]> git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
Cleanup and improve dodging code implementation
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index eaa93cf820e97497a2d2e6c245ad536f3390c270..b41bb1d06110f9aedd67ab6ba17801398635a783 100644 (file)
@@ -396,7 +396,7 @@ Checks if the argument string can be a valid playermodel.
 Returns a valid one in doubt.\r
 =============\r
 */\r
-string FallbackPlayerModel = "models/player/vixen.zym";\r
+string FallbackPlayerModel = "models/player/vixen.iqm";\r
 string CheckPlayerModel(string plyermodel) {\r
        if(strlen(plyermodel) < 4)\r
                return FallbackPlayerModel;\r
@@ -436,11 +436,11 @@ string setmodel_state()
        newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
 \r
        float vore_state;\r
-       if(self.stomach_load > self.stat_stomachmaxload * 0.6)\r
+       if(self.stomach_load > self.stomach_maxload * 0.75)\r
                vore_state = 3;\r
-       else if(self.stomach_load > self.stat_stomachmaxload * 0.3)\r
+       else if(self.stomach_load > self.stomach_maxload * 0.5)\r
                vore_state = 2;\r
-       else if(self.stomach_load)\r
+       else if(self.stomach_load > self.stomach_maxload * 0.25)\r
                vore_state = 1;\r
 \r
        if(vore_state)\r
@@ -459,7 +459,7 @@ Client_customizeentityforclient
 void Client_setmodel(string applymodel)\r
 {\r
        local vector m1, m2;\r
-       if(self.classname != "player" || self.deadflag != DEAD_NO) // prevent some bugs\r
+       if(self.classname != "player") // prevent some bugs\r
                return;\r
        if(applymodel == self.model || self.spectatee_status) // no change to apply\r
                return;\r
@@ -531,19 +531,31 @@ float Client_customizeentityforclient()
 \r
        // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
        if not(chase || other.classname == "observer") // the observer check prevents a bug\r
-       if(other.predator == self || other.fakepredator == self)\r
+       if(other.predator == self)\r
        {\r
                Client_setmodel(stomachmodel);\r
+               self.angles_x = self.angles_z = 0; // don't apply player leaning to stomach models\r
                self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
                self.alpha = other.cvar_cl_vore_stomachmodel;\r
                return TRUE;\r
        }\r
 \r
        Client_setmodel(setmodel_state());\r
-       self.effects &~= EF_NODEPTHTEST;\r
-       if not(self.stat_eaten || self.fakeprey)\r
+       if(cvar("g_nodepthtestplayers"))\r
+               self.effects |= EF_NODEPTHTEST;\r
+       else\r
+               self.effects &~= EF_NODEPTHTEST;\r
+       if(cvar("g_fullbrightplayers"))\r
+               self.effects |= EF_FULLBRIGHT;\r
+\r
+       if not(self.stat_eaten)\r
+       {\r
                self.alpha = default_player_alpha;\r
-       else if(cvar("g_vore_neighborprey_distance") && !self.fakeprey && (self.predator == other.predator || self.predator == other.fakepredator) && !(chase || other.classname == "observer"))\r
+               if(cvar("g_vore_swallowfade"))\r
+               if not(other == self && !chase)\r
+                       self.alpha *= 1 - self.swallow_progress_prey; // fade players out as they are swallowed, to better simulate their disappearing\r
+       }\r
+       else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer"))\r
        {\r
                self.alpha = default_player_alpha; // allow seeing neighboring prey\r
                self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
@@ -579,7 +591,7 @@ void PutObserverInServer (void)
                WriteEntity(MSG_ONE, self);\r
        }\r
 \r
-       Vore_Disconnect();\r
+       Vore_Disconnect(TRUE);\r
 \r
        kh_Key_DropAll(self, TRUE);\r
 \r
@@ -615,7 +627,7 @@ void PutObserverInServer (void)
        self.health = -666;\r
        self.takedamage = DAMAGE_NO;\r
        self.solid = SOLID_NOT;\r
-       self.movetype = MOVETYPE_NOCLIP;\r
+       self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink\r
        self.flags = FL_CLIENT | FL_NOTARGET;\r
        self.armorvalue = 666;\r
        self.effects = 0;\r
@@ -644,9 +656,9 @@ void PutObserverInServer (void)
        self.fixangle = TRUE;\r
        self.crouch = FALSE;\r
 \r
-       self.view_ofs = PL_VIEW_OFS;\r
+       self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"\r
        setorigin (self, spot.origin);\r
-       setsize (self, '0 0 0', '0 0 0');\r
+       setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY\r
        self.prevorigin = self.origin;\r
        self.items = 0;\r
        self.weapons = 0;\r
@@ -802,6 +814,8 @@ Called when a client spawns in the server
 //void() ctf_playerchanged;\r
 void PutClientInServer (void)\r
 {\r
+       entity e;\r
+\r
        if(clienttype(self) == CLIENTTYPE_BOT)\r
        {\r
                self.classname = "player";\r
@@ -846,8 +860,7 @@ void PutClientInServer (void)
 \r
                RemoveGrabber(self); // Wazat's Grabber\r
 \r
-               Vore_DeadPrey_Detach(self);\r
-               self.fakeprey = FALSE; // clear the fakeprey status\r
+               Vore_Disconnect(TRUE);\r
                self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
 \r
                self.classname = "player";\r
@@ -929,6 +942,7 @@ void PutClientInServer (void)
 \r
                self.angles_z = 0; // never spawn tilted even if the spot says to\r
                self.fixangle = TRUE; // turn this way immediately\r
+               self.leanangle_damage_force = '0 0 0';\r
                self.velocity = '0 0 0';\r
                self.avelocity = '0 0 0';\r
                self.punchangle = '0 0 0';\r
@@ -1017,10 +1031,9 @@ void PutClientInServer (void)
             weapon_action(j, WR_RESETPLAYER);\r
 \r
                        // all weapons must be fully loaded when we spawn\r
-                       entity e;\r
                        e = get_weaponinfo(j);\r
                        if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
-                               self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+                               self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
                }\r
 \r
                oldself = self;\r
@@ -1053,7 +1066,10 @@ float ClientInit_SendEntity(entity to, float sf)
        WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
 \r
        WriteShort(MSG_ENTITY, cvar("g_vore"));\r
-       WriteShort(MSG_ENTITY, cvar("g_healthsize"));\r
+       if(cvar("g_healthsize"))\r
+               WriteShort(MSG_ENTITY, cvar("g_healthsize_center"));\r
+       else\r
+               WriteShort(MSG_ENTITY, -1); // healthsize is disabled\r
        WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
        WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
 \r
@@ -1068,6 +1084,10 @@ float ClientInit_SendEntity(entity to, float sf)
                teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
        WriteCoord(MSG_ENTITY, teamheal_max);\r
 \r
+       WriteShort(MSG_ENTITY, cvar("g_power"));\r
+       WriteShort(MSG_ENTITY, cvar("g_power_reboot"));\r
+       WriteByte(MSG_ENTITY, cvar("g_power_reboot_spawn"));\r
+\r
        return TRUE;\r
 }\r
 \r
@@ -1366,6 +1386,7 @@ void FixClientCvars(entity e)
        stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
        stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
        stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
+       stuffcmd(e, strcat("cl_movement_crouchvelocity ", ftos(cvar("sv_crouchvelocity")), "\n"));\r
        stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
        stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
        stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
@@ -1610,7 +1631,7 @@ void ClientDisconnect (void)
                return;\r
        }\r
 \r
-       Vore_Disconnect();\r
+       Vore_Disconnect(TRUE);\r
 \r
        CheatShutdownClient();\r
 \r
@@ -1692,7 +1713,7 @@ void ChatBubbleThink()
                remove(self);\r
                return;\r
        }\r
-       if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
+       if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten)\r
 #ifdef TETRIS\r
                || self.owner.tetris_on\r
 #endif\r
@@ -1743,6 +1764,12 @@ void UpdateChatBubble()
 .float oldcolormap;\r
 void respawn(void)\r
 {\r
+       // don't allow respawing if the prey is still digesting\r
+       if(cvar("g_balance_vore_digestion_limit_blockrespawn"))\r
+       if(self.predator.digesting && self.health > cvar("g_balance_vore_digestion_limit"))\r
+               return;\r
+\r
+       setmodel(self, self.playermodel); // prevents an issue with dead predators\r
        if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
        {\r
                self.solid = SOLID_NOT;\r
@@ -1875,12 +1902,6 @@ void player_powerups (void)
                }\r
        }\r
 \r
-       if(cvar("g_nodepthtestplayers"))\r
-               self.effects = self.effects | EF_NODEPTHTEST;\r
-\r
-       if(cvar("g_fullbrightplayers"))\r
-               self.effects = self.effects | EF_FULLBRIGHT;\r
-\r
        // midair gamemode: damage only while in the air\r
        // if in midair mode, being on ground grants temporary invulnerability\r
        // (this is so that multishot weapon don't clear the ground flag on the\r
@@ -1940,7 +1961,7 @@ float CalcRotRegen(float current, float regenstable, float regenfactor, float re
                                {\r
                                        msg_entity = self;\r
                                        if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
-                                               soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
+                                               soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE, 0);\r
                                }\r
                                self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
                        }\r
@@ -2006,7 +2027,92 @@ void SetZoomState(float z)
        zoomstate_set = 1;\r
 }\r
 \r
+// get pressed keys for PlayerDodge\r
+void PlayerDodge_GetPressedKeys()\r
+{\r
+       float length;\r
+       float tap_direction_x;\r
+       float tap_direction_y;\r
+       float dodge_detected;\r
+\r
+       // first check if the last dodge is far enough back in time so we can dodge again\r
+       if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))\r
+               return;\r
+\r
+       if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1 \r
+               && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)\r
+               return;\r
+\r
+       if (self.movement_x > 0) {\r
+               // is this a state change?\r
+               if (!(self.pressedkeys & KEY_FORWARD)) {\r
+                       if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) { \r
+                               tap_direction_x = 1.0;\r
+                               dodge_detected = 1;\r
+                       }\r
+                       self.last_FORWARD_KEY_time = time;\r
+               }\r
+       }\r
+\r
+       if (self.movement_x < 0) {\r
+               // is this a state change?\r
+               if (!(self.pressedkeys & KEY_BACKWARD)) {\r
+                       tap_direction_x = -1.0;\r
+                       if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout)        { \r
+                               dodge_detected = 1;\r
+                       }\r
+                       self.last_BACKWARD_KEY_time = time;\r
+               }\r
+       }\r
+\r
+       if (self.movement_y > 0) {\r
+               // is this a state change?\r
+               if (!(self.pressedkeys & KEY_RIGHT)) {\r
+                       tap_direction_y = 1.0;\r
+                       if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout)   { \r
+                               dodge_detected = 1;\r
+                       }\r
+                       self.last_RIGHT_KEY_time = time;\r
+               }\r
+       }\r
+\r
+       if (self.movement_y < 0) {\r
+               // is this a state change?\r
+               if (!(self.pressedkeys & KEY_LEFT)) {\r
+                       tap_direction_y = -1.0;\r
+                       if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout)    { \r
+                               dodge_detected = 1;\r
+                       }\r
+                       self.last_LEFT_KEY_time = time;\r
+               }\r
+       }\r
+\r
+       if (dodge_detected == 1) {\r
+               self.last_dodging_time = time;\r
+\r
+               self.dodging_action = 1;\r
+               self.dodging_single_action = 1;\r
+\r
+               self.dodging_velocity_gain = cvar("sv_dodging_horiz_speed");\r
+\r
+               self.dodging_direction_x = tap_direction_x;\r
+               self.dodging_direction_y = tap_direction_y;\r
+\r
+               // normalize the dodging_direction vector.. (unlike UT99) XD\r
+               length =          self.dodging_direction_x * self.dodging_direction_x;\r
+               length = length + self.dodging_direction_y * self.dodging_direction_y;\r
+               length = sqrt(length);\r
+\r
+               self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;\r
+               self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;\r
+       }\r
+}\r
+\r
 void GetPressedKeys(void) {\r
+       // get keys for dodging\r
+       if(cvar("g_dodging"))\r
+               PlayerDodge_GetPressedKeys();\r
+\r
        if (self.movement_x > 0) // get if movement keys are pressed\r
        {       // forward key pressed\r
                self.pressedkeys |= KEY_FORWARD;\r
@@ -2105,6 +2211,8 @@ void SpectateCopy(entity spectatee) {
        self.fixangle = TRUE;\r
        self.stomach_load = spectatee.stomach_load;\r
        self.stat_eaten = spectatee.stat_eaten;\r
+       self.swallow_progress_prey = spectatee.swallow_progress_prey;\r
+       self.swallow_progress_pred = spectatee.swallow_progress_pred;\r
        self.stat_stomachload = spectatee.stat_stomachload;\r
        self.stat_stomachmaxload = spectatee.stat_stomachmaxload;\r
        self.stat_digesting = spectatee.stat_digesting;\r
@@ -2118,6 +2226,9 @@ void SpectateCopy(entity spectatee) {
        setsize(self, spectatee.mins, spectatee.maxs);\r
        SetZoomState(spectatee.zoomstate);\r
 \r
+       // copy necessary flags\r
+       if(spectatee.flags & FL_ONGROUND)       self.flags |= FL_ONGROUND;      else    self.flags &~= FL_ONGROUND;\r
+\r
        anticheat_spectatecopy(spectatee);\r
 }\r
 \r
@@ -2305,13 +2416,16 @@ float vercmp(string v1, string v2)
        return vercmp_recursive(v1, v2);\r
 }\r
 \r
+.float last_alive_scale;\r
 void SetPlayerSize()\r
 {\r
-       if(cvar("g_healthsize"))\r
+       if(!cvar("g_healthsize"))\r
+               return;\r
+\r
+       if(self.deadflag == DEAD_NO)\r
        {\r
                // change player scale based on the amount of health we have\r
-\r
-               self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+               self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize"));\r
 \r
                // The following code sets the bounding box to match the player's size.\r
                // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
@@ -2327,30 +2441,43 @@ void SetPlayerSize()
                {\r
                        //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
                        if(!self.stat_eaten)\r
-                               self.view_ofs = PL_VIEW_OFS * self.scale;\r
+                               self.view_ofs = PL_VIEW_OFS * pow(self.scale, cvar("g_healthsize_viewfactor"));\r
                }\r
+\r
+               self.last_alive_scale = self.scale;\r
+       }\r
+       else if(self.last_alive_scale)\r
+       {\r
+               // if the player is dead, use the last scale he had when he was alive\r
+               self.scale = self.last_alive_scale;\r
        }\r
 \r
-       if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\r
+       if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO)\r
        {\r
-               // resize prey if neighborprey is enabled\r
-               self.scale *= cvar("g_vore_neighborprey_scale");\r
+               // dead players shrink to zero as they head toward the health limit\r
+               self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1);\r
        }\r
+\r
+       if(self.scale < 0.1)\r
+               self.scale = 0.1; // stuff breaks if scale is smaller than this\r
 }\r
 \r
 void ObserverThink()\r
 {\r
+       float prefered_movetype;\r
        if (self.flags & FL_JUMPRELEASED) {\r
                if (self.BUTTON_JUMP && !self.version_mismatch) {\r
-                       self.welcomemessage_time = 0;\r
                        self.flags &~= FL_JUMPRELEASED;\r
                        self.flags |= FL_SPAWNING;\r
                } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
-                       self.welcomemessage_time = 0;\r
                        self.flags &~= FL_JUMPRELEASED;\r
                        if(SpectateNext() == 1) {\r
                                self.classname = "spectator";\r
                        }\r
+               } else {\r
+                       prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);\r
+                       if (self.movetype != prefered_movetype)\r
+                               self.movetype = prefered_movetype;\r
                }\r
        } else {\r
                if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
@@ -2363,6 +2490,7 @@ void ObserverThink()
                        }\r
                }\r
        }\r
+\r
        PrintWelcomeMessage(self);\r
 }\r
 \r
@@ -2420,6 +2548,8 @@ Called every frame for each client before the physics are run
 */\r
 void() ctf_setstatus;\r
 .float items_added;\r
+.vector avg_vel;\r
+.float power_sounded;\r
 void PlayerPreThink (void)\r
 {\r
        self.stat_game_starttime = game_starttime;\r
@@ -2450,6 +2580,18 @@ void PlayerPreThink (void)
        // core code for the vore system\r
        Vore();\r
 \r
+       // play power fail sound\r
+       if(self.armorvalue < cvar("g_power"))\r
+       {\r
+               if(!self.power_sounded)\r
+               {\r
+                       sound(self, CHAN_TRIGGER, "misc/power_fail.ogg", VOL_BASE, ATTN_NORM);\r
+                       self.power_sounded = TRUE;\r
+               }\r
+       }\r
+       else\r
+               self.power_sounded = FALSE;\r
+\r
        // version nagging\r
        if(self.version_nagtime)\r
                if(self.cvar_g_voretournamentversion)\r
@@ -2524,9 +2666,61 @@ void PlayerPreThink (void)
                        self.fixangle = TRUE;\r
                }\r
 \r
-               if(frametime)\r
+               if(self.deadflag == DEAD_NO && !self.stat_eaten)  // prevents bugs\r
                {\r
+                       // lean the player with damage and acceleration\r
+                       // credits go to divVerent for these maths :)\r
+                       vector L0, L1, LF, LA;\r
+\r
+                       LA = AnglesTransform_FromAngles(self.angles);\r
+\r
+                       // acceleration leaning\r
+                       if(cvar("g_leanplayer_acceleration"))\r
+                       {\r
+                               // average velocity to obtain a smooth acceleration\r
+                               float f;\r
+                               f = frametime * cvar("g_leanplayer_acceleration_fade");\r
+                               self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f;\r
+                       }\r
+\r
+                       vector accel;\r
+                       accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration\r
+\r
+                       // bound angles to the specified limit\r
+                       accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max"));\r
+                       accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
+                       accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
+\r
+                       L0_x = vlen(accel) * -1;\r
+                       L0_y = L1_y = vectoyaw(accel);\r
+\r
+                       L0 = AnglesTransform_FromAngles(L0);\r
+                       L1 = AnglesTransform_FromAngles(L1);\r
+                       LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
+                       LA = AnglesTransform_Multiply(LA, LF);\r
+                       // end of acceleration leaning\r
+\r
+                       // damage leaning\r
+                       L0 = vectoangles(self.leanangle_damage_loc);\r
+                       L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force);\r
+\r
+                       L0 = AnglesTransform_FromAngles(L0);\r
+                       L1 = AnglesTransform_FromAngles(L1);\r
+                       LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
 \r
+                       LA = AnglesTransform_Multiply(LA, LF);\r
+\r
+                       // fade the player back to normal rotation each frame\r
+                       self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
+                       // end of damage leaning\r
+\r
+                       self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r
+               }\r
+\r
+               SetPlayerSize();\r
+\r
+               if(frametime)\r
+               {\r
                        if(self.health <= 0 && cvar("g_deathglow"))\r
                        {\r
                                if(self.glowmod_x > 0)\r
@@ -2546,6 +2740,8 @@ void PlayerPreThink (void)
                        {\r
                                // set weapon and player glowmod\r
                                self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
+                               if(self.armorvalue < cvar("g_power"))\r
+                                       self.glowmod = self.glowmod * random(); // make glow flicker when power is down\r
                                self.weaponentity_glowmod = self.glowmod;\r
                        }\r
 \r
@@ -2683,8 +2879,6 @@ void PlayerPreThink (void)
                        }\r
                }\r
 \r
-               SetPlayerSize();\r
-\r
                FixPlayermodel();\r
 \r
                GrabberFrame();\r