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Keep track of CSQC compatibility.
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 .float wantswelcomemessage;
2 .string netname_previous;
3
4 void spawnfunc_info_player_survivor (void)
5 {
6         spawnfunc_info_player_deathmatch();
7 }
8
9 void spawnfunc_info_player_start (void)
10 {
11         spawnfunc_info_player_deathmatch();
12 }
13
14 void spawnfunc_info_player_deathmatch (void)
15 {
16         self.classname = "info_player_deathmatch";
17         relocate_spawnpoint();
18 }
19
20 void spawnpoint_use()
21 {
22         if(teams_matter)
23         if(have_team_spawns)
24         {
25                 self.team = activator.team;
26                 some_spawn_has_been_used = 1;
27         }
28 };
29
30 // Returns:
31 //   -1 if a spawn can't be used
32 //   otherwise, a weight of the spawnpoint
33 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
34 {
35         float shortest, thisdist;
36         entity player;
37
38         // filter out spots for the wrong team
39         if(teamcheck)
40         if(spot.team != teamcheck)
41                 return -1;
42
43         // filter out spots for assault
44         if(spot.target != "") {
45                 local entity ent;
46                 ent = find(world, targetname, spot.target);
47                 while(ent) {
48                         if(ent.classname == "target_objective")
49                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
50                                         return -1;
51                         ent = find(ent, targetname, spot.target);
52                 }
53         }
54
55         player = playerlist;
56         shortest = vlen(world.maxs - world.mins);
57         for(player = playerlist; player; player = player.chain)
58                 if (player != self)
59                 {
60                         thisdist = vlen(player.origin - spot.origin);
61                         if (thisdist < shortest)
62                                 shortest = thisdist;
63                 }
64         return shortest;
65 }
66
67 float spawn_allbad;
68 float spawn_allgood;
69 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
70 {
71         local entity spot, spotlist, spotlistend;
72         spawn_allgood = TRUE;
73         spawn_allbad = TRUE;
74
75         spotlist = world;
76         spotlistend = world;
77
78         for(spot = firstspot; spot; spot = spot.chain)
79         {
80                 spot.frags = Spawn_Score(spot, playerlist, teamcheck);
81
82                 if(cvar("spawn_debugview"))
83                 {
84                         setmodel(spot, "models/runematch/rune.mdl");
85                         if(spot.frags < mindist)
86                         {
87                                 spot.colormod = '1 0 0';
88                                 spot.scale = 1;
89                         }
90                         else
91                         {
92                                 spot.colormod = '0 1 0';
93                                 spot.scale = spot.frags / mindist;
94                         }
95                 }
96
97                 if(spot.frags >= 0) // spawning allowed here
98                 {
99                         if(spot.frags < mindist)
100                         {
101                                 // too short distance
102                                 spawn_allgood = FALSE;
103                         }
104                         else 
105                         {
106                                 // perfect
107                                 spawn_allbad = FALSE;
108
109                                 if(spotlistend)
110                                         spotlistend.chain = spot;
111                                 spotlistend = spot;
112                                 if(!spotlist)
113                                         spotlist = spot;
114
115                                 /*
116                                 if(teamcheck)
117                                 if(spot.team != teamcheck)
118                                         error("invalid spawn added");
119
120                                 print("added ", etos(spot), "\n");
121                                 */
122                         }
123                 }
124         }
125         if(spotlistend)
126                 spotlistend.chain = world;
127
128         /*
129                 entity e;
130                 if(teamcheck)
131                         for(e = spotlist; e; e = e.chain)
132                         {
133                                 print("seen ", etos(e), "\n");
134                                 if(e.team != teamcheck)
135                                         error("invalid spawn found");
136                         }
137         */
138
139         return spotlist;
140 }
141
142 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
143 {
144         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
145         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
146         local entity spot;
147
148         RandomSelection_Init();
149         for(spot = firstspot; spot; spot = spot.chain)
150                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.frags, upper), exponent) * spot.cnt);
151
152         return RandomSelection_chosen_ent;
153 }
154
155 /*
156 =============
157 SelectSpawnPoint
158
159 Finds a point to respawn
160 =============
161 */
162 entity SelectSpawnPoint (float anypoint)
163 {
164         local float teamcheck;
165         local entity firstspot_new;
166         local entity spot, firstspot, playerlist;
167
168         spot = find (world, classname, "testplayerstart");
169         if (spot)
170                 return spot;
171
172         teamcheck = 0;
173
174         if(!anypoint && have_team_spawns)
175                 teamcheck = self.team;
176
177         // get the list of players
178         playerlist = findchain(classname, "player");
179         // get the entire list of spots
180         firstspot = findchain(classname, "info_player_deathmatch");
181         // filter out the bad ones
182         // (note this returns the original list if none survived)
183         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
184         if(!firstspot_new)
185                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
186         firstspot = firstspot_new;
187
188         // there is 50/50 chance of choosing a random spot or the furthest spot
189         // (this means that roughly every other spawn will be furthest, so you
190         // usually won't get fragged at spawn twice in a row)
191         if (arena_roundbased)
192         {
193                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
194                 if(firstspot_new)
195                         firstspot = firstspot_new;
196                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
197         }
198         else if (random() > cvar("g_spawn_furthest"))
199                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
200         else
201                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
202
203         if(cvar("spawn_debugview"))
204         {
205                 print("spot mindistance: ", ftos(spot.frags), "\n");
206
207                 entity e;
208                 if(teamcheck)
209                         for(e = firstspot; e; e = e.chain)
210                                 if(e.team != teamcheck)
211                                         error("invalid spawn found");
212         }
213
214         if (!spot)
215         {
216                 if(cvar("spawn_debug"))
217                         GotoNextMap();
218                 else
219                 {
220                         if(some_spawn_has_been_used)
221                                 return world; // team can't spawn any more, because of actions of other team
222                         else
223                                 error("Cannot find a spawn point - please fix the map!");
224                 }
225         }
226
227         return spot;
228 }
229
230 /*
231 =============
232 CheckPlayerModel
233
234 Checks if the argument string can be a valid playermodel.
235 Returns a valid one in doubt.
236 =============
237 */
238 string FallbackPlayerModel = "models/player/marine.zym";
239 string CheckPlayerModel(string plyermodel) {
240         if(strlen(plyermodel) < 4)
241                 return FallbackPlayerModel;
242         if( substring(plyermodel,0,14) != "models/player/")
243                 return FallbackPlayerModel;
244         else if(cvar("sv_servermodelsonly"))
245         {
246                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
247                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
248                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
249                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
250                         return FallbackPlayerModel;
251                 if(!fexists(plyermodel))
252                         return FallbackPlayerModel;
253         }
254         return plyermodel;
255 }
256
257 /*
258 =============
259 Client_customizeentityforclient
260
261 LOD reduction
262 =============
263 */
264 float Client_customizeentityforclient()
265 {
266 #ifdef ALLOW_VARIABLE_LOD
267         // self: me
268         // other: the player viewing me
269         float distance;
270         float f;
271
272         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
273                 return TRUE;
274
275         if(other.cvar_cl_playerdetailreduction <= 0)
276         {
277                 if(other.cvar_cl_playerdetailreduction <= -2)
278                         self.modelindex = self.modelindex_lod2;
279                 else if(other.cvar_cl_playerdetailreduction <= -1)
280                         self.modelindex = self.modelindex_lod1;
281                 else
282                         self.modelindex = self.modelindex_lod0;
283         }
284         else
285         {
286                 distance = vlen(self.origin - other.origin);
287                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
288                 if(f > 10000)
289                         self.modelindex = self.modelindex_lod2;
290                 else if(f > 5000)
291                         self.modelindex = self.modelindex_lod1;
292                 else
293                         self.modelindex = self.modelindex_lod0;
294         }
295 #endif
296
297         return TRUE;
298 }
299
300 void UpdatePlayerSounds();
301 void setmodel_lod(entity e, string modelname)
302 {
303 #ifdef ALLOW_VARIABLE_LOD
304         string s;
305
306         // FIXME: this only supports 3-letter extensions
307         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
308         if(fexists(s))
309         {
310                 precache_model(s);
311                 setmodel(e, s); // players have high precision
312                 self.modelindex_lod1 = self.modelindex;
313         }
314         else
315                 self.modelindex_lod1 = -1;
316
317         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
318         if(fexists(s))
319         {
320                 precache_model(s);
321                 setmodel(e, s); // players have high precision
322                 self.modelindex_lod2 = self.modelindex;
323         }
324         else
325                 self.modelindex_lod2 = -1;
326
327         precache_model(modelname);
328         setmodel(e, modelname); // players have high precision
329         self.modelindex_lod0 = self.modelindex;
330
331         if(self.modelindex_lod1 < 0)
332                 self.modelindex_lod1 = self.modelindex;
333
334         if(self.modelindex_lod2 < 0)
335                 self.modelindex_lod2 = self.modelindex;
336 #else
337         precache_model(modelname);
338         setmodel(e, modelname); // players have high precision
339 #endif
340         player_setupanimsformodel();
341         UpdatePlayerSounds();
342 }
343
344 /*
345 =============
346 PutObserverInServer
347
348 putting a client as observer in the server
349 =============
350 */
351 void ctf_UpdateCaptures(float);
352 void ctf_UpdateReturns(float);
353 void PutObserverInServer (void)
354 {
355         entity  spot;
356         spot = SelectSpawnPoint (TRUE);
357         if(!spot)
358                 error("No spawnpoints for observers?!?\n");
359         RemoveGrapplingHook(self); // Wazat's Grappling Hook
360
361         if(clienttype(self) == CLIENTTYPE_REAL)
362         {
363                 msg_entity = self;
364                 WriteByte(MSG_ONE, SVC_SETVIEW);
365                 WriteEntity(MSG_ONE, self);
366         }
367
368         DropAllRunes(self);
369         kh_Key_DropAll(self, TRUE);
370
371         if(self.flagcarried)
372                 DropFlag(self.flagcarried);
373
374         WaypointSprite_PlayerDead();
375
376         DistributeFragsAmongTeam(self, self.team, 1);
377         if(g_ctf)
378         {
379                 self.captures = 0;
380                 ctf_UpdateCaptures(MSG_BROADCAST);
381         }
382
383         if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
384                 bprint ("^4", self.netname, "^4 has no more lives left\n");
385         else if(self.killcount != -666)
386                 bprint ("^4", self.netname, "^4 is spectating now\n");
387
388         self.spectatortime = time;
389         
390         self.classname = "observer";
391         self.health = -666;
392         self.takedamage = DAMAGE_NO;
393         self.solid = SOLID_NOT;
394         self.movetype = MOVETYPE_NOCLIP;
395         self.flags = FL_CLIENT | FL_NOTARGET;
396         self.armorvalue = 666;
397         self.effects = 0;
398         self.armorvalue = cvar("g_balance_armor_start");
399         self.pauserotarmor_finished = 0;
400         self.pauserothealth_finished = 0;
401         self.pauseregen_finished = 0;
402         self.damageforcescale = 0;
403         self.death_time = 0;
404         self.dead_frame = 0;
405         self.deaths = 0;
406         self.captures = 0;
407         self.returns = 0;
408         self.alpha = 0;
409         self.scale = 0;
410         self.fade_time = 0;
411         self.pain_frame = 0;
412         self.pain_finished = 0;
413         self.strength_finished = 0;
414         self.invincible_finished = 0;
415         self.pushltime = 0;
416         self.think = SUB_Null;
417         self.nextthink = 0;
418         self.hook_time = 0;
419         self.runes = 0;
420         self.deadflag = DEAD_NO;
421         self.angles = spot.angles;
422         self.angles_z = 0;
423         self.fixangle = TRUE;
424         self.crouch = FALSE;
425
426         self.view_ofs = PL_VIEW_OFS;
427         setorigin (self, spot.origin);
428         setsize (self, '0 0 0', '0 0 0');
429         self.oldorigin = self.origin;
430         self.items = 0;
431         self.model = "";
432         self.modelindex = 0;
433         self.weapon = 0;
434         self.weaponmodel = "";
435         self.weaponentity = world;
436         self.killcount = -666;
437         self.velocity = '0 0 0';
438         self.avelocity = '0 0 0';
439         self.punchangle = '0 0 0';
440         self.punchvector = '0 0 0';
441         self.oldvelocity = self.velocity;
442         self.customizeentityforclient = Client_customizeentityforclient;
443         self.viewzoom = 1;
444         self.wantswelcomemessage = 1;
445
446         if(g_arena)
447         {
448                 if(self.frags != -2)
449                 {
450                         Spawnqueue_Insert(self);
451                 }
452                 else
453                 {
454                         Spawnqueue_Unmark(self);
455                         Spawnqueue_Remove(self);
456                 }
457         }
458         else if(!g_lms)
459                 self.frags = -666;
460         
461         net_UpdateDeaths(MSG_BROADCAST);
462 }
463
464 float RestrictSkin(float s)
465 {
466         if(!teams_matter)
467                 return s;
468         if(s == 6)
469                 return 6;
470         return mod(s, 3);
471 }
472
473 void FixPlayermodel()
474 {
475         local string defaultmodel;
476         local float defaultskin;
477         local vector m1, m2;
478
479         defaultmodel = "";
480
481         if(cvar("sv_defaultcharacter") == 1) {
482                 defaultskin = 0;
483
484                 if(teams_matter)
485                 {
486                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
487                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
488                 }
489
490                 if(defaultmodel == "")
491                 {
492                         defaultmodel = cvar_string("sv_defaultplayermodel");
493                         defaultskin = cvar("sv_defaultplayerskin");
494                 }
495         }
496
497         if(defaultmodel != "")
498         {
499                 if (defaultmodel != self.model)
500                 {
501                         m1 = self.mins;
502                         m2 = self.maxs;
503                         setmodel_lod (self, defaultmodel);
504                         setsize (self, m1, m2);
505                 }
506
507                 self.skin = defaultskin;
508         } else {
509                 if (self.playermodel != self.model)
510                 {
511                         self.playermodel = CheckPlayerModel(self.playermodel);
512                         m1 = self.mins;
513                         m2 = self.maxs;
514                         setmodel_lod (self, self.playermodel);
515                         setsize (self, m1, m2);
516                 }
517
518                 self.skin = RestrictSkin(stof(self.playerskin));
519         }
520
521         if(!teams_matter)
522                 if(strlen(cvar_string("sv_defaultplayercolors")))
523                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
524                                 setcolor(self, cvar("sv_defaultplayercolors"));
525 }
526
527 /*
528 =============
529 PutClientInServer
530
531 Called when a client spawns in the server
532 =============
533 */
534 //void() ctf_playerchanged;
535 void PutClientInServer (void)
536 {
537         if(clienttype(self) == CLIENTTYPE_BOT)
538         {
539                 self.classname = "player";
540         }
541         else if(clienttype(self) == CLIENTTYPE_REAL)
542         {
543                 msg_entity = self;
544                 WriteByte(MSG_ONE, SVC_SETVIEW);
545                 WriteEntity(MSG_ONE, self);
546         }
547
548         // player is dead and becomes observer
549         if(g_lms && self.frags < 1)
550                 self.classname = "observer";
551
552         if(g_arena)
553         if(!self.spawned)
554                 self.classname = "observer";
555
556         if(self.classname == "player") {
557                 entity  spot;
558
559                 spot = SelectSpawnPoint (FALSE);
560                 if(!spot)
561                 {
562                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
563                         return; // spawn failed
564                 }
565
566                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
567
568                 self.classname = "player";
569                 self.iscreature = TRUE;
570                 self.movetype = MOVETYPE_WALK;
571                 self.solid = SOLID_SLIDEBOX;
572                 self.flags = FL_CLIENT;
573                 self.takedamage = DAMAGE_AIM;
574                 if(g_minstagib)
575                         self.effects = EF_FULLBRIGHT;
576                 else
577                         self.effects = 0;
578                 self.air_finished = time + 12;
579                 self.dmg = 2;
580
581                 self.ammo_shells = start_ammo_shells;
582                 self.ammo_nails = start_ammo_nails;
583                 self.ammo_rockets = start_ammo_rockets;
584                 self.ammo_cells = start_ammo_cells;
585                 self.health = start_health;
586                 self.armorvalue = start_armorvalue;
587                 self.items = start_items;
588                 self.switchweapon = start_switchweapon;
589                 self.cnt = start_switchweapon;
590                 self.weapon = 0;
591                 self.jump_interval = time;
592
593                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
594                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
595                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
596                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
597                 //extend the pause of rotting if client was reset at the beginning of the countdown
598                 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
599                         self.spawnshieldtime += RESTART_COUNTDOWN;
600                         self.pauserotarmor_finished += RESTART_COUNTDOWN;
601                         self.pauserothealth_finished += RESTART_COUNTDOWN;
602                         self.pauseregen_finished += RESTART_COUNTDOWN;
603                 }
604                 self.damageforcescale = 2;
605                 self.death_time = 0;
606                 self.dead_frame = 0;
607                 self.alpha = 0;
608                 self.scale = 0;
609                 self.fade_time = 0;
610                 self.pain_frame = 0;
611                 self.pain_finished = 0;
612                 self.strength_finished = 0;
613                 self.invincible_finished = 0;
614                 self.pushltime = 0;
615                 //self.speed_finished = 0;
616                 //self.slowmo_finished = 0;
617                 // players have no think function
618                 self.think = SUB_Null;
619                 self.nextthink = 0;
620                 self.hook_time = 0;
621
622                 self.runes = 0;
623
624                 self.deadflag = DEAD_NO;
625
626                 self.angles = spot.angles;
627
628                 self.angles_z = 0; // never spawn tilted even if the spot says to
629                 self.fixangle = TRUE; // turn this way immediately
630                 self.velocity = '0 0 0';
631                 self.avelocity = '0 0 0';
632                 self.punchangle = '0 0 0';
633                 self.punchvector = '0 0 0';
634                 self.oldvelocity = self.velocity;
635
636                 self.viewzoom = 0.6;
637                 self.has_zoomed = 0;
638
639                 self.customizeentityforclient = Client_customizeentityforclient;
640
641                 self.model = "";
642                 FixPlayermodel();
643
644                 self.crouch = FALSE;
645                 self.view_ofs = PL_VIEW_OFS;
646                 setsize (self, PL_MIN, PL_MAX);
647                 self.spawnorigin = spot.origin;
648                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
649                 // don't reset back to last position, even if new position is stuck in solid
650                 self.oldorigin = self.origin;
651
652                 if(g_arena)
653                 {
654                         Spawnqueue_Remove(self);
655                         Spawnqueue_Mark(self);
656                 }
657
658                 self.event_damage = PlayerDamage;
659
660                 self.bot_attack = TRUE;
661
662                 self.statdraintime = time + 5;
663                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
664
665                 if(self.killcount == -666) {
666                         self.killcount = 0;
667                         if(!g_arena)
668                         if(!g_lms)
669                                 self.frags = 0;
670                         if(g_ctf)
671                         {
672                                 self.captures = 0;
673                                 self.returns = 0;
674                                 ctf_UpdateCaptures(MSG_BROADCAST);
675                                 ctf_UpdateReturns(MSG_BROADCAST);
676                         }
677                         self.deaths = 0;
678                         net_UpdateDeaths(MSG_BROADCAST);
679                 }
680
681                 self.cnt = WEP_LASER;
682                 self.nixnex_lastchange_id = -1;
683
684                 CL_SpawnWeaponentity();
685                 self.alpha = default_player_alpha;
686                 self.colormod = '1 1 1' * cvar("g_player_brightness");
687                 self.exteriorweaponentity.alpha = default_weapon_alpha;
688
689                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
690                 self.lms_traveled_distance = 0;
691                 self.speedrunning = FALSE;
692
693                 if(cvar("spawn_debug"))
694                 {
695                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
696                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
697                 }
698
699                 //stuffcmd(self, "chase_active 0");
700                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
701
702                 if (cvar("g_spawnsound"))
703                         sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
704
705                 if(g_assault) {
706                         if(self.team == assault_attacker_team)
707                                 centerprint(self, "You are attacking!\n");
708                         else
709                                 centerprint(self, "You are defending!\n");
710                 }
711
712         } else if(self.classname == "observer") {
713                 PutObserverInServer ();
714         }
715
716         //if(g_ctf)
717         //      ctf_playerchanged();
718 }
719
720 /*
721 =============
722 SendCSQCInfo
723
724 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
725 =============
726 */
727 void SendCSQCInfo(void)
728 {
729         if(clienttype(self) != CLIENTTYPE_REAL)
730                 return;
731         msg_entity = self;
732         WriteByte(MSG_ONE, SVC_TEMPENTITY);
733         WriteByte(MSG_ONE, TE_CSQC_INIT);
734         WriteShort(MSG_ONE, CSQC_REVISION);
735         WriteByte(MSG_ONE, maxclients-1);
736 }
737
738 /*
739 =============
740 SetNewParms
741 =============
742 */
743 void SetNewParms (void)
744 {
745         // initialize parms for a new player
746         parm1 = -(86400 * 366);
747 }
748
749 /*
750 =============
751 SetChangeParms
752 =============
753 */
754 void SetChangeParms (void)
755 {
756         // save parms for level change
757         parm1 = self.parm_idlesince - time;
758 }
759
760 /*
761 =============
762 DecodeLevelParms
763 =============
764 */
765 void DecodeLevelParms (void)
766 {
767         // load parms
768         self.parm_idlesince = parm1;
769         if(self.parm_idlesince == -(86400 * 366))
770                 self.parm_idlesince = time;
771 }
772
773 /*
774 =============
775 ClientKill
776
777 Called when a client types 'kill' in the console
778 =============
779 */
780
781 void ClientKill_Now_TeamChange()
782 {
783         if(g_ctf)
784         {
785                 self.captures = 0;
786                 self.returns = 0;
787                 ctf_UpdateCaptures(MSG_BROADCAST);
788                 ctf_UpdateReturns(MSG_BROADCAST);
789         }
790         self.deaths = 0;
791         net_UpdateDeaths(MSG_BROADCAST);
792         if(self.killindicator_teamchange == -1)
793         {
794                 self.team = -1;
795                 JoinBestTeam( self, FALSE, FALSE );
796         }
797         else
798         {
799                 SV_ChangeTeam(self.killindicator_teamchange - 1);
800         }
801 }
802
803 void ClientKill_Now()
804 {
805         if(self.killindicator_teamchange)
806                 ClientKill_Now_TeamChange();
807
808         // in any case:
809         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
810 }
811 void KillIndicator_Think()
812 {
813         if (!self.owner.modelindex)
814         {
815                 self.owner.killindicator = world;
816                 remove(self);
817                 return;
818         }
819
820         if(self.cnt <= 0)
821         {
822                 self = self.owner;
823                 ClientKill_Now(); // no oldself needed
824                 return;
825         }
826         else
827         {
828                 if(self.cnt <= 10)
829                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
830                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
831                 {
832                         if(self.cnt <= 10)
833                                 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
834                         if(self.owner.killindicator_teamchange)
835                         {
836                                 if(self.owner.killindicator_teamchange == -1)
837                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
838                                 else
839                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
840                         }
841                         else
842                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
843                 }
844                 self.nextthink = time + 1;
845                 self.cnt -= 1;
846         }
847 }
848
849 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
850 {
851         float killtime;
852         entity e;
853         killtime = cvar("g_balance_kill_delay");
854
855         self.killindicator_teamchange = targetteam;
856
857         if(!self.killindicator)
858         {
859                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
860                 {
861                         ClientKill_Now();
862                 }
863                 else
864                 {
865                         self.killindicator = spawn();
866                         self.killindicator.owner = self;
867                         self.killindicator.scale = 0.5;
868                         setattachment(self.killindicator, self, "");
869                         setorigin(self.killindicator, '0 0 52');
870                         self.killindicator.think = KillIndicator_Think;
871                         self.killindicator.nextthink = time + (self.lip) * 0.05;
872                         self.killindicator.cnt = ceil(killtime);
873                         self.killindicator.count = bound(0, ceil(killtime), 10);
874                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
875
876                         for(e = world; (e = find(e, classname, "body")) != world; )
877                         {
878                                 if(e.enemy != self)
879                                         continue;
880                                 e.killindicator = spawn();
881                                 e.killindicator.owner = e;
882                                 e.killindicator.scale = 0.5;
883                                 setattachment(e.killindicator, e, "");
884                                 setorigin(e.killindicator, '0 0 52');
885                                 e.killindicator.think = KillIndicator_Think;
886                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
887                                 e.killindicator.cnt = ceil(killtime);
888                         }
889                         self.lip = 0;
890                 }
891         }
892         if(self.killindicator)
893         {
894                 if(targetteam)
895                         self.killindicator.colormod = TeamColor(targetteam);
896                 else
897                         self.killindicator.colormod = '0 0 0';
898         }
899 }
900
901 void ClientKill (void)
902 {
903         ClientKill_TeamChange(0);
904 }
905
906 void DoTeamChange(float destteam)
907 {
908         float t, c0;
909         if(!cvar("teamplay"))
910         {
911                 if(destteam >= 0)
912                         SetPlayerColors(self, destteam);
913                 return;
914         }
915         if(self.classname == "player")
916         if(destteam == -1)
917         {
918                 CheckAllowedTeams(self);
919                 t = FindSmallestTeam(self, TRUE);
920                 switch(self.team)
921                 {
922                         case COLOR_TEAM1: c0 = c1; break;
923                         case COLOR_TEAM2: c0 = c2; break;
924                         case COLOR_TEAM3: c0 = c3; break;
925                         case COLOR_TEAM4: c0 = c4; break;
926                         default:          c0 = 999;
927                 }
928                 switch(t)
929                 {
930                         case 1:
931                                 if(c0 > c1)
932                                         destteam = COLOR_TEAM1;
933                                 break;
934                         case 2:
935                                 if(c0 > c2)
936                                         destteam = COLOR_TEAM2;
937                                 break;
938                         case 3:
939                                 if(c0 > c3)
940                                         destteam = COLOR_TEAM3;
941                                 break;
942                         case 4:
943                                 if(c0 > c4)
944                                         destteam = COLOR_TEAM4;
945                                 break;
946                 }
947                 if(destteam == -1)
948                         return;
949         }
950         if(destteam == self.team && !self.killindicator)
951                 return;
952         ClientKill_TeamChange(destteam);
953 }
954
955 void FixClientCvars(entity e)
956 {
957         // send prediction settings to the client
958         stuffcmd(e, "\nin_bindmap 0 0\n");
959         /*
960          * we no longer need to stuff this. Remove this comment block if you feel 
961          * 2.3 and higher (or was it 2.2.3?) don't need these any more
962         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
963         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
964         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
965         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
966         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
967         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
968         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
969         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
970         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
971         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
972         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
973         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
974         stuffcmd(e, "cl_movement_edgefriction 1\n");
975          */
976 }
977
978 /*
979 =============
980 ClientConnect
981
982 Called when a client connects to the server
983 =============
984 */
985 //void ctf_clientconnect();
986 string ColoredTeamName(float t);
987 void DecodeLevelParms (void);
988 //void dom_player_join_team(entity pl);
989 void ClientConnect (void)
990 {
991         local string s;
992         float wep;
993
994         if(Ban_IsClientBanned(self))
995         {
996                 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
997                 dropclient(self);
998                 bprint(s);
999                 return;
1000         }
1001
1002         DecodeLevelParms();
1003
1004         self.classname = "player_joining";
1005         self.flags = self.flags | FL_CLIENT;
1006         self.version_nagtime = time + 10 + random() * 10;
1007
1008         if(player_count<0)
1009         {
1010                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1011                 player_count = 0;
1012         }
1013
1014         bot_clientconnect();
1015
1016         //if(g_domination)
1017         //      dom_player_join_team(self);
1018
1019         //JoinBestTeam(self, FALSE, FALSE);
1020
1021         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1022                 self.classname = "observer";
1023         } else {
1024                 self.classname = "player";
1025                 campaign_bots_may_start = 1;
1026         }
1027
1028         self.playerid = (playerid_last = playerid_last + 1);
1029         if(cvar("sv_eventlog"))
1030         {
1031                 if(clienttype(self) == CLIENTTYPE_REAL)
1032                         s = "player";
1033                 else
1034                         s = "bot";
1035                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1036                 s = strcat(":team:", ftos(self.playerid), ":");
1037                 s = strcat(s, ftos(self.team));
1038                 GameLogEcho(s, FALSE);
1039         }
1040         self.netname_previous = strzone(self.netname);
1041
1042         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1043
1044         bprint ("^4",self.netname);
1045         bprint ("^4 connected");
1046
1047         if(g_domination || g_ctf)
1048         {
1049                 bprint(" and joined the ");
1050                 bprint(ColoredTeamName(self.team));
1051         }
1052
1053         bprint("\n");
1054
1055         self.welcomemessage_time = 0;
1056
1057         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1058         // TODO: is this being used for anything else than cd tracks?
1059         // Remember: SVC_CDTRACK exists. Maybe it should be used.
1060         //
1061         stuffcmd(self, "cl_particles_reloadeffects\n");
1062
1063         FixClientCvars(self);
1064
1065         // spawnfunc_waypoint sprites
1066         WaypointSprite_InitClient(self);
1067
1068         // Wazat's grappling hook
1069         SetGrappleHookBindings();
1070
1071         // get autoswitch state from player when he toggles it
1072         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1073
1074         // get version info from player
1075         stuffcmd(self, "cmd clientversion $gameversion\n");
1076
1077         // send all weapon info strings
1078         stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1079         wep = WEP_FIRST;
1080         while (wep <= WEP_LAST)
1081         {
1082                 weapon_action(wep, WR_REGISTER);
1083                 wep = wep + 1;
1084         }
1085
1086         // get other cvars from player
1087         GetCvars(0);
1088
1089         // set cvar for team scoreboard
1090         if (teams_matter)
1091         {
1092                 local float t;
1093                 t = cvar("teamplay");
1094                 // 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
1095                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1096         }
1097         else
1098                 stuffcmd(self, "set teamplay 0\n");
1099
1100         // notify about available teams
1101         if(teamplay)
1102         {
1103                 CheckAllowedTeams(self);
1104                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1105                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1106         }
1107         else
1108                 stuffcmd(self, "set _teams_available 0\n");
1109
1110         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1111
1112         if(g_lms)
1113         {
1114                 self.frags = LMS_NewPlayerLives();
1115                 if(!self.frags)
1116                         self.frags = -666;
1117         }
1118         else if(g_arena)
1119         {
1120                 self.classname = "observer";
1121                 Spawnqueue_Insert(self);
1122         }
1123         /*else if(g_ctf)
1124         {
1125                 ctf_clientconnect();
1126         }*/
1127
1128         if(entcs_start)
1129                 attach_entcs();
1130
1131         bot_relinkplayerlist();
1132
1133         self.spectatortime = time;
1134         if(blockSpectators)
1135         {
1136                 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"));
1137         }
1138
1139         self.jointime = time;
1140         self.allowedTimeouts = cvar("sv_timeout_number");
1141
1142         if(clienttype(self) == CLIENTTYPE_REAL)
1143         {
1144                 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1145                 SendCSQCInfo();
1146                 msg_entity = self;
1147                 ctf_UpdateCaptures(MSG_ONE);
1148                 ctf_UpdateReturns(MSG_ONE);
1149                 net_UpdateDeaths(MSG_ONE);
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         if(entcs_start)
1169                 detach_entcs();
1170         
1171         if(cvar("sv_eventlog"))
1172                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1173         bprint ("^4",self.netname);
1174         bprint ("^4 disconnected\n");
1175
1176         if (self.chatbubbleentity)
1177         {
1178                 remove (self.chatbubbleentity);
1179                 self.chatbubbleentity = world;
1180         }
1181
1182         if (self.teambubbleentity)
1183         {
1184                 remove (self.teambubbleentity);
1185                 self.teambubbleentity = world;
1186         }
1187
1188         if (self.killindicator)
1189         {
1190                 remove (self.killindicator);
1191                 self.killindicator = world;
1192         }
1193
1194         WaypointSprite_PlayerGone();
1195
1196         DropAllRunes(self);
1197         kh_Key_DropAll(self, TRUE);
1198
1199         if(self.flagcarried)
1200                 DropFlag(self.flagcarried);
1201
1202         DistributeFragsAmongTeam(self, self.team, 1);
1203         if(g_ctf)
1204         {
1205                 self.captures = 0;
1206                 ctf_UpdateCaptures(MSG_BROADCAST);
1207         }
1208
1209         save = self.flags;
1210         self.flags = self.flags - (self.flags & FL_CLIENT);
1211         bot_relinkplayerlist();
1212         self.flags = save;
1213
1214         // remove laserdot
1215         if(self.weaponentity)
1216                 if(self.weaponentity.lasertarget)
1217                         remove(self.weaponentity.lasertarget);
1218
1219         if(g_arena)
1220         {
1221                 Spawnqueue_Unmark(self);
1222                 Spawnqueue_Remove(self);
1223         }
1224         /*if(g_ctf)
1225         {
1226                 ctf_clientdisconnect();
1227         }
1228         */
1229
1230         if(self.netname_previous)
1231                 strunzone(self.netname_previous);
1232
1233         // free cvars
1234         GetCvars(-1);
1235 }
1236
1237 .float BUTTON_CHAT;
1238 void ChatBubbleThink()
1239 {
1240         self.nextthink = time;
1241         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1242         {
1243                 self.owner.chatbubbleentity = world;
1244                 remove(self);
1245                 return;
1246         }
1247         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1248         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1249                 self.model = self.mdl;
1250         else
1251                 self.model = "";
1252 };
1253
1254 void UpdateChatBubble()
1255 {
1256         if (!self.modelindex)
1257                 return;
1258         // spawn a chatbubble entity if needed
1259         if (!self.chatbubbleentity)
1260         {
1261                 self.chatbubbleentity = spawn();
1262                 self.chatbubbleentity.owner = self;
1263                 self.chatbubbleentity.exteriormodeltoclient = self;
1264                 self.chatbubbleentity.think = ChatBubbleThink;
1265                 self.chatbubbleentity.nextthink = time;
1266                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1267                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1268                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1269                 self.chatbubbleentity.model = "";
1270                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1271         }
1272 }
1273
1274
1275 void TeamBubbleThink()
1276 {
1277         self.nextthink = time;
1278         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1279         {
1280                 self.owner.teambubbleentity = world;
1281                 remove(self);
1282                 return;
1283         }
1284 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1285         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1286                 self.model = "";
1287         else
1288                 self.model = self.mdl;
1289
1290 };
1291
1292 float TeamBubble_customizeentityforclient()
1293 {
1294         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1295 }
1296
1297 void UpdateTeamBubble()
1298 {
1299         if (!self.modelindex || !cvar("teamplay"))
1300                 return;
1301         // spawn a teambubble entity if needed
1302         if (!self.teambubbleentity && cvar("teamplay"))
1303         {
1304                 self.teambubbleentity = spawn();
1305                 self.teambubbleentity.owner = self;
1306                 self.teambubbleentity.exteriormodeltoclient = self;
1307                 self.teambubbleentity.think = TeamBubbleThink;
1308                 self.teambubbleentity.nextthink = time;
1309                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1310 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1311                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1312                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1313                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1314                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1315                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1316                 self.teambubbleentity.effects = EF_LOWPRECISION;
1317         }
1318 }
1319
1320 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1321 // added to the model skins
1322 /*void UpdateColorModHack()
1323 {
1324         local float c;
1325         c = self.clientcolors & 15;
1326         // LordHavoc: only bothering to support white, green, red, yellow, blue
1327              if (teamplay == 0) self.colormod = '0 0 0';
1328         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1329         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1330         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1331         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1332         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1333         else self.colormod = '1 1 1';
1334 };*/
1335
1336 void respawn(void)
1337 {
1338         CopyBody(1);
1339         self.effects |= EF_NODRAW; // prevent another CopyBody
1340         PutClientInServer();
1341 }
1342
1343 /**
1344  * When sv_timeout is used this function returs strings like
1345  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1346  * Called by centerprint functions
1347  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1348  */
1349 string getTimeoutText(float addOneSecond) {
1350         if (!cvar("sv_timeout") || !timeoutStatus)
1351                 return "";
1352
1353         local string retStr;
1354         if (timeoutStatus == 1) {
1355                 if (addOneSecond == 1) {
1356                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1357                 }
1358                 else {
1359                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1360                 }
1361                 return retStr;
1362         }
1363         else if (timeoutStatus == 2) {
1364                 if (addOneSecond) {
1365                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1366                         //don't show messages like "Timeout ends in 0 seconds"...
1367                         if ((remainingTimeoutTime + 1) > 0)
1368                                 return retStr;
1369                         else
1370                                 return "";
1371                 }
1372                 else {
1373                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1374                         //don't show messages like "Timeout ends in 0 seconds"...
1375                         if (remainingTimeoutTime > 0)
1376                                 return retStr;
1377                         else
1378                                 return "";
1379                 }
1380         }
1381         else return "";
1382 }
1383
1384 void player_powerups (void)
1385 {
1386         if (g_minstagib)
1387         {
1388                 if (self.items & IT_STRENGTH)
1389                 {
1390                         if (time > self.strength_finished)
1391                         {
1392                                 if (g_minstagib_invis_alpha > 0)
1393                                 {
1394                                         self.alpha = default_player_alpha;
1395                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1396                                         self.effects = self.effects | EF_FULLBRIGHT;
1397                                 }
1398                                 else
1399                                 {
1400                                         self.effects -= self.effects & EF_NODRAW;
1401                                 }
1402                                 self.items = self.items - (self.items & IT_STRENGTH);
1403                                 sprint(self, "^3Invisibility has worn off\n");
1404                         }
1405                 }
1406                 else
1407                 {
1408                         if (time < self.strength_finished)
1409                         {
1410                                 if (g_minstagib_invis_alpha > 0)
1411                                 {
1412                                         self.alpha = g_minstagib_invis_alpha;
1413                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1414                                         self.effects -= self.effects & EF_FULLBRIGHT;
1415                                 }
1416                                 else
1417                                 {
1418                                         self.effects = self.effects | EF_NODRAW;
1419                                 }
1420                                 self.items = self.items | IT_STRENGTH;
1421                                 sprint(self, "^3You are invisible\n");
1422                         }
1423                 }
1424
1425                 if (self.items & IT_INVINCIBLE)
1426                 {
1427                         if (time > self.invincible_finished)
1428                         {
1429                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1430                                 sprint(self, "^3Speed has worn off\n");
1431                         }
1432                 }
1433                 else
1434                 {
1435                         if (time < self.invincible_finished)
1436                         {
1437                                 self.items = self.items | IT_INVINCIBLE;
1438                                 sprint(self, "^3You are on speed\n");
1439                         }
1440                 }
1441                 return;
1442         }
1443
1444         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1445         if (self.items & IT_STRENGTH)
1446         {
1447                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1448                 if (time > self.strength_finished)
1449                 {
1450                         self.items = self.items - (self.items & IT_STRENGTH);
1451                         sprint(self, "^3Strength has worn off\n");
1452                 }
1453         }
1454         else
1455         {
1456                 if (time < self.strength_finished)
1457                 {
1458                         self.items = self.items | IT_STRENGTH;
1459                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1460                 }
1461         }
1462         if (self.items & IT_INVINCIBLE)
1463         {
1464                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1465                 if (time > self.invincible_finished)
1466                 {
1467                         self.items = self.items - (self.items & IT_INVINCIBLE);
1468                         sprint(self, "^3Shield has worn off\n");
1469                 }
1470         }
1471         else
1472         {
1473                 if (time < self.invincible_finished)
1474                 {
1475                         self.items = self.items | IT_INVINCIBLE;
1476                         sprint(self, "^3Shield surrounds you\n");
1477                 }
1478         }
1479
1480         if (cvar("g_fullbrightplayers"))
1481                 self.effects = self.effects | EF_FULLBRIGHT;
1482
1483         // midair gamemode: damage only while in the air
1484         // if in midair mode, being on ground grants temporary invulnerability
1485         // (this is so that multishot weapon don't clear the ground flag on the
1486         // first damage in the frame, leaving the player vulnerable to the
1487         // remaining hits in the same frame)
1488         if (self.flags & FL_ONGROUND)
1489         if (g_midair)
1490                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1491
1492         if (time < self.spawnshieldtime)
1493                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1494 }
1495
1496 float CalcRegen(float current, float stable, float regenfactor)
1497 {
1498         if(current > stable)
1499                 return current;
1500         else if(current > stable - 0.25) // when close enough, "snap"
1501                 return stable;
1502         else
1503                 return min(stable, current + (stable - current) * regenfactor * frametime);
1504 }
1505
1506 void player_regen (void)
1507 {
1508         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1509         maxh = cvar("g_balance_health_stable");
1510         maxa = cvar("g_balance_armor_stable");
1511         limith = cvar("g_balance_health_limit");
1512         limita = cvar("g_balance_armor_limit");
1513
1514         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1515                 return;
1516
1517         max_mod = regen_mod = rot_mod = limit_mod = 1;
1518
1519         if (self.runes & RUNE_REGEN)
1520         {
1521                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1522                 {
1523                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1524                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1525                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1526                 }
1527                 else
1528                 {
1529                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1530                         max_mod = cvar("g_balance_rune_regen_hpmod");
1531                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1532                 }
1533         }
1534         else if (self.runes & CURSE_VENOM)
1535         {
1536                 max_mod = cvar("g_balance_curse_venom_hpmod");
1537                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1538                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1539                 else
1540                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1541                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1542                 //if (!self.runes & RUNE_REGEN)
1543                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1544         }
1545         maxh = maxh * max_mod;
1546         //maxa = maxa * max_mod;
1547         limith = limith * limit_mod;
1548         limita = limita * limit_mod;
1549
1550         if (self.armorvalue > maxa)
1551         {
1552                 if (time > self.pauserotarmor_finished)
1553                 {
1554                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1555                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1556                 }
1557         }
1558         else if (self.armorvalue < maxa)
1559         {
1560                 if (time > self.pauseregen_finished)
1561                 {
1562                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1563                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1564                 }
1565         }
1566         if (self.health > maxh)
1567         {
1568                 if (time > self.pauserothealth_finished)
1569                 {
1570                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1571                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1572                 }
1573         }
1574         else if (self.health < maxh)
1575         {
1576                 if (time > self.pauseregen_finished)
1577                 {
1578                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1579                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1580                 }
1581         }
1582
1583         if (self.health > limith)
1584                 self.health = limith;
1585         if (self.armorvalue > limita)
1586                 self.armorvalue = limita;
1587
1588         // if player rotted to death...  die!
1589         if(self.health < 1)
1590                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1591 }
1592
1593 /*
1594 ======================
1595 spectate mode routines
1596 ======================
1597 */
1598 void SpectateCopy(entity spectatee) {
1599         self.armortype = spectatee.armortype;
1600         self.armorvalue = spectatee.armorvalue;
1601         self.currentammo = spectatee.currentammo;
1602         self.effects = spectatee.effects;
1603         self.health = spectatee.health;
1604         self.impulse = 0;
1605         self.items = spectatee.items;
1606         self.punchangle = spectatee.punchangle;
1607         self.view_ofs = spectatee.view_ofs;
1608         self.v_angle = spectatee.v_angle;
1609         self.viewzoom = spectatee.viewzoom;
1610         self.velocity = spectatee.velocity;
1611         self.dmg_take = spectatee.dmg_take;
1612         self.dmg_save = spectatee.dmg_save;
1613         self.dmg_inflictor = spectatee.dmg_inflictor;
1614         self.angles = spectatee.v_angle;
1615         self.fixangle = TRUE;
1616         setorigin(self, spectatee.origin);
1617         setsize(self, spectatee.mins, spectatee.maxs);
1618 }
1619
1620 float SpectateUpdate() {
1621         if(!self.enemy)
1622                 return 0;
1623
1624         if (self == self.enemy)
1625                 return 0;
1626         
1627         if(self.enemy.flags & FL_NOTARGET)
1628                 return 0;
1629
1630         SpectateCopy(self.enemy);
1631
1632         return 1;
1633 }
1634
1635 float SpectateNext() {
1636         other = find(self.enemy, classname, "player");
1637         if (!other) {
1638                 other = find(other, classname, "player");
1639         }
1640         if (other) {
1641                 self.enemy = other;
1642         }
1643         if(self.enemy.classname == "player") {
1644                 msg_entity = self;
1645                 WriteByte(MSG_ONE, SVC_SETVIEW);
1646                 WriteEntity(MSG_ONE, self.enemy);
1647                 self.wantswelcomemessage = 1;
1648                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1649                 if(!SpectateUpdate())
1650                         PutObserverInServer();
1651                 return 1;
1652         } else {
1653                 return 0;
1654         }
1655 }
1656
1657 /*
1658 =============
1659 ShowRespawnCountdown()
1660
1661 Update a respawn countdown display.
1662 =============
1663 */
1664 void ShowRespawnCountdown()
1665 {
1666         float number;
1667         if(self.deadflag == DEAD_NO) // just respawned?
1668                 return;
1669         else
1670         {
1671                 number = ceil(self.death_time - time);
1672                 if(number <= 0)
1673                         return;
1674                 if(number <= self.respawn_countdown)
1675                 {
1676                         self.respawn_countdown = number - 1;
1677                         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
1678                                 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1679                 }
1680         }
1681 }
1682
1683 void LeaveSpectatorMode()
1684 {
1685         if(isJoinAllowed()) {
1686                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1687                         self.classname = "player";
1688                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1689                                 JoinBestTeam(self, FALSE, TRUE);
1690                         if(cvar("g_campaign"))
1691                                 campaign_bots_may_start = 1;
1692                         PutClientInServer();
1693                         if(!(self.flags & FL_NOTARGET))
1694                                 bprint ("^4", self.netname, "^4 is playing now\n");
1695                         centerprint(self,"");
1696                         return;
1697                 } else {
1698                         stuffcmd(self,"menu_showteamselect\n");
1699                         return;
1700                 }
1701         }
1702         else {
1703                 //player may not join because of g_maxplayers is set
1704                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1705         }
1706 }
1707
1708 /**
1709  * Determines whether the player is allowed to join. This depends on cvar
1710  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1711  * it checks whether the number of currently playing players exceeds g_maxplayers.
1712  * @return bool TRUE if the player is allowed to join, false otherwise
1713  */
1714 float isJoinAllowed() {
1715         if (!cvar("g_maxplayers"))
1716                 return TRUE;
1717
1718         local entity e;
1719         local float currentlyPlaying;
1720         FOR_EACH_REALPLAYER(e) {
1721                 if(e.classname == "player")
1722                         currentlyPlaying += 1;
1723         }
1724         if(currentlyPlaying < cvar("g_maxplayers"))
1725                 return TRUE;
1726
1727         return FALSE;
1728 }
1729
1730 /**
1731  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1732  * g_maxplayers_spectator_blocktime seconds
1733  */
1734 void checkSpectatorBlock() {
1735         if(self.classname == "spectator" || self.classname == "observer") {
1736                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1737                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1738                         dropclient(self);
1739                 }
1740         }
1741 }
1742
1743 float vercmp_recursive(string v1, string v2)
1744 {
1745         float dot1, dot2;
1746         string s1, s2;
1747         float r;
1748
1749         dot1 = strstrofs(v1, ".", 0);
1750         dot2 = strstrofs(v2, ".", 0);
1751         if(dot1 == -1)
1752                 s1 = v1;
1753         else
1754                 s1 = substring(v1, 0, dot1);
1755         if(dot2 == -1)
1756                 s2 = v2;
1757         else
1758                 s2 = substring(v2, 0, dot2);
1759
1760         r = stof(s1) - stof(s2);
1761         if(r != 0)
1762                 return r;
1763
1764         r = strcasecmp(s1, s2);
1765         if(r != 0)
1766                 return r;
1767
1768         if(dot1 == -1)
1769                 if(dot2 == -1)
1770                         return 0;
1771                 else
1772                         return -1;
1773         else
1774                 if(dot2 == -1)
1775                         return 1;
1776                 else
1777                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1778 }
1779
1780 float vercmp(string v1, string v2)
1781 {
1782         if(strcasecmp(v1, v2) == 0) // early out check
1783                 return 0;
1784         return vercmp_recursive(v1, v2);
1785 }
1786
1787 void ObserverThink()
1788 {
1789         if (self.flags & FL_JUMPRELEASED) {
1790                 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1791                         self.welcomemessage_time = 0;
1792                         self.flags = self.flags - FL_JUMPRELEASED;
1793                         LeaveSpectatorMode();
1794                         return;
1795                 } else if(self.BUTTON_ATCK && self.version == cvar("gameversion")) {
1796                         self.welcomemessage_time = 0;
1797                         self.flags = self.flags - FL_JUMPRELEASED;
1798                         if(SpectateNext() == 1) {
1799                                 self.classname = "spectator";
1800                         }
1801                 }
1802         } else {
1803                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1804                         self.flags = self.flags | FL_JUMPRELEASED;
1805                 }
1806         }
1807         if(self.BUTTON_ZOOM)
1808                 self.wantswelcomemessage = 0;
1809         if(self.wantswelcomemessage)
1810                 PrintWelcomeMessage(self);
1811 }
1812
1813 void SpectatorThink()
1814 {
1815         if (self.flags & FL_JUMPRELEASED) {
1816                 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1817                         self.welcomemessage_time = 0;
1818                         self.flags = self.flags - FL_JUMPRELEASED;
1819                         LeaveSpectatorMode();
1820                         return;
1821                 } else if(self.BUTTON_ATCK) {
1822                         self.welcomemessage_time = 0;
1823                         self.flags = self.flags - FL_JUMPRELEASED;
1824                         if(SpectateNext() == 1) {
1825                                 self.classname = "spectator";
1826                         } else {
1827                                 self.classname = "observer";
1828                                 PutClientInServer();
1829                         }
1830                 } else if (self.BUTTON_ATCK2) {
1831                         self.welcomemessage_time = 0;
1832                         self.flags = self.flags - FL_JUMPRELEASED;
1833                         self.classname = "observer";
1834                         PutClientInServer();
1835                 } else {
1836                         if(!SpectateUpdate())
1837                                 PutObserverInServer();
1838                 }
1839         } else {
1840                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1841                         self.flags = self.flags | FL_JUMPRELEASED;
1842                 }
1843         }
1844         if(self.BUTTON_ZOOM)
1845                 self.wantswelcomemessage = 0;
1846         if(self.wantswelcomemessage)
1847                 PrintWelcomeMessage(self);
1848         self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1849 }
1850
1851 /*
1852 =============
1853 PlayerPreThink
1854
1855 Called every frame for each client before the physics are run
1856 =============
1857 */
1858 void() ctf_setstatus;
1859 .float vote_nagtime;
1860 void PlayerPreThink (void)
1861 {
1862         if(blockSpectators)
1863                 checkSpectatorBlock();
1864         
1865         if(self.netname_previous != self.netname)
1866         {
1867                 if(cvar("sv_eventlog"))
1868                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1869                 if(self.netname_previous)
1870                         strunzone(self.netname_previous);
1871                 self.netname_previous = strzone(self.netname);
1872         }
1873
1874         // version nagging
1875         if(self.version_nagtime)
1876                 if(self.cvar_g_nexuizversion)
1877                         if(time > self.version_nagtime)
1878                         {
1879                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1880                                 {
1881                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1882                                         {
1883                                                 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");
1884                                                 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"));
1885                                         }
1886                                         else
1887                                         {
1888                                                 float r;
1889                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1890                                                 if(r < 0)
1891                                                 {
1892                                                         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");
1893                                                         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"));
1894                                                 }
1895                                                 else if(r > 0)
1896                                                 {
1897                                                         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");
1898                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1899                                                 }
1900                                         }
1901                                 }
1902                                 self.version_nagtime = 0;
1903                         }
1904
1905         // vote nagging
1906         if(self.cvar_scr_centertime)
1907                 if(time > self.vote_nagtime)
1908                 {
1909                         VoteNag();
1910                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1911                 }
1912
1913         // GOD MODE info
1914         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1915         {
1916                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1917                 self.max_armorvalue = 0;
1918         }
1919
1920         if(frametime)
1921                 antilag_record(self);
1922
1923         if(self.classname == "player") {
1924 //              if(self.netname == "Wazat")
1925 //                      bprint(self.classname, "\n");
1926
1927                 CheckRules_Player();
1928
1929                 if(self.BUTTON_INFO)
1930                         PrintWelcomeMessage(self);
1931
1932                 if(g_lms || !cvar("sv_spectate"))
1933                 if((time - self.jointime) <= cvar("welcome_message_time"))
1934                         PrintWelcomeMessage(self);
1935
1936                 if (intermission_running)
1937                 {
1938                         IntermissionThink ();   // otherwise a button could be missed between
1939                         return;                                 // the think tics
1940                 }
1941
1942                 if(self.teleport_time)
1943                 if(time > self.teleport_time)
1944                 {
1945                         self.teleport_time = 0;
1946                         self.effects = self.effects - (self.effects & EF_NODRAW);
1947                         if(self.weaponentity)
1948                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1949                 }
1950
1951                 Nixnex_GiveCurrentWeapon();
1952
1953                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1954                         UpdateSelectedPlayer();
1955
1956                 //don't allow the player to turn around while game is paused!
1957                 if(timeoutStatus == 2) {
1958                         self.v_angle = self.lastV_angle;
1959                         self.angles = self.lastV_angle;
1960                         self.fixangle = TRUE;
1961                 }
1962
1963                 if (self.deadflag != DEAD_NO)
1964                 {
1965                         float button_pressed, force_respawn;
1966                         player_anim();
1967                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
1968                         force_respawn = (g_lms || cvar("g_forced_respawn"));
1969                         if (self.deadflag == DEAD_DYING)
1970                         {
1971                                 if(force_respawn)
1972                                         self.deadflag = DEAD_RESPAWNING;
1973                                 else if(!button_pressed)
1974                                         self.deadflag = DEAD_DEAD;
1975                         }
1976                         else if (self.deadflag == DEAD_DEAD)
1977                         {
1978                                 if(button_pressed)
1979                                         self.deadflag = DEAD_RESPAWNABLE;
1980                         }
1981                         else if (self.deadflag == DEAD_RESPAWNABLE)
1982                         {
1983                                 if(!button_pressed)
1984                                         self.deadflag = DEAD_RESPAWNING;
1985                         }
1986                         else if (self.deadflag == DEAD_RESPAWNING)
1987                         {
1988                                 if(time > self.death_time)
1989                                 {
1990                                         self.death_time = time + 1; // only retry once a second
1991                                         respawn();
1992                                 }
1993                         }
1994                         ShowRespawnCountdown();
1995                         return;
1996                 }
1997
1998                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1999                 {
2000                         vector dist;
2001
2002                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2003                         dist = self.oldorigin - self.origin;
2004                         dist_z = 0;
2005                         self.lms_traveled_distance += fabs(vlen(dist));
2006
2007                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2008                         {
2009                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2010                                 self.lms_traveled_distance = 0;
2011                         }
2012
2013                         if(time > self.lms_nextcheck)
2014                         {
2015                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2016                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2017                                 {
2018                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2019                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2020                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2021                                         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');
2022                                 }
2023                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2024                                 self.lms_traveled_distance = 0;
2025                         }
2026                 }
2027
2028                 if (self.BUTTON_CROUCH && !self.hook.state)
2029                 {
2030                         if (!self.crouch)
2031                         {
2032                                 self.crouch = TRUE;
2033                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2034                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2035                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2036                         }
2037                 }
2038                 else
2039                 {
2040                         if (self.crouch)
2041                         {
2042                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2043                                 if (!trace_startsolid)
2044                                 {
2045                                         self.crouch = FALSE;
2046                                         self.view_ofs = PL_VIEW_OFS;
2047                                         setsize (self, PL_MIN, PL_MAX);
2048                                 }
2049                         }
2050                 }
2051
2052                 FixPlayermodel();
2053
2054                 GrapplingHookFrame();
2055
2056                 W_WeaponFrame();
2057
2058                 {
2059                         float zoomfactor, zoomspeed, zoomdir;
2060                         zoomfactor = self.cvar_cl_zoomfactor;
2061                         if(zoomfactor < 1 || zoomfactor > 16)
2062                                 zoomfactor = 2.5;
2063                         zoomspeed = self.cvar_cl_zoomspeed;
2064                         if(zoomspeed >= 0) // < 0 is instant zoom
2065                                 if(zoomspeed < 0.5 || zoomspeed > 16)
2066                                         zoomspeed = 3.5;
2067
2068                         zoomdir = self.BUTTON_ZOOM;
2069                         if(self.BUTTON_ATCK2)
2070                                 if(self.weapon == WEP_NEX)
2071                                         if(!g_minstagib)
2072                                                 zoomdir = 1;
2073
2074                         if(zoomdir)
2075                                 self.has_zoomed = 1;
2076
2077                         if(self.has_zoomed)
2078                         {
2079                                 if(zoomspeed <= 0) // instant zoom
2080                                 {
2081                                         if(zoomdir)
2082                                                 self.viewzoom = 1 / zoomfactor;
2083                                         else
2084                                                 self.viewzoom = 1;
2085                                 }
2086                                 else
2087                                 {
2088                                         // geometric zoom would be:
2089                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2090                                         // however, testing showed that arithmetic/harmonic zoom works better
2091                                         if(zoomdir)
2092                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2093                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2094                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2095                                         else
2096                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2097                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2098                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2099                                 }
2100                         }
2101                         else
2102                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2103                 }
2104
2105                 player_powerups();
2106                 player_regen();
2107                 player_anim();
2108
2109                 if (g_minstagib)
2110                         minstagib_ammocheck();
2111
2112                 ctf_setstatus();
2113                 kh_setstatus();
2114
2115                 //self.angles_y=self.v_angle_y + 90;   // temp
2116
2117                 //if (TetrisPreFrame()) return;
2118         } else if(gameover) {
2119                 if (intermission_running)
2120                         IntermissionThink ();   // otherwise a button could be missed between
2121                 return;
2122         } else if(self.classname == "observer") {
2123                 ObserverThink();
2124         } else if(self.classname == "spectator") {
2125                 SpectatorThink();
2126         }
2127 }
2128
2129
2130 /*
2131 =============
2132 PlayerPostThink
2133
2134 Called every frame for each client after the physics are run
2135 =============
2136 */
2137 .float idlekick_lasttimeleft;
2138 void PlayerPostThink (void)
2139 {
2140         // Savage: Check for nameless players
2141         if (strlen(self.netname) < 1) {
2142                 self.netname = "Player";
2143                 stuffcmd(self, "seta _cl_name Player\n");
2144         }
2145
2146         if(sv_maxidle)
2147         {
2148                 float timeleft;
2149                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2150                 if(timeleft <= 0)
2151                 {
2152                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2153                         play2(self, "announcer/robotic/terminated.ogg");
2154                         dropclient(self);
2155                         return;
2156                 }
2157                 else if(timeleft <= 10)
2158                 {
2159                         if(timeleft != self.idlekick_lasttimeleft)
2160                         {
2161                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2162                                 play2(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2163                         }
2164                 }
2165                 else
2166                 {
2167                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2168                 }
2169                 self.idlekick_lasttimeleft = timeleft;
2170         }
2171
2172         if(self.classname == "player") {
2173                 CheckRules_Player();
2174                 UpdateChatBubble();
2175                 UpdateTeamBubble();
2176                 if (self.impulse)
2177                         ImpulseCommands();
2178                 if (intermission_running)
2179                         return;         // intermission or finale
2180
2181                 //PrintWelcomeMessage(self);
2182                 //if (TetrisPostFrame()) return;
2183
2184                 // restart countdown
2185                 if (restart_countdown) {
2186                         if(time < restart_countdown) {
2187                                 if (!cvar("sv_ready_restart_after_countdown"))
2188                                 {
2189                                         self.movetype = MOVETYPE_NONE;          
2190                                         self.velocity = '0 0 0';
2191                                         self.avelocity = '0 0 0';
2192                                         self.movement = '0 0 0';
2193                                 }
2194                         }
2195                         else
2196                         {
2197                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2198                                 if (!cvar("sv_ready_restart_after_countdown"))
2199                                 {
2200                                         if(self.movetype == MOVETYPE_NONE)
2201                                         {
2202                                                 self.movetype = MOVETYPE_WALK;
2203                                         }
2204                                 }
2205                         }
2206                 }
2207                 
2208         } else if (self.classname == "observer") {
2209                 //do nothing
2210         } else if (self.classname == "spectator") {
2211                 //do nothing
2212         }
2213
2214         Arena_Warmup();
2215 }