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new zoom customization: cl_zoomspeed, cl_zoomfactor
[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         DropAllRunes(self);
291
292         if(self.flagcarried)
293                 DropFlag(self.flagcarried);
294
295         DistributeFragsAmongTeam(self, self.team, 1);
296
297         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
298                 bprint ("^4", self.netname, "^4 has no more lives left\n");
299         else if(self.killcount != -666)
300                 bprint ("^4", self.netname, "^4 is spectating now\n");
301
302         self.classname = "observer";
303         self.health = -666;
304         self.takedamage = DAMAGE_NO;
305         self.solid = SOLID_NOT;
306         self.movetype = MOVETYPE_NOCLIP;
307         self.flags = FL_CLIENT | FL_NOTARGET;
308         self.armorvalue = 666;
309         self.effects = 0;
310         self.armorvalue = cvar("g_balance_armor_start");
311         self.pauserotarmor_finished = 0;
312         self.pauserothealth_finished = 0;
313         self.pauseregen_finished = 0;
314         self.damageforcescale = 0;
315         self.death_time = 0;
316         self.dead_time = 0;
317         self.dead_frame = 0;
318         self.die_frame = 0;
319         self.deaths = 0;
320         self.alpha = 0;
321         self.scale = 0;
322         self.fade_time = 0;
323         self.pain_frame = 0;
324         self.pain_finished = 0;
325         self.strength_finished = 0;
326         self.invincible_finished = 0;
327         self.pushltime = 0;
328         self.think = SUB_Null;
329         self.nextthink = 0;
330         self.hook_time = 0;
331         self.runes = 0;
332         self.deadflag = DEAD_NO;
333         self.angles = spot.angles;
334         self.angles_z = 0;
335         self.fixangle = TRUE;
336         self.crouch = FALSE;
337
338         self.view_ofs = PL_VIEW_OFS;
339         setorigin (self, spot.origin);
340         setsize (self, '0 0 0', '0 0 0');
341         self.oldorigin = self.origin;
342         self.items = 0;
343         self.model = "";
344         self.modelindex = 0;
345         self.weapon = 0;
346         self.weaponmodel = "";
347         self.weaponentity = world;
348         self.killcount = -666;
349         self.velocity = '0 0 0';
350         self.avelocity = '0 0 0';
351         self.punchangle = '0 0 0';
352         self.punchvector = '0 0 0';
353         self.oldvelocity = self.velocity;
354         self.customizeentityforclient = Client_customizeentityforclient;
355
356         if(cvar("g_arena"))
357         {
358                 if(self.frags != -2)
359                 {
360                         Spawnqueue_Insert(self);
361                 }
362                 else
363                 {
364                         Spawnqueue_Unmark(self);
365                         Spawnqueue_Remove(self);
366                 }
367         }
368         else if(!cvar("g_lms"))
369                 self.frags = -666;
370 }
371
372
373 /*
374 =============
375 PutClientInServer
376
377 Called when a client spawns in the server
378 =============
379 */
380 void PutClientInServer (void)
381 {
382         if(clienttype(self) == CLIENTTYPE_BOT)
383         {
384                 self.classname = "player";
385         }
386         else if(clienttype(self) == CLIENTTYPE_REAL)
387         {
388                 msg_entity = self;
389                 WriteByte(MSG_ONE, SVC_SETVIEW);
390                 WriteEntity(MSG_ONE, self);
391         }
392
393         // player is dead and becomes observer
394         if(cvar("g_lms") && self.frags < 1)
395                 self.classname = "observer";
396
397         if(cvar("g_arena"))
398         if(!self.spawned)
399                 self.classname = "observer";
400
401         if(self.classname == "player") {
402                 entity  spot;
403
404                 spot = SelectSpawnPoint (FALSE);
405
406                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
407
408                 self.classname = "player";
409                 self.iscreature = TRUE;
410                 self.movetype = MOVETYPE_WALK;
411                 self.solid = SOLID_SLIDEBOX;
412                 self.flags = FL_CLIENT;
413                 self.takedamage = DAMAGE_AIM;
414                 self.effects = 0;
415                 self.health = cvar("g_balance_health_start");
416                 self.air_finished = time + 12;
417                 self.dmg = 2;
418                 self.armorvalue = cvar("g_balance_armor_start");
419                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
420                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
421                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
422                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
423                 self.damageforcescale = 2;
424                 self.death_time = 0;
425                 self.dead_time = 0;
426                 self.dead_frame = 0;
427                 self.die_frame = 0;
428                 self.alpha = 0;
429                 self.scale = 0;
430                 self.fade_time = 0;
431                 self.pain_frame = 0;
432                 self.pain_finished = 0;
433                 self.strength_finished = 0;
434                 self.invincible_finished = 0;
435                 self.pushltime = 0;
436                 //self.speed_finished = 0;
437                 //self.slowmo_finished = 0;
438                 // players have no think function
439                 self.think = SUB_Null;
440                 self.nextthink = 0;
441                 self.weapon = 0;
442                 self.switchweapon = 0;
443                 self.hook_time = 0;
444
445                 self.runes = 0;
446
447                 self.deadflag = DEAD_NO;
448
449                 self.angles = spot.angles;
450
451                 self.angles_z = 0; // never spawn tilted even if the spot says to
452                 self.fixangle = TRUE; // turn this way immediately
453                 self.velocity = '0 0 0';
454                 self.avelocity = '0 0 0';
455                 self.punchangle = '0 0 0';
456                 self.punchvector = '0 0 0';
457                 self.oldvelocity = self.velocity;
458
459                 self.viewzoom = 0.6;
460                 self.has_zoomed = 0;
461
462                 self.customizeentityforclient = Client_customizeentityforclient;
463
464                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
465                         local string defaultmodel;
466                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
467                         setmodel_lod (self, defaultmodel);
468                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
469                 } else {
470                         self.playermodel = CheckPlayerModel(self.playermodel);
471                         setmodel_lod (self, self.playermodel);
472                         if(teams_matter)
473                                 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
474                         else
475                                 self.skin = stof(self.playerskin);
476                 }
477
478                 self.crouch = FALSE;
479                 self.view_ofs = PL_VIEW_OFS;
480                 setsize (self, PL_MIN, PL_MAX);
481                 self.spawnorigin = spot.origin;
482                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
483                 // don't reset back to last position, even if new position is stuck in solid
484                 self.oldorigin = self.origin;
485
486                 if(cvar("g_lms"))
487                 {
488                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
489                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
490                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
491                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
492                         self.health = cvar("g_lms_start_health");
493                         self.armorvalue = cvar("g_lms_start_armor");
494                 }
495                 else if (cvar("g_use_ammunition")) {
496                         self.ammo_shells = cvar("g_start_ammo_shells");
497                         self.ammo_nails = cvar("g_start_ammo_nails");
498                         self.ammo_rockets = cvar("g_start_ammo_rockets");
499                         self.ammo_cells = cvar("g_start_ammo_cells");
500                 } else {
501                         self.ammo_shells = 999;
502                         self.ammo_nails = 999;
503                         self.ammo_rockets = 999;
504                         self.ammo_cells = 999;
505                 }
506
507                 self.items = 0;
508                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
509                 {
510                         self.items = self.items | IT_LASER;
511                         self.switchweapon = WEP_LASER;
512                 }
513                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
514                 {
515                         self.items = self.items | IT_SHOTGUN;
516                         self.switchweapon = WEP_SHOTGUN;
517                 }
518                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
519                 {
520                         self.items = self.items | IT_UZI;
521                         self.switchweapon = WEP_UZI;
522                 }
523                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
524                 {
525                         self.items = self.items | IT_GRENADE_LAUNCHER;
526                         self.switchweapon = WEP_GRENADE_LAUNCHER;
527                 }
528                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
529                 {
530                         self.items = self.items | IT_ELECTRO;
531                         self.switchweapon = WEP_ELECTRO;
532                 }
533                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
534                 {
535                         self.items = self.items | IT_CRYLINK;
536                         self.switchweapon = WEP_CRYLINK;
537                 }
538                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
539                 {
540                         self.items = self.items | IT_NEX;
541                         self.switchweapon = WEP_NEX;
542                 }
543                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
544                 {
545                         self.items = self.items | IT_HAGAR;
546                         self.switchweapon = WEP_HAGAR;
547                 }
548                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
549                 {
550                         self.items = self.items | IT_ROCKET_LAUNCHER;
551                         self.switchweapon = WEP_ROCKET_LAUNCHER;
552                 }
553
554                 if(cvar("g_instagib"))
555                 {
556                         self.items = IT_NEX;
557                         self.switchweapon = WEP_NEX;
558                         self.ammo_cells = 999;
559                 }
560
561                 if(cvar("g_rocketarena"))
562                 {
563                         self.items = IT_ROCKET_LAUNCHER;
564                         self.switchweapon = WEP_ROCKET_LAUNCHER;
565                         self.ammo_rockets = 999;
566                 }
567
568                 if(cvar("g_nixnex"))
569                 {
570                         self.items = 0;
571                         // will be done later
572                 }
573
574                 if(cvar("g_minstagib"))
575                 {
576                         self.health = 100;
577                         self.armorvalue = 0;
578                         self.items = IT_NEX;
579                         self.switchweapon = WEP_NEX;
580                         self.ammo_cells = cvar("g_minstagib_ammo_start");
581                         self.jump_interval = time;
582                 }
583
584                 if(cvar("g_arena"))
585                 {
586                         Spawnqueue_Remove(self);
587                         Spawnqueue_Mark(self);
588                 }
589
590                 self.event_damage = PlayerDamage;
591
592                 self.bot_attack = TRUE;
593
594                 self.statdraintime = time + 5;
595                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
596
597                 if(self.killcount == -666) {
598                         self.killcount = 0;
599                         if(!cvar("g_arena"))
600                         if(!cvar("g_lms"))
601                                 self.frags = 0;
602                 }
603
604                 self.cnt = WEP_LASER;
605                 self.nixnex_lastchange_id = -1;
606
607                 CL_SpawnWeaponentity();
608                 self.alpha = default_player_alpha;
609                 self.exteriorweaponentity.alpha = default_weapon_alpha;
610
611                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
612                 self.lms_traveled_distance = 0;
613
614                 if(cvar("spawn_debug"))
615                 {
616                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
617                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
618                 }
619
620                 //stuffcmd(self, "chase_active 0");
621                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
622         } else if(self.classname == "observer") {
623                 PutObserverInServer ();
624         }
625 }
626
627 /*
628 =============
629 SetNewParms
630 =============
631 */
632 void SetNewParms (void)
633 {
634
635 }
636
637 /*
638 =============
639 SetChangeParms
640 =============
641 */
642 void SetChangeParms (void)
643 {
644
645 }
646
647 /*
648 =============
649 ClientKill
650
651 Called when a client types 'kill' in the console
652 =============
653 */
654 void ClientKill (void)
655 {
656         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
657 }
658
659 void FixClientCvars(entity e)
660 {
661         // send prediction settings to the client
662         stuffcmd(e, "\nin_bindmap 0 0\n");
663         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
664         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
665         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
666         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
667         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
668         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
669         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
670         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
671         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
672         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
673         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
674         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
675         stuffcmd(e, "cl_movement_edgefriction 1\n");
676 }
677
678 /*
679 =============
680 ClientConnect
681
682 Called when a client connects to the server
683 =============
684 */
685 string ColoredTeamName(float t);
686 //void dom_player_join_team(entity pl);
687 void ClientConnect (void)
688 {
689         local string s;
690         
691         self.classname = "player_joining";
692         self.flags = self.flags | FL_CLIENT;
693         self.version_nagtime = time + 10 + random() * 10;
694
695         if(player_count<0)
696         {
697                 dprint("BUG player count is lower than zero, this cannot happen!\n");
698                 player_count = 0;
699         }
700
701         bot_clientconnect();
702
703         //if(cvar("g_domination"))
704         //      dom_player_join_team(self);
705
706         //JoinBestTeam(self, FALSE);
707
708         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
709                 self.classname = "observer";
710         } else {
711                 self.classname = "player";
712                 campaign_bots_may_start = 1;
713         }
714
715         self.playerid = (playerid_last = playerid_last + 1);
716         if(cvar("sv_eventlog"))
717         {
718                 if(clienttype(self) == CLIENTTYPE_REAL)
719                         s = "player";
720                 else
721                         s = "bot";
722                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
723                 s = strcat(":team:", ftos(self.playerid), ":");
724                 s = strcat(s, ftos(self.team));
725                 GameLogEcho(s, FALSE);
726         }
727
728         //stuffcmd(self, "set tmpviewsize $viewsize \n");
729
730         bprint ("^4",self.netname);
731         bprint ("^4 connected");
732
733         if(cvar("g_domination") || cvar("g_ctf"))
734         {
735                 bprint(" and joined the ");
736                 bprint(ColoredTeamName(self.team));
737         }
738
739         bprint("\n");
740
741         self.welcomemessage_time = 0;
742
743         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
744         // TODO: is this being used for anything else than cd tracks?
745         // Remember: SVC_CDTRACK exists. Maybe it should be used.
746         
747         FixClientCvars(self);
748
749         // Wazat's grappling hook
750         SetGrappleHookBindings();
751
752         // get autoswitch state from player
753         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
754         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
755
756         // get version info from player
757         stuffcmd(self, "cmd clientversion $gameversion\n");
758
759         // get other cvars from player
760         GetCvars(0);
761
762         // set cvar for team scoreboard
763         if (teams_matter)
764         {
765                 local float t;
766                 t = cvar("teamplay");
767                 // 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
768                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
769         }
770         else
771                 stuffcmd(self, "set teamplay 0\n");
772
773         if(cvar("g_lms"))
774         {
775                 self.frags = cvar("fraglimit");
776                 // no fraglimit was set, so player gets 999 lives
777                 if(self.frags < 1)
778                         self.frags = 999;
779
780                 self.frags = LMS_NewPlayerLives();
781                 if(!self.frags)
782                 {
783                         self.frags = -666;
784                 }
785         }
786         else if(cvar("g_arena"))
787         {
788                 self.classname = "observer";
789                 Spawnqueue_Insert(self);
790         }
791
792         bot_relinkplayerlist();
793
794         self.jointime = time;
795 }
796
797 /*
798 =============
799 ClientDisconnect
800
801 Called when a client disconnects from the server
802 =============
803 */
804 void(entity e) DropFlag;
805 .entity chatbubbleentity;
806 .entity teambubbleentity;
807 void ClientDisconnect (void)
808 {
809         float save;
810         if(cvar("sv_eventlog"))
811                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
812         bprint ("^4",self.netname);
813         bprint ("^4 disconnected\n");
814
815         if (self.chatbubbleentity)
816         {
817                 remove (self.chatbubbleentity);
818                 self.chatbubbleentity = world;
819         }
820
821         if (self.teambubbleentity)
822         {
823                 remove (self.teambubbleentity);
824                 self.teambubbleentity = world;
825         }
826
827         DropAllRunes(self);
828
829         if(self.flagcarried)
830                 DropFlag(self.flagcarried);
831
832         DistributeFragsAmongTeam(self, self.team, 1);
833
834         save = self.flags;
835         self.flags = self.flags - (self.flags & FL_CLIENT);
836         bot_relinkplayerlist();
837         self.flags = save;
838
839         // remove laserdot
840         if(self.weaponentity)
841                 if(self.weaponentity.lasertarget)
842                         remove(self.weaponentity.lasertarget);
843
844         if(cvar("g_arena"))
845         {
846                 Spawnqueue_Unmark(self);
847                 Spawnqueue_Remove(self);
848         }
849
850         // free cvars
851         GetCvars(-1);
852 }
853
854 .float buttonchat;
855 void() ChatBubbleThink =
856 {
857         self.nextthink = time;
858         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
859         {
860                 self.owner.chatbubbleentity = world;
861                 remove(self);
862                 return;
863         }
864         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
865         if (self.owner.buttonchat && !self.owner.deadflag)
866                 self.model = self.mdl;
867         else
868                 self.model = "";
869 };
870
871 void() UpdateChatBubble =
872 {
873         if (!self.modelindex)
874                 return;
875         // spawn a chatbubble entity if needed
876         if (!self.chatbubbleentity)
877         {
878                 self.chatbubbleentity = spawn();
879                 self.chatbubbleentity.owner = self;
880                 self.chatbubbleentity.exteriormodeltoclient = self;
881                 self.chatbubbleentity.think = ChatBubbleThink;
882                 self.chatbubbleentity.nextthink = time;
883                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
884                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
885                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
886                 self.chatbubbleentity.model = "";
887         }
888 }
889
890
891 void() TeamBubbleThink =
892 {
893         self.nextthink = time;
894         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
895         {
896                 self.owner.teambubbleentity = world;
897                 remove(self);
898                 return;
899         }
900 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
901         if (self.owner.buttonchat || self.owner.deadflag)
902                 self.model = "";
903         else
904                 self.model = self.mdl;
905
906 };
907
908 float() TeamBubble_customizeentityforclient
909 {
910         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
911 }
912
913 void() UpdateTeamBubble =
914 {
915         if (!self.modelindex || !cvar("teamplay"))
916                 return;
917         // spawn a teambubble entity if needed
918         if (!self.teambubbleentity && cvar("teamplay"))
919         {
920                 self.teambubbleentity = spawn();
921                 self.teambubbleentity.owner = self;
922                 self.teambubbleentity.exteriormodeltoclient = self;
923                 self.teambubbleentity.think = TeamBubbleThink;
924                 self.teambubbleentity.nextthink = time;
925                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
926 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
927                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
928                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
929                 self.teambubbleentity.mdl = self.teambubbleentity.model;
930                 self.teambubbleentity.model = self.teambubbleentity.mdl;
931                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
932         }
933 }
934
935 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
936 // added to the model skins
937 /*void() UpdateColorModHack =
938 {
939         local float c;
940         c = self.clientcolors & 15;
941         // LordHavoc: only bothering to support white, green, red, yellow, blue
942              if (teamplay == 0) self.colormod = '0 0 0';
943         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
944         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
945         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
946         else if (c == 12) self.colormod = '1.22 1.22 0.10';
947         else if (c == 13) self.colormod = '0.10 0.10 1.73';
948         else self.colormod = '1 1 1';
949 };*/
950
951 void respawn(void)
952 {
953         CopyBody(1);
954         PutClientInServer();
955 }
956
957 void player_powerups (void)
958 {
959         if (cvar("g_minstagib"))
960         {
961                 self.effects = EF_FULLBRIGHT;
962                 if (self.items & IT_STRENGTH)
963                 {
964                         if (time > self.strength_finished)
965                         {
966                                 self.alpha = default_player_alpha;
967                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
968                                 self.items = self.items - (self.items & IT_STRENGTH);
969                                 sprint(self, "^3Invisibility has worn off\n");
970                         }
971                 }
972                 else
973                 {
974                         if (time < self.strength_finished)
975                         {
976                                 self.alpha = cvar("g_minstagib_invis_alpha");
977                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
978                                 self.items = self.items | IT_STRENGTH;
979                                 sprint(self, "^3You are invisible\n");
980                         }
981                 }
982
983                 if (self.items & IT_INVINCIBLE)
984                 {
985                         if (time > self.invincible_finished)
986                         {
987                                 self.items = self.items - (self.items & IT_INVINCIBLE);
988                                 sprint(self, "^3Speed has worn off\n");
989                         }
990                 }
991                 else
992                 {
993                         if (time < self.invincible_finished)
994                         {
995                                 self.items = self.items | IT_INVINCIBLE;
996                                 sprint(self, "^3You are on speed\n");
997                         }
998                 }
999                 return;
1000         }
1001
1002         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1003         if (self.items & IT_STRENGTH)
1004         {
1005                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1006                 if (time > self.strength_finished)
1007                 {
1008                         self.items = self.items - (self.items & IT_STRENGTH);
1009                         sprint(self, "^3Strength has worn off\n");
1010                 }
1011         }
1012         else
1013         {
1014                 if (time < self.strength_finished)
1015                 {
1016                         self.items = self.items | IT_STRENGTH;
1017                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1018                 }
1019         }
1020         if (self.items & IT_INVINCIBLE)
1021         {
1022                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1023                 if (time > self.invincible_finished)
1024                 {
1025                         self.items = self.items - (self.items & IT_INVINCIBLE);
1026                         sprint(self, "^3Shield has worn off\n");
1027                 }
1028         }
1029         else
1030         {
1031                 if (time < self.invincible_finished)
1032                 {
1033                         self.items = self.items | IT_INVINCIBLE;
1034                         sprint(self, "^3Shield surrounds you\n");
1035                 }
1036         }
1037
1038         if (cvar("g_fullbrightplayers"))
1039                 self.effects = self.effects | EF_FULLBRIGHT;
1040
1041         // midair gamemode: damage only while in the air
1042         // if in midair mode, being on ground grants temporary invulnerability
1043         // (this is so that multishot weapon don't clear the ground flag on the
1044         // first damage in the frame, leaving the player vulnerable to the
1045         // remaining hits in the same frame)
1046         if (self.flags & FL_ONGROUND)
1047         if (cvar("g_midair"))
1048                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1049
1050         if (time < self.spawnshieldtime)
1051                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1052 }
1053
1054 float CalcRegen(float current, float stable, float maxv, float regenfactor)
1055 {
1056         if(current > stable)
1057                 return current;
1058         else if(current > stable - 0.25) // when close enough, "snap"
1059                 return stable;
1060         else
1061                 return bound(0, current + (stable - current) * regenfactor * frametime, maxv);
1062 }
1063
1064 void player_regen (void)
1065 {
1066         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1067         maxh = cvar("g_balance_health_stable");
1068         maxa = cvar("g_balance_armor_stable");
1069         limith = cvar("g_balance_health_limit");
1070         limita = cvar("g_balance_armor_limit");
1071
1072         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1073                 return;
1074
1075         if(cvar("g_runematch"))
1076         {
1077                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1078                 if (self.runes & RUNE_REGEN)
1079                 {
1080                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1081                         {
1082                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1083                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1084                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1085                         }
1086                         else
1087                         {
1088                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1089                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1090                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1091                         }
1092                 }
1093                 else if (self.runes & CURSE_VENOM)
1094                 {
1095                         max_mod = cvar("g_balance_curse_venom_hpmod");
1096                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1097                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1098                         else
1099                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1100                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1101                         //if (!self.runes & RUNE_REGEN)
1102                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1103                 }
1104                 maxh = maxh * max_mod;
1105                 //maxa = maxa * max_mod;
1106
1107                 if (time > self.pauserotarmor_finished)
1108                 {
1109                         if (self.armorvalue > maxa)
1110                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1111                 }
1112                 if (time > self.pauserothealth_finished)
1113                 {
1114                         if (self.health > maxh)
1115                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1116                 }
1117                 if (time > self.pauseregen_finished)
1118                 {
1119                         self.health = CalcRegen(self.health, maxh, 1000, regen_mod * cvar("g_balance_health_regen"));
1120                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1121                 }
1122         }
1123         else
1124         {
1125                 if (time > self.pauserothealth_finished)
1126                 if (self.health > maxh)
1127                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1128                 if (time > self.pauserotarmor_finished)
1129                 if (self.armorvalue > maxa)
1130                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1131                 if (time > self.pauseregen_finished)
1132                 {
1133                         self.health = CalcRegen(self.health, maxh, 1000, cvar("g_balance_health_regen"));
1134                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1135                 }
1136         }
1137
1138         if (self.health > limith)
1139                 self.health = limith;
1140         if(self.health < 1)
1141                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1142         if (self.armorvalue > limita)
1143                 self.armorvalue = limita;
1144 }
1145
1146 /*
1147 ======================
1148 spectate mode routines
1149 ======================
1150 */
1151 void SpectateCopy(entity spectatee) {
1152         self.armortype = spectatee.armortype;
1153         self.armorvalue = spectatee.armorvalue;
1154         self.currentammo = spectatee.currentammo;
1155         self.effects = spectatee.effects;
1156         self.health = spectatee.health;
1157         self.impulse = 0;
1158         self.items = spectatee.items;
1159         self.punchangle = spectatee.punchangle;
1160         self.view_ofs = spectatee.view_ofs;
1161         self.v_angle = spectatee.v_angle;
1162         self.viewzoom = spectatee.viewzoom;
1163         setorigin(self, spectatee.origin);
1164         setsize(self, spectatee.mins, spectatee.maxs);
1165 }
1166
1167 void SpectateUpdate() {
1168         if(!self.enemy)
1169                         PutObserverInServer();
1170
1171         if (self != self.enemy) {
1172                 if(self.enemy.flags & FL_NOTARGET)
1173                         PutObserverInServer();
1174                 SpectateCopy(self.enemy);
1175                 self.dmg_take = self.enemy.dmg_take;
1176                 self.dmg_save = self.enemy.dmg_save;
1177                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1178                 self.fixangle = TRUE;
1179                 self.angles = self.enemy.v_angle;
1180                 //msg_entity = self;
1181                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1182                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1183                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1184                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1185         }
1186 }
1187
1188 float SpectateNext() {
1189         other = find(self.enemy, classname, "player");
1190         if (!other) {
1191                 other = find(other, classname, "player");
1192         }
1193         if (other) {
1194                 self.enemy = other;
1195         }
1196         if(self.enemy.classname == "player") {
1197                 msg_entity = self;
1198                 WriteByte(MSG_ONE, SVC_SETVIEW);
1199                 WriteEntity(MSG_ONE, self.enemy);
1200                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1201                 SpectateUpdate();
1202                 return 1;
1203         } else {
1204                 return 0;
1205         }
1206 }
1207
1208 /*
1209 =============
1210 ShowRespawnCountdown()
1211
1212 Update a respawn countdown display.
1213 =============
1214 */
1215 void ShowRespawnCountdown()
1216 {
1217         float number;
1218         if(self.deadflag == DEAD_NO) // just respawned?
1219                 return;
1220         else
1221         {
1222                 number = ceil(self.death_time - time);
1223                 if(number <= 0)
1224                         return;
1225                 if(number <= self.respawn_countdown)
1226                 {
1227                         self.respawn_countdown = number - 1;
1228                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1229                                 stuffcmd(self, strcat("play2 announcer/robotic/", ftos(number), ".ogg\n"));
1230                 }
1231         }
1232 }
1233
1234 void LeaveSpectatorMode()
1235 {
1236         if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1237                 self.classname = "player";
1238                 if(cvar("g_campaign") || cvar("g_balance_teams"))
1239                         JoinBestTeam(self, 0);
1240                 if(cvar("g_campaign"))
1241                         campaign_bots_may_start = 1;
1242                 PutClientInServer();
1243                 if(!(self.flags & FL_NOTARGET))
1244                         bprint ("^4", self.netname, "^4 is playing now\n");
1245                 centerprint(self,"");
1246                 return;
1247         } else {
1248                 stuffcmd(self,"menu_showteamselect\n");
1249                 return;
1250         }
1251 }
1252
1253 /*
1254 =============
1255 PlayerPreThink
1256
1257 Called every frame for each client before the physics are run
1258 =============
1259 */
1260 void() ctf_setstatus;
1261 .float vote_nagtime;
1262 void PlayerPreThink (void)
1263 {
1264         if(strlen(self.netname) > 0)
1265                 if(substring(self.netname, strlen(self.netname) - 1, 1) == "^")
1266                         self.netname = strzone(strcat(substring(self.netname, 0, strlen(self.netname) - 1), " ")); // BROKEN COLORS can be annoying!
1267
1268         // version nagging
1269         if(self.version_nagtime)
1270                 if(self.cvar_g_nexuizversion)
1271                         if(time > self.version_nagtime)
1272                         {
1273                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1274                                         if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1275                                         {
1276                                                 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");
1277                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1278                                         }
1279                                 self.version_nagtime = 0;
1280                         }
1281
1282         // vote nagging
1283         if(self.cvar_scr_centertime)
1284                 if(time > self.vote_nagtime)
1285                 {
1286                         VoteNag();
1287                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1288                 }
1289
1290         if(self.classname == "player") {
1291                 local vector m1, m2;
1292
1293 //              if(self.netname == "Wazat")
1294 //                      bprint(self.classname, "\n");
1295
1296                 CheckRules_Player();
1297
1298                 if(self.button7)
1299                         PrintWelcomeMessage(self);
1300
1301                 if(cvar("g_lms") || !cvar("sv_spectate"))
1302                 if((time - self.jointime) <= cvar("welcome_message_time"))
1303                         PrintWelcomeMessage(self);
1304
1305                 if (intermission_running)
1306                 {
1307                         IntermissionThink ();   // otherwise a button could be missed between
1308                         return;                                 // the think tics
1309                 }
1310
1311                 if(time > self.teleport_time)
1312                 {
1313                         self.effects = self.effects - (self.effects & EF_NODRAW);
1314                         if(self.weaponentity)
1315                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1316                 }
1317
1318                 Nixnex_GiveCurrentWeapon();
1319                 UpdateSelectedPlayer();
1320
1321                 if (self.deadflag != DEAD_NO)
1322                 {
1323                         float button_pressed, force_respawn;
1324                         player_anim();
1325                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1326                         force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1327                         if (self.deadflag == DEAD_DYING)
1328                         {
1329                                 if(force_respawn)
1330                                         self.deadflag = DEAD_RESPAWNING;
1331                                 else if(!button_pressed)
1332                                         self.deadflag = DEAD_DEAD;
1333                         }
1334                         else if (self.deadflag == DEAD_DEAD)
1335                         {
1336                                 if(button_pressed)
1337                                         self.deadflag = DEAD_RESPAWNABLE;
1338                         }
1339                         else if (self.deadflag == DEAD_RESPAWNABLE)
1340                         {
1341                                 if(!button_pressed)
1342                                         self.deadflag = DEAD_RESPAWNING;
1343                         }
1344                         else if (self.deadflag == DEAD_RESPAWNING)
1345                         {
1346                                 if(time > self.death_time)
1347                                         respawn();
1348                         }
1349                         ShowRespawnCountdown();
1350                         return;
1351                 }
1352
1353                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1354                 {
1355                         vector dist;
1356
1357                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1358                         dist = self.oldorigin - self.origin;
1359                         dist_z = 0;
1360                         self.lms_traveled_distance += fabs(vlen(dist));
1361
1362                         if(cvar("g_campaign"))
1363                         if(!campaign_bots_may_start)
1364                         {
1365                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1366                                 self.lms_traveled_distance = 0;
1367                         }
1368
1369                         if(time > self.lms_nextcheck)
1370                         {
1371                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1372                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1373                                 {
1374                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1375                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1376                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1377                                         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');
1378                                 }
1379                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1380                                 self.lms_traveled_distance = 0;
1381                         }
1382                 }
1383
1384                 if (self.button5 && !self.hook.state)
1385                 {
1386                         if (!self.crouch)
1387                         {
1388                                 self.crouch = TRUE;
1389                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1390                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1391                         }
1392                 }
1393                 else
1394                 {
1395                         if (self.crouch)
1396                         {
1397                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1398                                 if (!trace_startsolid)
1399                                 {
1400                                         self.crouch = FALSE;
1401                                         self.view_ofs = PL_VIEW_OFS;
1402                                         setsize (self, PL_MIN, PL_MAX);
1403                                 }
1404                         }
1405                 }
1406
1407                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1408                         local string defaultmodel;
1409                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1410
1411                         if (defaultmodel != self.model)
1412                         {
1413                                 m1 = self.mins;
1414                                 m2 = self.maxs;
1415                                 setmodel_lod (self, defaultmodel);
1416                                 setsize (self, m1, m2);
1417                         }
1418
1419                         if (self.skin != cvar("sv_defaultplayerskin"))
1420                                 self.skin = cvar("sv_defaultplayerskin");
1421                 } else {
1422                         if (self.playermodel != self.model)
1423                         {
1424                                 self.playermodel = CheckPlayerModel(self.playermodel);
1425                                 m1 = self.mins;
1426                                 m2 = self.maxs;
1427                                 setmodel_lod (self, self.playermodel);
1428                                 setsize (self, m1, m2);
1429                         }
1430
1431                         if(teams_matter)
1432                         {
1433                                 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1434                                         self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1435                         }
1436                         else
1437                         {
1438                                 if (self.skin != stof(self.playerskin))
1439                                         self.skin = stof(self.playerskin);
1440                         }
1441                 }
1442
1443                 GrapplingHookFrame();
1444
1445                 W_WeaponFrame();
1446
1447                 if (cvar("g_minstagib"))
1448                         if(self.button3)
1449                                 if (self.jump_interval <= (time + 0.1))
1450                                 {
1451                                         self.jump_interval = time + 1;
1452                                         W_Laser_Attack();
1453                                 }
1454                 
1455                 {
1456                         float zoomfactor, zoomspeed, zoomdir;
1457                         zoomfactor = self.cvar_cl_zoomfactor;
1458                         if(zoomfactor < 1 || zoomfactor > 16)
1459                                 zoomfactor = 2.5;
1460                         zoomspeed = self.cvar_cl_zoomspeed;
1461                         if(zoomspeed >= 0) // < 0 is instant zoom
1462                                 if(zoomspeed < 0.5 || zoomspeed > 16)
1463                                         zoomspeed = 3.5;
1464                         
1465                         zoomdir = self.button4;
1466                         if(self.button3)
1467                                 if(self.weapon == WEP_NEX)
1468                                         if(!cvar("g_minstagib"))
1469                                                 zoomdir = 1;
1470
1471                         if(zoomdir)
1472                                 self.has_zoomed = 1;
1473
1474                         if(self.has_zoomed)
1475                         {
1476                                 if(zoomspeed <= 0) // instant zoom
1477                                 {
1478                                         if(zoomdir)
1479                                                 self.viewzoom = 1 / zoomfactor;
1480                                         else
1481                                                 self.viewzoom = 1;
1482                                 }
1483                                 else
1484                                 {
1485                                         // geometric zoom would be:
1486                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1487                                         // however, testing showed that arithmetic/harmonic zoom works better
1488                                         if(zoomdir)
1489                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1490                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1491                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1492                                         else
1493                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1494                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1495                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1496                                 }
1497                         }
1498                         else
1499                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1500                 }
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 (TetrisPreFrame()) return;
1514         } else if(gameover) {
1515                 if (intermission_running)
1516                         IntermissionThink ();   // otherwise a button could be missed between
1517                 return;
1518         } else if(self.classname == "observer") {
1519
1520                 if (self.flags & FL_JUMPRELEASED) {
1521                         if (self.button2 && self.version == cvar("gameversion")) {
1522                                 self.welcomemessage_time = 0;
1523                                 self.flags = self.flags - FL_JUMPRELEASED;
1524                                 LeaveSpectatorMode();
1525                                 return;
1526                         } else if(self.button0 && self.version == cvar("gameversion")) {
1527                                 self.welcomemessage_time = 0;
1528                                 self.flags = self.flags - FL_JUMPRELEASED;
1529                                 if(SpectateNext() == 1) {
1530                                         self.classname = "spectator";
1531                                 }
1532                         }
1533                 } else {
1534                         if (!(self.button0 || self.button2)) {
1535                                 self.flags = self.flags | FL_JUMPRELEASED;
1536                         }
1537                 }
1538                 PrintWelcomeMessage(self);
1539         } else if(self.classname == "spectator") {
1540                 if (self.flags & FL_JUMPRELEASED) {
1541                         if (self.button2 && self.version == cvar("gameversion")) {
1542                                 self.welcomemessage_time = 0;
1543                                 self.flags = self.flags - FL_JUMPRELEASED;
1544                                 LeaveSpectatorMode();
1545                                 return;
1546                         } else if(self.button0) {
1547                                 self.welcomemessage_time = 0;
1548                                 self.flags = self.flags - FL_JUMPRELEASED;
1549                                 if(SpectateNext() == 1) {
1550                                         self.classname = "spectator";
1551                                 } else {
1552                                         self.classname = "observer";
1553                                         PutClientInServer();
1554                                 }
1555                         } else if (self.button3) {
1556                                 self.welcomemessage_time = 0;
1557                                 self.flags = self.flags - FL_JUMPRELEASED;
1558                                 self.classname = "observer";
1559                                 PutClientInServer();
1560                         } else {
1561                                 SpectateUpdate();
1562                         }
1563                 } else {
1564                         if (!(self.button0 || self.button3)) {
1565                                 self.flags = self.flags | FL_JUMPRELEASED;
1566                         }
1567                 }
1568                 PrintWelcomeMessage(self);
1569                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1570         }
1571 }
1572
1573
1574 /*
1575 =============
1576 PlayerPostThink
1577
1578 Called every frame for each client after the physics are run
1579 =============
1580 */
1581 void PlayerPostThink (void)
1582 {
1583         // Savage: Check for nameless players
1584         if (strlen(self.netname) < 1) {
1585                 self.netname = "Player";
1586                 stuffcmd(self, "seta _cl_name Player\n");
1587         }
1588
1589         if(self.classname == "player") {
1590                 CheckRules_Player();
1591                 UpdateChatBubble();
1592                 UpdateTeamBubble();
1593                 if (self.deadflag == DEAD_NO)
1594                 if (self.impulse)
1595                         ImpulseCommands ();
1596                 if (intermission_running)
1597                         return;         // intermission or finale
1598
1599                 //PrintWelcomeMessage(self);
1600                 //if (TetrisPostFrame()) return;
1601         } else if (self.classname == "observer") {
1602                 //do nothing
1603         } else if (self.classname == "spectator") {
1604                 //do nothing
1605         }
1606         Arena_Warmup();
1607 }