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[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         if(race_spawns)
47                 if(spot.target == "")
48                         return -1;
49
50         // filter out spots for assault
51         if(spot.target != "") {
52                 local entity ent;
53                 float good;
54                 ent = find(world, targetname, spot.target);
55                 while(ent) {
56                         if(ent.classname == "target_objective")
57                         {
58                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
59                                         return -1;
60                                 good = 1;
61                         }
62                         else if(ent.classname == "trigger_race_checkpoint")
63                         {
64                                 if(self.classname == "player") // spectators may spawn everywhere
65                                 {
66                                         if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
67                                                 return -1;
68                                         float pl;
69                                         pl = self.race_place;
70                                         if(pl > race_highest_place_spawn)
71                                                 pl = 0;
72                                         if(spot.race_place != pl)
73                                                 return -1;
74                                 }
75                                 good = 1;
76                         }
77                         else
78                         {
79                         }
80                         ent = find(ent, targetname, spot.target);
81                 }
82
83                 if(!good)
84                         return -1;
85         }
86
87         player = playerlist;
88         shortest = vlen(world.maxs - world.mins);
89         for(player = playerlist; player; player = player.chain)
90                 if (player != self)
91                 {
92                         thisdist = vlen(player.origin - spot.origin);
93                         if (thisdist < shortest)
94                                 shortest = thisdist;
95                 }
96         return shortest;
97 }
98
99 float spawn_allbad;
100 float spawn_allgood;
101 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
102 {
103         local entity spot, spotlist, spotlistend;
104         spawn_allgood = TRUE;
105         spawn_allbad = TRUE;
106
107         spotlist = world;
108         spotlistend = world;
109
110         for(spot = firstspot; spot; spot = spot.chain)
111         {
112                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
113
114                 if(cvar("spawn_debugview"))
115                 {
116                         setmodel(spot, "models/runematch/rune.mdl");
117                         if(spot.SPAWNPOINT_SCORE < mindist)
118                         {
119                                 spot.colormod = '1 0 0';
120                                 spot.scale = 1;
121                         }
122                         else
123                         {
124                                 spot.colormod = '0 1 0';
125                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
126                         }
127                 }
128
129                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
130                 {
131                         if(spot.SPAWNPOINT_SCORE < mindist)
132                         {
133                                 // too short distance
134                                 spawn_allgood = FALSE;
135                         }
136                         else 
137                         {
138                                 // perfect
139                                 spawn_allbad = FALSE;
140
141                                 if(spotlistend)
142                                         spotlistend.chain = spot;
143                                 spotlistend = spot;
144                                 if(!spotlist)
145                                         spotlist = spot;
146
147                                 /*
148                                 if(teamcheck)
149                                 if(spot.team != teamcheck)
150                                         error("invalid spawn added");
151
152                                 print("added ", etos(spot), "\n");
153                                 */
154                         }
155                 }
156         }
157         if(spotlistend)
158                 spotlistend.chain = world;
159
160         /*
161                 entity e;
162                 if(teamcheck)
163                         for(e = spotlist; e; e = e.chain)
164                         {
165                                 print("seen ", etos(e), "\n");
166                                 if(e.team != teamcheck)
167                                         error("invalid spawn found");
168                         }
169         */
170
171         return spotlist;
172 }
173
174 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
175 {
176         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
177         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
178         local entity spot;
179
180         RandomSelection_Init();
181         for(spot = firstspot; spot; spot = spot.chain)
182                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
183
184         return RandomSelection_chosen_ent;
185 }
186
187 /*
188 =============
189 SelectSpawnPoint
190
191 Finds a point to respawn
192 =============
193 */
194 entity SelectSpawnPoint (float anypoint)
195 {
196         local float teamcheck;
197         local entity firstspot_new;
198         local entity spot, firstspot, playerlist;
199
200         spot = find (world, classname, "testplayerstart");
201         if (spot)
202                 return spot;
203
204         teamcheck = 0;
205
206         if(!anypoint && have_team_spawns)
207                 teamcheck = self.team;
208
209         // get the list of players
210         playerlist = findchain(classname, "player");
211         // get the entire list of spots
212         firstspot = findchain(classname, "info_player_deathmatch");
213         // filter out the bad ones
214         // (note this returns the original list if none survived)
215         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
216         if(!firstspot_new)
217                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
218         firstspot = firstspot_new;
219
220         // there is 50/50 chance of choosing a random spot or the furthest spot
221         // (this means that roughly every other spawn will be furthest, so you
222         // usually won't get fragged at spawn twice in a row)
223         if (arena_roundbased)
224         {
225                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
226                 if(firstspot_new)
227                         firstspot = firstspot_new;
228                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
229         }
230         else if (random() > cvar("g_spawn_furthest"))
231                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
232         else
233                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
234
235         if(cvar("spawn_debugview"))
236         {
237                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
238
239                 entity e;
240                 if(teamcheck)
241                         for(e = firstspot; e; e = e.chain)
242                                 if(e.team != teamcheck)
243                                         error("invalid spawn found");
244         }
245
246         if (!spot)
247         {
248                 if(cvar("spawn_debug"))
249                         GotoNextMap();
250                 else
251                 {
252                         if(some_spawn_has_been_used)
253                                 return world; // team can't spawn any more, because of actions of other team
254                         else
255                                 error("Cannot find a spawn point - please fix the map!");
256                 }
257         }
258
259         return spot;
260 }
261
262 /*
263 =============
264 CheckPlayerModel
265
266 Checks if the argument string can be a valid playermodel.
267 Returns a valid one in doubt.
268 =============
269 */
270 string FallbackPlayerModel = "models/player/marine.zym";
271 string CheckPlayerModel(string plyermodel) {
272         if(strlen(plyermodel) < 4)
273                 return FallbackPlayerModel;
274         if( substring(plyermodel,0,14) != "models/player/")
275                 return FallbackPlayerModel;
276         else if(cvar("sv_servermodelsonly"))
277         {
278                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
279                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
280                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
281                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
282                         return FallbackPlayerModel;
283                 if(!fexists(plyermodel))
284                         return FallbackPlayerModel;
285         }
286         return plyermodel;
287 }
288
289 /*
290 =============
291 Client_customizeentityforclient
292
293 LOD reduction
294 =============
295 */
296 float Client_customizeentityforclient()
297 {
298 #ifdef ALLOW_VARIABLE_LOD
299         // self: me
300         // other: the player viewing me
301         float distance;
302         float f;
303
304         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
305                 return TRUE;
306
307         if(other.cvar_cl_playerdetailreduction <= 0)
308         {
309                 if(other.cvar_cl_playerdetailreduction <= -2)
310                         self.modelindex = self.modelindex_lod2;
311                 else if(other.cvar_cl_playerdetailreduction <= -1)
312                         self.modelindex = self.modelindex_lod1;
313                 else
314                         self.modelindex = self.modelindex_lod0;
315         }
316         else
317         {
318                 distance = vlen(self.origin - other.origin);
319                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
320                 if(f > 10000)
321                         self.modelindex = self.modelindex_lod2;
322                 else if(f > 5000)
323                         self.modelindex = self.modelindex_lod1;
324                 else
325                         self.modelindex = self.modelindex_lod0;
326         }
327 #endif
328
329         return TRUE;
330 }
331
332 void UpdatePlayerSounds();
333 void setmodel_lod(entity e, string modelname)
334 {
335 #ifdef ALLOW_VARIABLE_LOD
336         string s;
337
338         // FIXME: this only supports 3-letter extensions
339         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
340         if(fexists(s))
341         {
342                 precache_model(s);
343                 setmodel(e, s); // players have high precision
344                 self.modelindex_lod1 = self.modelindex;
345         }
346         else
347                 self.modelindex_lod1 = -1;
348
349         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
350         if(fexists(s))
351         {
352                 precache_model(s);
353                 setmodel(e, s); // players have high precision
354                 self.modelindex_lod2 = self.modelindex;
355         }
356         else
357                 self.modelindex_lod2 = -1;
358
359         precache_model(modelname);
360         setmodel(e, modelname); // players have high precision
361         self.modelindex_lod0 = self.modelindex;
362
363         if(self.modelindex_lod1 < 0)
364                 self.modelindex_lod1 = self.modelindex;
365
366         if(self.modelindex_lod2 < 0)
367                 self.modelindex_lod2 = self.modelindex;
368 #else
369         precache_model(modelname);
370         setmodel(e, modelname); // players have high precision
371 #endif
372         player_setupanimsformodel();
373         UpdatePlayerSounds();
374 }
375
376 /*
377 =============
378 PutObserverInServer
379
380 putting a client as observer in the server
381 =============
382 */
383 void PutObserverInServer (void)
384 {
385         entity  spot;
386
387         race_PreSpawnObserver();
388
389         spot = SelectSpawnPoint (TRUE);
390         if(!spot)
391                 error("No spawnpoints for observers?!?\n");
392         RemoveGrapplingHook(self); // Wazat's Grappling Hook
393
394         if(clienttype(self) == CLIENTTYPE_REAL)
395         {
396                 msg_entity = self;
397                 WriteByte(MSG_ONE, SVC_SETVIEW);
398                 WriteEntity(MSG_ONE, self);
399         }
400
401         DropAllRunes(self);
402         kh_Key_DropAll(self, TRUE);
403
404         Portal_ClearAll(self);
405
406         if(self.flagcarried)
407                 DropFlag(self.flagcarried);
408
409         WaypointSprite_PlayerDead();
410         
411         if(self.killcount != -666)
412         {
413                 if(g_lms)
414                 {
415                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
416                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
417                         else
418                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
419                 }
420                 else
421                         bprint ("^4", self.netname, "^4 is spectating now\n");
422         }
423
424         PlayerScore_Clear(self); // clear scores when needed
425
426         self.spectatortime = time;
427         
428         self.classname = "observer";
429         self.health = -666;
430         self.takedamage = DAMAGE_NO;
431         self.solid = SOLID_NOT;
432         self.movetype = MOVETYPE_NOCLIP;
433         self.flags = FL_CLIENT | FL_NOTARGET;
434         self.armorvalue = 666;
435         self.effects = 0;
436         self.armorvalue = cvar("g_balance_armor_start");
437         self.pauserotarmor_finished = 0;
438         self.pauserothealth_finished = 0;
439         self.pauseregen_finished = 0;
440         self.damageforcescale = 0;
441         self.death_time = 0;
442         self.dead_frame = 0;
443         self.alpha = 0;
444         self.scale = 0;
445         self.fade_time = 0;
446         self.pain_frame = 0;
447         self.pain_finished = 0;
448         self.strength_finished = 0;
449         self.invincible_finished = 0;
450         self.pushltime = 0;
451         self.think = SUB_Null;
452         self.nextthink = 0;
453         self.hook_time = 0;
454         self.runes = 0;
455         self.deadflag = DEAD_NO;
456         self.angles = spot.angles;
457         self.angles_z = 0;
458         self.fixangle = TRUE;
459         self.crouch = FALSE;
460
461         self.view_ofs = PL_VIEW_OFS;
462         setorigin (self, spot.origin);
463         setsize (self, '0 0 0', '0 0 0');
464         self.oldorigin = self.origin;
465         self.items = 0;
466         self.weapons = 0;
467         self.model = "";
468         self.modelindex = 0;
469         self.weapon = 0;
470         self.weaponmodel = "";
471         self.weaponentity = world;
472         self.killcount = -666;
473         self.velocity = '0 0 0';
474         self.avelocity = '0 0 0';
475         self.punchangle = '0 0 0';
476         self.punchvector = '0 0 0';
477         self.oldvelocity = self.velocity;
478         self.customizeentityforclient = Client_customizeentityforclient;
479         self.wantswelcomemessage = 1;
480
481         if(g_arena)
482         {
483                 if(self.version_mismatch)
484                 {
485                         Spawnqueue_Unmark(self);
486                         Spawnqueue_Remove(self);
487                 }
488                 else
489                 {
490                         Spawnqueue_Insert(self);
491                 }
492         }
493         else if(g_lms)
494         {
495                 // Only if the player cannot play at all
496                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
497                         self.frags = -666;
498                 else
499                         self.frags = -667;
500         }
501         else
502                 self.frags = -666;
503 }
504
505 float RestrictSkin(float s)
506 {
507         if(!teams_matter)
508                 return s;
509         if(s == 6)
510                 return 6;
511         return mod(s, 3);
512 }
513
514 void FixPlayermodel()
515 {
516         local string defaultmodel;
517         local float defaultskin;
518         local vector m1, m2;
519
520         defaultmodel = "";
521
522         if(cvar("sv_defaultcharacter") == 1) {
523                 defaultskin = 0;
524
525                 if(teams_matter)
526                 {
527                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
528                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
529                 }
530
531                 if(defaultmodel == "")
532                 {
533                         defaultmodel = cvar_string("sv_defaultplayermodel");
534                         defaultskin = cvar("sv_defaultplayerskin");
535                 }
536         }
537
538         if(defaultmodel != "")
539         {
540                 if (defaultmodel != self.model)
541                 {
542                         m1 = self.mins;
543                         m2 = self.maxs;
544                         setmodel_lod (self, defaultmodel);
545                         setsize (self, m1, m2);
546                 }
547
548                 self.skin = defaultskin;
549         } else {
550                 if (self.playermodel != self.model)
551                 {
552                         self.playermodel = CheckPlayerModel(self.playermodel);
553                         m1 = self.mins;
554                         m2 = self.maxs;
555                         setmodel_lod (self, self.playermodel);
556                         setsize (self, m1, m2);
557                 }
558
559                 self.skin = RestrictSkin(stof(self.playerskin));
560         }
561
562         if(!teams_matter)
563                 if(strlen(cvar_string("sv_defaultplayercolors")))
564                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
565                                 setcolor(self, cvar("sv_defaultplayercolors"));
566 }
567
568 /*
569 =============
570 PutClientInServer
571
572 Called when a client spawns in the server
573 =============
574 */
575 //void() ctf_playerchanged;
576 void PutClientInServer (void)
577 {
578         if(clienttype(self) == CLIENTTYPE_BOT)
579         {
580                 self.classname = "player";
581         }
582         else if(clienttype(self) == CLIENTTYPE_REAL)
583         {
584                 msg_entity = self;
585                 WriteByte(MSG_ONE, SVC_SETVIEW);
586                 WriteEntity(MSG_ONE, self);
587         }
588
589         if(g_tourney)
590         {
591                 msg_entity = self;
592                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
593                 WriteByte(MSG_ONE, TE_CSQC_WARMUP);
594                 WriteByte(MSG_ONE, !tourneyInMatchStage);
595         }
596
597         // player is dead and becomes observer
598         // FIXME fix LMS scoring for new system
599         if(g_lms)
600         {
601                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
602                         self.classname = "observer";
603         }
604
605         if(g_arena)
606         if(!self.spawned)
607                 self.classname = "observer";
608
609         if(self.classname == "player") {
610                 entity  spot;
611
612                 race_PreSpawn();
613
614                 spot = SelectSpawnPoint (FALSE);
615                 if(!spot)
616                 {
617                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
618                         return; // spawn failed
619                 }
620
621                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
622
623                 self.classname = "player";
624                 self.iscreature = TRUE;
625                 self.movetype = MOVETYPE_WALK;
626                 self.solid = SOLID_SLIDEBOX;
627                 if(independent_players)
628                         MAKE_INDEPENDENT_PLAYER(self);
629                 self.flags = FL_CLIENT;
630                 self.takedamage = DAMAGE_AIM;
631                 if(g_minstagib)
632                         self.effects = EF_FULLBRIGHT;
633                 else
634                         self.effects = 0;
635                 self.air_finished = time + 12;
636                 self.dmg = 2;
637
638                 self.ammo_shells = start_ammo_shells;
639                 self.ammo_nails = start_ammo_nails;
640                 self.ammo_rockets = start_ammo_rockets;
641                 self.ammo_cells = start_ammo_cells;
642                 self.health = start_health;
643                 self.armorvalue = start_armorvalue;
644                 self.items = start_items;
645                 self.weapons = start_weapons;
646                 self.switchweapon = start_switchweapon;
647                 self.cnt = start_switchweapon;
648                 self.weapon = 0;
649                 self.jump_interval = time;
650
651                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
652                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
653                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
654                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
655                 //extend the pause of rotting if client was reset at the beginning of the countdown
656                 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
657                         self.spawnshieldtime += RESTART_COUNTDOWN;
658                         self.pauserotarmor_finished += RESTART_COUNTDOWN;
659                         self.pauserothealth_finished += RESTART_COUNTDOWN;
660                         self.pauseregen_finished += RESTART_COUNTDOWN;
661                 }
662                 self.damageforcescale = 2;
663                 self.death_time = 0;
664                 self.dead_frame = 0;
665                 self.alpha = 0;
666                 self.scale = 0;
667                 self.fade_time = 0;
668                 self.pain_frame = 0;
669                 self.pain_finished = 0;
670                 self.strength_finished = 0;
671                 self.invincible_finished = 0;
672                 self.pushltime = 0;
673                 //self.speed_finished = 0;
674                 //self.slowmo_finished = 0;
675                 // players have no think function
676                 self.think = SUB_Null;
677                 self.nextthink = 0;
678                 self.hook_time = 0;
679
680                 self.runes = 0;
681
682                 self.deadflag = DEAD_NO;
683
684                 self.angles = spot.angles;
685
686                 self.angles_z = 0; // never spawn tilted even if the spot says to
687                 self.fixangle = TRUE; // turn this way immediately
688                 self.velocity = '0 0 0';
689                 self.avelocity = '0 0 0';
690                 self.punchangle = '0 0 0';
691                 self.punchvector = '0 0 0';
692                 self.oldvelocity = self.velocity;
693
694                 msg_entity = self;
695                 WRITESPECTATABLE_MSG_ONE({
696                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
697                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
698                 });
699
700                 self.customizeentityforclient = Client_customizeentityforclient;
701
702                 self.model = "";
703                 FixPlayermodel();
704
705                 self.crouch = FALSE;
706                 self.view_ofs = PL_VIEW_OFS;
707                 setsize (self, PL_MIN, PL_MAX);
708                 self.spawnorigin = spot.origin;
709                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
710                 // don't reset back to last position, even if new position is stuck in solid
711                 self.oldorigin = self.origin;
712
713                 if(g_arena)
714                 {
715                         Spawnqueue_Remove(self);
716                         Spawnqueue_Mark(self);
717                 }
718
719                 self.event_damage = PlayerDamage;
720
721                 self.bot_attack = TRUE;
722
723                 self.statdraintime = time + 5;
724                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
725
726                 if(self.killcount == -666) {
727                         PlayerScore_Clear(self);
728                         self.killcount = 0;
729                         self.frags = 0;
730                 }
731
732                 self.cnt = WEP_LASER;
733                 self.nixnex_lastchange_id = -1;
734
735                 CL_SpawnWeaponentity();
736                 self.alpha = default_player_alpha;
737                 self.colormod = '1 1 1' * cvar("g_player_brightness");
738                 self.exteriorweaponentity.alpha = default_weapon_alpha;
739
740                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
741                 self.lms_traveled_distance = 0;
742                 self.speedrunning = FALSE;
743
744                 race_PostSpawn(spot);
745
746                 if(cvar("spawn_debug"))
747                 {
748                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
749                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
750                 }
751
752                 //stuffcmd(self, "chase_active 0");
753                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
754
755                 if (cvar("g_spawnsound"))
756                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
757
758                 if(g_assault) {
759                         if(self.team == assault_attacker_team)
760                                 centerprint(self, "You are attacking!\n");
761                         else
762                                 centerprint(self, "You are defending!\n");
763                 }
764
765         } else if(self.classname == "observer") {
766                 PutObserverInServer ();
767         }
768
769         //if(g_ctf)
770         //      ctf_playerchanged();
771 }
772
773 /*
774 =============
775 SendCSQCInfo
776
777 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
778 =============
779 */
780 void SendCSQCInfo(void)
781 {
782         float i;
783         if(clienttype(self) != CLIENTTYPE_REAL)
784                 return;
785         msg_entity = self;
786         WriteByte(MSG_ONE, SVC_TEMPENTITY);
787         WriteByte(MSG_ONE, TE_CSQC_INIT);
788         WriteShort(MSG_ONE, CSQC_REVISION);
789         WriteByte(MSG_ONE, maxclients);
790         for(i = 1; i <= 24; ++i)
791                 WriteByte(MSG_ONE, (get_weaponinfo(i)).impulse + 1);
792 }
793
794 /*
795 =============
796 SetNewParms
797 =============
798 */
799 void SetNewParms (void)
800 {
801         // initialize parms for a new player
802         parm1 = -(86400 * 366);
803 }
804
805 /*
806 =============
807 SetChangeParms
808 =============
809 */
810 void SetChangeParms (void)
811 {
812         // save parms for level change
813         parm1 = self.parm_idlesince - time;
814 }
815
816 /*
817 =============
818 DecodeLevelParms
819 =============
820 */
821 void DecodeLevelParms (void)
822 {
823         // load parms
824         self.parm_idlesince = parm1;
825         if(self.parm_idlesince == -(86400 * 366))
826                 self.parm_idlesince = time;
827 }
828
829 /*
830 =============
831 ClientKill
832
833 Called when a client types 'kill' in the console
834 =============
835 */
836
837 void ClientKill_Now_TeamChange()
838 {
839         if(self.killindicator_teamchange == -1)
840         {
841                 self.team = -1;
842                 JoinBestTeam( self, FALSE, FALSE );
843         }
844         else
845         {
846                 SV_ChangeTeam(self.killindicator_teamchange - 1);
847         }
848 }
849
850 void ClientKill_Now()
851 {
852         if(self.killindicator_teamchange)
853                 ClientKill_Now_TeamChange();
854
855         // in any case:
856         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
857
858         if(self.killindicator)
859         {
860                 dprint("Cleaned up after a leaked kill indicator.\n");
861                 remove(self.killindicator);
862                 self.killindicator = world;
863         }
864 }
865 void KillIndicator_Think()
866 {
867         if (!self.owner.modelindex)
868         {
869                 self.owner.killindicator = world;
870                 remove(self);
871                 return;
872         }
873
874         if(self.cnt <= 0)
875         {
876                 self = self.owner;
877                 ClientKill_Now(); // no oldself needed
878                 return;
879         }
880         else
881         {
882                 if(self.cnt <= 10)
883                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
884                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
885                 {
886                         if(self.cnt <= 10)
887                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
888                         if(self.owner.killindicator_teamchange)
889                         {
890                                 if(self.owner.killindicator_teamchange == -1)
891                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
892                                 else
893                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
894                         }
895                         else
896                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
897                 }
898                 self.nextthink = time + 1;
899                 self.cnt -= 1;
900         }
901 }
902
903 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
904 {
905         float killtime;
906         entity e;
907         killtime = cvar("g_balance_kill_delay");
908
909         self.killindicator_teamchange = targetteam;
910
911         if(!self.killindicator)
912         {
913                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
914                 {
915                         ClientKill_Now();
916                 }
917                 else
918                 {
919                         self.killindicator = spawn();
920                         self.killindicator.owner = self;
921                         self.killindicator.scale = 0.5;
922                         setattachment(self.killindicator, self, "");
923                         setorigin(self.killindicator, '0 0 52');
924                         self.killindicator.think = KillIndicator_Think;
925                         self.killindicator.nextthink = time + (self.lip) * 0.05;
926                         self.killindicator.cnt = ceil(killtime);
927                         self.killindicator.count = bound(0, ceil(killtime), 10);
928                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
929
930                         for(e = world; (e = find(e, classname, "body")) != world; )
931                         {
932                                 if(e.enemy != self)
933                                         continue;
934                                 e.killindicator = spawn();
935                                 e.killindicator.owner = e;
936                                 e.killindicator.scale = 0.5;
937                                 setattachment(e.killindicator, e, "");
938                                 setorigin(e.killindicator, '0 0 52');
939                                 e.killindicator.think = KillIndicator_Think;
940                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
941                                 e.killindicator.cnt = ceil(killtime);
942                         }
943                         self.lip = 0;
944                 }
945         }
946         if(self.killindicator)
947         {
948                 if(targetteam)
949                         self.killindicator.colormod = TeamColor(targetteam);
950                 else
951                         self.killindicator.colormod = '0 0 0';
952         }
953 }
954
955 void ClientKill (void)
956 {
957         ClientKill_TeamChange(0);
958 }
959
960 void DoTeamChange(float destteam)
961 {
962         float t, c0;
963         if(!cvar("teamplay"))
964         {
965                 if(destteam >= 0)
966                         SetPlayerColors(self, destteam);
967                 return;
968         }
969         if(self.classname == "player")
970         if(destteam == -1)
971         {
972                 CheckAllowedTeams(self);
973                 t = FindSmallestTeam(self, TRUE);
974                 switch(self.team)
975                 {
976                         case COLOR_TEAM1: c0 = c1; break;
977                         case COLOR_TEAM2: c0 = c2; break;
978                         case COLOR_TEAM3: c0 = c3; break;
979                         case COLOR_TEAM4: c0 = c4; break;
980                         default:          c0 = 999;
981                 }
982                 switch(t)
983                 {
984                         case 1:
985                                 if(c0 > c1)
986                                         destteam = COLOR_TEAM1;
987                                 break;
988                         case 2:
989                                 if(c0 > c2)
990                                         destteam = COLOR_TEAM2;
991                                 break;
992                         case 3:
993                                 if(c0 > c3)
994                                         destteam = COLOR_TEAM3;
995                                 break;
996                         case 4:
997                                 if(c0 > c4)
998                                         destteam = COLOR_TEAM4;
999                                 break;
1000                 }
1001                 if(destteam == -1)
1002                         return;
1003         }
1004         if(destteam == self.team && !self.killindicator)
1005                 return;
1006         ClientKill_TeamChange(destteam);
1007 }
1008
1009 void FixClientCvars(entity e)
1010 {
1011         // send prediction settings to the client
1012         stuffcmd(e, "\nin_bindmap 0 0\n");
1013         /*
1014          * we no longer need to stuff this. Remove this comment block if you feel 
1015          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1016         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1017         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1018         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1019         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1020         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1021         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1022         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1023         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1024         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1025         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1026         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1027         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1028         stuffcmd(e, "cl_movement_edgefriction 1\n");
1029          */
1030 }
1031
1032 /*
1033 =============
1034 ClientConnect
1035
1036 Called when a client connects to the server
1037 =============
1038 */
1039 //void ctf_clientconnect();
1040 string ColoredTeamName(float t);
1041 void DecodeLevelParms (void);
1042 //void dom_player_join_team(entity pl);
1043 void ClientConnect (void)
1044 {
1045         local string s;
1046
1047         if(self.flags & FL_CLIENT)
1048         {
1049                 print("Warning: ClientConnect, but already connected!\n");
1050                 return;
1051         }
1052
1053         if(Ban_IsClientBanned(self))
1054         {
1055                 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
1056                 dropclient(self);
1057                 bprint(s);
1058                 return;
1059         }
1060
1061         DecodeLevelParms();
1062
1063         self.classname = "player_joining";
1064
1065         self.flags = self.flags | FL_CLIENT;
1066         self.version_nagtime = time + 10 + random() * 10;
1067
1068         if(player_count<0)
1069         {
1070                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1071                 player_count = 0;
1072         }
1073
1074         PlayerScore_Attach(self);
1075
1076         bot_clientconnect();
1077
1078         race_PreSpawnObserver();
1079
1080         //if(g_domination)
1081         //      dom_player_join_team(self);
1082
1083         //JoinBestTeam(self, FALSE, FALSE);
1084
1085         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1086                 self.classname = "observer";
1087         } else {
1088                 self.classname = "player";
1089                 campaign_bots_may_start = 1;
1090         }
1091
1092         self.playerid = (playerid_last = playerid_last + 1);
1093         if(cvar("sv_eventlog"))
1094         {
1095                 if(clienttype(self) == CLIENTTYPE_REAL)
1096                         s = "player";
1097                 else
1098                         s = "bot";
1099                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", ftos(num_for_edict(self)), ":", self.netname));
1100                 s = strcat(":team:", ftos(self.playerid), ":");
1101                 s = strcat(s, ftos(self.team));
1102                 GameLogEcho(s);
1103         }
1104         self.netname_previous = strzone(self.netname);
1105
1106         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1107
1108         bprint ("^4",self.netname);
1109         bprint ("^4 connected");
1110
1111         if(g_domination || g_ctf)
1112         {
1113                 bprint(" and joined the ");
1114                 bprint(ColoredTeamName(self.team));
1115         }
1116
1117         bprint("\n");
1118
1119         self.welcomemessage_time = 0;
1120
1121         stuffcmd(self, strcat(clientstuff, "\n"));
1122         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1123         stuffcmd(self, "cl_particles_reloadeffects\n");
1124
1125         FixClientCvars(self);
1126
1127         // spawnfunc_waypoint sprites
1128         WaypointSprite_InitClient(self);
1129
1130         // Wazat's grappling hook
1131         SetGrappleHookBindings();
1132
1133         // get autoswitch state from player when he toggles it
1134         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1135
1136         // get version info from player
1137         stuffcmd(self, "cmd clientversion $gameversion\n");
1138
1139         // get other cvars from player
1140         GetCvars(0);
1141
1142         // set cvar for team scoreboard
1143         if (teams_matter)
1144         {
1145                 local float t;
1146                 t = cvar("teamplay");
1147                 // 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
1148                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1149         }
1150         else
1151                 stuffcmd(self, "set teamplay 0\n");
1152
1153         // notify about available teams
1154         if(teamplay)
1155         {
1156                 CheckAllowedTeams(self);
1157                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1158                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1159         }
1160         else
1161                 stuffcmd(self, "set _teams_available 0\n");
1162
1163         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1164
1165         if(g_arena)
1166         {
1167                 self.classname = "observer";
1168                 Spawnqueue_Insert(self);
1169         }
1170         /*else if(g_ctf)
1171         {
1172                 ctf_clientconnect();
1173         }*/
1174
1175         if(entcs_start)
1176                 attach_entcs();
1177
1178         bot_relinkplayerlist();
1179
1180         self.spectatortime = time;
1181         if(blockSpectators)
1182         {
1183                 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"));
1184         }
1185
1186         self.jointime = time;
1187         self.allowedTimeouts = cvar("sv_timeout_number");
1188
1189         if(clienttype(self) == CLIENTTYPE_REAL)
1190         {
1191                 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1192                 SendCSQCInfo();
1193                 msg_entity = self;
1194                 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1195                 {
1196                         MapVote_SendData(MSG_ONE);
1197                         MapVote_UpdateData(MSG_ONE);
1198                 }
1199                 ScoreInfo_Write(MSG_ONE);
1200         }
1201
1202         if(g_lms)
1203         {
1204                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1205                 {
1206                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1207                         self.frags = -666; // FIXME do we still need this?
1208                 }
1209         }
1210 }
1211
1212 /*
1213 =============
1214 ClientDisconnect
1215
1216 Called when a client disconnects from the server
1217 =============
1218 */
1219 void(entity e) DropFlag;
1220 .entity chatbubbleentity;
1221 .entity teambubbleentity;
1222 void ReadyCount();
1223 //void() ctf_clientdisconnect;
1224 void ClientDisconnect (void)
1225 {
1226         float save;
1227
1228         if not(self.flags & FL_CLIENT)
1229         {
1230                 print("Warning: ClientDisconnect without ClientConnect\n");
1231                 return;
1232         }
1233
1234         bot_clientdisconnect();
1235
1236         if(entcs_start)
1237                 detach_entcs();
1238         
1239         if(cvar("sv_eventlog"))
1240                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1241         bprint ("^4",self.netname);
1242         bprint ("^4 disconnected\n");
1243
1244         if (self.chatbubbleentity)
1245         {
1246                 remove (self.chatbubbleentity);
1247                 self.chatbubbleentity = world;
1248         }
1249
1250         if (self.teambubbleentity)
1251         {
1252                 remove (self.teambubbleentity);
1253                 self.teambubbleentity = world;
1254         }
1255
1256         if (self.killindicator)
1257         {
1258                 remove (self.killindicator);
1259                 self.killindicator = world;
1260         }
1261
1262         WaypointSprite_PlayerGone();
1263
1264         DropAllRunes(self);
1265         kh_Key_DropAll(self, TRUE);
1266
1267         Portal_ClearAll(self);
1268
1269         if(self.flagcarried)
1270                 DropFlag(self.flagcarried);
1271
1272         save = self.flags;
1273         self.flags = self.flags - (self.flags & FL_CLIENT);
1274         bot_relinkplayerlist();
1275         self.flags = save;
1276
1277         // remove laserdot
1278         if(self.weaponentity)
1279                 if(self.weaponentity.lasertarget)
1280                         remove(self.weaponentity.lasertarget);
1281
1282         if(g_arena)
1283         {
1284                 Spawnqueue_Unmark(self);
1285                 Spawnqueue_Remove(self);
1286         }
1287         /*if(g_ctf)
1288         {
1289                 ctf_clientdisconnect();
1290         }
1291         */
1292
1293         PlayerScore_Detach(self);
1294
1295         if(self.netname_previous)
1296                 strunzone(self.netname_previous);
1297
1298         ClearPlayerSounds();
1299
1300         // free cvars
1301         GetCvars(-1);
1302         self.playerid = 0;
1303
1304         ReadyCount();
1305 }
1306
1307 .float BUTTON_CHAT;
1308 void ChatBubbleThink()
1309 {
1310         self.nextthink = time;
1311         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1312         {
1313                 self.owner.chatbubbleentity = world;
1314                 remove(self);
1315                 return;
1316         }
1317         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1318         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1319                 self.model = self.mdl;
1320         else
1321                 self.model = "";
1322 };
1323
1324 void UpdateChatBubble()
1325 {
1326         if (!self.modelindex)
1327                 return;
1328         // spawn a chatbubble entity if needed
1329         if (!self.chatbubbleentity)
1330         {
1331                 self.chatbubbleentity = spawn();
1332                 self.chatbubbleentity.owner = self;
1333                 self.chatbubbleentity.exteriormodeltoclient = self;
1334                 self.chatbubbleentity.think = ChatBubbleThink;
1335                 self.chatbubbleentity.nextthink = time;
1336                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1337                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1338                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1339                 self.chatbubbleentity.model = "";
1340                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1341         }
1342 }
1343
1344
1345 void TeamBubbleThink()
1346 {
1347         self.nextthink = time;
1348         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1349         {
1350                 self.owner.teambubbleentity = world;
1351                 remove(self);
1352                 return;
1353         }
1354 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1355         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1356                 self.model = "";
1357         else
1358                 self.model = self.mdl;
1359
1360 };
1361
1362 float TeamBubble_customizeentityforclient()
1363 {
1364         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1365 }
1366
1367 void UpdateTeamBubble()
1368 {
1369         if (!self.modelindex || !cvar("teamplay"))
1370                 return;
1371         // spawn a teambubble entity if needed
1372         if (!self.teambubbleentity && cvar("teamplay"))
1373         {
1374                 self.teambubbleentity = spawn();
1375                 self.teambubbleentity.owner = self;
1376                 self.teambubbleentity.exteriormodeltoclient = self;
1377                 self.teambubbleentity.think = TeamBubbleThink;
1378                 self.teambubbleentity.nextthink = time;
1379                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1380 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1381                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1382                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1383                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1384                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1385                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1386                 self.teambubbleentity.effects = EF_LOWPRECISION;
1387         }
1388 }
1389
1390 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1391 // added to the model skins
1392 /*void UpdateColorModHack()
1393 {
1394         local float c;
1395         c = self.clientcolors & 15;
1396         // LordHavoc: only bothering to support white, green, red, yellow, blue
1397              if (teamplay == 0) self.colormod = '0 0 0';
1398         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1399         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1400         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1401         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1402         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1403         else self.colormod = '1 1 1';
1404 };*/
1405
1406 void respawn(void)
1407 {
1408         CopyBody(1);
1409         self.effects |= EF_NODRAW; // prevent another CopyBody
1410         PutClientInServer();
1411 }
1412
1413 /**
1414  * When sv_timeout is used this function returs strings like
1415  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1416  * Called by centerprint functions
1417  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1418  */
1419 string getTimeoutText(float addOneSecond) {
1420         if (!cvar("sv_timeout") || !timeoutStatus)
1421                 return "";
1422
1423         local string retStr;
1424         if (timeoutStatus == 1) {
1425                 if (addOneSecond == 1) {
1426                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1427                 }
1428                 else {
1429                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1430                 }
1431                 return retStr;
1432         }
1433         else if (timeoutStatus == 2) {
1434                 if (addOneSecond) {
1435                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1436                         //don't show messages like "Timeout ends in 0 seconds"...
1437                         if ((remainingTimeoutTime + 1) > 0)
1438                                 return retStr;
1439                         else
1440                                 return "";
1441                 }
1442                 else {
1443                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1444                         //don't show messages like "Timeout ends in 0 seconds"...
1445                         if (remainingTimeoutTime > 0)
1446                                 return retStr;
1447                         else
1448                                 return "";
1449                 }
1450         }
1451         else return "";
1452 }
1453
1454 void player_powerups (void)
1455 {
1456         if (g_minstagib)
1457         {
1458                 if (self.items & IT_STRENGTH)
1459                 {
1460                         if (time > self.strength_finished)
1461                         {
1462                                 if (g_minstagib_invis_alpha > 0)
1463                                 {
1464                                         self.alpha = default_player_alpha;
1465                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1466                                         self.effects = self.effects | EF_FULLBRIGHT;
1467                                 }
1468                                 else
1469                                 {
1470                                         self.effects -= self.effects & EF_NODRAW;
1471                                 }
1472                                 self.items = self.items - (self.items & IT_STRENGTH);
1473                                 sprint(self, "^3Invisibility has worn off\n");
1474                         }
1475                 }
1476                 else
1477                 {
1478                         if (time < self.strength_finished)
1479                         {
1480                                 if (g_minstagib_invis_alpha > 0)
1481                                 {
1482                                         self.alpha = g_minstagib_invis_alpha;
1483                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1484                                         self.effects -= self.effects & EF_FULLBRIGHT;
1485                                 }
1486                                 else
1487                                 {
1488                                         self.effects = self.effects | EF_NODRAW;
1489                                 }
1490                                 self.items = self.items | IT_STRENGTH;
1491                                 sprint(self, "^3You are invisible\n");
1492                         }
1493                 }
1494
1495                 if (self.items & IT_INVINCIBLE)
1496                 {
1497                         if (time > self.invincible_finished)
1498                         {
1499                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1500                                 sprint(self, "^3Speed has worn off\n");
1501                         }
1502                 }
1503                 else
1504                 {
1505                         if (time < self.invincible_finished)
1506                         {
1507                                 self.items = self.items | IT_INVINCIBLE;
1508                                 sprint(self, "^3You are on speed\n");
1509                         }
1510                 }
1511                 return;
1512         }
1513
1514         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1515         if (self.items & IT_STRENGTH)
1516         {
1517                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1518                 if (time > self.strength_finished)
1519                 {
1520                         self.items = self.items - (self.items & IT_STRENGTH);
1521                         sprint(self, "^3Strength has worn off\n");
1522                 }
1523         }
1524         else
1525         {
1526                 if (time < self.strength_finished)
1527                 {
1528                         self.items = self.items | IT_STRENGTH;
1529                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1530                 }
1531         }
1532         if (self.items & IT_INVINCIBLE)
1533         {
1534                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1535                 if (time > self.invincible_finished)
1536                 {
1537                         self.items = self.items - (self.items & IT_INVINCIBLE);
1538                         sprint(self, "^3Shield has worn off\n");
1539                 }
1540         }
1541         else
1542         {
1543                 if (time < self.invincible_finished)
1544                 {
1545                         self.items = self.items | IT_INVINCIBLE;
1546                         sprint(self, "^3Shield surrounds you\n");
1547                 }
1548         }
1549
1550         if (cvar("g_fullbrightplayers"))
1551                 self.effects = self.effects | EF_FULLBRIGHT;
1552
1553         // midair gamemode: damage only while in the air
1554         // if in midair mode, being on ground grants temporary invulnerability
1555         // (this is so that multishot weapon don't clear the ground flag on the
1556         // first damage in the frame, leaving the player vulnerable to the
1557         // remaining hits in the same frame)
1558         if (self.flags & FL_ONGROUND)
1559         if (g_midair)
1560                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1561
1562         if (time > restart_countdown)
1563         if (time < self.spawnshieldtime)
1564                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1565 }
1566
1567 float CalcRegen(float current, float stable, float regenfactor)
1568 {
1569         if(current > stable)
1570                 return current;
1571         else if(current > stable - 0.25) // when close enough, "snap"
1572                 return stable;
1573         else
1574                 return min(stable, current + (stable - current) * regenfactor * frametime);
1575 }
1576
1577 void player_regen (void)
1578 {
1579         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1580         maxh = cvar("g_balance_health_stable");
1581         maxa = cvar("g_balance_armor_stable");
1582         limith = cvar("g_balance_health_limit");
1583         limita = cvar("g_balance_armor_limit");
1584
1585         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1586                 return;
1587
1588         max_mod = regen_mod = rot_mod = limit_mod = 1;
1589
1590         if (self.runes & RUNE_REGEN)
1591         {
1592                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1593                 {
1594                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1595                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1596                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1597                 }
1598                 else
1599                 {
1600                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1601                         max_mod = cvar("g_balance_rune_regen_hpmod");
1602                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1603                 }
1604         }
1605         else if (self.runes & CURSE_VENOM)
1606         {
1607                 max_mod = cvar("g_balance_curse_venom_hpmod");
1608                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1609                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1610                 else
1611                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1612                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1613                 //if (!self.runes & RUNE_REGEN)
1614                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1615         }
1616         maxh = maxh * max_mod;
1617         //maxa = maxa * max_mod;
1618         limith = limith * limit_mod;
1619         limita = limita * limit_mod;
1620
1621         if (self.armorvalue > maxa)
1622         {
1623                 if (time > self.pauserotarmor_finished)
1624                 {
1625                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1626                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1627                 }
1628         }
1629         else if (self.armorvalue < maxa)
1630         {
1631                 if (time > self.pauseregen_finished)
1632                 {
1633                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1634                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1635                 }
1636         }
1637         if (self.health > maxh)
1638         {
1639                 if (time > self.pauserothealth_finished)
1640                 {
1641                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1642                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1643                 }
1644         }
1645         else if (self.health < maxh)
1646         {
1647                 if (time > self.pauseregen_finished)
1648                 {
1649                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1650                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1651                 }
1652         }
1653
1654         if (self.health > limith)
1655                 self.health = limith;
1656         if (self.armorvalue > limita)
1657                 self.armorvalue = limita;
1658
1659         // if player rotted to death...  die!
1660         if(self.health < 1)
1661                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1662 }
1663
1664 .float zoomstate;
1665 float zoomstate_set;
1666 void SetZoomState(float z)
1667 {
1668         if(z != self.zoomstate)
1669         {
1670                 msg_entity = self;
1671                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1672                 WriteByte(MSG_ONE, TE_CSQC_ZOOMNOTIFY);
1673                 WriteByte(MSG_ONE, z);
1674                 self.zoomstate = z;
1675         }
1676         zoomstate_set = 1;
1677 }
1678
1679 /*
1680 ======================
1681 spectate mode routines
1682 ======================
1683 */
1684 void SpectateCopy(entity spectatee) {
1685         self.armortype = spectatee.armortype;
1686         self.armorvalue = spectatee.armorvalue;
1687         self.currentammo = spectatee.currentammo;
1688         self.effects = spectatee.effects;
1689         self.health = spectatee.health;
1690         self.impulse = 0;
1691         self.items = spectatee.items;
1692         self.weapons = spectatee.weapons;
1693         self.punchangle = spectatee.punchangle;
1694         self.view_ofs = spectatee.view_ofs;
1695         self.v_angle = spectatee.v_angle;
1696         self.velocity = spectatee.velocity;
1697         self.dmg_take = spectatee.dmg_take;
1698         self.dmg_save = spectatee.dmg_save;
1699         self.dmg_inflictor = spectatee.dmg_inflictor;
1700         self.angles = spectatee.v_angle;
1701         self.fixangle = TRUE;
1702         setorigin(self, spectatee.origin);
1703         setsize(self, spectatee.mins, spectatee.maxs);
1704         SetZoomState(spectatee.zoomstate);
1705 }
1706
1707 float SpectateUpdate() {
1708         if(!self.enemy)
1709                 return 0;
1710
1711         if (self == self.enemy)
1712                 return 0;
1713         
1714         if(self.enemy.flags & FL_NOTARGET)
1715                 return 0;
1716
1717         SpectateCopy(self.enemy);
1718
1719         return 1;
1720 }
1721
1722 float SpectateNext() {
1723         other = find(self.enemy, classname, "player");
1724         if (!other) {
1725                 other = find(other, classname, "player");
1726         }
1727         if (other) {
1728                 self.enemy = other;
1729         }
1730         if(self.enemy.classname == "player") {
1731                 msg_entity = self;
1732                 WriteByte(MSG_ONE, SVC_SETVIEW);
1733                 WriteEntity(MSG_ONE, self.enemy);
1734                 self.wantswelcomemessage = 1;
1735                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1736                 if(!SpectateUpdate())
1737                         PutObserverInServer();
1738                 return 1;
1739         } else {
1740                 return 0;
1741         }
1742 }
1743
1744 /*
1745 =============
1746 ShowRespawnCountdown()
1747
1748 Update a respawn countdown display.
1749 =============
1750 */
1751 void ShowRespawnCountdown()
1752 {
1753         float number;
1754         if(self.deadflag == DEAD_NO) // just respawned?
1755                 return;
1756         else
1757         {
1758                 number = ceil(self.death_time - time);
1759                 if(number <= 0)
1760                         return;
1761                 if(number <= self.respawn_countdown)
1762                 {
1763                         self.respawn_countdown = number - 1;
1764                         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
1765                                 announce(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1766                 }
1767         }
1768 }
1769
1770 void LeaveSpectatorMode()
1771 {
1772         if(isJoinAllowed()) {
1773                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1774                         self.classname = "player";
1775                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1776                                 JoinBestTeam(self, FALSE, TRUE);
1777                         if(cvar("g_campaign"))
1778                                 campaign_bots_may_start = 1;
1779                         PutClientInServer();
1780                         if(!(self.flags & FL_NOTARGET))
1781                                 bprint ("^4", self.netname, "^4 is playing now\n");
1782                         centerprint(self,"");
1783                         return;
1784                 } else {
1785                         stuffcmd(self,"menu_showteamselect\n");
1786                         return;
1787                 }
1788         }
1789         else {
1790                 //player may not join because of g_maxplayers is set
1791                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1792         }
1793 }
1794
1795 /**
1796  * Determines whether the player is allowed to join. This depends on cvar
1797  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1798  * it checks whether the number of currently playing players exceeds g_maxplayers.
1799  * @return bool TRUE if the player is allowed to join, false otherwise
1800  */
1801 float isJoinAllowed() {
1802         if (!cvar("g_maxplayers"))
1803                 return TRUE;
1804
1805         local entity e;
1806         local float currentlyPlaying;
1807         FOR_EACH_REALPLAYER(e) {
1808                 if(e.classname == "player")
1809                         currentlyPlaying += 1;
1810         }
1811         if(currentlyPlaying < cvar("g_maxplayers"))
1812                 return TRUE;
1813
1814         return FALSE;
1815 }
1816
1817 /**
1818  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1819  * g_maxplayers_spectator_blocktime seconds
1820  */
1821 void checkSpectatorBlock() {
1822         if(self.classname == "spectator" || self.classname == "observer") {
1823                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1824                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1825                         dropclient(self);
1826                 }
1827         }
1828 }
1829
1830 float vercmp_recursive(string v1, string v2)
1831 {
1832         float dot1, dot2;
1833         string s1, s2;
1834         float r;
1835
1836         dot1 = strstrofs(v1, ".", 0);
1837         dot2 = strstrofs(v2, ".", 0);
1838         if(dot1 == -1)
1839                 s1 = v1;
1840         else
1841                 s1 = substring(v1, 0, dot1);
1842         if(dot2 == -1)
1843                 s2 = v2;
1844         else
1845                 s2 = substring(v2, 0, dot2);
1846
1847         r = stof(s1) - stof(s2);
1848         if(r != 0)
1849                 return r;
1850
1851         r = strcasecmp(s1, s2);
1852         if(r != 0)
1853                 return r;
1854
1855         if(dot1 == -1)
1856                 if(dot2 == -1)
1857                         return 0;
1858                 else
1859                         return -1;
1860         else
1861                 if(dot2 == -1)
1862                         return 1;
1863                 else
1864                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1865 }
1866
1867 float vercmp(string v1, string v2)
1868 {
1869         if(strcasecmp(v1, v2) == 0) // early out check
1870                 return 0;
1871         return vercmp_recursive(v1, v2);
1872 }
1873
1874 void ObserverThink()
1875 {
1876         if (self.flags & FL_JUMPRELEASED) {
1877                 if (self.BUTTON_JUMP && !self.version_mismatch) {
1878                         self.welcomemessage_time = 0;
1879                         self.flags = self.flags - FL_JUMPRELEASED;
1880                         LeaveSpectatorMode();
1881                         return;
1882                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1883                         self.welcomemessage_time = 0;
1884                         self.flags = self.flags - FL_JUMPRELEASED;
1885                         if(SpectateNext() == 1) {
1886                                 self.classname = "spectator";
1887                         }
1888                 }
1889         } else {
1890                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1891                         self.flags = self.flags | FL_JUMPRELEASED;
1892                 }
1893         }
1894         if(self.BUTTON_ZOOM)
1895                 self.wantswelcomemessage = 0;
1896         if(self.wantswelcomemessage)
1897                 PrintWelcomeMessage(self);
1898 }
1899
1900 void SpectatorThink()
1901 {
1902         if (self.flags & FL_JUMPRELEASED) {
1903                 if (self.BUTTON_JUMP && !self.version_mismatch) {
1904                         self.welcomemessage_time = 0;
1905                         self.flags = self.flags - FL_JUMPRELEASED;
1906                         LeaveSpectatorMode();
1907                         return;
1908                 } else if(self.BUTTON_ATCK) {
1909                         self.welcomemessage_time = 0;
1910                         self.flags = self.flags - FL_JUMPRELEASED;
1911                         if(SpectateNext() == 1) {
1912                                 self.classname = "spectator";
1913                         } else {
1914                                 self.classname = "observer";
1915                                 PutClientInServer();
1916                         }
1917                 } else if (self.BUTTON_ATCK2) {
1918                         self.welcomemessage_time = 0;
1919                         self.flags = self.flags - FL_JUMPRELEASED;
1920                         self.classname = "observer";
1921                         PutClientInServer();
1922                 } else {
1923                         if(!SpectateUpdate())
1924                                 PutObserverInServer();
1925                 }
1926         } else {
1927                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1928                         self.flags = self.flags | FL_JUMPRELEASED;
1929                 }
1930         }
1931         if(self.BUTTON_ZOOM)
1932                 self.wantswelcomemessage = 0;
1933         if(self.wantswelcomemessage)
1934                 PrintWelcomeMessage(self);
1935         self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1936 }
1937
1938 /*
1939 =============
1940 PlayerPreThink
1941
1942 Called every frame for each client before the physics are run
1943 =============
1944 */
1945 void() ctf_setstatus;
1946 .float vote_nagtime;
1947 .float spectatee_status;
1948 void PlayerPreThink (void)
1949 {
1950         self.stat_sys_ticrate = cvar("sys_ticrate");
1951         if(blockSpectators)
1952                 checkSpectatorBlock();
1953         
1954         zoomstate_set = 0;
1955
1956         if(self.netname_previous != self.netname)
1957         {
1958                 if(cvar("sv_eventlog"))
1959                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
1960                 if(self.netname_previous)
1961                         strunzone(self.netname_previous);
1962                 self.netname_previous = strzone(self.netname);
1963         }
1964
1965         // version nagging
1966         if(self.version_nagtime)
1967                 if(self.cvar_g_nexuizversion)
1968                         if(time > self.version_nagtime)
1969                         {
1970                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1971                                 {
1972                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1973                                         {
1974                                                 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");
1975                                                 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"));
1976                                         }
1977                                         else
1978                                         {
1979                                                 float r;
1980                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1981                                                 if(r < 0)
1982                                                 {
1983                                                         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");
1984                                                         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"));
1985                                                 }
1986                                                 else if(r > 0)
1987                                                 {
1988                                                         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");
1989                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1990                                                 }
1991                                         }
1992                                 }
1993                                 self.version_nagtime = 0;
1994                         }
1995
1996         // vote nagging
1997         if(self.cvar_scr_centertime)
1998                 if(time > self.vote_nagtime)
1999                 {
2000                         VoteNag();
2001                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
2002                 }
2003
2004         // GOD MODE info
2005         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2006         {
2007                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2008                 self.max_armorvalue = 0;
2009         }
2010
2011         if(frametime)
2012                 antilag_record(self);
2013
2014         if(self.classname == "player") {
2015 //              if(self.netname == "Wazat")
2016 //                      bprint(self.classname, "\n");
2017
2018                 CheckRules_Player();
2019
2020                 if(self.BUTTON_INFO)
2021                         PrintWelcomeMessage(self);
2022
2023                 if(g_lms || !cvar("sv_spectate"))
2024                 if((time - self.jointime) <= cvar("welcome_message_time"))
2025                         PrintWelcomeMessage(self);
2026
2027                 if (intermission_running)
2028                 {
2029                         IntermissionThink ();   // otherwise a button could be missed between
2030                         return;                                 // the think tics
2031                 }
2032
2033                 if(self.teleport_time)
2034                 if(time > self.teleport_time)
2035                 {
2036                         self.teleport_time = 0;
2037                         self.effects = self.effects - (self.effects & EF_NODRAW);
2038                         if(self.weaponentity)
2039                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
2040                 }
2041
2042                 Nixnex_GiveCurrentWeapon();
2043
2044                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2045                         UpdateSelectedPlayer();
2046
2047                 //don't allow the player to turn around while game is paused!
2048                 if(timeoutStatus == 2) {
2049                         self.v_angle = self.lastV_angle;
2050                         self.angles = self.lastV_angle;
2051                         self.fixangle = TRUE;
2052                 }
2053
2054                 if (self.deadflag != DEAD_NO)
2055                 {
2056                         float button_pressed, force_respawn;
2057                         player_anim();
2058                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2059                         force_respawn = (g_lms || cvar("g_forced_respawn"));
2060                         if (self.deadflag == DEAD_DYING)
2061                         {
2062                                 if(force_respawn)
2063                                         self.deadflag = DEAD_RESPAWNING;
2064                                 else if(!button_pressed)
2065                                         self.deadflag = DEAD_DEAD;
2066                         }
2067                         else if (self.deadflag == DEAD_DEAD)
2068                         {
2069                                 if(button_pressed)
2070                                         self.deadflag = DEAD_RESPAWNABLE;
2071                         }
2072                         else if (self.deadflag == DEAD_RESPAWNABLE)
2073                         {
2074                                 if(!button_pressed)
2075                                         self.deadflag = DEAD_RESPAWNING;
2076                         }
2077                         else if (self.deadflag == DEAD_RESPAWNING)
2078                         {
2079                                 if(time > self.death_time)
2080                                 {
2081                                         self.death_time = time + 1; // only retry once a second
2082                                         respawn();
2083                                 }
2084                         }
2085                         ShowRespawnCountdown();
2086                         return;
2087                 }
2088
2089                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2090                 {
2091                         vector dist;
2092
2093                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2094                         dist = self.oldorigin - self.origin;
2095                         dist_z = 0;
2096                         self.lms_traveled_distance += fabs(vlen(dist));
2097
2098                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2099                         {
2100                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2101                                 self.lms_traveled_distance = 0;
2102                         }
2103
2104                         if(time > self.lms_nextcheck)
2105                         {
2106                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2107                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2108                                 {
2109                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2110                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2111                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2112                                         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');
2113                                 }
2114                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2115                                 self.lms_traveled_distance = 0;
2116                         }
2117                 }
2118
2119                 if (self.BUTTON_CROUCH && !self.hook.state)
2120                 {
2121                         if (!self.crouch)
2122                         {
2123                                 self.crouch = TRUE;
2124                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2125                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2126                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2127                         }
2128                 }
2129                 else
2130                 {
2131                         if (self.crouch)
2132                         {
2133                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2134                                 if (!trace_startsolid)
2135                                 {
2136                                         self.crouch = FALSE;
2137                                         self.view_ofs = PL_VIEW_OFS;
2138                                         setsize (self, PL_MIN, PL_MAX);
2139                                 }
2140                         }
2141                 }
2142
2143                 FixPlayermodel();
2144
2145                 GrapplingHookFrame();
2146
2147                 W_WeaponFrame();
2148
2149                 player_powerups();
2150                 player_regen();
2151                 player_anim();
2152
2153                 if (g_minstagib)
2154                         minstagib_ammocheck();
2155
2156                 ctf_setstatus();
2157                 kh_setstatus();
2158
2159                 //self.angles_y=self.v_angle_y + 90;   // temp
2160
2161                 //if (TetrisPreFrame()) return;
2162         } else if(gameover) {
2163                 if (intermission_running)
2164                         IntermissionThink ();   // otherwise a button could be missed between
2165                 return;
2166         } else if(self.classname == "observer") {
2167                 ObserverThink();
2168         } else if(self.classname == "spectator") {
2169                 SpectatorThink();
2170         }
2171
2172         if(!zoomstate_set)
2173                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2174
2175         float oldspectatee_status;
2176         oldspectatee_status = self.spectatee_status;
2177         if(self.classname == "spectator")
2178                 self.spectatee_status = num_for_edict(self.enemy);
2179         else if(self.classname == "observer")
2180                 self.spectatee_status = num_for_edict(self);
2181         else
2182                 self.spectatee_status = 0;
2183         if(self.spectatee_status != oldspectatee_status)
2184         {
2185                 msg_entity = self;
2186                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
2187                 WriteByte(MSG_ONE, TE_CSQC_SPECTATING);
2188                 WriteByte(MSG_ONE, self.spectatee_status);
2189                 if(g_race)
2190                         race_InitSpectator();
2191         }
2192 }
2193
2194
2195 /*
2196 =============
2197 PlayerPostThink
2198
2199 Called every frame for each client after the physics are run
2200 =============
2201 */
2202 .float idlekick_lasttimeleft;
2203 .float race_penalty;
2204 .float race_penalty_nagged;
2205 void PlayerPostThink (void)
2206 {
2207         // Savage: Check for nameless players
2208         if (strlen(self.netname) < 1) {
2209                 self.netname = "Player";
2210                 stuffcmd(self, "seta _cl_name Player\n");
2211         }
2212
2213         if(sv_maxidle)
2214         {
2215                 float timeleft;
2216                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2217                 if(timeleft <= 0)
2218                 {
2219                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2220                         announce(self, "announcer/robotic/terminated.ogg");
2221                         dropclient(self);
2222                         return;
2223                 }
2224                 else if(timeleft <= 10)
2225                 {
2226                         if(timeleft != self.idlekick_lasttimeleft)
2227                         {
2228                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2229                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2230                         }
2231                 }
2232                 else
2233                 {
2234                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2235                 }
2236                 self.idlekick_lasttimeleft = timeleft;
2237         }
2238
2239         if(self.classname == "player") {
2240                 CheckRules_Player();
2241                 UpdateChatBubble();
2242                 UpdateTeamBubble();
2243                 if (self.impulse)
2244                         ImpulseCommands();
2245                 if (intermission_running)
2246                         return;         // intermission or finale
2247
2248                 //PrintWelcomeMessage(self);
2249                 //if (TetrisPostFrame()) return;
2250
2251                 // restart countdown
2252                 if (restart_countdown) {
2253                         if(time < restart_countdown) {
2254                                 if (!cvar("sv_ready_restart_after_countdown"))
2255                                 {
2256                                         if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2257                                         {
2258                                                 if(time < restart_countdown - 2)
2259                                                 {
2260                                                         if(!self.race_penalty_nagged)
2261                                                         {
2262                                                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2263                                                                 self.race_penalty_nagged = 1;
2264                                                         }
2265                                                 }
2266                                                 else if(!self.race_penalty)
2267                                                 {
2268                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2269                                                         self.race_penalty = time + 5;
2270                                                 }
2271                                         }
2272                                         self.movetype = MOVETYPE_NONE;          
2273                                         self.velocity = '0 0 0';
2274                                         self.avelocity = '0 0 0';
2275                                         self.movement = '0 0 0';
2276                                 }
2277                         }
2278                         else if (time < self.race_penalty)
2279                         {
2280                                 self.movetype = MOVETYPE_NONE;          
2281                                 self.velocity = '0 0 0';
2282                                 self.avelocity = '0 0 0';
2283                                 self.movement = '0 0 0';
2284                         }
2285                         else
2286                         {
2287                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2288                                 if (!cvar("sv_ready_restart_after_countdown"))
2289                                 {
2290                                         if(self.movetype == MOVETYPE_NONE)
2291                                         {
2292                                                 self.movetype = MOVETYPE_WALK;
2293                                         }
2294                                         self.race_penalty = 0;
2295                                         self.race_penalty_nagged = 0;
2296                                 }
2297                         }
2298                 }
2299                 
2300         } else if (self.classname == "observer") {
2301                 //do nothing
2302         } else if (self.classname == "spectator") {
2303                 //do nothing
2304         }
2305
2306         /*
2307         float i;
2308         for(i = 0; i < 1000; ++i)
2309         {
2310                 vector end;
2311                 end = self.origin + '0 0 1024' + 512 * randomvec();
2312                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2313                 if(trace_fraction < 1)
2314                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2315                 {
2316                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2317                         break;
2318                 }
2319         }
2320         */
2321
2322         Arena_Warmup();
2323 }