxa = cvar("g_balance_armor_stable");
1512         limith = cvar("g_balance_health_limit");
1513         limita = cvar("g_balance_armor_limit");
1514
1515         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1516                 return;
1517
1518         max_mod = regen_mod = rot_mod = limit_mod = 1;
1519
1520         if (self.runes & RUNE_REGEN)
1521         {
1522                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1523                 {
1524                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1525                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1526                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1527                 }
1528                 else
1529                 {
1530                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1531                         max_mod = cvar("g_balance_rune_regen_hpmod");
1532                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1533                 }
1534         }
1535         else if (self.runes & CURSE_VENOM)
1536         {
1537                 max_mod = cvar("g_balance_curse_venom_hpmod");
1538                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1539                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1540                 else
1541                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1542                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1543                 //if (!self.runes & RUNE_REGEN)
1544                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1545         }
1546         maxh = maxh * max_mod;
1547         //maxa = maxa * max_mod;
1548         limith = limith * limit_mod;
1549         limita = limita * limit_mod;
1550
1551         if (self.armorvalue > maxa)
1552         {
1553                 if (time > self.pauserotarmor_finished)
1554                 {
1555                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1556                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1557                 }
1558         }
1559         else if (self.armorvalue < maxa)
1560         {
1561                 if (time > self.pauseregen_finished)
1562                 {
1563                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1564                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1565                 }
1566         }
1567         if (self.health > maxh)
1568         {
1569                 if (time > self.pauserothealth_finished)
1570                 {
1571                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1572                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1573                 }
1574         }
1575         else if (self.health < maxh)
1576         {
1577                 if (time > self.pauseregen_finished)
1578                 {
1579                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1580                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1581                 }
1582         }
1583
1584         if (self.health > limith)
1585                 self.health = limith;
1586         if (self.armorvalue > limita)
1587                 self.armorvalue = limita;
1588
1589         // if player rotted to death...  die!
1590         if(self.health < 1)
1591                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1592 }
1593
1594 /*
1595 ======================
1596 spectate mode routines
1597 ======================
1598 */
1599 void SpectateCopy(entity spectatee) {
1600         self.armortype = spectatee.armortype;
1601         self.armorvalue = spectatee.armorvalue;
1602         self.currentammo = spectatee.currentammo;
1603         self.effects = spectatee.effects;
1604         self.health = spectatee.health;
1605         self.impulse = 0;
1606         self.items = spectatee.items;
1607         self.punchangle = spectatee.punchangle;
1608         self.view_ofs = spectatee.view_ofs;
1609         self.v_angle = spectatee.v_angle;
1610         self.viewzoom = spectatee.viewzoom;
1611         self.velocity = spectatee.velocity;
1612         self.dmg_take = spectatee.dmg_take;
1613         self.dmg_save = spectatee.dmg_save;
1614         self.dmg_inflictor = spectatee.dmg_inflictor;
1615         self.angles = spectatee.v_angle;
1616         self.fixangle = TRUE;
1617         setorigin(self, spectatee.origin);
1618         setsize(self, spectatee.mins, spectatee.maxs);
1619 }
1620
1621 float SpectateUpdate() {
1622         if(!self.enemy)
1623                 return 0;
1624
1625         if (self == self.enemy)
1626                 return 0;
1627         
1628         if(self.enemy.flags & FL_NOTARGET)
1629                 return 0;
1630
1631         SpectateCopy(self.enemy);
1632
1633         return 1;
1634 }
1635
1636 float SpectateNext() {
1637         other = find(self.enemy, classname, "player");
1638         if (!other) {
1639                 other = find(other, classname, "player");
1640         }
1641         if (other) {
1642                 self.enemy = other;
1643         }
1644         if(self.enemy.classname == "player") {
1645                 msg_entity = self;
1646                 WriteByte(MSG_ONE, SVC_SETVIEW);
1647                 WriteEntity(MSG_ONE, self.enemy);
1648                 self.wantswelcomemessage = 1;
1649                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1650                 if(!SpectateUpdate())
1651                         PutObserverInServer();
1652                 return 1;
1653         } else {
1654                 return 0;
1655         }
1656 }
1657
1658 /*
1659 =============
1660 ShowRespawnCountdown()
1661
1662 Update a respawn countdown display.
1663 =============
1664 */
1665 void ShowRespawnCountdown()
1666 {
1667         float number;
1668         if(self.deadflag == DEAD_NO) // just respawned?
1669                 return;
1670         else
1671         {
1672                 number = ceil(self.death_time - time);
1673                 if(number <= 0)
1674                         return;
1675                 if(number <= self.respawn_countdown)
1676                 {
1677                         self.respawn_countdown = number - 1;
1678                         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
1679                                 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1680                 }
1681         }
1682 }
1683
1684 void LeaveSpectatorMode()
1685 {
1686         if(isJoinAllowed()) {
1687                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1688                         self.classname = "player";
1689                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1690                                 JoinBestTeam(self, FALSE, TRUE);
1691                         if(cvar("g_campaign"))
1692                                 campaign_bots_may_start = 1;
1693                         PutClientInServer();
1694                         if(!(self.flags & FL_NOTARGET))
1695                                 bprint ("^4", self.netname, "^4 is playing now\n");
1696                         centerprint(self,"");
1697                         return;
1698                 } else {
1699                         stuffcmd(self,"menu_showteamselect\n");
1700                         return;
1701                 }
1702         }
1703         else {
1704                 //player may not join because of g_maxplayers is set
1705                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1706         }
1707 }
1708
1709 /**
1710  * Determines whether the player is allowed to join. This depends on cvar
1711  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1712  * it checks whether the number of currently playing players exceeds g_maxplayers.
1713  * @return bool TRUE if the player is allowed to join, false otherwise
1714  */
1715 float isJoinAllowed() {
1716         if (!cvar("g_maxplayers"))
1717                 return TRUE;
1718
1719         local entity e;
1720         local float currentlyPlaying;
1721         FOR_EACH_REALPLAYER(e) {
1722                 if(e.classname == "player")
1723                         currentlyPlaying += 1;
1724         }
1725         if(currentlyPlaying < cvar("g_maxplayers"))
1726                 return TRUE;
1727
1728         return FALSE;
1729 }
1730
1731 /**
1732  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1733  * g_maxplayers_spectator_blocktime seconds
1734  */
1735 void checkSpectatorBlock() {
1736         if(self.classname == "spectator" || self.classname == "observer") {
1737                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1738                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1739                         dropclient(self);
1740                 }
1741         }
1742 }
1743
1744 float vercmp_recursive(string v1, string v2)
1745 {
1746         float dot1, dot2;
1747         string s1, s2;
1748         float r;
1749
1750         dot1 = strstrofs(v1, ".", 0);
1751         dot2 = strstrofs(v2, ".", 0);
1752         if(dot1 == -1)
1753                 s1 = v1;
1754         else
1755                 s1 = substring(v1, 0, dot1);
1756         if(dot2 == -1)
1757                 s2 = v2;
1758         else
1759                 s2 = substring(v2, 0, dot2);
1760
1761         r = stof(s1) - stof(s2);
1762         if(r != 0)
1763                 return r;
1764
1765         r = strcasecmp(s1, s2);
1766         if(r != 0)
1767                 return r;
1768
1769         if(dot1 == -1)
1770                 if(dot2 == -1)
1771                         return 0;
1772                 else
1773                         return -1;
1774         else
1775                 if(dot2 == -1)
1776                         return 1;
1777                 else
1778                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1779 }
1780
1781 float vercmp(string v1, string v2)
1782 {
1783         if(strcasecmp(v1, v2) == 0) // early out check
1784                 return 0;
1785         return vercmp_recursive(v1, v2);
1786 }
1787
1788 void ObserverThink()
1789 {
1790         if (self.flags & FL_JUMPRELEASED) {
1791                 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1792                         self.welcomemessage_time = 0;
1793                         self.flags = self.flags - FL_JUMPRELEASED;
1794                         LeaveSpectatorMode();
1795                         return;
1796                 } else if(self.BUTTON_ATCK && self.version == cvar("gameversion")) {
1797                         self.welcomemessage_time = 0;
1798                         self.flags = self.flags - FL_JUMPRELEASED;
1799                         if(SpectateNext() == 1) {
1800                                 self.classname = "spectator";
1801                         }
1802                 }
1803         } else {
1804                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1805                         self.flags = self.flags | FL_JUMPRELEASED;
1806                 }
1807         }
1808         if(self.BUTTON_ZOOM)
1809                 self.wantswelcomemessage = 0;
1810         if(self.wantswelcomemessage)
1811                 PrintWelcomeMessage(self);
1812 }
1813
1814 void SpectatorThink()
1815 {
1816         if (self.flags & FL_JUMPRELEASED) {
1817                 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1818                         self.welcomemessage_time = 0;
1819                         self.flags = self.flags - FL_JUMPRELEASED;
1820                         LeaveSpectatorMode();
1821                         return;
1822                 } else if(self.BUTTON_ATCK) {
1823                         self.welcomemessage_time = 0;
1824                         self.flags = self.flags - FL_JUMPRELEASED;
1825                         if(SpectateNext() == 1) {
1826                                 self.classname = "spectator";
1827                         } else {
1828                                 self.classname = "observer";
1829                                 PutClientInServer();
1830                         }
1831                 } else if (self.BUTTON_ATCK2) {
1832                         self.welcomemessage_time = 0;
1833                         self.flags = self.flags - FL_JUMPRELEASED;
1834                         self.classname = "observer";
1835                         PutClientInServer();
1836                 } else {
1837                         if(!SpectateUpdate())
1838                                 PutObserverInServer();
1839                 }
1840         } else {
1841                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1842                         self.flags = self.flags | FL_JUMPRELEASED;
1843                 }
1844         }
1845         if(self.BUTTON_ZOOM)
1846                 self.wantswelcomemessage = 0;
1847         if(self.wantswelcomemessage)
1848                 PrintWelcomeMessage(self);
1849         self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1850 }
1851
1852 /*
1853 =============
1854 PlayerPreThink
1855
1856 Called every frame for each client before the physics are run
1857 =============
1858 */
1859 void() ctf_setstatus;
1860 .float vote_nagtime;
1861 void PlayerPreThink (void)
1862 {
1863         if(blockSpectators)
1864                 checkSpectatorBlock();
1865         
1866         if(self.netname_previous != self.netname)
1867         {
1868                 if(cvar("sv_eventlog"))
1869                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1870                 if(self.netname_previous)
1871                         strunzone(self.netname_previous);
1872                 self.netname_previous = strzone(self.netname);
1873         }
1874
1875         // version nagging
1876         if(self.version_nagtime)
1877                 if(self.cvar_g_nexuizversion)
1878                         if(time > self.version_nagtime)
1879                         {
1880                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1881                                 {
1882                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1883                                         {
1884                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1885                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1886                                         }
1887                                         else
1888                                         {
1889                                                 float r;
1890                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1891                                                 if(r < 0)
1892                                                 {
1893                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n");
1894                                                         sprint(self, strcat("\{1}^1NOTE: ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n"));
1895                                                 }
1896                                                 else if(r > 0)
1897                                                 {
1898                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1899                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1900                                                 }
1901                                         }
1902                                 }
1903                                 self.version_nagtime = 0;
1904                         }
1905
1906         // vote nagging
1907         if(self.cvar_scr_centertime)
1908                 if(time > self.vote_nagtime)
1909                 {
1910                         VoteNag();
1911                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1912                 }
1913
1914         // GOD MODE info
1915         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1916         {
1917                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1918                 self.max_armorvalue = 0;
1919         }
1920
1921         if(frametime)
1922                 antilag_record(self);
1923
1924         if(self.classname == "player") {
1925 //              if(self.netname == "Wazat")
1926 //                      bprint(self.classname, "\n");
1927
1928                 CheckRules_Player();
1929
1930                 if(self.BUTTON_INFO)
1931                         PrintWelcomeMessage(self);
1932
1933                 if(g_lms || !cvar("sv_spectate"))
1934                 if((time - self.jointime) <= cvar("welcome_message_time"))
1935                         PrintWelcomeMessage(self);
1936
1937                 if (intermission_running)
1938                 {
1939                         IntermissionThink ();   // otherwise a button could be missed between
1940                         return;                                 // the think tics
1941                 }
1942
1943                 if(self.teleport_time)
1944                 if(time > self.teleport_time)
1945                 {
1946                         self.teleport_time = 0;
1947                         self.effects = self.effects - (self.effects & EF_NODRAW);
1948                         if(self.weaponentity)
1949                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1950                 }
1951
1952                 Nixnex_GiveCurrentWeapon();
1953
1954                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1955                         UpdateSelectedPlayer();
1956
1957                 //don't allow the player to turn around while game is paused!
1958                 if(timeoutStatus == 2) {
1959                         self.v_angle = self.lastV_angle;
1960                         self.angles = self.lastV_angle;
1961                         self.fixangle = TRUE;
1962                 }
1963
1964                 if (self.deadflag != DEAD_NO)
1965                 {
1966                         float button_pressed, force_respawn;
1967                         player_anim();
1968                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
1969                         force_respawn = (g_lms || cvar("g_forced_respawn"));
1970                         if (self.deadflag == DEAD_DYING)
1971                         {
1972                                 if(force_respawn)
1973                                         self.deadflag = DEAD_RESPAWNING;
1974                                 else if(!button_pressed)
1975                                         self.deadflag = DEAD_DEAD;
1976                         }
1977                         else if (self.deadflag == DEAD_DEAD)
1978                         {
1979                                 if(button_pressed)
1980                                         self.deadflag = DEAD_RESPAWNABLE;
1981                         }
1982                         else if (self.deadflag == DEAD_RESPAWNABLE)
1983                         {
1984                                 if(!button_pressed)
1985                                         self.deadflag = DEAD_RESPAWNING;
1986                         }
1987                         else if (self.deadflag == DEAD_RESPAWNING)
1988                         {
1989                                 if(time > self.death_time)
1990                                 {
1991                                         self.death_time = time + 1; // only retry once a second
1992                                         respawn();
1993                                 }
1994                         }
1995                         ShowRespawnCountdown();
1996                         return;
1997                 }
1998
1999                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2000                 {
2001                         vector dist;
2002
2003                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2004                         dist = self.oldorigin - self.origin;
2005                         dist_z = 0;
2006                         self.lms_traveled_distance += fabs(vlen(dist));
2007
2008                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2009                         {
2010                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2011                                 self.lms_traveled_distance = 0;
2012                         }
2013
2014                         if(time > self.lms_nextcheck)
2015                         {
2016                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2017                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2018                                 {
2019                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2020                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2021                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2022                                         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');
2023                                 }
2024                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2025                                 self.lms_traveled_distance = 0;
2026                         }
2027                 }
2028
2029                 if (self.BUTTON_CROUCH && !self.hook.state)
2030                 {
2031                         if (!self.crouch)
2032                         {
2033                                 self.crouch = TRUE;
2034                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2035                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2036                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2037                         }
2038                 }
2039                 else
2040                 {
2041                         if (self.crouch)
2042                         {
2043                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2044                                 if (!trace_startsolid)
2045                                 {
2046                                         self.crouch = FALSE;
2047                                         self.view_ofs = PL_VIEW_OFS;
2048                                         setsize (self, PL_MIN, PL_MAX);
2049                                 }
2050                         }
2051                 }
2052
2053                 FixPlayermodel();
2054
2055                 GrapplingHookFrame();
2056
2057                 W_WeaponFrame();
2058
2059                 {
2060                         float zoomfactor, zoomspeed, zoomdir;
2061                         zoomfactor = self.cvar_cl_zoomfactor;
2062                         if(zoomfactor < 1 || zoomfactor > 16)
2063                                 zoomfactor = 2.5;
2064                         zoomspeed = self.cvar_cl_zoomspeed;
2065                         if(zoomspeed >= 0) // < 0 is instant zoom
2066                                 if(zoomspeed < 0.5 || zoomspeed > 16)
2067                                         zoomspeed = 3.5;
2068
2069                         zoomdir = self.BUTTON_ZOOM;
2070                         if(self.BUTTON_ATCK2)
2071                                 if(self.weapon == WEP_NEX)
2072                                         if(!g_minstagib)
2073                                                 zoomdir = 1;
2074
2075                         if(zoomdir)
2076                                 self.has_zoomed = 1;
2077
2078                         if(self.has_zoomed)
2079                         {
2080                                 if(zoomspeed <= 0) // instant zoom
2081                                 {
2082                                         if(zoomdir)
2083                                                 self.viewzoom = 1 / zoomfactor;
2084                                         else
2085                                                 self.viewzoom = 1;
2086                                 }
2087                                 else
2088                                 {
2089                                         // geometric zoom would be:
2090                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2091                                         // however, testing showed that arithmetic/harmonic zoom works better
2092                                         if(zoomdir)
2093                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2094                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2095                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2096                                         else
2097                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2098                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2099                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2100                                 }
2101                         }
2102                         else
2103                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2104                 }
2105
2106                 player_powerups();
2107                 player_regen();
2108                 player_anim();
2109
2110                 if (g_minstagib)
2111                         minstagib_ammocheck();
2112
2113                 ctf_setstatus();
2114                 kh_setstatus();
2115
2116                 //self.angles_y=self.v_angle_y + 90;   // temp
2117
2118                 //if (TetrisPreFrame()) return;
2119         } else if(gameover) {
2120                 if (intermission_running)
2121                         IntermissionThink ();   // otherwise a button could be missed between
2122                 return;
2123         } else if(self.classname == "observer") {
2124                 ObserverThink();
2125         } else if(self.classname == "spectator") {
2126                 SpectatorThink();
2127         }
2128 }
2129
2130
2131 /*
2132 =============
2133 PlayerPostThink
2134
2135 Called every frame for each client after the physics are run
2136 =============
2137 */
2138 .float idlekick_lasttimeleft;
2139 void PlayerPostThink (void)
2140 {
2141         // Savage: Check for nameless players
2142         if (strlen(self.netname) < 1) {
2143                 self.netname = "Player";
2144                 stuffcmd(self, "seta _cl_name Player\n");
2145         }
2146
2147         if(sv_maxidle)
2148         {
2149                 float timeleft;
2150                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2151                 if(timeleft <= 0)
2152                 {
2153                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2154                         play2(self, "announcer/robotic/terminated.ogg");
2155                         dropclient(self);
2156                         return;
2157                 }
2158                 else if(timeleft <= 10)
2159                 {
2160                         if(timeleft != self.idlekick_lasttimeleft)
2161                         {
2162                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2163                                 play2(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2164                         }
2165                 }
2166                 else
2167                 {
2168                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2169                 }
2170                 self.idlekick_lasttimeleft = timeleft;
2171         }
2172
2173         if(self.classname == "player") {
2174                 CheckRules_Player();
2175                 UpdateChatBubble();
2176                 UpdateTeamBubble();
2177                 if (self.impulse)
2178                         ImpulseCommands();
2179                 if (intermission_running)
2180                         return;         // intermission or finale
2181
2182                 //PrintWelcomeMessage(self);
2183                 //if (TetrisPostFrame()) return;
2184
2185                 // restart countdown
2186                 if (restart_countdown) {
2187                         if(time < restart_countdown) {
2188                                 if (!cvar("sv_ready_restart_after_countdown"))
2189                                 {
2190                                         self.movetype = MOVETYPE_NONE;          
2191                                         self.velocity = '0 0 0';
2192                                         self.avelocity = '0 0 0';
2193                                         self.movement = '0 0 0';
2194                                 }
2195                         }
2196                         else
2197                         {
2198                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2199                                 if (!cvar("sv_ready_restart_after_countdown"))
2200                                 {
2201                                         if(self.movetype == MOVETYPE_NONE)
2202                                         {
2203                                                 self.movetype = MOVETYPE_WALK;
2204                                         }
2205                                 }
2206                         }
2207                 }
2208                 
2209         } else if (self.classname == "observer") {
2210                 //do nothing
2211         } else if (self.classname == "spectator") {
2212                 //do nothing
2213         }
2214
2215         /*
2216         float i;
2217         for(i = 0; i < 1000; ++i)
2218         {
2219                 vector end;
2220                 end = self.origin + '0 0 1024' + 512 * randomvec();
2221                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2222                 if(trace_fraction < 1)
2223                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2224                 {
2225                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2226                         break;
2227                 }
2228         }
2229         */
2230
2231         Arena_Warmup();
2232 }