]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
add much more stuff. REALLY need to initialize the scoring for the other game modes...
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 .float wantswelcomemessage;
2 .string netname_previous;
3
4 void spawnfunc_info_player_survivor (void)
5 {
6         spawnfunc_info_player_deathmatch();
7 }
8
9 void spawnfunc_info_player_start (void)
10 {
11         spawnfunc_info_player_deathmatch();
12 }
13
14 void spawnfunc_info_player_deathmatch (void)
15 {
16         self.classname = "info_player_deathmatch";
17         relocate_spawnpoint();
18 }
19
20 void spawnpoint_use()
21 {
22         if(teams_matter)
23         if(have_team_spawns)
24         {
25                 self.team = activator.team;
26                 some_spawn_has_been_used = 1;
27         }
28 };
29
30 // Returns:
31 //   -1 if a spawn can't be used
32 //   otherwise, a weight of the spawnpoint
33 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
34 {
35         float shortest, thisdist;
36         entity player;
37
38         // filter out spots for the wrong team
39         if(teamcheck)
40         if(spot.team != teamcheck)
41                 return -1;
42
43         // filter out spots for assault
44         if(spot.target != "") {
45                 local entity ent;
46                 ent = find(world, targetname, spot.target);
47                 while(ent) {
48                         if(ent.classname == "target_objective")
49                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
50                                         return -1;
51                         ent = find(ent, targetname, spot.target);
52                 }
53         }
54
55         player = playerlist;
56         shortest = vlen(world.maxs - world.mins);
57         for(player = playerlist; player; player = player.chain)
58                 if (player != self)
59                 {
60                         thisdist = vlen(player.origin - spot.origin);
61                         if (thisdist < shortest)
62                                 shortest = thisdist;
63                 }
64         return shortest;
65 }
66
67 float spawn_allbad;
68 float spawn_allgood;
69 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
70 {
71         local entity spot, spotlist, spotlistend;
72         spawn_allgood = TRUE;
73         spawn_allbad = TRUE;
74
75         spotlist = world;
76         spotlistend = world;
77
78         for(spot = firstspot; spot; spot = spot.chain)
79         {
80                 spot.frags = Spawn_Score(spot, playerlist, teamcheck);
81
82                 if(cvar("spawn_debugview"))
83                 {
84                         setmodel(spot, "models/runematch/rune.mdl");
85                         if(spot.frags < mindist)
86                         {
87                                 spot.colormod = '1 0 0';
88                                 spot.scale = 1;
89                         }
90                         else
91                         {
92                                 spot.colormod = '0 1 0';
93                                 spot.scale = spot.frags / mindist;
94                         }
95                 }
96
97                 if(spot.frags >= 0) // spawning allowed here
98                 {
99                         if(spot.frags < mindist)
100                         {
101                                 // too short distance
102                                 spawn_allgood = FALSE;
103                         }
104                         else 
105                         {
106                                 // perfect
107                                 spawn_allbad = FALSE;
108
109                                 if(spotlistend)
110                                         spotlistend.chain = spot;
111                                 spotlistend = spot;
112                                 if(!spotlist)
113                                         spotlist = spot;
114
115                                 /*
116                                 if(teamcheck)
117                                 if(spot.team != teamcheck)
118                                         error("invalid spawn added");
119
120                                 print("added ", etos(spot), "\n");
121                                 */
122                         }
123                 }
124         }
125         if(spotlistend)
126                 spotlistend.chain = world;
127
128         /*
129                 entity e;
130                 if(teamcheck)
131                         for(e = spotlist; e; e = e.chain)
132                         {
133                                 print("seen ", etos(e), "\n");
134                                 if(e.team != teamcheck)
135                                         error("invalid spawn found");
136                         }
137         */
138
139         return spotlist;
140 }
141
142 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
143 {
144         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
145         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
146         local entity spot;
147
148         RandomSelection_Init();
149         for(spot = firstspot; spot; spot = spot.chain)
150                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.frags, upper), exponent) * spot.cnt, spot.frags >= lower);
151
152         return RandomSelection_chosen_ent;
153 }
154
155 /*
156 =============
157 SelectSpawnPoint
158
159 Finds a point to respawn
160 =============
161 */
162 entity SelectSpawnPoint (float anypoint)
163 {
164         local float teamcheck;
165         local entity firstspot_new;
166         local entity spot, firstspot, playerlist;
167
168         spot = find (world, classname, "testplayerstart");
169         if (spot)
170                 return spot;
171
172         teamcheck = 0;
173
174         if(!anypoint && have_team_spawns)
175                 teamcheck = self.team;
176
177         // get the list of players
178         playerlist = findchain(classname, "player");
179         // get the entire list of spots
180         firstspot = findchain(classname, "info_player_deathmatch");
181         // filter out the bad ones
182         // (note this returns the original list if none survived)
183         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
184         if(!firstspot_new)
185                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
186         firstspot = firstspot_new;
187
188         // there is 50/50 chance of choosing a random spot or the furthest spot
189         // (this means that roughly every other spawn will be furthest, so you
190         // usually won't get fragged at spawn twice in a row)
191         if (arena_roundbased)
192         {
193                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
194                 if(firstspot_new)
195                         firstspot = firstspot_new;
196                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
197         }
198         else if (random() > cvar("g_spawn_furthest"))
199                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
200         else
201                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
202
203         if(cvar("spawn_debugview"))
204         {
205                 print("spot mindistance: ", ftos(spot.frags), "\n");
206
207                 entity e;
208                 if(teamcheck)
209                         for(e = firstspot; e; e = e.chain)
210                                 if(e.team != teamcheck)
211                                         error("invalid spawn found");
212         }
213
214         if (!spot)
215         {
216                 if(cvar("spawn_debug"))
217                         GotoNextMap();
218                 else
219                 {
220                         if(some_spawn_has_been_used)
221                                 return world; // team can't spawn any more, because of actions of other team
222                         else
223                                 error("Cannot find a spawn point - please fix the map!");
224                 }
225         }
226
227         return spot;
228 }
229
230 /*
231 =============
232 CheckPlayerModel
233
234 Checks if the argument string can be a valid playermodel.
235 Returns a valid one in doubt.
236 =============
237 */
238 string FallbackPlayerModel = "models/player/marine.zym";
239 string CheckPlayerModel(string plyermodel) {
240         if(strlen(plyermodel) < 4)
241                 return FallbackPlayerModel;
242         if( substring(plyermodel,0,14) != "models/player/")
243                 return FallbackPlayerModel;
244         else if(cvar("sv_servermodelsonly"))
245         {
246                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
247                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
248                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
249                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
250                         return FallbackPlayerModel;
251                 if(!fexists(plyermodel))
252                         return FallbackPlayerModel;
253         }
254         return plyermodel;
255 }
256
257 /*
258 =============
259 Client_customizeentityforclient
260
261 LOD reduction
262 =============
263 */
264 float Client_customizeentityforclient()
265 {
266 #ifdef ALLOW_VARIABLE_LOD
267         // self: me
268         // other: the player viewing me
269         float distance;
270         float f;
271
272         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
273                 return TRUE;
274
275         if(other.cvar_cl_playerdetailreduction <= 0)
276         {
277                 if(other.cvar_cl_playerdetailreduction <= -2)
278                         self.modelindex = self.modelindex_lod2;
279                 else if(other.cvar_cl_playerdetailreduction <= -1)
280                         self.modelindex = self.modelindex_lod1;
281                 else
282                         self.modelindex = self.modelindex_lod0;
283         }
284         else
285         {
286                 distance = vlen(self.origin - other.origin);
287                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
288                 if(f > 10000)
289                         self.modelindex = self.modelindex_lod2;
290                 else if(f > 5000)
291                         self.modelindex = self.modelindex_lod1;
292                 else
293                         self.modelindex = self.modelindex_lod0;
294         }
295 #endif
296
297         return TRUE;
298 }
299
300 void UpdatePlayerSounds();
301 void setmodel_lod(entity e, string modelname)
302 {
303 #ifdef ALLOW_VARIABLE_LOD
304         string s;
305
306         // FIXME: this only supports 3-letter extensions
307         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
308         if(fexists(s))
309         {
310                 precache_model(s);
311                 setmodel(e, s); // players have high precision
312                 self.modelindex_lod1 = self.modelindex;
313         }
314         else
315                 self.modelindex_lod1 = -1;
316
317         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
318         if(fexists(s))
319         {
320                 precache_model(s);
321                 setmodel(e, s); // players have high precision
322                 self.modelindex_lod2 = self.modelindex;
323         }
324         else
325                 self.modelindex_lod2 = -1;
326
327         precache_model(modelname);
328         setmodel(e, modelname); // players have high precision
329         self.modelindex_lod0 = self.modelindex;
330
331         if(self.modelindex_lod1 < 0)
332                 self.modelindex_lod1 = self.modelindex;
333
334         if(self.modelindex_lod2 < 0)
335                 self.modelindex_lod2 = self.modelindex;
336 #else
337         precache_model(modelname);
338         setmodel(e, modelname); // players have high precision
339 #endif
340         player_setupanimsformodel();
341         UpdatePlayerSounds();
342 }
343
344 /*
345 =============
346 PutObserverInServer
347
348 putting a client as observer in the server
349 =============
350 */
351 void ctf_UpdateCaptures(float);
352 void ctf_UpdateReturns(float);
353 void PutObserverInServer (void)
354 {
355         entity  spot;
356         spot = SelectSpawnPoint (TRUE);
357         if(!spot)
358                 error("No spawnpoints for observers?!?\n");
359         RemoveGrapplingHook(self); // Wazat's Grappling Hook
360
361         if(clienttype(self) == CLIENTTYPE_REAL)
362         {
363                 msg_entity = self;
364                 WriteByte(MSG_ONE, SVC_SETVIEW);
365                 WriteEntity(MSG_ONE, self);
366         }
367
368         DropAllRunes(self);
369         kh_Key_DropAll(self, TRUE);
370
371         if(self.flagcarried)
372                 DropFlag(self.flagcarried);
373
374         WaypointSprite_PlayerDead();
375         
376         // FIXME LMS needs the new scoring system
377         if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
378                 bprint ("^4", self.netname, "^4 has no more lives left\n");
379         else if(self.killcount != -666)
380                 bprint ("^4", self.netname, "^4 is spectating now\n");
381
382         PlayerScore_Clear(self); // clear scores when needed
383
384         self.spectatortime = time;
385         
386         self.classname = "observer";
387         self.health = -666;
388         self.takedamage = DAMAGE_NO;
389         self.solid = SOLID_NOT;
390         self.movetype = MOVETYPE_NOCLIP;
391         self.flags = FL_CLIENT | FL_NOTARGET;
392         self.armorvalue = 666;
393         self.effects = 0;
394         self.armorvalue = cvar("g_balance_armor_start");
395         self.pauserotarmor_finished = 0;
396         self.pauserothealth_finished = 0;
397         self.pauseregen_finished = 0;
398         self.damageforcescale = 0;
399         self.death_time = 0;
400         self.dead_frame = 0;
401         self.deaths = 0;
402         self.captures = 0;
403         self.returns = 0;
404         self.alpha = 0;
405         self.scale = 0;
406         self.fade_time = 0;
407         self.pain_frame = 0;
408         self.pain_finished = 0;
409         self.strength_finished = 0;
410         self.invincible_finished = 0;
411         self.pushltime = 0;
412         self.think = SUB_Null;
413         self.nextthink = 0;
414         self.hook_time = 0;
415         self.runes = 0;
416         self.deadflag = DEAD_NO;
417         self.angles = spot.angles;
418         self.angles_z = 0;
419         self.fixangle = TRUE;
420         self.crouch = FALSE;
421
422         self.view_ofs = PL_VIEW_OFS;
423         setorigin (self, spot.origin);
424         setsize (self, '0 0 0', '0 0 0');
425         self.oldorigin = self.origin;
426         self.items = 0;
427         self.model = "";
428         self.modelindex = 0;
429         self.weapon = 0;
430         self.weaponmodel = "";
431         self.weaponentity = world;
432         self.killcount = -666;
433         self.velocity = '0 0 0';
434         self.avelocity = '0 0 0';
435         self.punchangle = '0 0 0';
436         self.punchvector = '0 0 0';
437         self.oldvelocity = self.velocity;
438         self.customizeentityforclient = Client_customizeentityforclient;
439         self.viewzoom = 1;
440         self.wantswelcomemessage = 1;
441
442         if(g_arena)
443         {
444                 if(self.frags != -2)
445                 {
446                         Spawnqueue_Insert(self);
447                 }
448                 else
449                 {
450                         Spawnqueue_Unmark(self);
451                         Spawnqueue_Remove(self);
452                 }
453         }
454         else if(!g_lms)
455                 self.frags = -666;
456         
457         net_UpdateDeaths(MSG_BROADCAST);
458 }
459
460 float RestrictSkin(float s)
461 {
462         if(!teams_matter)
463                 return s;
464         if(s == 6)
465                 return 6;
466         return mod(s, 3);
467 }
468
469 void FixPlayermodel()
470 {
471         local string defaultmodel;
472         local float defaultskin;
473         local vector m1, m2;
474
475         defaultmodel = "";
476
477         if(cvar("sv_defaultcharacter") == 1) {
478                 defaultskin = 0;
479
480                 if(teams_matter)
481                 {
482                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
483                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
484                 }
485
486                 if(defaultmodel == "")
487                 {
488                         defaultmodel = cvar_string("sv_defaultplayermodel");
489                         defaultskin = cvar("sv_defaultplayerskin");
490                 }
491         }
492
493         if(defaultmodel != "")
494         {
495                 if (defaultmodel != self.model)
496                 {
497                         m1 = self.mins;
498                         m2 = self.maxs;
499                         setmodel_lod (self, defaultmodel);
500                         setsize (self, m1, m2);
501                 }
502
503                 self.skin = defaultskin;
504         } else {
505                 if (self.playermodel != self.model)
506                 {
507                         self.playermodel = CheckPlayerModel(self.playermodel);
508                         m1 = self.mins;
509                         m2 = self.maxs;
510                         setmodel_lod (self, self.playermodel);
511                         setsize (self, m1, m2);
512                 }
513
514                 self.skin = RestrictSkin(stof(self.playerskin));
515         }
516
517         if(!teams_matter)
518                 if(strlen(cvar_string("sv_defaultplayercolors")))
519                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
520                                 setcolor(self, cvar("sv_defaultplayercolors"));
521 }
522
523 /*
524 =============
525 PutClientInServer
526
527 Called when a client spawns in the server
528 =============
529 */
530 //void() ctf_playerchanged;
531 void PutClientInServer (void)
532 {
533         if(clienttype(self) == CLIENTTYPE_BOT)
534         {
535                 self.classname = "player";
536         }
537         else if(clienttype(self) == CLIENTTYPE_REAL)
538         {
539                 msg_entity = self;
540                 WriteByte(MSG_ONE, SVC_SETVIEW);
541                 WriteEntity(MSG_ONE, self);
542         }
543
544         // player is dead and becomes observer
545         // FIXME fix LMS scoring for new system
546         if(g_lms && self.frags < 1)
547                 self.classname = "observer";
548
549         if(g_arena)
550         if(!self.spawned)
551                 self.classname = "observer";
552
553         if(self.classname == "player") {
554                 entity  spot;
555
556                 spot = SelectSpawnPoint (FALSE);
557                 if(!spot)
558                 {
559                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
560                         return; // spawn failed
561                 }
562
563                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
564
565                 self.classname = "player";
566                 self.iscreature = TRUE;
567                 self.movetype = MOVETYPE_WALK;
568                 self.solid = SOLID_SLIDEBOX;
569                 self.flags = FL_CLIENT;
570                 self.takedamage = DAMAGE_AIM;
571                 if(g_minstagib)
572                         self.effects = EF_FULLBRIGHT;
573                 else
574                         self.effects = 0;
575                 self.air_finished = time + 12;
576                 self.dmg = 2;
577
578                 self.ammo_shells = start_ammo_shells;
579                 self.ammo_nails = start_ammo_nails;
580                 self.ammo_rockets = start_ammo_rockets;
581                 self.ammo_cells = start_ammo_cells;
582                 self.health = start_health;
583                 self.armorvalue = start_armorvalue;
584                 self.items = start_items;
585                 self.switchweapon = start_switchweapon;
586                 self.cnt = start_switchweapon;
587                 self.weapon = 0;
588                 self.jump_interval = time;
589
590                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
591                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
592                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
593                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
594                 //extend the pause of rotting if client was reset at the beginning of the countdown
595                 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
596                         self.spawnshieldtime += RESTART_COUNTDOWN;
597                         self.pauserotarmor_finished += RESTART_COUNTDOWN;
598                         self.pauserothealth_finished += RESTART_COUNTDOWN;
599                         self.pauseregen_finished += RESTART_COUNTDOWN;
600                 }
601                 self.damageforcescale = 2;
602                 self.death_time = 0;
603                 self.dead_frame = 0;
604                 self.alpha = 0;
605                 self.scale = 0;
606                 self.fade_time = 0;
607                 self.pain_frame = 0;
608                 self.pain_finished = 0;
609                 self.strength_finished = 0;
610                 self.invincible_finished = 0;
611                 self.pushltime = 0;
612                 //self.speed_finished = 0;
613                 //self.slowmo_finished = 0;
614                 // players have no think function
615                 self.think = SUB_Null;
616                 self.nextthink = 0;
617                 self.hook_time = 0;
618
619                 self.runes = 0;
620
621                 self.deadflag = DEAD_NO;
622
623                 self.angles = spot.angles;
624
625                 self.angles_z = 0; // never spawn tilted even if the spot says to
626                 self.fixangle = TRUE; // turn this way immediately
627                 self.velocity = '0 0 0';
628                 self.avelocity = '0 0 0';
629                 self.punchangle = '0 0 0';
630                 self.punchvector = '0 0 0';
631                 self.oldvelocity = self.velocity;
632
633                 self.viewzoom = 0.6;
634                 self.has_zoomed = 0;
635
636                 self.customizeentityforclient = Client_customizeentityforclient;
637
638                 self.model = "";
639                 FixPlayermodel();
640
641                 self.crouch = FALSE;
642                 self.view_ofs = PL_VIEW_OFS;
643                 setsize (self, PL_MIN, PL_MAX);
644                 self.spawnorigin = spot.origin;
645                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
646                 // don't reset back to last position, even if new position is stuck in solid
647                 self.oldorigin = self.origin;
648
649                 if(g_arena)
650                 {
651                         Spawnqueue_Remove(self);
652                         Spawnqueue_Mark(self);
653                 }
654
655                 self.event_damage = PlayerDamage;
656
657                 self.bot_attack = TRUE;
658
659                 self.statdraintime = time + 5;
660                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
661
662                 if(self.killcount == -666) {
663                         PlayerScore_Clear(self);
664                         self.killcount = 0;
665                         self.frags = 0;
666                 }
667
668                 self.cnt = WEP_LASER;
669                 self.nixnex_lastchange_id = -1;
670
671                 CL_SpawnWeaponentity();
672                 self.alpha = default_player_alpha;
673                 self.colormod = '1 1 1' * cvar("g_player_brightness");
674                 self.exteriorweaponentity.alpha = default_weapon_alpha;
675
676                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
677                 self.lms_traveled_distance = 0;
678                 self.speedrunning = FALSE;
679
680                 if(cvar("spawn_debug"))
681                 {
682                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
683                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
684                 }
685
686                 //stuffcmd(self, "chase_active 0");
687                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
688
689                 if (cvar("g_spawnsound"))
690                         sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
691
692                 if(g_assault) {
693                         if(self.team == assault_attacker_team)
694                                 centerprint(self, "You are attacking!\n");
695                         else
696                                 centerprint(self, "You are defending!\n");
697                 }
698
699         } else if(self.classname == "observer") {
700                 PutObserverInServer ();
701         }
702
703         //if(g_ctf)
704         //      ctf_playerchanged();
705 }
706
707 /*
708 =============
709 SendCSQCInfo
710
711 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
712 =============
713 */
714 void SendCSQCInfo(void)
715 {
716         if(clienttype(self) != CLIENTTYPE_REAL)
717                 return;
718         msg_entity = self;
719         WriteByte(MSG_ONE, SVC_TEMPENTITY);
720         WriteByte(MSG_ONE, TE_CSQC_INIT);
721         WriteShort(MSG_ONE, CSQC_REVISION);
722         WriteByte(MSG_ONE, maxclients);
723 }
724
725 /*
726 =============
727 SetNewParms
728 =============
729 */
730 void SetNewParms (void)
731 {
732         // initialize parms for a new player
733         parm1 = -(86400 * 366);
734 }
735
736 /*
737 =============
738 SetChangeParms
739 =============
740 */
741 void SetChangeParms (void)
742 {
743         // save parms for level change
744         parm1 = self.parm_idlesince - time;
745 }
746
747 /*
748 =============
749 DecodeLevelParms
750 =============
751 */
752 void DecodeLevelParms (void)
753 {
754         // load parms
755         self.parm_idlesince = parm1;
756         if(self.parm_idlesince == -(86400 * 366))
757                 self.parm_idlesince = time;
758 }
759
760 /*
761 =============
762 ClientKill
763
764 Called when a client types 'kill' in the console
765 =============
766 */
767
768 void ClientKill_Now_TeamChange()
769 {
770         if(g_ctf)
771         {
772                 self.captures = 0;
773                 self.returns = 0;
774                 ctf_UpdateCaptures(MSG_BROADCAST);
775                 ctf_UpdateReturns(MSG_BROADCAST);
776         }
777         self.deaths = 0;
778         net_UpdateDeaths(MSG_BROADCAST);
779         if(self.killindicator_teamchange == -1)
780         {
781                 self.team = -1;
782                 JoinBestTeam( self, FALSE, FALSE );
783         }
784         else
785         {
786                 SV_ChangeTeam(self.killindicator_teamchange - 1);
787         }
788 }
789
790 void ClientKill_Now()
791 {
792         if(self.killindicator_teamchange)
793                 ClientKill_Now_TeamChange();
794
795         // in any case:
796         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
797 }
798 void KillIndicator_Think()
799 {
800         if (!self.owner.modelindex)
801         {
802                 self.owner.killindicator = world;
803                 remove(self);
804                 return;
805         }
806
807         if(self.cnt <= 0)
808         {
809                 self = self.owner;
810                 ClientKill_Now(); // no oldself needed
811                 return;
812         }
813         else
814         {
815                 if(self.cnt <= 10)
816                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
817                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
818                 {
819                         if(self.cnt <= 10)
820                                 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
821                         if(self.owner.killindicator_teamchange)
822                         {
823                                 if(self.owner.killindicator_teamchange == -1)
824                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
825                                 else
826                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
827                         }
828                         else
829                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
830                 }
831                 self.nextthink = time + 1;
832                 self.cnt -= 1;
833         }
834 }
835
836 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
837 {
838         float killtime;
839         entity e;
840         killtime = cvar("g_balance_kill_delay");
841
842         self.killindicator_teamchange = targetteam;
843
844         if(!self.killindicator)
845         {
846                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
847                 {
848                         ClientKill_Now();
849                 }
850                 else
851                 {
852                         self.killindicator = spawn();
853                         self.killindicator.owner = self;
854                         self.killindicator.scale = 0.5;
855                         setattachment(self.killindicator, self, "");
856                         setorigin(self.killindicator, '0 0 52');
857                         self.killindicator.think = KillIndicator_Think;
858                         self.killindicator.nextthink = time + (self.lip) * 0.05;
859                         self.killindicator.cnt = ceil(killtime);
860                         self.killindicator.count = bound(0, ceil(killtime), 10);
861                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
862
863                         for(e = world; (e = find(e, classname, "body")) != world; )
864                         {
865                                 if(e.enemy != self)
866                                         continue;
867                                 e.killindicator = spawn();
868                                 e.killindicator.owner = e;
869                                 e.killindicator.scale = 0.5;
870                                 setattachment(e.killindicator, e, "");
871                                 setorigin(e.killindicator, '0 0 52');
872                                 e.killindicator.think = KillIndicator_Think;
873                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
874                                 e.killindicator.cnt = ceil(killtime);
875                         }
876                         self.lip = 0;
877                 }
878         }
879         if(self.killindicator)
880         {
881                 if(targetteam)
882                         self.killindicator.colormod = TeamColor(targetteam);
883                 else
884                         self.killindicator.colormod = '0 0 0';
885         }
886 }
887
888 void ClientKill (void)
889 {
890         ClientKill_TeamChange(0);
891 }
892
893 void DoTeamChange(float destteam)
894 {
895         float t, c0;
896         if(!cvar("teamplay"))
897         {
898                 if(destteam >= 0)
899                         SetPlayerColors(self, destteam);
900                 return;
901         }
902         if(self.classname == "player")
903         if(destteam == -1)
904         {
905                 CheckAllowedTeams(self);
906                 t = FindSmallestTeam(self, TRUE);
907                 switch(self.team)
908                 {
909                         case COLOR_TEAM1: c0 = c1; break;
910                         case COLOR_TEAM2: c0 = c2; break;
911                         case COLOR_TEAM3: c0 = c3; break;
912                         case COLOR_TEAM4: c0 = c4; break;
913                         default:          c0 = 999;
914                 }
915                 switch(t)
916                 {
917                         case 1:
918                                 if(c0 > c1)
919                                         destteam = COLOR_TEAM1;
920                                 break;
921                         case 2:
922                                 if(c0 > c2)
923                                         destteam = COLOR_TEAM2;
924                                 break;
925                         case 3:
926                                 if(c0 > c3)
927                                         destteam = COLOR_TEAM3;
928                                 break;
929                         case 4:
930                                 if(c0 > c4)
931                                         destteam = COLOR_TEAM4;
932                                 break;
933                 }
934                 if(destteam == -1)
935                         return;
936         }
937         if(destteam == self.team && !self.killindicator)
938                 return;
939         ClientKill_TeamChange(destteam);
940 }
941
942 void FixClientCvars(entity e)
943 {
944         // send prediction settings to the client
945         stuffcmd(e, "\nin_bindmap 0 0\n");
946         /*
947          * we no longer need to stuff this. Remove this comment block if you feel 
948          * 2.3 and higher (or was it 2.2.3?) don't need these any more
949         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
950         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
951         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
952         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
953         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
954         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
955         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
956         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
957         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
958         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
959         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
960         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
961         stuffcmd(e, "cl_movement_edgefriction 1\n");
962          */
963 }
964
965 /*
966 =============
967 ClientConnect
968
969 Called when a client connects to the server
970 =============
971 */
972 //void ctf_clientconnect();
973 string ColoredTeamName(float t);
974 void DecodeLevelParms (void);
975 //void dom_player_join_team(entity pl);
976 void ClientConnect (void)
977 {
978         local string s;
979         float wep;
980
981         if(Ban_IsClientBanned(self))
982         {
983                 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
984                 dropclient(self);
985                 bprint(s);
986                 return;
987         }
988
989         DecodeLevelParms();
990
991         self.classname = "player_joining";
992         self.flags = self.flags | FL_CLIENT;
993         self.version_nagtime = time + 10 + random() * 10;
994
995         if(player_count<0)
996         {
997                 dprint("BUG player count is lower than zero, this cannot happen!\n");
998                 player_count = 0;
999         }
1000
1001         bot_clientconnect();
1002
1003         //if(g_domination)
1004         //      dom_player_join_team(self);
1005
1006         //JoinBestTeam(self, FALSE, FALSE);
1007
1008         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1009                 self.classname = "observer";
1010         } else {
1011                 self.classname = "player";
1012                 campaign_bots_may_start = 1;
1013         }
1014
1015         self.playerid = (playerid_last = playerid_last + 1);
1016         if(cvar("sv_eventlog"))
1017         {
1018                 if(clienttype(self) == CLIENTTYPE_REAL)
1019                         s = "player";
1020                 else
1021                         s = "bot";
1022                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1023                 s = strcat(":team:", ftos(self.playerid), ":");
1024                 s = strcat(s, ftos(self.team));
1025                 GameLogEcho(s, FALSE);
1026         }
1027         self.netname_previous = strzone(self.netname);
1028
1029         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1030
1031         bprint ("^4",self.netname);
1032         bprint ("^4 connected");
1033
1034         if(g_domination || g_ctf)
1035         {
1036                 bprint(" and joined the ");
1037                 bprint(ColoredTeamName(self.team));
1038         }
1039
1040         bprint("\n");
1041
1042         self.welcomemessage_time = 0;
1043
1044         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1045         // TODO: is this being used for anything else than cd tracks?
1046         // Remember: SVC_CDTRACK exists. Maybe it should be used.
1047         //
1048         stuffcmd(self, "cl_particles_reloadeffects\n");
1049
1050         FixClientCvars(self);
1051
1052         // spawnfunc_waypoint sprites
1053         WaypointSprite_InitClient(self);
1054
1055         // Wazat's grappling hook
1056         SetGrappleHookBindings();
1057
1058         // get autoswitch state from player when he toggles it
1059         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1060
1061         // get version info from player
1062         stuffcmd(self, "cmd clientversion $gameversion\n");
1063
1064         // send all weapon info strings
1065         stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1066         wep = WEP_FIRST;
1067         while (wep <= WEP_LAST)
1068         {
1069                 weapon_action(wep, WR_REGISTER);
1070                 wep = wep + 1;
1071         }
1072
1073         // get other cvars from player
1074         GetCvars(0);
1075
1076         // set cvar for team scoreboard
1077         if (teams_matter)
1078         {
1079                 local float t;
1080                 t = cvar("teamplay");
1081                 // 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
1082                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1083         }
1084         else
1085                 stuffcmd(self, "set teamplay 0\n");
1086
1087         // notify about available teams
1088         if(teamplay)
1089         {
1090                 CheckAllowedTeams(self);
1091                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1092                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1093         }
1094         else
1095                 stuffcmd(self, "set _teams_available 0\n");
1096
1097         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1098
1099         if(g_lms)
1100         {
1101                 // FIXME fix LMS lives for new system
1102                 self.frags = LMS_NewPlayerLives();
1103                 if(!self.frags)
1104                         self.frags = -666;
1105         }
1106         else if(g_arena)
1107         {
1108                 self.classname = "observer";
1109                 Spawnqueue_Insert(self);
1110         }
1111         /*else if(g_ctf)
1112         {
1113                 ctf_clientconnect();
1114         }*/
1115
1116         if(entcs_start)
1117                 attach_entcs();
1118
1119         PlayerScore_Attach(self);
1120
1121         bot_relinkplayerlist();
1122
1123         self.spectatortime = time;
1124         if(blockSpectators)
1125         {
1126                 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"));
1127         }
1128
1129         self.jointime = time;
1130         self.allowedTimeouts = cvar("sv_timeout_number");
1131
1132         if(clienttype(self) == CLIENTTYPE_REAL)
1133         {
1134                 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1135                 SendCSQCInfo();
1136                 msg_entity = self;
1137                 ctf_UpdateCaptures(MSG_ONE);
1138                 ctf_UpdateReturns(MSG_ONE);
1139                 net_UpdateDeaths(MSG_ONE);
1140                 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1141                 {
1142                         MapVote_SendData(MSG_ONE);
1143                         MapVote_UpdateData(MSG_ONE);
1144                 }
1145         }
1146 }
1147
1148 /*
1149 =============
1150 ClientDisconnect
1151
1152 Called when a client disconnects from the server
1153 =============
1154 */
1155 void(entity e) DropFlag;
1156 .entity chatbubbleentity;
1157 .entity teambubbleentity;
1158 //void() ctf_clientdisconnect;
1159 void ClientDisconnect (void)
1160 {
1161         float save;
1162
1163         bot_clientdisconnect();
1164
1165         if(entcs_start)
1166                 detach_entcs();
1167         
1168         if(cvar("sv_eventlog"))
1169                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1170         bprint ("^4",self.netname);
1171         bprint ("^4 disconnected\n");
1172
1173         if (self.chatbubbleentity)
1174         {
1175                 remove (self.chatbubbleentity);
1176                 self.chatbubbleentity = world;
1177         }
1178
1179         if (self.teambubbleentity)
1180         {
1181                 remove (self.teambubbleentity);
1182                 self.teambubbleentity = world;
1183         }
1184
1185         if (self.killindicator)
1186         {
1187                 remove (self.killindicator);
1188                 self.killindicator = world;
1189         }
1190
1191         WaypointSprite_PlayerGone();
1192
1193         DropAllRunes(self);
1194         kh_Key_DropAll(self, TRUE);
1195
1196         if(self.flagcarried)
1197                 DropFlag(self.flagcarried);
1198
1199         save = self.flags;
1200         self.flags = self.flags - (self.flags & FL_CLIENT);
1201         bot_relinkplayerlist();
1202         self.flags = save;
1203
1204         // remove laserdot
1205         if(self.weaponentity)
1206                 if(self.weaponentity.lasertarget)
1207                         remove(self.weaponentity.lasertarget);
1208
1209         if(g_arena)
1210         {
1211                 Spawnqueue_Unmark(self);
1212                 Spawnqueue_Remove(self);
1213         }
1214         /*if(g_ctf)
1215         {
1216                 ctf_clientdisconnect();
1217         }
1218         */
1219
1220         PlayerScore_Detach(self);
1221
1222         if(self.netname_previous)
1223                 strunzone(self.netname_previous);
1224
1225         // free cvars
1226         GetCvars(-1);
1227 }
1228
1229 .float BUTTON_CHAT;
1230 void ChatBubbleThink()
1231 {
1232         self.nextthink = time;
1233         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1234         {
1235                 self.owner.chatbubbleentity = world;
1236                 remove(self);
1237                 return;
1238         }
1239         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1240         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1241                 self.model = self.mdl;
1242         else
1243                 self.model = "";
1244 };
1245
1246 void UpdateChatBubble()
1247 {
1248         if (!self.modelindex)
1249                 return;
1250         // spawn a chatbubble entity if needed
1251         if (!self.chatbubbleentity)
1252         {
1253                 self.chatbubbleentity = spawn();
1254                 self.chatbubbleentity.owner = self;
1255                 self.chatbubbleentity.exteriormodeltoclient = self;
1256                 self.chatbubbleentity.think = ChatBubbleThink;
1257                 self.chatbubbleentity.nextthink = time;
1258                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1259                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1260                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1261                 self.chatbubbleentity.model = "";
1262                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1263         }
1264 }
1265
1266
1267 void TeamBubbleThink()
1268 {
1269         self.nextthink = time;
1270         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1271         {
1272                 self.owner.teambubbleentity = world;
1273                 remove(self);
1274                 return;
1275         }
1276 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1277         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1278                 self.model = "";
1279         else
1280                 self.model = self.mdl;
1281
1282 };
1283
1284 float TeamBubble_customizeentityforclient()
1285 {
1286         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1287 }
1288
1289 void UpdateTeamBubble()
1290 {
1291         if (!self.modelindex || !cvar("teamplay"))
1292                 return;
1293         // spawn a teambubble entity if needed
1294         if (!self.teambubbleentity && cvar("teamplay"))
1295         {
1296                 self.teambubbleentity = spawn();
1297                 self.teambubbleentity.owner = self;
1298                 self.teambubbleentity.exteriormodeltoclient = self;
1299                 self.teambubbleentity.think = TeamBubbleThink;
1300                 self.teambubbleentity.nextthink = time;
1301                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1302 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1303                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1304                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1305                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1306                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1307                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1308                 self.teambubbleentity.effects = EF_LOWPRECISION;
1309         }
1310 }
1311
1312 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1313 // added to the model skins
1314 /*void UpdateColorModHack()
1315 {
1316         local float c;
1317         c = self.clientcolors & 15;
1318         // LordHavoc: only bothering to support white, green, red, yellow, blue
1319              if (teamplay == 0) self.colormod = '0 0 0';
1320         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1321         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1322         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1323         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1324         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1325         else self.colormod = '1 1 1';
1326 };*/
1327
1328 void respawn(void)
1329 {
1330         CopyBody(1);
1331         self.effects |= EF_NODRAW; // prevent another CopyBody
1332         PutClientInServer();
1333 }
1334
1335 /**
1336  * When sv_timeout is used this function returs strings like
1337  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1338  * Called by centerprint functions
1339  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1340  */
1341 string getTimeoutText(float addOneSecond) {
1342         if (!cvar("sv_timeout") || !timeoutStatus)
1343                 return "";
1344
1345         local string retStr;
1346         if (timeoutStatus == 1) {
1347                 if (addOneSecond == 1) {
1348                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1349                 }
1350                 else {
1351                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1352                 }
1353                 return retStr;
1354         }
1355         else if (timeoutStatus == 2) {
1356                 if (addOneSecond) {
1357                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1358                         //don't show messages like "Timeout ends in 0 seconds"...
1359                         if ((remainingTimeoutTime + 1) > 0)
1360                                 return retStr;
1361                         else
1362                                 return "";
1363                 }
1364                 else {
1365                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1366                         //don't show messages like "Timeout ends in 0 seconds"...
1367                         if (remainingTimeoutTime > 0)
1368                                 return retStr;
1369                         else
1370                                 return "";
1371                 }
1372         }
1373         else return "";
1374 }
1375
1376 void player_powerups (void)
1377 {
1378         if (g_minstagib)
1379         {
1380                 if (self.items & IT_STRENGTH)
1381                 {
1382                         if (time > self.strength_finished)
1383                         {
1384                                 if (g_minstagib_invis_alpha > 0)
1385                                 {
1386                                         self.alpha = default_player_alpha;
1387                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1388                                         self.effects = self.effects | EF_FULLBRIGHT;
1389                                 }
1390                                 else
1391                                 {
1392                                         self.effects -= self.effects & EF_NODRAW;
1393                                 }
1394                                 self.items = self.items - (self.items & IT_STRENGTH);
1395                                 sprint(self, "^3Invisibility has worn off\n");
1396                         }
1397                 }
1398                 else
1399                 {
1400                         if (time < self.strength_finished)
1401                         {
1402                                 if (g_minstagib_invis_alpha > 0)
1403                                 {
1404                                         self.alpha = g_minstagib_invis_alpha;
1405                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1406                                         self.effects -= self.effects & EF_FULLBRIGHT;
1407                                 }
1408                                 else
1409                                 {
1410                                         self.effects = self.effects | EF_NODRAW;
1411                                 }
1412                                 self.items = self.items | IT_STRENGTH;
1413                                 sprint(self, "^3You are invisible\n");
1414                         }
1415                 }
1416
1417                 if (self.items & IT_INVINCIBLE)
1418                 {
1419                         if (time > self.invincible_finished)
1420                         {
1421                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1422                                 sprint(self, "^3Speed has worn off\n");
1423                         }
1424                 }
1425                 else
1426                 {
1427                         if (time < self.invincible_finished)
1428                         {
1429                                 self.items = self.items | IT_INVINCIBLE;
1430                                 sprint(self, "^3You are on speed\n");
1431                         }
1432                 }
1433                 return;
1434         }
1435
1436         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1437         if (self.items & IT_STRENGTH)
1438         {
1439                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1440                 if (time > self.strength_finished)
1441                 {
1442                         self.items = self.items - (self.items & IT_STRENGTH);
1443                         sprint(self, "^3Strength has worn off\n");
1444                 }
1445         }
1446         else
1447         {
1448                 if (time < self.strength_finished)
1449                 {
1450                         self.items = self.items | IT_STRENGTH;
1451                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1452                 }
1453         }
1454         if (self.items & IT_INVINCIBLE)
1455         {
1456                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1457                 if (time > self.invincible_finished)
1458                 {
1459                         self.items = self.items - (self.items & IT_INVINCIBLE);
1460                         sprint(self, "^3Shield has worn off\n");
1461                 }
1462         }
1463         else
1464         {
1465                 if (time < self.invincible_finished)
1466                 {
1467                         self.items = self.items | IT_INVINCIBLE;
1468                         sprint(self, "^3Shield surrounds you\n");
1469                 }
1470         }
1471
1472         if (cvar("g_fullbrightplayers"))
1473                 self.effects = self.effects | EF_FULLBRIGHT;
1474
1475         // midair gamemode: damage only while in the air
1476         // if in midair mode, being on ground grants temporary invulnerability
1477         // (this is so that multishot weapon don't clear the ground flag on the
1478         // first damage in the frame, leaving the player vulnerable to the
1479         // remaining hits in the same frame)
1480         if (self.flags & FL_ONGROUND)
1481         if (g_midair)
1482                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1483
1484         if (time < self.spawnshieldtime)
1485                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1486 }
1487
1488 float CalcRegen(float current, float stable, float regenfactor)
1489 {
1490         if(current > stable)
1491                 return current;
1492         else if(current > stable - 0.25) // when close enough, "snap"
1493                 return stable;
1494         else
1495                 return min(stable, current + (stable - current) * regenfactor * frametime);
1496 }
1497
1498 void player_regen (void)
1499 {
1500         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1501         maxh = cvar("g_balance_health_stable");
1502         maxa = cvar("g_balance_armor_stable");
1503         limith = cvar("g_balance_health_limit");
1504         limita = cvar("g_balance_armor_limit");
1505
1506         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1507                 return;
1508
1509         max_mod = regen_mod = rot_mod = limit_mod = 1;
1510
1511         if (self.runes & RUNE_REGEN)
1512         {
1513                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1514                 {
1515                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1516                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1517                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1518                 }
1519                 else
1520                 {
1521                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1522                         max_mod = cvar("g_balance_rune_regen_hpmod");
1523                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1524                 }
1525         }
1526         else if (self.runes & CURSE_VENOM)
1527         {
1528                 max_mod = cvar("g_balance_curse_venom_hpmod");
1529                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1530                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1531                 else
1532                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1533                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1534                 //if (!self.runes & RUNE_REGEN)
1535                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1536         }
1537         maxh = maxh * max_mod;
1538         //maxa = maxa * max_mod;
1539         limith = limith * limit_mod;
1540         limita = limita * limit_mod;
1541
1542         if (self.armorvalue > maxa)
1543         {
1544                 if (time > self.pauserotarmor_finished)
1545                 {
1546                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1547                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1548                 }
1549         }
1550         else if (self.armorvalue < maxa)
1551         {
1552                 if (time > self.pauseregen_finished)
1553                 {
1554                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1555                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1556                 }
1557         }
1558         if (self.health > maxh)
1559         {
1560                 if (time > self.pauserothealth_finished)
1561                 {
1562                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1563                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1564                 }
1565         }
1566         else if (self.health < maxh)
1567         {
1568                 if (time > self.pauseregen_finished)
1569                 {
1570                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1571                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1572                 }
1573         }
1574
1575         if (self.health > limith)
1576                 self.health = limith;
1577         if (self.armorvalue > limita)
1578                 self.armorvalue = limita;
1579
1580         // if player rotted to death...  die!
1581         if(self.health < 1)
1582                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1583 }
1584
1585 /*
1586 ======================
1587 spectate mode routines
1588 ======================
1589 */
1590 void SpectateCopy(entity spectatee) {
1591         self.armortype = spectatee.armortype;
1592         self.armorvalue = spectatee.armorvalue;
1593         self.currentammo = spectatee.currentammo;
1594         self.effects = spectatee.effects;
1595         self.health = spectatee.health;
1596         self.impulse = 0;
1597         self.items = spectatee.items;
1598         self.punchangle = spectatee.punchangle;
1599         self.view_ofs = spectatee.view_ofs;
1600         self.v_angle = spectatee.v_angle;
1601         self.viewzoom = spectatee.viewzoom;
1602         self.velocity = spectatee.velocity;
1603         self.dmg_take = spectatee.dmg_take;
1604         self.dmg_save = spectatee.dmg_save;
1605         self.dmg_inflictor = spectatee.dmg_inflictor;
1606         self.angles = spectatee.v_angle;
1607         self.fixangle = TRUE;
1608         setorigin(self, spectatee.origin);
1609         setsize(self, spectatee.mins, spectatee.maxs);
1610 }
1611
1612 float SpectateUpdate() {
1613         if(!self.enemy)
1614                 return 0;
1615
1616         if (self == self.enemy)
1617                 return 0;
1618         
1619         if(self.enemy.flags & FL_NOTARGET)
1620                 return 0;
1621
1622         SpectateCopy(self.enemy);
1623
1624         return 1;
1625 }
1626
1627 float SpectateNext() {
1628         other = find(self.enemy, classname, "player");
1629         if (!other) {
1630                 other = find(other, classname, "player");
1631         }
1632         if (other) {
1633                 self.enemy = other;
1634         }
1635         if(self.enemy.classname == "player") {
1636                 msg_entity = self;
1637                 WriteByte(MSG_ONE, SVC_SETVIEW);
1638                 WriteEntity(MSG_ONE, self.enemy);
1639                 self.wantswelcomemessage = 1;
1640                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1641                 if(!SpectateUpdate())
1642                         PutObserverInServer();
1643                 return 1;
1644         } else {
1645                 return 0;
1646         }
1647 }
1648
1649 /*
1650 =============
1651 ShowRespawnCountdown()
1652
1653 Update a respawn countdown display.
1654 =============
1655 */
1656 void ShowRespawnCountdown()
1657 {
1658         float number;
1659         if(self.deadflag == DEAD_NO) // just respawned?
1660                 return;
1661         else
1662         {
1663                 number = ceil(self.death_time - time);
1664                 if(number <= 0)
1665                         return;
1666                 if(number <= self.respawn_countdown)
1667                 {
1668                         self.respawn_countdown = number - 1;
1669                         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
1670                                 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1671                 }
1672         }
1673 }
1674
1675 void LeaveSpectatorMode()
1676 {
1677         if(isJoinAllowed()) {
1678                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1679                         self.classname = "player";
1680                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1681                                 JoinBestTeam(self, FALSE, TRUE);
1682                         if(cvar("g_campaign"))
1683                                 campaign_bots_may_start = 1;
1684                         PutClientInServer();
1685                         if(!(self.flags & FL_NOTARGET))
1686                                 bprint ("^4", self.netname, "^4 is playing now\n");
1687                         centerprint(self,"");
1688                         return;
1689                 } else {
1690                         stuffcmd(self,"menu_showteamselect\n");
1691                         return;
1692                 }
1693         }
1694         else {
1695                 //player may not join because of g_maxplayers is set
1696                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1697         }
1698 }
1699
1700 /**
1701  * Determines whether the player is allowed to join. This depends on cvar
1702  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1703  * it checks whether the number of currently playing players exceeds g_maxplayers.
1704  * @return bool TRUE if the player is allowed to join, false otherwise
1705  */
1706 float isJoinAllowed() {
1707         if (!cvar("g_maxplayers"))
1708                 return TRUE;
1709
1710         local entity e;
1711         local float currentlyPlaying;
1712         FOR_EACH_REALPLAYER(e) {
1713                 if(e.classname == "player")
1714                         currentlyPlaying += 1;
1715         }
1716         if(currentlyPlaying < cvar("g_maxplayers"))
1717                 return TRUE;
1718
1719         return FALSE;
1720 }
1721
1722 /**
1723  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1724  * g_maxplayers_spectator_blocktime seconds
1725  */
1726 void checkSpectatorBlock() {
1727         if(self.classname == "spectator" || self.classname == "observer") {
1728                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1729                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1730                         dropclient(self);
1731                 }
1732         }
1733 }
1734
1735 float vercmp_recursive(string v1, string v2)
1736 {
1737         float dot1, dot2;
1738         string s1, s2;
1739         float r;
1740
1741         dot1 = strstrofs(v1, ".", 0);
1742         dot2 = strstrofs(v2, ".", 0);
1743         if(dot1 == -1)
1744                 s1 = v1;
1745         else
1746                 s1 = substring(v1, 0, dot1);
1747         if(dot2 == -1)
1748                 s2 = v2;
1749         else
1750                 s2 = substring(v2, 0, dot2);
1751
1752         r = stof(s1) - stof(s2);
1753         if(r != 0)
1754                 return r;
1755
1756         r = strcasecmp(s1, s2);
1757         if(r != 0)
1758                 return r;
1759
1760         if(dot1 == -1)
1761                 if(dot2 == -1)
1762                         return 0;
1763                 else
1764                         return -1;
1765         else
1766                 if(dot2 == -1)
1767                         return 1;
1768                 else
1769                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1770 }
1771
1772 float vercmp(string v1, string v2)
1773 {
1774         if(strcasecmp(v1, v2) == 0) // early out check
1775                 return 0;
1776         return vercmp_recursive(v1, v2);
1777 }
1778
1779 void ObserverThink()
1780 {
1781         if (self.flags & FL_JUMPRELEASED) {
1782                 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1783                         self.welcomemessage_time = 0;
1784                         self.flags = self.flags - FL_JUMPRELEASED;
1785                         LeaveSpectatorMode();
1786                         return;
1787                 } else if(self.BUTTON_ATCK && self.version == cvar("gameversion")) {
1788                         self.welcomemessage_time = 0;
1789                         self.flags = self.flags - FL_JUMPRELEASED;
1790                         if(SpectateNext() == 1) {
1791                                 self.classname = "spectator";
1792                         }
1793                 }
1794         } else {
1795                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1796                         self.flags = self.flags | FL_JUMPRELEASED;
1797                 }
1798         }
1799         if(self.BUTTON_ZOOM)
1800                 self.wantswelcomemessage = 0;
1801         if(self.wantswelcomemessage)
1802                 PrintWelcomeMessage(self);
1803 }
1804
1805 void SpectatorThink()
1806 {
1807         if (self.flags & FL_JUMPRELEASED) {
1808                 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1809                         self.welcomemessage_time = 0;
1810                         self.flags = self.flags - FL_JUMPRELEASED;
1811                         LeaveSpectatorMode();
1812                         return;
1813                 } else if(self.BUTTON_ATCK) {
1814                         self.welcomemessage_time = 0;
1815                         self.flags = self.flags - FL_JUMPRELEASED;
1816                         if(SpectateNext() == 1) {
1817                                 self.classname = "spectator";
1818                         } else {
1819                                 self.classname = "observer";
1820                                 PutClientInServer();
1821                         }
1822                 } else if (self.BUTTON_ATCK2) {
1823                         self.welcomemessage_time = 0;
1824                         self.flags = self.flags - FL_JUMPRELEASED;
1825                         self.classname = "observer";
1826                         PutClientInServer();
1827                 } else {
1828                         if(!SpectateUpdate())
1829                                 PutObserverInServer();
1830                 }
1831         } else {
1832                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1833                         self.flags = self.flags | FL_JUMPRELEASED;
1834                 }
1835         }
1836         if(self.BUTTON_ZOOM)
1837                 self.wantswelcomemessage = 0;
1838         if(self.wantswelcomemessage)
1839                 PrintWelcomeMessage(self);
1840         self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1841 }
1842
1843 /*
1844 =============
1845 PlayerPreThink
1846
1847 Called every frame for each client before the physics are run
1848 =============
1849 */
1850 void() ctf_setstatus;
1851 .float vote_nagtime;
1852 void PlayerPreThink (void)
1853 {
1854         if(blockSpectators)
1855                 checkSpectatorBlock();
1856         
1857         if(self.netname_previous != self.netname)
1858         {
1859                 if(cvar("sv_eventlog"))
1860                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1861                 if(self.netname_previous)
1862                         strunzone(self.netname_previous);
1863                 self.netname_previous = strzone(self.netname);
1864         }
1865
1866         // version nagging
1867         if(self.version_nagtime)
1868                 if(self.cvar_g_nexuizversion)
1869                         if(time > self.version_nagtime)
1870                         {
1871                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1872                                 {
1873                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1874                                         {
1875                                                 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");
1876                                                 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"));
1877                                         }
1878                                         else
1879                                         {
1880                                                 float r;
1881                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1882                                                 if(r < 0)
1883                                                 {
1884                                                         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");
1885                                                         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"));
1886                                                 }
1887                                                 else if(r > 0)
1888                                                 {
1889                                                         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");
1890                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1891                                                 }
1892                                         }
1893                                 }
1894                                 self.version_nagtime = 0;
1895                         }
1896
1897         // vote nagging
1898         if(self.cvar_scr_centertime)
1899                 if(time > self.vote_nagtime)
1900                 {
1901                         VoteNag();
1902                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1903                 }
1904
1905         // GOD MODE info
1906         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1907         {
1908                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1909                 self.max_armorvalue = 0;
1910         }
1911
1912         if(frametime)
1913                 antilag_record(self);
1914
1915         if(self.classname == "player") {
1916 //              if(self.netname == "Wazat")
1917 //                      bprint(self.classname, "\n");
1918
1919                 CheckRules_Player();
1920
1921                 if(self.BUTTON_INFO)
1922                         PrintWelcomeMessage(self);
1923
1924                 if(g_lms || !cvar("sv_spectate"))
1925                 if((time - self.jointime) <= cvar("welcome_message_time"))
1926                         PrintWelcomeMessage(self);
1927
1928                 if (intermission_running)
1929                 {
1930                         IntermissionThink ();   // otherwise a button could be missed between
1931                         return;                                 // the think tics
1932                 }
1933
1934                 if(self.teleport_time)
1935                 if(time > self.teleport_time)
1936                 {
1937                         self.teleport_time = 0;
1938                         self.effects = self.effects - (self.effects & EF_NODRAW);
1939                         if(self.weaponentity)
1940                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1941                 }
1942
1943                 Nixnex_GiveCurrentWeapon();
1944
1945                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1946                         UpdateSelectedPlayer();
1947
1948                 //don't allow the player to turn around while game is paused!
1949                 if(timeoutStatus == 2) {
1950                         self.v_angle = self.lastV_angle;
1951                         self.angles = self.lastV_angle;
1952                         self.fixangle = TRUE;
1953                 }
1954
1955                 if (self.deadflag != DEAD_NO)
1956                 {
1957                         float button_pressed, force_respawn;
1958                         player_anim();
1959                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
1960                         force_respawn = (g_lms || cvar("g_forced_respawn"));
1961                         if (self.deadflag == DEAD_DYING)
1962                         {
1963                                 if(force_respawn)
1964                                         self.deadflag = DEAD_RESPAWNING;
1965                                 else if(!button_pressed)
1966                                         self.deadflag = DEAD_DEAD;
1967                         }
1968                         else if (self.deadflag == DEAD_DEAD)
1969                         {
1970                                 if(button_pressed)
1971                                         self.deadflag = DEAD_RESPAWNABLE;
1972                         }
1973                         else if (self.deadflag == DEAD_RESPAWNABLE)
1974                         {
1975                                 if(!button_pressed)
1976                                         self.deadflag = DEAD_RESPAWNING;
1977                         }
1978                         else if (self.deadflag == DEAD_RESPAWNING)
1979                         {
1980                                 if(time > self.death_time)
1981                                 {
1982                                         self.death_time = time + 1; // only retry once a second
1983                                         respawn();
1984                                 }
1985                         }
1986                         ShowRespawnCountdown();
1987                         return;
1988                 }
1989
1990                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1991                 {
1992                         vector dist;
1993
1994                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1995                         dist = self.oldorigin - self.origin;
1996                         dist_z = 0;
1997                         self.lms_traveled_distance += fabs(vlen(dist));
1998
1999                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2000                         {
2001                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2002                                 self.lms_traveled_distance = 0;
2003                         }
2004
2005                         if(time > self.lms_nextcheck)
2006                         {
2007                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2008                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2009                                 {
2010                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2011                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2012                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2013                                         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');
2014                                 }
2015                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2016                                 self.lms_traveled_distance = 0;
2017                         }
2018                 }
2019
2020                 if (self.BUTTON_CROUCH && !self.hook.state)
2021                 {
2022                         if (!self.crouch)
2023                         {
2024                                 self.crouch = TRUE;
2025                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2026                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2027                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2028                         }
2029                 }
2030                 else
2031                 {
2032                         if (self.crouch)
2033                         {
2034                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2035                                 if (!trace_startsolid)
2036                                 {
2037                                         self.crouch = FALSE;
2038                                         self.view_ofs = PL_VIEW_OFS;
2039                                         setsize (self, PL_MIN, PL_MAX);
2040                                 }
2041                         }
2042                 }
2043
2044                 FixPlayermodel();
2045
2046                 GrapplingHookFrame();
2047
2048                 W_WeaponFrame();
2049
2050                 {
2051                         float zoomfactor, zoomspeed, zoomdir;
2052                         zoomfactor = self.cvar_cl_zoomfactor;
2053                         if(zoomfactor < 1 || zoomfactor > 16)
2054                                 zoomfactor = 2.5;
2055                         zoomspeed = self.cvar_cl_zoomspeed;
2056                         if(zoomspeed >= 0) // < 0 is instant zoom
2057                                 if(zoomspeed < 0.5 || zoomspeed > 16)
2058                                         zoomspeed = 3.5;
2059
2060                         zoomdir = self.BUTTON_ZOOM;
2061                         if(self.BUTTON_ATCK2)
2062                                 if(self.weapon == WEP_NEX)
2063                                         if(!g_minstagib)
2064                                                 zoomdir = 1;
2065
2066                         if(zoomdir)
2067                                 self.has_zoomed = 1;
2068
2069                         if(self.has_zoomed)
2070                         {
2071                                 if(zoomspeed <= 0) // instant zoom
2072                                 {
2073                                         if(zoomdir)
2074                                                 self.viewzoom = 1 / zoomfactor;
2075                                         else
2076                                                 self.viewzoom = 1;
2077                                 }
2078                                 else
2079                                 {
2080                                         // geometric zoom would be:
2081                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2082                                         // however, testing showed that arithmetic/harmonic zoom works better
2083                                         if(zoomdir)
2084                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2085                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2086                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2087                                         else
2088                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2089                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2090                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2091                                 }
2092                         }
2093                         else
2094                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2095                 }
2096
2097                 player_powerups();
2098                 player_regen();
2099                 player_anim();
2100
2101                 if (g_minstagib)
2102                         minstagib_ammocheck();
2103
2104                 ctf_setstatus();
2105                 kh_setstatus();
2106
2107                 //self.angles_y=self.v_angle_y + 90;   // temp
2108
2109                 //if (TetrisPreFrame()) return;
2110         } else if(gameover) {
2111                 if (intermission_running)
2112                         IntermissionThink ();   // otherwise a button could be missed between
2113                 return;
2114         } else if(self.classname == "observer") {
2115                 ObserverThink();
2116         } else if(self.classname == "spectator") {
2117                 SpectatorThink();
2118         }
2119 }
2120
2121
2122 /*
2123 =============
2124 PlayerPostThink
2125
2126 Called every frame for each client after the physics are run
2127 =============
2128 */
2129 .float idlekick_lasttimeleft;
2130 void PlayerPostThink (void)
2131 {
2132         // Savage: Check for nameless players
2133         if (strlen(self.netname) < 1) {
2134                 self.netname = "Player";
2135                 stuffcmd(self, "seta _cl_name Player\n");
2136         }
2137
2138         if(sv_maxidle)
2139         {
2140                 float timeleft;
2141                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2142                 if(timeleft <= 0)
2143                 {
2144                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2145                         play2(self, "announcer/robotic/terminated.ogg");
2146                         dropclient(self);
2147                         return;
2148                 }
2149                 else if(timeleft <= 10)
2150                 {
2151                         if(timeleft != self.idlekick_lasttimeleft)
2152                         {
2153                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2154                                 play2(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2155                         }
2156                 }
2157                 else
2158                 {
2159                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2160                 }
2161                 self.idlekick_lasttimeleft = timeleft;
2162         }
2163
2164         if(self.classname == "player") {
2165                 CheckRules_Player();
2166                 UpdateChatBubble();
2167                 UpdateTeamBubble();
2168                 if (self.impulse)
2169                         ImpulseCommands();
2170                 if (intermission_running)
2171                         return;         // intermission or finale
2172
2173                 //PrintWelcomeMessage(self);
2174                 //if (TetrisPostFrame()) return;
2175
2176                 // restart countdown
2177                 if (restart_countdown) {
2178                         if(time < restart_countdown) {
2179                                 if (!cvar("sv_ready_restart_after_countdown"))
2180                                 {
2181                                         self.movetype = MOVETYPE_NONE;          
2182                                         self.velocity = '0 0 0';
2183                                         self.avelocity = '0 0 0';
2184                                         self.movement = '0 0 0';
2185                                 }
2186                         }
2187                         else
2188                         {
2189                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2190                                 if (!cvar("sv_ready_restart_after_countdown"))
2191                                 {
2192                                         if(self.movetype == MOVETYPE_NONE)
2193                                         {
2194                                                 self.movetype = MOVETYPE_WALK;
2195                                         }
2196                                 }
2197                         }
2198                 }
2199                 
2200         } else if (self.classname == "observer") {
2201                 //do nothing
2202         } else if (self.classname == "spectator") {
2203                 //do nothing
2204         }
2205
2206         /*
2207         float i;
2208         for(i = 0; i < 1000; ++i)
2209         {
2210                 vector end;
2211                 end = self.origin + '0 0 1024' + 512 * randomvec();
2212                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2213                 if(trace_fraction < 1)
2214                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2215                 {
2216                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2217                         break;
2218                 }
2219         }
2220         */
2221
2222         Arena_Warmup();
2223 }