]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
new cvar: quit_when_empty - exits the server once it is empty (apart from bots)
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4         relocate_spawnpoint();
5 }
6
7 void info_player_deathmatch (void)
8 {
9         relocate_spawnpoint();
10 }
11
12 float spawn_allbad;
13 float spawn_allgood;
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
15 {
16         local entity spot, player, nextspot, previousspot, newfirstspot;
17         local float pcount;
18         spot = firstspot;
19         newfirstspot = world;
20         previousspot = world;
21         spawn_allgood = TRUE;
22         spawn_allbad = TRUE;
23         while (spot)
24         {
25                 nextspot = spot.chain;
26                 // count team mismatches as bad spots
27                 if (spot.team == teamcheck)
28                 {
29                         pcount = 0;
30                         player = playerlist;
31                         while (player)
32                         {
33                                 if (player != self)
34                                 if (vlen(player.origin - spot.origin) < mindist)
35                                         pcount = pcount + 1;
36                                 player = player.chain;
37                         }
38                         if (!pcount)
39                         {
40                                 spawn_allbad = FALSE;
41                                 if (newfirstspot)
42                                         previousspot.chain = spot;
43                                 else
44                                         newfirstspot = spot;
45                                 previousspot = spot;
46                                 spot.chain = world;
47                         }
48                         else
49                                 spawn_allgood = FALSE;
50                 }
51                 spot = nextspot;
52         }
53         // if we couldn't find ANY good points, return the original list
54         if (!newfirstspot)
55                 newfirstspot = firstspot;
56         return newfirstspot;
57 }
58
59 entity Spawn_RandomPoint(entity firstspot)
60 {
61         local entity spot;
62         local float numspots;
63         // count number of spots
64         numspots = 0;
65         spot = firstspot;
66         while (spot)
67         {
68                 numspots = numspots + 1;
69                 spot = spot.chain;
70         }
71         // pick a random one
72         numspots = numspots * random();
73         spot = firstspot;
74         while (spot.chain && numspots >= 1)
75         {
76                 numspots = numspots - 1;
77                 spot = spot.chain;
78         }
79         return spot;
80 }
81
82 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
83 {
84         local entity best, spot, player;
85         local float bestrating, rating;
86         best = world;
87         bestrating = -1000000;
88         spot = firstspot;
89         while (spot)
90         {
91                 rating = 1000000000;
92                 player = playerlist;
93                 while (player)
94                 {
95                         if (player != self)
96                                 rating = min(rating, vlen(player.origin - spot.origin));
97                         player = player.chain;
98                 }
99                 rating = rating + random() * 16;
100                 if (bestrating < rating)
101                 {
102                         best = spot;
103                         bestrating = rating;
104                 }
105                 spot = spot.chain;
106         }
107         return best;
108 }
109
110 /*
111 =============
112 SelectSpawnPoint
113
114 Finds a point to respawn
115 =============
116 */
117 entity SelectSpawnPoint (float anypoint)
118 {
119         local float teamcheck;
120         local entity spot, firstspot, playerlist;
121
122         spot = find (world, classname, "testplayerstart");
123         if (spot)
124                 return spot;
125
126         teamcheck = 0;
127
128         if(!anypoint && cvar("g_ctf") )
129                 teamcheck = self.team;
130
131         // get the list of players
132         playerlist = findchain(classname, "player");
133         // get the entire list of spots
134         firstspot = findchain(classname, "info_player_deathmatch");
135         // filter out the bad ones
136         // (note this returns the original list if none survived)
137         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
138
139         // there is 50/50 chance of choosing a random spot or the furthest spot
140         // (this means that roughly every other spawn will be furthest, so you
141         // usually won't get fragged at spawn twice in a row)
142         if (arena_roundbased)
143         {
144                 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
145                 spot = Spawn_RandomPoint(firstspot);
146         }
147         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
148                 spot = Spawn_RandomPoint(firstspot);
149         else
150                 spot = Spawn_FurthestPoint(firstspot, playerlist);
151
152         if (!spot)
153         {
154                 if(cvar("spawn_debug"))
155                         GotoNextMap();
156                 else
157                         error ("PutClientInServer: no start points on level");
158         }
159
160         return spot;
161 }
162
163 /*
164 =============
165 CheckPlayerModel
166
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
169 =============
170 */
171 string FallbackPlayerModel = "models/player/marine.zym";
172 string CheckPlayerModel(string plyermodel) {
173         if(strlen(plyermodel) < 4)
174                 return FallbackPlayerModel;
175         if( substring(plyermodel,0,14) != "models/player/")
176                 return FallbackPlayerModel;
177         else if(cvar("sv_servermodelsonly"))
178         {
179                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
180                         return FallbackPlayerModel;
181                 if(!fexists(plyermodel))
182                         return FallbackPlayerModel;
183         }
184         return plyermodel;
185 }
186
187 /*
188 =============
189 Client_customizeentityforclient
190
191 LOD reduction
192 =============
193 */
194 float Client_customizeentityforclient()
195 {
196 #ifdef ALLOW_VARIABLE_LOD
197         // self: me
198         // other: the player viewing me
199         float distance;
200         float f;
201
202         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
203                 return TRUE;
204
205         if(other.cvar_cl_playerdetailreduction <= 0)
206         {
207                 if(other.cvar_cl_playerdetailreduction <= -2)
208                         self.modelindex = self.modelindex_lod2;
209                 else if(other.cvar_cl_playerdetailreduction <= -1)
210                         self.modelindex = self.modelindex_lod1;
211                 else
212                         self.modelindex = self.modelindex_lod0;
213         }
214         else
215         {
216                 distance = vlen(self.origin - other.origin);
217                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
218                 if(f > 10000)
219                         self.modelindex = self.modelindex_lod2;
220                 else if(f > 5000)
221                         self.modelindex = self.modelindex_lod1;
222                 else
223                         self.modelindex = self.modelindex_lod0;
224         }
225 #endif
226
227         return TRUE;
228 }
229
230 void setmodel_lod(entity e, string modelname)
231 {
232 #ifdef ALLOW_VARIABLE_LOD
233         string s;
234
235         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
236         if(fexists(s))
237         {
238                 precache_model(s);
239                 setmodel(e, s);
240                 self.modelindex_lod1 = self.modelindex;
241         }
242         else
243                 self.modelindex_lod1 = -1;
244
245         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
246         if(fexists(s))
247         {
248                 precache_model(s);
249                 setmodel(e, s);
250                 self.modelindex_lod2 = self.modelindex;
251         }
252         else
253                 self.modelindex_lod2 = -1;
254
255         precache_model(modelname);
256         setmodel(e, modelname);
257         self.modelindex_lod0 = self.modelindex;
258
259         if(self.modelindex_lod1 < 0)
260                 self.modelindex_lod1 = self.modelindex;
261
262         if(self.modelindex_lod2 < 0)
263                 self.modelindex_lod2 = self.modelindex;
264 #else
265         precache_model(modelname);
266         setmodel(e, modelname);
267 #endif
268 }
269
270 /*
271 =============
272 PutObserverInServer
273
274 putting a client as observer in the server
275 =============
276 */
277 void PutObserverInServer (void)
278 {
279         entity  spot;
280         spot = SelectSpawnPoint (FALSE);
281         RemoveGrapplingHook(self); // Wazat's Grappling Hook
282
283         if(clienttype(self) == CLIENTTYPE_REAL)
284         {
285                 msg_entity = self;
286                 WriteByte(MSG_ONE, SVC_SETVIEW);
287                 WriteEntity(MSG_ONE, self);
288         }
289
290         if (cvar("g_runematch"))
291                 DropAllRunes(self);
292
293         DistributeFragsAmongTeam(self, self.team, 1);
294
295         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
296                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
297         else if(self.killcount != -666)
298                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
299
300         self.classname = "observer";
301         self.health = -666;
302         self.takedamage = DAMAGE_NO;
303         self.solid = SOLID_NOT;
304         self.movetype = MOVETYPE_NOCLIP;
305         self.flags = FL_CLIENT | FL_NOTARGET;
306         self.armorvalue = 666;
307         self.effects = 0;
308         self.armorvalue = cvar("g_balance_armor_start");
309         self.pauserotarmor_finished = 0;
310         self.pauserothealth_finished = 0;
311         self.pauseregen_finished = 0;
312         self.damageforcescale = 0;
313         self.death_time = 0;
314         self.dead_time = 0;
315         self.dead_frame = 0;
316         self.die_frame = 0;
317         self.deaths = 0;
318         self.alpha = 0;
319         self.scale = 0;
320         self.fade_time = 0;
321         self.pain_frame = 0;
322         self.pain_finished = 0;
323         self.strength_finished = 0;
324         self.invincible_finished = 0;
325         self.pushltime = 0;
326         self.think = SUB_Null;
327         self.nextthink = 0;
328         self.hook_time = 0;
329         self.runes = 0;
330         self.deadflag = DEAD_NO;
331         self.angles = spot.angles;
332         self.angles_z = 0;
333         self.fixangle = TRUE;
334         self.crouch = FALSE;
335
336         self.view_ofs = PL_VIEW_OFS;
337         setorigin (self, spot.origin);
338         setsize (self, '0 0 0', '0 0 0');
339         self.oldorigin = self.origin;
340         self.items = 0;
341         self.model = "";
342         self.modelindex = 0;
343         self.weapon = 0;
344         self.weaponmodel = "";
345         self.weaponentity = world;
346         self.killcount = -666;
347         self.velocity = '0 0 0';
348         self.avelocity = '0 0 0';
349         self.punchangle = '0 0 0';
350         self.punchvector = '0 0 0';
351         self.oldvelocity = self.velocity;
352         self.customizeentityforclient = Client_customizeentityforclient;
353
354         if(cvar("g_arena"))
355         {
356                 if(self.frags != -2)
357                 {
358                         Spawnqueue_Insert(self);
359                 }
360                 else
361                 {
362                         Spawnqueue_Unmark(self);
363                         Spawnqueue_Remove(self);
364                 }
365         }
366         else if(!cvar("g_lms"))
367                 self.frags = -666;
368 }
369
370
371 /*
372 =============
373 PutClientInServer
374
375 Called when a client spawns in the server
376 =============
377 */
378 void PutClientInServer (void)
379 {
380         if(clienttype(self) == CLIENTTYPE_BOT)
381         {
382                 self.classname = "player";
383         }
384         else if(clienttype(self) == CLIENTTYPE_REAL)
385         {
386                 msg_entity = self;
387                 WriteByte(MSG_ONE, SVC_SETVIEW);
388                 WriteEntity(MSG_ONE, self);
389         }
390
391         // player is dead and becomes observer
392         if(cvar("g_lms") && self.frags < 1)
393                 self.classname = "observer";
394
395         if(cvar("g_arena"))
396         if(!self.spawned)
397                 self.classname = "observer";
398
399         if(self.classname == "player") {
400                 entity  spot;
401
402                 spot = SelectSpawnPoint (FALSE);
403
404                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
405
406                 self.classname = "player";
407                 self.iscreature = TRUE;
408                 self.movetype = MOVETYPE_WALK;
409                 self.solid = SOLID_SLIDEBOX;
410                 self.flags = FL_CLIENT;
411                 self.takedamage = DAMAGE_AIM;
412                 self.effects = 0;
413                 self.health = cvar("g_balance_health_start");
414                 self.armorvalue = cvar("g_balance_armor_start");
415                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
416                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
417                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
418                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
419                 self.damageforcescale = 2;
420                 self.death_time = 0;
421                 self.dead_time = 0;
422                 self.dead_frame = 0;
423                 self.die_frame = 0;
424                 self.alpha = 0;
425                 self.scale = 0;
426                 self.fade_time = 0;
427                 self.pain_frame = 0;
428                 self.pain_finished = 0;
429                 self.strength_finished = 0;
430                 self.invincible_finished = 0;
431                 self.pushltime = 0;
432                 //self.speed_finished = 0;
433                 //self.slowmo_finished = 0;
434                 // players have no think function
435                 self.think = SUB_Null;
436                 self.nextthink = 0;
437                 self.weapon = 0;
438                 self.switchweapon = 0;
439                 self.hook_time = 0;
440
441                 self.runes = 0;
442
443                 self.deadflag = DEAD_NO;
444
445                 self.angles = spot.angles;
446
447                 self.angles_z = 0; // never spawn tilted even if the spot says to
448                 self.fixangle = TRUE; // turn this way immediately
449                 self.velocity = '0 0 0';
450                 self.avelocity = '0 0 0';
451                 self.punchangle = '0 0 0';
452                 self.punchvector = '0 0 0';
453                 self.oldvelocity = self.velocity;
454
455                 self.viewzoom = 0.6;
456
457                 self.customizeentityforclient = Client_customizeentityforclient;
458
459                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
460                         local string defaultmodel;
461                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
462                         setmodel_lod (self, defaultmodel);
463                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
464                 } else {
465                         self.playermodel = CheckPlayerModel(self.playermodel);
466                         setmodel_lod (self, self.playermodel);
467                         if(teams_matter)
468                                 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
469                         else
470                                 self.skin = stof(self.playerskin);
471                 }
472
473                 self.crouch = FALSE;
474                 self.view_ofs = PL_VIEW_OFS;
475                 setsize (self, PL_MIN, PL_MAX);
476                 self.spawnorigin = spot.origin;
477                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
478                 // don't reset back to last position, even if new position is stuck in solid
479                 self.oldorigin = self.origin;
480
481                 if(cvar("g_lms"))
482                 {
483                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
484                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
485                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
486                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
487                         self.health = cvar("g_lms_start_health");
488                         self.armorvalue = cvar("g_lms_start_armor");
489                 }
490                 else if (cvar("g_use_ammunition")) {
491                         self.ammo_shells = cvar("g_start_ammo_shells");
492                         self.ammo_nails = cvar("g_start_ammo_nails");
493                         self.ammo_rockets = cvar("g_start_ammo_rockets");
494                         self.ammo_cells = cvar("g_start_ammo_cells");
495                 } else {
496                         self.ammo_shells = 999;
497                         self.ammo_nails = 999;
498                         self.ammo_rockets = 999;
499                         self.ammo_cells = 999;
500                 }
501
502                 self.items = 0;
503                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
504                 {
505                         self.items = self.items | IT_LASER;
506                         self.switchweapon = WEP_LASER;
507                 }
508                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
509                 {
510                         self.items = self.items | IT_SHOTGUN;
511                         self.switchweapon = WEP_SHOTGUN;
512                 }
513                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
514                 {
515                         self.items = self.items | IT_UZI;
516                         self.switchweapon = WEP_UZI;
517                 }
518                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
519                 {
520                         self.items = self.items | IT_GRENADE_LAUNCHER;
521                         self.switchweapon = WEP_GRENADE_LAUNCHER;
522                 }
523                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
524                 {
525                         self.items = self.items | IT_ELECTRO;
526                         self.switchweapon = WEP_ELECTRO;
527                 }
528                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
529                 {
530                         self.items = self.items | IT_CRYLINK;
531                         self.switchweapon = WEP_CRYLINK;
532                 }
533                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
534                 {
535                         self.items = self.items | IT_NEX;
536                         self.switchweapon = WEP_NEX;
537                 }
538                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
539                 {
540                         self.items = self.items | IT_HAGAR;
541                         self.switchweapon = WEP_HAGAR;
542                 }
543                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
544                 {
545                         self.items = self.items | IT_ROCKET_LAUNCHER;
546                         self.switchweapon = WEP_ROCKET_LAUNCHER;
547                 }
548
549                 if(cvar("g_instagib"))
550                 {
551                         self.items = IT_NEX;
552                         self.switchweapon = WEP_NEX;
553                         self.ammo_cells = 999;
554                 }
555
556                 if(cvar("g_rocketarena"))
557                 {
558                         self.items = IT_ROCKET_LAUNCHER;
559                         self.switchweapon = WEP_ROCKET_LAUNCHER;
560                         self.ammo_rockets = 999;
561                 }
562
563                 if(cvar("g_nixnex"))
564                 {
565                         self.items = 0;
566                         // will be done later
567                 }
568
569                 if(cvar("g_minstagib"))
570                 {
571                         self.health = 100;
572                         self.armorvalue = 0;
573                         self.items = IT_NEX;
574                         self.switchweapon = WEP_NEX;
575                         self.ammo_cells = cvar("g_minstagib_ammo_start");
576                         self.jump_interval = time;
577                 }
578
579                 if(cvar("g_arena"))
580                 {
581                         Spawnqueue_Remove(self);
582                         Spawnqueue_Mark(self);
583                 }
584
585                 self.event_damage = PlayerDamage;
586
587                 self.bot_attack = TRUE;
588
589                 self.statdraintime = time + 5;
590                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
591
592                 if(self.killcount == -666) {
593                         self.killcount = 0;
594                         if(!cvar("g_arena"))
595                         if(!cvar("g_lms"))
596                                 self.frags = 0;
597                 }
598
599                 self.cnt = WEP_LASER;
600                 self.nixnex_lastchange_id = -1;
601
602                 CL_SpawnWeaponentity();
603                 self.alpha = default_player_alpha;
604                 self.exteriorweaponentity.alpha = default_weapon_alpha;
605
606                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
607                 self.lms_traveled_distance = 0;
608
609                 if(cvar("spawn_debug"))
610                 {
611                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
612                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
613                 }
614
615                 //stuffcmd(self, "chase_active 0");
616                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
617         } else if(self.classname == "observer") {
618                 PutObserverInServer ();
619         }
620 }
621
622 /*
623 =============
624 SetNewParms
625 =============
626 */
627 void SetNewParms (void)
628 {
629
630 }
631
632 /*
633 =============
634 SetChangeParms
635 =============
636 */
637 void SetChangeParms (void)
638 {
639
640 }
641
642 /*
643 =============
644 ClientKill
645
646 Called when a client types 'kill' in the console
647 =============
648 */
649 void ClientKill (void)
650 {
651         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
652 }
653
654 /*
655 =============
656 ClientConnect
657
658 Called when a client connects to the server
659 =============
660 */
661 string ColoredTeamName(float t);
662 //void dom_player_join_team(entity pl);
663 void ClientConnect (void)
664 {
665         //local float fh;
666         local string s;
667         
668         self.classname = "player_joining";
669         self.flags = self.flags | FL_CLIENT;
670         self.version_nagtime = time + 10 + random() * 10;
671
672         if(player_count<0)
673         {
674                 dprint("BUG player count is lower than zero, this cannot happen!\n");
675                 player_count = 0;
676         }
677
678         bot_clientconnect();
679
680         //if(cvar("g_domination"))
681         //      dom_player_join_team(self);
682
683         //JoinBestTeam(self, FALSE);
684
685         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
686                 self.classname = "observer";
687         } else {
688                 self.classname = "player";
689                 campaign_bots_may_start = 1;
690         }
691
692         self.playerid = (playerid_last = playerid_last + 1);
693         if(cvar("sv_eventlog"))
694         {
695                 if(clienttype(self) == CLIENTTYPE_REAL)
696                         s = "player";
697                 else
698                         s = "bot";
699                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
700                 s = strcat(":team:", ftos(self.playerid), ":");
701                 s = strcat(s, ftos(self.team));
702                 GameLogEcho(s, FALSE);
703         }
704
705         //stuffcmd(self, "set tmpviewsize $viewsize \n");
706
707         bprint ("^4",self.netname);
708         bprint ("^4 connected");
709
710         if(cvar("g_domination") || cvar("g_ctf"))
711         {
712                 bprint(" and joined the ");
713                 bprint(ColoredTeamName(self.team));
714         }
715
716         bprint("\n");
717
718         self.welcomemessage_time = time + cvar("welcome_message_time");
719         self.welcomemessage_time2 = 0;
720
721         /*
722         // the client might not have his maps/%s.cfg file yet!
723         // so send the one from the server...
724         fh = fopen(strcat("maps/", mapname, ".cfg"), FILE_READ);
725         if(fh >= 0)
726         {
727                 while((s = fgets(fh)))
728                         stuffcmd(self, strcat(s, "\n"));
729                 fclose(fh);
730         }
731         // and then execute the client's so he can still override CD tracks
732
733         not needed any more: current map download system disconnects and reconnects
734         after the download, and then the file will be there
735         */
736         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
737
738         // TODO: is this being used for anything else than cd tracks?
739         // Remember: SVC_CDTRACK exists. Maybe it should be used.
740         
741         // send prediction settings to the client
742         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
743         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
744         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
745         stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
746         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
747         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
748         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
749         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
750         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
751         stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
752         stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
753         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
754         // Wazat's grappling hook
755         SetGrappleHookBindings();
756
757         // get autoswitch state from player
758         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
759         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
760
761         // get version info from player
762         stuffcmd(self, "cmd clientversion $gameversion\n");
763
764         // get other cvars from player
765         GetCvars(0);
766
767         // set cvar for team scoreboard
768         if (teams_matter)
769         {
770                 local float t;
771                 t = cvar("teamplay");
772                 // 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
773                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
774         }
775         else
776                 stuffcmd(self, strcat("set teamplay 0\n"));
777
778         if(cvar("g_lms"))
779         {
780                 self.frags = cvar("fraglimit");
781                 // no fraglimit was set, so player gets 999 lives
782                 if(self.frags < 1)
783                         self.frags = 999;
784
785                 self.frags = LMS_NewPlayerLives();
786                 if(!self.frags)
787                 {
788                         self.frags = -666;
789                 }
790         }
791         else if(cvar("g_arena"))
792         {
793                 self.classname = "observer";
794                 Spawnqueue_Insert(self);
795         }
796
797         bot_relinkplayerlist();
798
799         self.jointime = time;
800 }
801
802 /*
803 =============
804 ClientDisconnect
805
806 Called when a client disconnects from the server
807 =============
808 */
809 void(entity e) DropFlag;
810 .entity chatbubbleentity;
811 .entity teambubbleentity;
812 void ClientDisconnect (void)
813 {
814         float save;
815         if(cvar("sv_eventlog"))
816                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
817         bprint ("^4",self.netname);
818         bprint ("^4 disconnected\n");
819
820         if (self.chatbubbleentity)
821         {
822                 remove (self.chatbubbleentity);
823                 self.chatbubbleentity = world;
824         }
825
826         if (self.teambubbleentity)
827         {
828                 remove (self.teambubbleentity);
829                 self.teambubbleentity = world;
830         }
831
832         DropAllRunes(self);
833
834         if(self.flagcarried)
835                 DropFlag(self.flagcarried);
836
837         DistributeFragsAmongTeam(self, self.team, 1);
838
839         save = self.flags;
840         self.flags = self.flags - (self.flags & FL_CLIENT);
841         bot_relinkplayerlist();
842         self.flags = save;
843
844         // remove laserdot
845         if(self.weaponentity)
846                 if(self.weaponentity.lasertarget)
847                         remove(self.weaponentity.lasertarget);
848
849         if(cvar("g_arena"))
850         {
851                 Spawnqueue_Unmark(self);
852                 Spawnqueue_Remove(self);
853         }
854
855         // free cvars
856         GetCvars(-1);
857 }
858
859 .float buttonchat;
860 void() ChatBubbleThink =
861 {
862         self.nextthink = time;
863         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
864         {
865                 self.owner.chatbubbleentity = world;
866                 remove(self);
867                 return;
868         }
869         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
870         if (self.owner.buttonchat && !self.owner.deadflag)
871                 self.model = self.mdl;
872         else
873                 self.model = "";
874 };
875
876 void() UpdateChatBubble =
877 {
878         if (!self.modelindex)
879                 return;
880         // spawn a chatbubble entity if needed
881         if (!self.chatbubbleentity)
882         {
883                 self.chatbubbleentity = spawn();
884                 self.chatbubbleentity.owner = self;
885                 self.chatbubbleentity.exteriormodeltoclient = self;
886                 self.chatbubbleentity.think = ChatBubbleThink;
887                 self.chatbubbleentity.nextthink = time;
888                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
889                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
890                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
891                 self.chatbubbleentity.model = "";
892         }
893 }
894
895
896 void() TeamBubbleThink =
897 {
898         self.nextthink = time;
899         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
900         {
901                 self.owner.teambubbleentity = world;
902                 remove(self);
903                 return;
904         }
905 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
906         if (self.owner.buttonchat || self.owner.deadflag)
907                 self.model = "";
908         else
909                 self.model = self.mdl;
910
911 };
912
913 float() TeamBubble_customizeentityforclient
914 {
915         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
916 }
917
918 void() UpdateTeamBubble =
919 {
920         if (!self.modelindex || !cvar("teamplay"))
921                 return;
922         // spawn a teambubble entity if needed
923         if (!self.teambubbleentity && cvar("teamplay"))
924         {
925                 self.teambubbleentity = spawn();
926                 self.teambubbleentity.owner = self;
927                 self.teambubbleentity.exteriormodeltoclient = self;
928                 self.teambubbleentity.think = TeamBubbleThink;
929                 self.teambubbleentity.nextthink = time;
930                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
931 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
932                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
933                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
934                 self.teambubbleentity.mdl = self.teambubbleentity.model;
935                 self.teambubbleentity.model = self.teambubbleentity.mdl;
936                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
937         }
938 }
939
940 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
941 // added to the model skins
942 /*void() UpdateColorModHack =
943 {
944         local float c;
945         c = self.clientcolors & 15;
946         // LordHavoc: only bothering to support white, green, red, yellow, blue
947              if (teamplay == 0) self.colormod = '0 0 0';
948         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
949         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
950         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
951         else if (c == 12) self.colormod = '1.22 1.22 0.10';
952         else if (c == 13) self.colormod = '0.10 0.10 1.73';
953         else self.colormod = '1 1 1';
954 };*/
955
956 /*
957 =============
958 PlayerJump
959
960 When you press the jump key
961 =============
962 */
963 void PlayerJump (void)
964 {
965         float mjumpheight;
966
967         mjumpheight = cvar("g_balance_jumpheight");
968         if (self.waterlevel >= 2)
969         {
970                 if (self.watertype == CONTENT_WATER)
971                         self.velocity_z = 200;
972                 else if (self.watertype == CONTENT_SLIME)
973                         self.velocity_z = 80;
974                 else
975                         self.velocity_z = 50;
976
977                 return;
978         }
979
980
981         if (!(self.flags & FL_ONGROUND))
982                 return;
983
984         if (!(self.flags & FL_JUMPRELEASED))
985                 return;
986
987         if(cvar("g_runematch"))
988         {
989                 if(self.runes & RUNE_SPEED)
990                 {
991                         if(self.runes & CURSE_SLOW)
992                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
993                         else
994                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
995                 }
996                 else if(self.runes & CURSE_SLOW)
997                 {
998                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
999                 }
1000         }
1001
1002         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
1003         {
1004                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
1005         }
1006
1007         self.velocity_z = self.velocity_z + mjumpheight;
1008         self.oldvelocity_z = self.velocity_z;
1009
1010         self.flags = self.flags - FL_ONGROUND;
1011         self.flags = self.flags - FL_JUMPRELEASED;
1012 }
1013
1014 void() CheckWaterJump =
1015 {
1016         local vector start, end;
1017
1018 // check for a jump-out-of-water
1019         makevectors (self.angles);
1020         start = self.origin;
1021         start_z = start_z + 8;
1022         v_forward_z = 0;
1023         normalize(v_forward);
1024         end = start + v_forward*24;
1025         traceline (start, end, TRUE, self);
1026         if (trace_fraction < 1)
1027         {       // solid at waist
1028                 start_z = start_z + self.maxs_z - 8;
1029                 end = start + v_forward*24;
1030                 self.movedir = trace_plane_normal * -50;
1031                 traceline (start, end, TRUE, self);
1032                 if (trace_fraction == 1)
1033                 {       // open at eye level
1034                         self.flags = self.flags | FL_WATERJUMP;
1035                         self.velocity_z = 225;
1036                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
1037                         self.teleport_time = time + 2;  // safety net
1038                         return;
1039                 }
1040         }
1041 };
1042
1043
1044 void respawn(void)
1045 {
1046         CopyBody(1);
1047         PutClientInServer();
1048 }
1049
1050 void player_powerups (void)
1051 {
1052         if (cvar("g_minstagib"))
1053         {
1054                 self.effects = EF_FULLBRIGHT;
1055                 if (self.items & IT_STRENGTH)
1056                 {
1057                         if (time > self.strength_finished)
1058                         {
1059                                 self.alpha = default_player_alpha;
1060                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1061                                 self.items = self.items - (self.items & IT_STRENGTH);
1062                                 sprint(self, "^3Invisibility has worn off\n");
1063                         }
1064                 }
1065                 else
1066                 {
1067                         if (time < self.strength_finished)
1068                         {
1069                                 self.alpha = cvar("g_minstagib_invis_alpha");
1070                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1071                                 self.items = self.items | IT_STRENGTH;
1072                                 sprint(self, "^3You are invisible\n");
1073                         }
1074                 }
1075
1076                 if (self.items & IT_INVINCIBLE)
1077                 {
1078                         if (time > self.invincible_finished)
1079                         {
1080                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1081                                 sprint(self, "^3Speed has worn off\n");
1082                         }
1083                 }
1084                 else
1085                 {
1086                         if (time < self.invincible_finished)
1087                         {
1088                                 self.items = self.items | IT_INVINCIBLE;
1089                                 sprint(self, "^3You are on speed\n");
1090                         }
1091                 }
1092                 return;
1093         }
1094
1095         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1096         if (self.items & IT_STRENGTH)
1097         {
1098                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1099                 if (time > self.strength_finished)
1100                 {
1101                         self.items = self.items - (self.items & IT_STRENGTH);
1102                         sprint(self, "^3Strength has worn off\n");
1103                 }
1104         }
1105         else
1106         {
1107                 if (time < self.strength_finished)
1108                 {
1109                         self.items = self.items | IT_STRENGTH;
1110                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1111                 }
1112         }
1113         if (self.items & IT_INVINCIBLE)
1114         {
1115                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1116                 if (time > self.invincible_finished)
1117                 {
1118                         self.items = self.items - (self.items & IT_INVINCIBLE);
1119                         sprint(self, "^3Shield has worn off\n");
1120                 }
1121         }
1122         else
1123         {
1124                 if (time < self.invincible_finished)
1125                 {
1126                         self.items = self.items | IT_INVINCIBLE;
1127                         sprint(self, "^3Shield surrounds you\n");
1128                 }
1129         }
1130
1131         if (cvar("g_fullbrightplayers"))
1132                 self.effects = self.effects | EF_FULLBRIGHT;
1133
1134         // midair gamemode: damage only while in the air
1135         // if in midair mode, being on ground grants temporary invulnerability
1136         // (this is so that multishot weapon don't clear the ground flag on the
1137         // first damage in the frame, leaving the player vulnerable to the
1138         // remaining hits in the same frame)
1139         if (self.flags & FL_ONGROUND)
1140         if (cvar("g_midair"))
1141                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1142
1143         if (time < self.spawnshieldtime)
1144                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1145 }
1146
1147 float CalcRegen(float current, float stable, float maxv, float regenfactor)
1148 {
1149         if(current > stable)
1150                 return current;
1151         else if(current > stable - 0.25) // when close enough, "snap"
1152                 return stable;
1153         else
1154                 return bound(0, current + (stable - current) * regenfactor * frametime, maxv);
1155 }
1156
1157 void player_regen (void)
1158 {
1159         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1160         maxh = cvar("g_balance_health_stable");
1161         maxa = cvar("g_balance_armor_stable");
1162         limith = cvar("g_balance_health_limit");
1163         limita = cvar("g_balance_armor_limit");
1164
1165         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1166                 return;
1167
1168         if(cvar("g_runematch"))
1169         {
1170                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1171                 if (self.runes & RUNE_REGEN)
1172                 {
1173                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1174                         {
1175                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1176                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1177                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1178                         }
1179                         else
1180                         {
1181                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1182                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1183                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1184                         }
1185                 }
1186                 else if (self.runes & CURSE_VENOM)
1187                 {
1188                         max_mod = cvar("g_balance_curse_venom_hpmod");
1189                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1190                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1191                         else
1192                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1193                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1194                         //if (!self.runes & RUNE_REGEN)
1195                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1196                 }
1197                 maxh = maxh * max_mod;
1198                 //maxa = maxa * max_mod;
1199
1200                 if (time > self.pauserotarmor_finished)
1201                 {
1202                         if (self.armorvalue > maxa)
1203                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1204                 }
1205                 if (time > self.pauserothealth_finished)
1206                 {
1207                         if (self.health > maxh)
1208                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1209                 }
1210                 if (time > self.pauseregen_finished)
1211                 {
1212                         self.health = CalcRegen(self.health, maxh, 1000, regen_mod * cvar("g_balance_health_regen"));
1213                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1214                 }
1215         }
1216         else
1217         {
1218                 if (time > self.pauserothealth_finished)
1219                 if (self.health > maxh)
1220                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1221                 if (time > self.pauserotarmor_finished)
1222                 if (self.armorvalue > maxa)
1223                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1224                 if (time > self.pauseregen_finished)
1225                 {
1226                         self.health = CalcRegen(self.health, maxh, 1000, cvar("g_balance_health_regen"));
1227                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1228                 }
1229         }
1230
1231         if (self.health > limith)
1232                 self.health = limith;
1233         if(self.health < 1)
1234                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1235         if (self.armorvalue > limita)
1236                 self.armorvalue = limita;
1237 }
1238
1239 /*
1240 ======================
1241 spectate mode routines
1242 ======================
1243 */
1244 void SpectateCopy(entity spectatee) {
1245         self.armortype = spectatee.armortype;
1246         self.armorvalue = spectatee.armorvalue;
1247         self.currentammo = spectatee.currentammo;
1248         self.effects = spectatee.effects;
1249         self.health = spectatee.health;
1250         self.impulse = 0;
1251         self.items = spectatee.items;
1252         self.punchangle = spectatee.punchangle;
1253         self.view_ofs = spectatee.view_ofs;
1254         self.v_angle = spectatee.v_angle;
1255         self.viewzoom = spectatee.viewzoom;
1256         setorigin(self, spectatee.origin);
1257         setsize(self, spectatee.mins, spectatee.maxs);
1258 }
1259
1260 void SpectateUpdate() {
1261         if(!self.enemy)
1262                         PutObserverInServer();
1263
1264         if (self != self.enemy) {
1265                 if(self.enemy.flags & FL_NOTARGET)
1266                         PutObserverInServer();
1267                 SpectateCopy(self.enemy);
1268                 self.dmg_take = self.enemy.dmg_take;
1269                 self.dmg_save = self.enemy.dmg_save;
1270                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1271                 self.fixangle = TRUE;
1272                 self.angles = self.enemy.v_angle;
1273                 //msg_entity = self;
1274                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1275                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1276                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1277                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1278         }
1279 }
1280
1281 float SpectateNext() {
1282         other = find(self.enemy, classname, "player");
1283         if (!other) {
1284                 other = find(other, classname, "player");
1285         }
1286         if (other) {
1287                 self.enemy = other;
1288         }
1289         if(self.enemy.classname == "player") {
1290                 msg_entity = self;
1291                 WriteByte(MSG_ONE, SVC_SETVIEW);
1292                 WriteEntity(MSG_ONE, self.enemy);
1293                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1294                 SpectateUpdate();
1295                 return 1;
1296         } else {
1297                 return 0;
1298         }
1299 }
1300
1301 /*
1302 =============
1303 PlayerPreThink
1304
1305 Called every frame for each client before the physics are run
1306 =============
1307 */
1308 void() ctf_setstatus;
1309 void PlayerPreThink (void)
1310 {
1311         // version nagging
1312         if(self.version_nagtime)
1313                 if(self.cvar_g_nexuizversion)
1314                         if(time > self.version_nagtime)
1315                         {
1316                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1317                                         if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1318                                         {
1319                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n");
1320                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1321                                         }
1322                                 self.version_nagtime = 0;
1323                         }
1324
1325         if(self.classname == "player") {
1326                 local vector m1, m2;
1327
1328 //              if(self.netname == "Wazat")
1329 //                      bprint(strcat(self.classname, "\n"));
1330
1331                 CheckRules_Player();
1332
1333                 Nixnex_GiveCurrentWeapon();
1334
1335                 if(self.button7)
1336                         PrintWelcomeMessage(self);
1337
1338                 if(cvar("g_lms") || !cvar("sv_spectate"))
1339                 if((time - self.jointime) <= cvar("welcome_message_time"))
1340                         PrintWelcomeMessage(self);
1341
1342                 if (intermission_running)
1343                 {
1344                         IntermissionThink ();   // otherwise a button could be missed between
1345                         return;                                 // the think tics
1346                 }
1347
1348                 if (self.deadflag != DEAD_NO)
1349                 {
1350                         player_anim();
1351                         if (self.deadflag == DEAD_DYING)
1352                         {
1353                                 if (time > self.dead_time)
1354                                         self.deadflag = DEAD_DEAD;
1355                         }
1356                         else if (self.deadflag == DEAD_DEAD)
1357                         {
1358                                 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1359                                         self.deadflag = DEAD_RESPAWNABLE;
1360                                 else if (!self.button0 && !self.button2 && !self.button3)
1361                                         self.deadflag = DEAD_RESPAWNABLE;
1362                         }
1363                         else if (self.deadflag == DEAD_RESPAWNABLE)
1364                         {
1365                                 if (self.button0  ||
1366                                     self.button2  ||
1367                                     self.button3  ||
1368                                     self.button4  ||
1369                                     self.button5  ||
1370                                     self.button6  ||
1371                                     self.button7  ||
1372                                     self.button8  ||
1373                                     self.buttonuse ||
1374                                     cvar("g_lms") ||
1375                                     cvar("g_forced_respawn"))
1376                                         respawn();
1377                         }
1378                         return;
1379                 }
1380
1381                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1382                 {
1383                         vector dist;
1384
1385                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1386                         dist = self.oldorigin - self.origin;
1387                         dist_z = 0;
1388                         self.lms_traveled_distance += fabs(vlen(dist));
1389
1390                         if(cvar("g_campaign"))
1391                         if(!campaign_bots_may_start)
1392                         {
1393                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1394                                 self.lms_traveled_distance = 0;
1395                         }
1396
1397                         if(time > self.lms_nextcheck)
1398                         {
1399                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1400                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1401                                 {
1402                                         centermsg_set(CENTERMSG_CAMP, cvar_string("g_lms_campcheck_message"));
1403                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1404                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1405                                         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');
1406                                 }
1407                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1408                                 self.lms_traveled_distance = 0;
1409                         }
1410                 }
1411
1412                 if (self.button5 && !self.hook.state)
1413                 {
1414                         if (!self.crouch)
1415                         {
1416                                 self.crouch = TRUE;
1417                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1418                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1419                         }
1420                 }
1421                 else
1422                 {
1423                         if (self.crouch)
1424                         {
1425                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1426                                 if (!trace_startsolid)
1427                                 {
1428                                         self.crouch = FALSE;
1429                                         self.view_ofs = PL_VIEW_OFS;
1430                                         setsize (self, PL_MIN, PL_MAX);
1431                                 }
1432                         }
1433                 }
1434
1435                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1436                         local string defaultmodel;
1437                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1438
1439                         if (defaultmodel != self.model)
1440                         {
1441                                 m1 = self.mins;
1442                                 m2 = self.maxs;
1443                                 setmodel_lod (self, defaultmodel);
1444                                 setsize (self, m1, m2);
1445                         }
1446
1447                         if (self.skin != cvar("sv_defaultplayerskin"))
1448                                 self.skin = cvar("sv_defaultplayerskin");
1449                 } else {
1450                         if (self.playermodel != self.model)
1451                         {
1452                                 self.playermodel = CheckPlayerModel(self.playermodel);
1453                                 m1 = self.mins;
1454                                 m2 = self.maxs;
1455                                 setmodel_lod (self, self.playermodel);
1456                                 setsize (self, m1, m2);
1457                         }
1458
1459                         if(teams_matter)
1460                         {
1461                                 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1462                                         self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1463                         }
1464                         else
1465                         {
1466                                 if (self.skin != stof(self.playerskin))
1467                                         self.skin = stof(self.playerskin);
1468                         }
1469                 }
1470                 // Savage: Check for nameless players
1471                 if (strlen(self.netname) < 1) {
1472                         self.netname = "Player";
1473                         stuffcmd(self, "name Player\n");
1474                 }
1475
1476                 GrapplingHookFrame();
1477
1478                 W_WeaponFrame();
1479
1480                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1481                 {
1482                         if (cvar("g_minstagib") && self.button3)
1483                         {
1484                                 if (self.jump_interval <= (time + 0.1))
1485                                 {
1486                                         self.jump_interval = time + 1;
1487                                         W_Laser_Attack();
1488                                 }
1489                         }
1490                         else if (self.viewzoom > 0.4)
1491                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1492                 }
1493                 else if (self.viewzoom < 1.0)
1494                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1495
1496
1497                 if (self.button2)
1498                         PlayerJump ();
1499                 else
1500                         self.flags = self.flags | FL_JUMPRELEASED;
1501
1502                 player_powerups();
1503                 player_regen();
1504                 player_anim();
1505
1506                 if (cvar("g_minstagib"))
1507                         minstagib_ammocheck();
1508
1509                 ctf_setstatus();
1510
1511                 //self.angles_y=self.v_angle_y + 90;   // temp
1512
1513                 if (self.waterlevel == 2)
1514                         CheckWaterJump ();
1515
1516                 //if (TetrisPreFrame()) return;
1517         } else if(gameover) {
1518                 if (intermission_running)
1519                         IntermissionThink ();   // otherwise a button could be missed between
1520                 return;
1521         } else if(self.classname == "observer") {
1522
1523                 if (self.flags & FL_JUMPRELEASED) {
1524                         if (self.button2 && self.version == cvar("gameversion")) {
1525                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1526                                         self.flags = self.flags & !FL_JUMPRELEASED;
1527                                         self.classname = "player";
1528                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1529                                                 JoinBestTeam(self, 0);
1530                                         if(cvar("g_campaign"))
1531                                                 campaign_bots_may_start = 1;
1532                                         PutClientInServer();
1533                                         if(self.flags & !FL_NOTARGET)
1534                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1535                                         centermsg_reset();
1536                                         return;
1537                                 } else {
1538                                         self.flags = self.flags & !FL_JUMPRELEASED;
1539                                         stuffcmd(self,"menu_showteamselect\n");
1540                                         return;
1541                                 }
1542                         } else if(self.button0 && self.version == cvar("gameversion")) {
1543                                 self.flags = self.flags & !FL_JUMPRELEASED;
1544                                 if(SpectateNext() == 1) {
1545                                         self.classname = "spectator";
1546                                 }
1547                         }
1548                 } else {
1549                         if (!(self.button0 || self.button2)) {
1550                                 self.flags = self.flags | FL_JUMPRELEASED;
1551                         }
1552                 }
1553                 PrintWelcomeMessage(self);
1554         } else if(self.classname == "spectator") {
1555                 if (self.flags & FL_JUMPRELEASED) {
1556                         if (self.button2 && self.version == cvar("gameversion")) {
1557                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1558                                         self.flags = self.flags & !FL_JUMPRELEASED;
1559                                         self.classname = "player";
1560                                         if(!cvar("g_lms"))
1561                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1562
1563                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1564                                                 JoinBestTeam(self, 0);
1565                                         if(cvar("g_campaign"))
1566                                                 campaign_bots_may_start = 1;
1567                                         PutClientInServer();
1568                                         centermsg_reset();
1569                                         return;
1570                                 } else {
1571                                         self.flags = self.flags & !FL_JUMPRELEASED;
1572                                         stuffcmd(self,"menu_showteamselect\n");
1573                                         return;
1574                                 }
1575                         } else if(self.button0) {
1576                                 self.flags = self.flags & !FL_JUMPRELEASED;
1577                                 if(SpectateNext() == 1) {
1578                                         self.classname = "spectator";
1579                                 } else {
1580                                         self.classname = "observer";
1581                                         PutClientInServer();
1582                                 }
1583                         } else if (self.button3) {
1584                                 self.flags = self.flags & !FL_JUMPRELEASED;
1585                                 self.classname = "observer";
1586                                 PutClientInServer();
1587                         } else {
1588                                 SpectateUpdate();
1589                         }
1590                 } else {
1591                         if (!(self.button0 || self.button3)) {
1592                                 self.flags = self.flags | FL_JUMPRELEASED;
1593                         }
1594                 }
1595                 PrintWelcomeMessage(self);
1596                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1597         }
1598 }
1599
1600
1601 /*
1602 =============
1603 PlayerPostThink
1604
1605 Called every frame for each client after the physics are run
1606 =============
1607 */
1608 void PlayerPostThink (void)
1609 {
1610         if(self.classname == "player") {
1611                 CheckRules_Player();
1612                 UpdateChatBubble();
1613                 UpdateTeamBubble();
1614                 if (self.deadflag == DEAD_NO)
1615                 if (self.impulse)
1616                         ImpulseCommands ();
1617                 if (intermission_running)
1618                         return;         // intermission or finale
1619
1620                 //PrintWelcomeMessage(self);
1621                 //if (TetrisPostFrame()) return;
1622         } else if (self.classname == "observer") {
1623                 //do nothing
1624         } else if (self.classname == "spectator") {
1625                 //do nothing
1626         }
1627         Arena_Warmup();
1628 }