]> 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 eb1b144a754c3af0496ebeed97dcc9edeb47a183..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
@@ -435,8 +435,16 @@ string setmodel_state()
        newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
        newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
 \r
-       if(self.stomach_load)\r
-               applymodel = strcat(newmodel_name, "_state", ftos(floor(self.stomach_load)), newmodel_extension);\r
+       float vore_state;\r
+       if(self.stomach_load > self.stomach_maxload * 0.75)\r
+               vore_state = 3;\r
+       else if(self.stomach_load > self.stomach_maxload * 0.5)\r
+               vore_state = 2;\r
+       else if(self.stomach_load > self.stomach_maxload * 0.25)\r
+               vore_state = 1;\r
+\r
+       if(vore_state)\r
+               applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension);\r
        else\r
                applymodel = self.playermodel;\r
 \r
@@ -451,7 +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
@@ -515,23 +523,45 @@ float Client_customizeentityforclient()
        // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
        stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
 \r
-       if(other.spectatee_status)\r
+       float chase;\r
+       chase = other.cvar_chase_active;\r
+\r
+       if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
                other = other.enemy; // also do this for the player we are spectating\r
 \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(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
-       if(other.predator == self || other.fakepredator == self)\r
+       if not(chase || other.classname == "observer") // the observer check prevents a bug\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
-       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
+               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
+       }\r
        else\r
-               self.alpha = -1; // hide all prey\r
+               self.alpha = -1; // hide prey\r
        return TRUE;\r
 }\r
 \r
@@ -561,7 +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
@@ -597,7 +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
@@ -626,9 +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
@@ -784,6 +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
@@ -828,8 +860,8 @@ 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
                self.wasplayer = TRUE;\r
@@ -910,6 +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
@@ -981,6 +1014,7 @@ void PutClientInServer (void)
 \r
                if (cvar("g_spawnsound"))\r
                        sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
+               pointparticles(particleeffectnum("player_respawn"), self.origin, '0 0 0', 1);\r
 \r
                if(g_assault) {\r
                        if(self.team == assault_attacker_team)\r
@@ -997,10 +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
@@ -1028,12 +1061,33 @@ float ClientInit_SendEntity(entity to, float sf)
                WriteString(MSG_ENTITY, world.fog);\r
        else\r
                WriteString(MSG_ENTITY, "");\r
-       WriteCoord(MSG_ENTITY, cvar("g_campaign"));\r
+       WriteShort(MSG_ENTITY, cvar("g_campaign"));\r
        WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
        WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
 \r
-       WriteCoord(MSG_ENTITY, cvar("g_vore"));\r
-       WriteCoord(MSG_ENTITY, cvar("g_balance_vore_swallow_limit"));\r
+       WriteShort(MSG_ENTITY, cvar("g_vore"));\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
+       // tell the client if this server uses armor\r
+       float armor_max;\r
+       if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) /*|| (inWarmupStage && cvar("g_warmup_start_armor"))*/ || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear"))\r
+               armor_max = cvar("g_balance_armor_limit");\r
+       WriteCoord(MSG_ENTITY, armor_max);\r
+\r
+       float teamheal_max;\r
+       if(cvar("g_vore") && cvar("g_vore_teamvore") && cvar("g_balance_vore_teamheal"))\r
+               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
@@ -1088,6 +1142,7 @@ Called when a client types 'kill' in the console
 =============\r
 */\r
 \r
+.float clientkill_nexttime;\r
 void ClientKill_Now_TeamChange()\r
 {\r
        if(self.killindicator_teamchange == -1)\r
@@ -1095,24 +1150,32 @@ void ClientKill_Now_TeamChange()
                self.team = -1;\r
                JoinBestTeam( self, FALSE, FALSE );\r
        }\r
+       else if(self.killindicator_teamchange == -2)\r
+       {\r
+               if(g_ca)\r
+                       self.caplayer = 0;\r
+               if(blockSpectators)\r
+                       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"));\r
+               PutObserverInServer();\r
+       }\r
        else\r
                SV_ChangeTeam(self.killindicator_teamchange - 1);\r
 }\r
 \r
 void ClientKill_Now()\r
-{\r
+{      \r
+       if(self.killindicator && !wasfreed(self.killindicator))\r
+        remove(self.killindicator);\r
+       \r
+       self.killindicator = world;\r
+\r
        if(self.killindicator_teamchange)\r
                ClientKill_Now_TeamChange();\r
 \r
        // in any case:\r
        Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
 \r
-       if(self.killindicator)\r
-       {\r
-               dprint("Cleaned up after a leaked kill indicator.\n");\r
-               remove(self.killindicator);\r
-               self.killindicator = world;\r
-       }\r
+       // now I am sure the player IS dead\r
 }\r
 void KillIndicator_Think()\r
 {\r
@@ -1129,6 +1192,11 @@ void KillIndicator_Think()
                ClientKill_Now(); // no oldself needed\r
                return;\r
        }\r
+    else if(g_cts && self.health == 1) // health == 1 means that it's silent\r
+    {\r
+        self.nextthink = time + 1;\r
+        self.cnt -= 1;\r
+    }\r
        else\r
        {\r
                if(self.cnt <= 10)\r
@@ -1141,6 +1209,8 @@ void KillIndicator_Think()
                        {\r
                                if(self.owner.killindicator_teamchange == -1)\r
                                        centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
+                               else if(self.owner.killindicator_teamchange == -2)\r
+                                       centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));\r
                                else\r
                                        centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
                        }\r
@@ -1152,19 +1222,34 @@ void KillIndicator_Think()
        }\r
 }\r
 \r
-void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto\r
+void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec\r
 {\r
        float killtime;\r
        entity e;\r
        killtime = cvar("g_balance_kill_delay");\r
 \r
-       if(g_race_qualifying)\r
+       if(g_race_qualifying || g_cts)\r
                killtime = 0;\r
 \r
+    if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill\r
+    {\r
+               remove(self.killindicator);\r
+               self.killindicator = world;\r
+\r
+        ClientKill_Now(); // allow instant kill in this case\r
+        return;\r
+    }\r
+\r
        self.killindicator_teamchange = targetteam;\r
 \r
-       if(!self.killindicator)\r
+    if(!self.killindicator)\r
        {\r
+               if(self.modelindex && self.deadflag == DEAD_NO)\r
+               {\r
+                       killtime = max(killtime, self.clientkill_nexttime - time);\r
+                       self.clientkill_nexttime = time + killtime + cvar("g_balance_kill_antispam");\r
+               }\r
+\r
                if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
                {\r
                        ClientKill_Now();\r
@@ -1180,7 +1265,7 @@ void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
                        self.killindicator.nextthink = time + (self.lip) * 0.05;\r
                        self.killindicator.cnt = ceil(killtime);\r
                        self.killindicator.count = bound(0, ceil(killtime), 10);\r
-                       sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
+                       //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
 \r
                        for(e = world; (e = find(e, classname, "body")) != world; )\r
                        {\r
@@ -1200,22 +1285,42 @@ void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
        }\r
        if(self.killindicator)\r
        {\r
-               if(targetteam)\r
-                       self.killindicator.colormod = TeamColor(targetteam);\r
-               else\r
+               if(targetteam == 0) // just die\r
                        self.killindicator.colormod = '0 0 0';\r
+               else if(targetteam == -1) // auto\r
+                       self.killindicator.colormod = '0 1 0';\r
+               else if(targetteam == -2) // spectate\r
+                       self.killindicator.colormod = '0.5 0.5 0.5';\r
+               else\r
+                       self.killindicator.colormod = TeamColor(targetteam);\r
        }\r
 }\r
 \r
 void ClientKill (void)\r
 {\r
-       ClientKill_TeamChange(0);\r
+       if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either\r
+       {\r
+               // do nothing\r
+       }\r
+       else\r
+               ClientKill_TeamChange(0);\r
+}\r
+\r
+void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed\r
+{\r
+    e.killindicator = spawn();\r
+    e.killindicator.owner = e;\r
+    e.killindicator.think = KillIndicator_Think;\r
+    e.killindicator.nextthink = time + (e.lip) * 0.05;\r
+    e.killindicator.cnt = ceil(cvar("g_cts_finish_kill_delay"));\r
+    e.killindicator.health = 1; // this is used to indicate that it should be silent\r
+    e.lip = 0;\r
 }\r
 \r
 void DoTeamChange(float destteam)\r
 {\r
        float t, c0;\r
-       if(!teams_matter)\r
+       if(!teamplay)\r
        {\r
                if(destteam >= 0)\r
                        SetPlayerColors(self, destteam);\r
@@ -1281,6 +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
@@ -1435,8 +1541,7 @@ void ClientConnect (void)
                ctf_clientconnect();\r
        }*/\r
 \r
-       if(teams_matter || radar_showennemies)\r
-               attach_entcs();\r
+       attach_entcs();\r
 \r
        bot_relinkplayerlist();\r
 \r
@@ -1517,7 +1622,6 @@ Called when a client disconnects from the server
 =============\r
 */\r
 .entity chatbubbleentity;\r
-.entity teambubbleentity;\r
 void ReadyCount();\r
 void ClientDisconnect (void)\r
 {\r
@@ -1527,7 +1631,7 @@ void ClientDisconnect (void)
                return;\r
        }\r
 \r
-       Vore_Disconnect();\r
+       Vore_Disconnect(TRUE);\r
 \r
        CheatShutdownClient();\r
 \r
@@ -1565,9 +1669,6 @@ void ClientDisconnect (void)
        if (self.chatbubbleentity)\r
                remove (self.chatbubbleentity);\r
 \r
-       if (self.teambubbleentity)\r
-               remove (self.teambubbleentity);\r
-\r
        if (self.killindicator)\r
                remove (self.killindicator);\r
 \r
@@ -1612,7 +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
@@ -1644,57 +1745,6 @@ void UpdateChatBubble()
        }\r
 }\r
 \r
-void TeamBubbleThink()\r
-{\r
-       self.nextthink = time;\r
-       if (!self.owner.modelindex || self.owner.teambubbleentity != self)\r
-       {\r
-               if(self.owner) // but why can that ever be world?\r
-                       self.owner.teambubbleentity = world;\r
-               remove(self);\r
-               return;\r
-       }\r
-//     setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now\r
-       if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.stat_eaten)\r
-               self.model = "";\r
-       else\r
-       {\r
-               if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
-               if(self.owner.health < cvar("g_balance_vore_teamheal_stable"))\r
-                       setmodel(self, "models/misc/teambubbleheal.spr"); // indicate that this player can be teamhealed\r
-               else\r
-                       setmodel(self, "models/misc/teambubble.spr");\r
-       }\r
-};\r
-\r
-float TeamBubble_customizeentityforclient()\r
-{\r
-       return (self.owner != other && self.owner.team == other.team && other.killcount > -666);\r
-}\r
-\r
-void UpdateTeamBubble()\r
-{\r
-       if (!self.modelindex || !teams_matter)\r
-               return;\r
-       // spawn a teambubble entity if needed\r
-       if (!self.teambubbleentity && teams_matter)\r
-       {\r
-               self.teambubbleentity = spawn();\r
-               self.teambubbleentity.owner = self;\r
-               self.teambubbleentity.exteriormodeltoclient = self;\r
-               self.teambubbleentity.think = TeamBubbleThink;\r
-               self.teambubbleentity.nextthink = time;\r
-               setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below\r
-//             setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
-               setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
-               setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
-//             self.teambubbleentity.mdl = self.teambubbleentity.model;\r
-//             self.teambubbleentity.model = self.teambubbleentity.mdl;\r
-               self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;\r
-               self.teambubbleentity.effects = EF_LOWPRECISION;\r
-       }\r
-}\r
-\r
 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
 // added to the model skins\r
 /*void UpdateColorModHack()\r
@@ -1714,6 +1764,12 @@ void UpdateTeamBubble()
 .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
@@ -1846,12 +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
@@ -1911,7 +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
@@ -1977,7 +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
@@ -2076,14 +2211,24 @@ 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
        self.stat_canleave = spectatee.stat_canleave;\r
        self.stat_canswallow = spectatee.stat_canswallow;\r
+       self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
+       self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
+       self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
+       self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
        setorigin(self, spectatee.origin);\r
        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
@@ -2271,46 +2416,68 @@ float vercmp(string v1, string v2)
        return vercmp_recursive(v1, v2);\r
 }\r
 \r
-void ApplyHealthSize()\r
+.float last_alive_scale;\r
+void SetPlayerSize()\r
 {\r
-       // change player scale based on the amount of health we have\r
-\r
-       if not(cvar("g_healthsize"))\r
+       if(!cvar("g_healthsize"))\r
                return;\r
 \r
-       self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+       if(self.deadflag == DEAD_NO)\r
+       {\r
+               // change player scale based on the amount of health we have\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
-       // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
-       // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
-       if(self.crouch)\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
+               // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+               // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+               if(self.crouch)\r
+               {\r
+                       //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+                       if(!self.stat_eaten)\r
+                               self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+               }\r
+               else\r
+               {\r
+                       //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+                       if(!self.stat_eaten)\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
-               //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
-               if(!self.stat_eaten)\r
-                       self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\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
-       else\r
+\r
+       if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO)\r
        {\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
+               // 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
@@ -2323,6 +2490,7 @@ void ObserverThink()
                        }\r
                }\r
        }\r
+\r
        PrintWelcomeMessage(self);\r
 }\r
 \r
@@ -2380,6 +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
@@ -2410,6 +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
@@ -2484,8 +2666,85 @@ void PlayerPreThink (void)
                        self.fixangle = TRUE;\r
                }\r
 \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
+                                       self.glowmod_x -= cvar("g_deathglow") * frametime;\r
+                               else\r
+                                       self.glowmod_x = -1;\r
+                               if(self.glowmod_y > 0)\r
+                                       self.glowmod_y -= cvar("g_deathglow") * frametime;\r
+                               else\r
+                                       self.glowmod_y = -1;\r
+                               if(self.glowmod_z > 0)\r
+                                       self.glowmod_z -= cvar("g_deathglow") * frametime;\r
+                               else\r
+                                       self.glowmod_z = -1;\r
+                       }\r
+                       else\r
+                       {\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
                        player_powerups();\r
                }\r
 \r
@@ -2620,8 +2879,6 @@ void PlayerPreThink (void)
                        }\r
                }\r
 \r
-               ApplyHealthSize();\r
-\r
                FixPlayermodel();\r
 \r
                GrabberFrame();\r
@@ -2825,7 +3082,6 @@ void PlayerPostThink (void)
        if(self.classname == "player") {\r
                CheckRules_Player();\r
                UpdateChatBubble();\r
-               UpdateTeamBubble();\r
                if (self.impulse)\r
                        ImpulseCommands();\r
                if (intermission_running)\r