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- fixed arena bug (http://www.alientrap.org/forum/viewtopic.php?t=480)
[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                 spot = Spawn_FurthestPoint(firstspot, playerlist);
144         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
145                 spot = Spawn_RandomPoint(firstspot);
146         else
147                 spot = Spawn_FurthestPoint(firstspot, playerlist);
148
149         if (!spot)
150         {
151                 if(cvar("spawn_debug"))
152                         GotoNextMap();
153                 else
154                         error ("PutClientInServer: no start points on level");
155         }
156
157         return spot;
158 }
159
160 /*
161 =============
162 CheckPlayerModel
163
164 Checks if the argument string can be a valid playermodel.
165 Returns a valid one in doubt.
166 =============
167 */
168 string FallbackPlayerModel = "models/player/marine.zym";
169 string CheckPlayerModel(string plyermodel) {
170         if(strlen(plyermodel) < 4)
171                 return FallbackPlayerModel;
172         if( substring(plyermodel,0,14) != "models/player/")
173                 return FallbackPlayerModel;
174         else if(cvar("sv_servermodelsonly"))
175         {
176                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
177                         return FallbackPlayerModel;
178                 if(!fexists(plyermodel))
179                         return FallbackPlayerModel;
180         }
181         return plyermodel;
182 }
183
184 /*
185 =============
186 Client_customizeentityforclient
187
188 LOD reduction
189 =============
190 */
191 float Client_customizeentityforclient()
192 {
193 #ifdef ALLOW_VARIABLE_LOD
194         // self: me
195         // other: the player viewing me
196         float distance;
197         float f;
198
199         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
200                 return TRUE;
201
202         if(other.cvar_cl_playerdetailreduction <= 0)
203         {
204                 if(other.cvar_cl_playerdetailreduction <= -2)
205                         self.modelindex = self.modelindex_lod2;
206                 else if(other.cvar_cl_playerdetailreduction <= -1)
207                         self.modelindex = self.modelindex_lod1;
208                 else
209                         self.modelindex = self.modelindex_lod0;
210         }
211         else
212         {
213                 distance = vlen(self.origin - other.origin);
214                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
215                 if(f > 10000)
216                         self.modelindex = self.modelindex_lod2;
217                 else if(f > 5000)
218                         self.modelindex = self.modelindex_lod1;
219                 else
220                         self.modelindex = self.modelindex_lod0;
221         }
222 #endif
223
224         return TRUE;
225 }
226
227 void setmodel_lod(entity e, string modelname)
228 {
229 #ifdef ALLOW_VARIABLE_LOD
230         string s;
231
232         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
233         if(fexists(s))
234         {
235                 precache_model(s);
236                 setmodel(e, s);
237                 self.modelindex_lod1 = self.modelindex;
238         }
239         else
240                 self.modelindex_lod1 = -1;
241
242         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
243         if(fexists(s))
244         {
245                 precache_model(s);
246                 setmodel(e, s);
247                 self.modelindex_lod2 = self.modelindex;
248         }
249         else
250                 self.modelindex_lod2 = -1;
251
252         precache_model(modelname);
253         setmodel(e, modelname);
254         self.modelindex_lod0 = self.modelindex;
255
256         if(self.modelindex_lod1 < 0)
257                 self.modelindex_lod1 = self.modelindex;
258
259         if(self.modelindex_lod2 < 0)
260                 self.modelindex_lod2 = self.modelindex;
261 #else
262         precache_model(modelname);
263         setmodel(e, modelname);
264 #endif
265 }
266
267 /*
268 =============
269 PutObserverInServer
270
271 putting a client as observer in the server
272 =============
273 */
274 void PutObserverInServer (void)
275 {
276         entity  spot;
277         spot = SelectSpawnPoint (FALSE);
278         RemoveGrapplingHook(self); // Wazat's Grappling Hook
279
280         if(clienttype(self) == CLIENTTYPE_REAL)
281         {
282                 msg_entity = self;
283                 WriteByte(MSG_ONE, SVC_SETVIEW);
284                 WriteEntity(MSG_ONE, self);
285         }
286
287         if (cvar("g_runematch"))
288                 DropAllRunes(self);
289
290         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
291                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
292         else if(self.killcount != -666)
293                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
294
295         self.classname = "observer";
296         self.health = -666;
297         self.takedamage = DAMAGE_NO;
298         self.solid = SOLID_NOT;
299         self.movetype = MOVETYPE_NOCLIP;
300         self.flags = FL_CLIENT | FL_NOTARGET;
301         self.armorvalue = 666;
302         self.effects = 0;
303         self.armorvalue = cvar("g_balance_armor_start");
304         self.pauserotarmor_finished = 0;
305         self.pauserothealth_finished = 0;
306         self.pauseregen_finished = 0;
307         self.damageforcescale = 0;
308         self.death_time = 0;
309         self.dead_time = 0;
310         self.dead_frame = 0;
311         self.die_frame = 0;
312         self.deaths = 0;
313         self.alpha = 0;
314         self.scale = 0;
315         self.fade_time = 0;
316         self.pain_frame = 0;
317         self.pain_finished = 0;
318         self.strength_finished = 0;
319         self.invincible_finished = 0;
320         self.pushltime = 0;
321         self.think = SUB_Null;
322         self.nextthink = 0;
323         self.hook_time = 0;
324         self.runes = 0;
325         self.deadflag = DEAD_NO;
326         self.angles = spot.angles;
327         self.angles_z = 0;
328         self.fixangle = TRUE;
329         self.crouch = FALSE;:q
330
331         self.view_ofs = PL_VIEW_OFS;
332         setorigin (self, spot.origin);
333         setsize (self, '0 0 0', '0 0 0');
334         self.oldorigin = self.origin;
335         self.items = 0;
336         self.model = "";
337         self.modelindex = 0;
338         self.weapon = 0;
339         self.weaponmodel = "";
340         self.weaponentity = world;
341         self.killcount = -666;
342         self.velocity = '0 0 0';
343         self.avelocity = '0 0 0';
344         self.punchangle = '0 0 0';
345         self.punchvector = '0 0 0';
346         self.oldvelocity = self.velocity;
347         self.customizeentityforclient = Client_customizeentityforclient;
348
349         if(cvar("g_arena"))
350         {
351                 if(self.frags != -2)
352                 {
353                         Spawnqueue_Insert(self);
354                 }
355                 else
356                 {
357                         Spawnqueue_Unmark(self);
358                         Spawnqueue_Remove(self);
359                 }
360         }
361         else if(!cvar("g_lms"))
362                 self.frags = -666;
363 }
364
365
366 /*
367 =============
368 PutClientInServer
369
370 Called when a client spawns in the server
371 =============
372 */
373 void PutClientInServer (void)
374 {
375         if(clienttype(self) == CLIENTTYPE_BOT)
376         {
377                 self.classname = "player";
378         }
379         else if(clienttype(self) == CLIENTTYPE_REAL)
380         {
381                 msg_entity = self;
382                 WriteByte(MSG_ONE, SVC_SETVIEW);
383                 WriteEntity(MSG_ONE, self);
384         }
385
386         // player is dead and becomes observer
387         if(cvar("g_lms") && self.frags < 1)
388                 self.classname = "observer";
389
390         if(cvar("g_arena"))
391         if(!self.spawned)
392                 self.classname = "observer";
393
394         if(self.classname == "player") {
395                 entity  spot;
396
397                 spot = SelectSpawnPoint (FALSE);
398
399                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
400
401                 self.classname = "player";
402                 self.iscreature = TRUE;
403                 self.movetype = MOVETYPE_WALK;
404                 self.solid = SOLID_SLIDEBOX;
405                 self.flags = FL_CLIENT;
406                 self.takedamage = DAMAGE_AIM;
407                 self.effects = 0;
408                 self.health = cvar("g_balance_health_start");
409                 self.armorvalue = cvar("g_balance_armor_start");
410                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
411                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
412                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
413                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
414                 self.damageforcescale = 2;
415                 self.death_time = 0;
416                 self.dead_time = 0;
417                 self.dead_frame = 0;
418                 self.die_frame = 0;
419                 self.alpha = 0;
420                 self.scale = 0;
421                 self.fade_time = 0;
422                 self.pain_frame = 0;
423                 self.pain_finished = 0;
424                 self.strength_finished = 0;
425                 self.invincible_finished = 0;
426                 self.pushltime = 0;
427                 //self.speed_finished = 0;
428                 //self.slowmo_finished = 0;
429                 // players have no think function
430                 self.think = SUB_Null;
431                 self.nextthink = 0;
432                 self.weapon = 0;
433                 self.switchweapon = 0;
434                 self.hook_time = 0;
435
436                 self.runes = 0;
437
438                 self.deadflag = DEAD_NO;
439
440                 self.angles = spot.angles;
441
442                 self.angles_z = 0; // never spawn tilted even if the spot says to
443                 self.fixangle = TRUE; // turn this way immediately
444                 self.velocity = '0 0 0';
445                 self.avelocity = '0 0 0';
446                 self.punchangle = '0 0 0';
447                 self.punchvector = '0 0 0';
448                 self.oldvelocity = self.velocity;
449
450                 self.viewzoom = 0.6;
451
452                 self.customizeentityforclient = Client_customizeentityforclient;
453
454                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
455                         local string defaultmodel;
456                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
457                         setmodel_lod (self, defaultmodel);
458                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
459                 } else {
460                         self.playermodel = CheckPlayerModel(self.playermodel);
461                         setmodel_lod (self, self.playermodel);
462                         self.skin = stof(self.playerskin);
463
464                 }
465
466                 self.crouch = FALSE;
467                 self.view_ofs = PL_VIEW_OFS;
468                 setsize (self, PL_MIN, PL_MAX);
469                 self.spawnorigin = spot.origin;
470                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
471                 // don't reset back to last position, even if new position is stuck in solid
472                 self.oldorigin = self.origin;
473
474                 if(cvar("g_lms"))
475                 {
476                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
477                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
478                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
479                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
480                         self.health = cvar("g_lms_start_health");
481                         self.armorvalue = cvar("g_lms_start_armor");
482                 }
483                 else if (cvar("g_use_ammunition")) {
484                         self.ammo_shells = cvar("g_start_ammo_shells");
485                         self.ammo_nails = cvar("g_start_ammo_nails");
486                         self.ammo_rockets = cvar("g_start_ammo_rockets");
487                         self.ammo_cells = cvar("g_start_ammo_cells");
488                 } else {
489                         self.ammo_shells = 999;
490                         self.ammo_nails = 999;
491                         self.ammo_rockets = 999;
492                         self.ammo_cells = 999;
493                 }
494
495                 self.items = 0;
496                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
497                 {
498                         self.items = self.items | IT_LASER;
499                         self.switchweapon = WEP_LASER;
500                 }
501                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
502                 {
503                         self.items = self.items | IT_SHOTGUN;
504                         self.switchweapon = WEP_SHOTGUN;
505                 }
506                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
507                 {
508                         self.items = self.items | IT_UZI;
509                         self.switchweapon = WEP_UZI;
510                 }
511                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
512                 {
513                         self.items = self.items | IT_GRENADE_LAUNCHER;
514                         self.switchweapon = WEP_GRENADE_LAUNCHER;
515                 }
516                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
517                 {
518                         self.items = self.items | IT_ELECTRO;
519                         self.switchweapon = WEP_ELECTRO;
520                 }
521                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
522                 {
523                         self.items = self.items | IT_CRYLINK;
524                         self.switchweapon = WEP_CRYLINK;
525                 }
526                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
527                 {
528                         self.items = self.items | IT_NEX;
529                         self.switchweapon = WEP_NEX;
530                 }
531                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
532                 {
533                         self.items = self.items | IT_HAGAR;
534                         self.switchweapon = WEP_HAGAR;
535                 }
536                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
537                 {
538                         self.items = self.items | IT_ROCKET_LAUNCHER;
539                         self.switchweapon = WEP_ROCKET_LAUNCHER;
540                 }
541
542                 if(cvar("g_instagib"))
543                 {
544                         self.items = IT_NEX;
545                         self.switchweapon = WEP_NEX;
546                         self.ammo_cells = 999;
547                 }
548
549                 if(cvar("g_rocketarena"))
550                 {
551                         self.items = IT_ROCKET_LAUNCHER;
552                         self.switchweapon = WEP_ROCKET_LAUNCHER;
553                         self.ammo_rockets = 999;
554                 }
555
556                 if(cvar("g_nixnex"))
557                 {
558                         self.items = 0;
559                         // will be done later
560                 }
561
562                 if(cvar("g_minstagib"))
563                 {
564                         self.health = 100;
565                         self.armorvalue = 0;
566                         self.items = IT_NEX;
567                         self.switchweapon = WEP_NEX;
568                         self.ammo_cells = cvar("g_minstagib_ammo_start");
569                         self.extralives = 0;
570                         self.jump_interval = time;
571                 }
572
573                 if(cvar("g_arena"))
574                 {
575                         Spawnqueue_Remove(self);
576                         Spawnqueue_Mark(self);
577                 }
578
579                 self.event_damage = PlayerDamage;
580
581                 self.bot_attack = TRUE;
582
583                 self.statdraintime = time + 5;
584                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
585
586                 if(self.killcount == -666) {
587                         self.killcount = 0;
588                         if(!cvar("g_arena"))
589                         if(!cvar("g_lms"))
590                                 self.frags = 0;
591                 }
592
593                 self.cnt = WEP_LASER;
594                 self.nixnex_lastchange_id = -1;
595
596                 CL_SpawnWeaponentity();
597                 self.alpha = default_player_alpha;
598                 self.exteriorweaponentity.alpha = default_player_alpha;
599
600                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
601                 self.lms_traveled_distance = 0;
602
603                 if(cvar("spawn_debug"))
604                 {
605                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
606                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
607                 }
608
609                 //stuffcmd(self, "chase_active 0");
610                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
611         } else if(self.classname == "observer") {
612                 PutObserverInServer ();
613         }
614 }
615
616 /*
617 =============
618 SetNewParms
619 =============
620 */
621 void SetNewParms (void)
622 {
623
624 }
625
626 /*
627 =============
628 SetChangeParms
629 =============
630 */
631 void SetChangeParms (void)
632 {
633
634 }
635
636 /*
637 =============
638 ClientKill
639
640 Called when a client types 'kill' in the console
641 =============
642 */
643 void ClientKill (void)
644 {
645         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
646 }
647
648 /*
649 =============
650 ClientConnect
651
652 Called when a client connects to the server
653 =============
654 */
655 string ColoredTeamName(float t);
656 //void dom_player_join_team(entity pl);
657 void ClientConnect (void)
658 {
659         self.classname = "player_joining";
660         self.flags = self.flags | FL_CLIENT;
661
662         if(player_count<0) player_count = 0;
663
664         bot_clientconnect();
665
666         //if(cvar("g_domination"))
667         //      dom_player_join_team(self);
668
669         //JoinBestTeam(self, FALSE);
670
671         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
672                 self.classname = "observer";
673         } else {
674                 self.classname = "player";
675                 campaign_bots_may_start = 1;
676         }
677
678         self.playerid = (playerid_last = playerid_last + 1);
679         if(cvar("sv_eventlog"))
680         {
681                 string s;
682                 if(clienttype(self) == CLIENTTYPE_REAL)
683                         s = "player";
684                 else
685                         s = "bot";
686                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
687                 s = strcat(":team:", ftos(self.playerid), ":");
688                 s = strcat(s, ftos(self.team));
689                 GameLogEcho(s, FALSE);
690         }
691
692         //stuffcmd(self, "set tmpviewsize $viewsize \n");
693
694         bprint ("^4",self.netname);
695         bprint ("^4 connected");
696
697         if(cvar("g_domination") || cvar("g_ctf"))
698         {
699                 bprint(" and joined the ");
700                 bprint(ColoredTeamName(self.team));
701         }
702
703         bprint("\n");
704
705         self.welcomemessage_time = time + cvar("welcome_message_time");
706         self.welcomemessage_time2 = 0;
707
708         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
709         // send prediction settings to the client
710         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
711         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
712         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
713         stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
714         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
715         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
716         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
717         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
718         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
719         stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
720         stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
721         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
722         // Wazat's grappling hook
723         SetGrappleHookBindings();
724
725         // get autoswitch state from player
726         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
727         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
728
729         // get version info from player
730         stuffcmd(self, "cmd clientversion $gameversion\n");
731
732         // get other cvars from player
733         GetCvars(0);
734
735         // set cvar for team scoreboard
736         if (teams_matter)
737         {
738                 local float t;
739                 t = cvar("teamplay");
740                 // 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
741                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
742         }
743         else
744                 stuffcmd(self, strcat("set teamplay 0\n"));
745
746         if(cvar("g_lms"))
747         {
748                 self.frags = cvar("fraglimit");
749                 // no fraglimit was set, so player gets 999 lives
750                 if(self.frags < 1)
751                         self.frags = 999;
752
753                 // disallow player to join after the worst player has lost g_lms_last_join lives
754                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
755                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
756                 {
757                         self.frags = -666;
758                         lms_dead_count += 1;
759                 }
760                 else if(cvar("fraglimit") > lms_lowest_lives)
761                 {
762                         self.frags = lms_lowest_lives;
763                 }
764         }
765         else if(cvar("g_arena"))
766         {
767                 self.classname = "observer";
768                 Spawnqueue_Insert(self);
769         }
770
771         bot_relinkplayerlist();
772
773         self.jointime = time;
774 }
775
776 /*
777 =============
778 ClientDisconnect
779
780 Called when a client disconnects from the server
781 =============
782 */
783 void(entity e) DropFlag;
784 .entity chatbubbleentity;
785 .entity teambubbleentity;
786 void ClientDisconnect (void)
787 {
788         float save;
789         if(cvar("sv_eventlog"))
790                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
791         bprint ("^4",self.netname);
792         bprint ("^4 disconnected\n");
793
794         if (self.chatbubbleentity)
795         {
796                 remove (self.chatbubbleentity);
797                 self.chatbubbleentity = world;
798         }
799
800         if (self.teambubbleentity)
801         {
802                 remove (self.teambubbleentity);
803                 self.teambubbleentity = world;
804         }
805
806         DropAllRunes(self);
807
808         if(self.flagcarried)
809                 DropFlag(self.flagcarried);
810
811         save = self.flags;
812         self.flags = self.flags - (self.flags & FL_CLIENT);
813         bot_relinkplayerlist();
814         self.flags = save;
815
816         // player was dead, decrease dead count
817         if(cvar("g_lms") && self.frags < 1)
818                 lms_dead_count -= 1;
819         else if(cvar("g_arena"))
820         {
821                 Spawnqueue_Unmark(self);
822                 Spawnqueue_Remove(self);
823         }
824 }
825
826 .float buttonchat;
827 void() ChatBubbleThink =
828 {
829         self.nextthink = time;
830         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
831         {
832                 self.owner.chatbubbleentity = world;
833                 remove(self);
834                 return;
835         }
836         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
837         if (self.owner.buttonchat && !self.owner.deadflag)
838                 self.model = self.mdl;
839         else
840                 self.model = "";
841 };
842
843 void() UpdateChatBubble =
844 {
845         if (!self.modelindex)
846                 return;
847         // spawn a chatbubble entity if needed
848         if (!self.chatbubbleentity)
849         {
850                 self.chatbubbleentity = spawn();
851                 self.chatbubbleentity.owner = self;
852                 self.chatbubbleentity.exteriormodeltoclient = self;
853                 self.chatbubbleentity.think = ChatBubbleThink;
854                 self.chatbubbleentity.nextthink = time;
855                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
856                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
857                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
858                 self.chatbubbleentity.model = "";
859         }
860 }
861
862
863 void() TeamBubbleThink =
864 {
865         self.nextthink = time;
866         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
867         {
868                 self.owner.teambubbleentity = world;
869                 remove(self);
870                 return;
871         }
872 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
873         if (self.owner.buttonchat || self.owner.deadflag)
874                 self.model = "";
875         else
876                 self.model = self.mdl;
877
878 };
879
880 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
881
882 void() UpdateTeamBubble =
883 {
884         if (!self.modelindex || !cvar("teamplay"))
885                 return;
886         // spawn a teambubble entity if needed
887         if (!self.teambubbleentity && cvar("teamplay"))
888         {
889                 self.teambubbleentity = spawn();
890                 self.teambubbleentity.owner = self;
891                 self.teambubbleentity.exteriormodeltoclient = self;
892                 self.teambubbleentity.think = TeamBubbleThink;
893                 self.teambubbleentity.nextthink = time;
894                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
895 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
896                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
897                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
898                 self.teambubbleentity.mdl = self.teambubbleentity.model;
899                 self.teambubbleentity.model = self.teambubbleentity.mdl;
900                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
901         }
902 }
903
904 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
905 // added to the model skins
906 /*void() UpdateColorModHack =
907 {
908         local float c;
909         c = self.clientcolors & 15;
910         // LordHavoc: only bothering to support white, green, red, yellow, blue
911              if (teamplay == 0) self.colormod = '0 0 0';
912         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
913         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
914         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
915         else if (c == 12) self.colormod = '1.22 1.22 0.10';
916         else if (c == 13) self.colormod = '0.10 0.10 1.73';
917         else self.colormod = '1 1 1';
918 };*/
919
920 /*
921 =============
922 PlayerJump
923
924 When you press the jump key
925 =============
926 */
927 void PlayerJump (void)
928 {
929         float mjumpheight;
930
931         mjumpheight = cvar("g_balance_jumpheight");
932         if (self.waterlevel >= 2)
933         {
934                 if (self.watertype == CONTENT_WATER)
935                         self.velocity_z = 200;
936                 else if (self.watertype == CONTENT_SLIME)
937                         self.velocity_z = 80;
938                 else
939                         self.velocity_z = 50;
940
941                 return;
942         }
943
944
945         if (!(self.flags & FL_ONGROUND))
946                 return;
947
948         if (!(self.flags & FL_JUMPRELEASED))
949                 return;
950
951         if(cvar("g_runematch"))
952         {
953                 if(self.runes & RUNE_SPEED)
954                 {
955                         if(self.runes & CURSE_SLOW)
956                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
957                         else
958                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
959                 }
960                 else if(self.runes & CURSE_SLOW)
961                 {
962                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
963                 }
964         }
965
966         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
967         {
968                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
969         }
970
971         self.velocity_z = self.velocity_z + mjumpheight;
972         self.oldvelocity_z = self.velocity_z;
973
974         self.flags = self.flags - FL_ONGROUND;
975         self.flags = self.flags - FL_JUMPRELEASED;
976 }
977
978 void() CheckWaterJump =
979 {
980         local vector start, end;
981
982 // check for a jump-out-of-water
983         makevectors (self.angles);
984         start = self.origin;
985         start_z = start_z + 8;
986         v_forward_z = 0;
987         normalize(v_forward);
988         end = start + v_forward*24;
989         traceline (start, end, TRUE, self);
990         if (trace_fraction < 1)
991         {       // solid at waist
992                 start_z = start_z + self.maxs_z - 8;
993                 end = start + v_forward*24;
994                 self.movedir = trace_plane_normal * -50;
995                 traceline (start, end, TRUE, self);
996                 if (trace_fraction == 1)
997                 {       // open at eye level
998                         self.flags = self.flags | FL_WATERJUMP;
999                         self.velocity_z = 225;
1000                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
1001                         self.teleport_time = time + 2;  // safety net
1002                         return;
1003                 }
1004         }
1005 };
1006
1007
1008 void respawn(void)
1009 {
1010         CopyBody(1);
1011         PutClientInServer();
1012 }
1013
1014 void player_powerups (void)
1015 {
1016         if (cvar("g_minstagib"))
1017         {
1018                 self.effects = EF_FULLBRIGHT;
1019                 if (self.items & IT_STRENGTH)
1020                 {
1021                         if (time > self.strength_finished)
1022                         {
1023                                 self.alpha = default_player_alpha;
1024                                 self.exteriorweaponentity.alpha = default_player_alpha;
1025                                 self.items = self.items - (self.items & IT_STRENGTH);
1026                                 sprint(self, "^3Invisibility has worn off\n");
1027                         }
1028                 }
1029                 else
1030                 {
1031                         if (time < self.strength_finished)
1032                         {
1033                                 self.alpha = cvar("g_minstagib_invis_alpha");
1034                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1035                                 self.items = self.items | IT_STRENGTH;
1036                                 sprint(self, "^3You are invisible\n");
1037                         }
1038                 }
1039
1040                 if (self.items & IT_INVINCIBLE)
1041                 {
1042                         if (time > self.invincible_finished)
1043                         {
1044                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1045                                 sprint(self, "^3Speed has worn off\n");
1046                         }
1047                 }
1048                 else
1049                 {
1050                         if (time < self.invincible_finished)
1051                         {
1052                                 self.items = self.items | IT_INVINCIBLE;
1053                                 sprint(self, "^3You are on speed\n");
1054                         }
1055                 }
1056                 return;
1057         }
1058
1059         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1060         if (self.items & IT_STRENGTH)
1061         {
1062                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1063                 if (time > self.strength_finished)
1064                 {
1065                         self.items = self.items - (self.items & IT_STRENGTH);
1066                         sprint(self, "^3Strength has worn off\n");
1067                 }
1068         }
1069         else
1070         {
1071                 if (time < self.strength_finished)
1072                 {
1073                         self.items = self.items | IT_STRENGTH;
1074                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1075                 }
1076         }
1077         if (self.items & IT_INVINCIBLE)
1078         {
1079                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1080                 if (time > self.invincible_finished)
1081                 {
1082                         self.items = self.items - (self.items & IT_INVINCIBLE);
1083                         sprint(self, "^3Shield has worn off\n");
1084                 }
1085         }
1086         else
1087         {
1088                 if (time < self.invincible_finished)
1089                 {
1090                         self.items = self.items | IT_INVINCIBLE;
1091                         sprint(self, "^3Shield surrounds you\n");
1092                 }
1093         }
1094
1095         if (cvar("g_fullbrightplayers"))
1096                 self.effects = self.effects | EF_FULLBRIGHT;
1097
1098         // midair gamemode: damage only while in the air
1099         // if in midair mode, being on ground grants temporary invulnerability
1100         // (this is so that multishot weapon don't clear the ground flag on the
1101         // first damage in the frame, leaving the player vulnerable to the
1102         // remaining hits in the same frame)
1103         if (self.flags & FL_ONGROUND)
1104         if (cvar("g_midair"))
1105                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1106
1107         if (time < self.spawnshieldtime)
1108                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1109 }
1110
1111 void player_regen (void)
1112 {
1113         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1114         maxh = cvar("g_balance_health_stable");
1115         maxa = cvar("g_balance_armor_stable");
1116         limith = cvar("g_balance_health_limit");
1117         limita = cvar("g_balance_armor_limit");
1118
1119         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1120                 return;
1121
1122         if(cvar("g_runematch"))
1123         {
1124                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1125                 if (self.runes & RUNE_REGEN)
1126                 {
1127                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1128                         {
1129                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1130                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1131                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1132                         }
1133                         else
1134                         {
1135                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1136                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1137                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1138                         }
1139                 }
1140                 else if (self.runes & CURSE_VENOM)
1141                 {
1142                         max_mod = cvar("g_balance_curse_venom_hpmod");
1143                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1144                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1145                         else
1146                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1147                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1148                         //if (!self.runes & RUNE_REGEN)
1149                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1150                 }
1151                 maxh = maxh * max_mod;
1152                 //maxa = maxa * max_mod;
1153
1154                 if (time > self.pauserotarmor_finished)
1155                 {
1156                         if (self.armorvalue > maxa)
1157                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1158                 }
1159                 if (time > self.pauserothealth_finished)
1160                 {
1161                         if (self.health > maxh)
1162                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1163                 }
1164                 if (time > self.pauseregen_finished)
1165                 {
1166                         if (self.health < maxh)
1167                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime  + 0.001, 1000);
1168                         if (self.armorvalue < maxa)
1169                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime  + 0.001, 1000);
1170                 }
1171         }
1172         else
1173         {
1174                 if (time > self.pauserothealth_finished)
1175                 if (self.health > maxh)
1176                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1177                 if (time > self.pauserotarmor_finished)
1178                 if (self.armorvalue > maxa)
1179                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1180                 if (time > self.pauseregen_finished)
1181                 {
1182                         if (self.health < maxh)
1183                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1184                         if (self.armorvalue < maxa)
1185                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1186                 }
1187         }
1188
1189         if (self.health > limith)
1190                 self.health = limith;
1191         if(self.health < 1)
1192                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1193         if (self.armorvalue > limita)
1194                 self.armorvalue = limita;
1195 }
1196
1197 /*
1198 ======================
1199 spectate mode routines
1200 ======================
1201 */
1202 void SpectateCopy(entity spectatee) {
1203         self.armortype = spectatee.armortype;
1204         self.armorvalue = spectatee.armorvalue;
1205         self.currentammo = spectatee.currentammo;
1206         self.effects = spectatee.effects;
1207         self.health = spectatee.health;
1208         self.impulse = 0;
1209         self.items = spectatee.items;
1210         self.punchangle = spectatee.punchangle;
1211         self.view_ofs = spectatee.view_ofs;
1212         self.v_angle = spectatee.v_angle;
1213         self.viewzoom = spectatee.viewzoom;
1214         setorigin(self, spectatee.origin);
1215         setsize(self, spectatee.mins, spectatee.maxs);
1216 }
1217
1218 void SpectateUpdate() {
1219         if (self != self.enemy) {
1220                 if(self.enemy.flags & FL_NOTARGET)
1221                         PutObserverInServer();
1222                 SpectateCopy(self.enemy);
1223                 self.dmg_take = self.enemy.dmg_take;
1224                 self.dmg_save = self.enemy.dmg_save;
1225                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1226                 self.fixangle = TRUE;
1227                 self.angles = self.enemy.v_angle;
1228                 //msg_entity = self;
1229                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1230                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1231                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1232                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1233         }
1234 }
1235
1236 float SpectateNext() {
1237         other = find(self.enemy, classname, "player");
1238         if (!other) {
1239                 other = find(other, classname, "player");
1240         }
1241         if (other) {
1242                 self.enemy = other;
1243         }
1244         if(self.enemy.classname == "player") {
1245                 msg_entity = self;
1246                 WriteByte(MSG_ONE, SVC_SETVIEW);
1247                 WriteEntity(MSG_ONE, self.enemy);
1248                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1249                 SpectateUpdate();
1250                 return 1;
1251         } else {
1252                 return 0;
1253         }
1254 }
1255
1256 /*
1257 =============
1258 PlayerPreThink
1259
1260 Called every frame for each client before the physics are run
1261 =============
1262 */
1263 void PlayerPreThink (void)
1264 {
1265         if(self.classname == "player") {
1266                 local vector m1, m2;
1267
1268 //              if(self.netname == "Wazat")
1269 //                      bprint(strcat(self.classname, "\n"));
1270
1271                 CheckRules_Player();
1272
1273                 Nixnex_GiveCurrentWeapon();
1274
1275                 if(self.button7)
1276                         PrintWelcomeMessage(self);
1277
1278                 if(cvar("g_lms") || !cvar("sv_spectate"))
1279                 if((time - self.jointime) <= cvar("welcome_message_time"))
1280                         PrintWelcomeMessage(self);
1281
1282                 if (intermission_running)
1283                 {
1284                         IntermissionThink ();   // otherwise a button could be missed between
1285                         return;                                 // the think tics
1286                 }
1287
1288                 if (self.deadflag != DEAD_NO)
1289                 {
1290                         player_anim();
1291                         if (self.deadflag == DEAD_DYING)
1292                         {
1293                                 if (time > self.dead_time)
1294                                         self.deadflag = DEAD_DEAD;
1295                         }
1296                         else if (self.deadflag == DEAD_DEAD)
1297                         {
1298                                 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1299                                         self.deadflag = DEAD_RESPAWNABLE;
1300                                 else if (!self.button0 && !self.button2 && !self.button3)
1301                                         self.deadflag = DEAD_RESPAWNABLE;
1302                         }
1303                         else if (self.deadflag == DEAD_RESPAWNABLE)
1304                         {
1305                                 if (self.button0  ||
1306                                     self.button2  ||
1307                                     self.button3  ||
1308                                     self.button4  ||
1309                                     self.button5  ||
1310                                     self.button6  ||
1311                                     self.button7  ||
1312                                     self.button8  ||
1313                                     self.buttonuse ||
1314                                     cvar("g_lms") ||
1315                                     cvar("g_forced_respawn"))
1316                                         respawn();
1317                         }
1318                         return;
1319                 }
1320
1321                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1322                 {
1323                         vector dist;
1324
1325                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1326                         dist = self.oldorigin - self.origin;
1327                         dist_z = 0;
1328                         self.lms_traveled_distance += fabs(vlen(dist));
1329
1330                         if(time > self.lms_nextcheck)
1331                         {
1332                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1333                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1334                                 {
1335                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1336                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1337                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1338                                         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');
1339                                 }
1340                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1341                                 self.lms_traveled_distance = 0;
1342                         }
1343                 }
1344
1345                 if (self.button5 && !self.hook.state)
1346                 {
1347                         if (!self.crouch)
1348                         {
1349                                 self.crouch = TRUE;
1350                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1351                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1352                         }
1353                 }
1354                 else
1355                 {
1356                         if (self.crouch)
1357                         {
1358                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1359                                 if (!trace_startsolid)
1360                                 {
1361                                         self.crouch = FALSE;
1362                                         self.view_ofs = PL_VIEW_OFS;
1363                                         setsize (self, PL_MIN, PL_MAX);
1364                                 }
1365                         }
1366                 }
1367
1368                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1369                         local string defaultmodel;
1370                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1371
1372                         if (defaultmodel != self.model)
1373                         {
1374                                 m1 = self.mins;
1375                                 m2 = self.maxs;
1376                                 setmodel_lod (self, defaultmodel);
1377                                 setsize (self, m1, m2);
1378                         }
1379
1380                         if (self.skin != cvar("sv_defaultplayerskin"))
1381                                 self.skin = cvar("sv_defaultplayerskin");
1382                 } else {
1383                         if (self.playermodel != self.model)
1384                         {
1385                                 self.playermodel = CheckPlayerModel(self.playermodel);
1386                                 m1 = self.mins;
1387                                 m2 = self.maxs;
1388                                 setmodel_lod (self, self.playermodel);
1389                                 setsize (self, m1, m2);
1390                         }
1391
1392                         if (self.skin != stof(self.playerskin))
1393                                 self.skin = stof(self.playerskin);
1394                 }
1395                 // Savage: Check for nameless players
1396                 if (strlen(self.netname) < 1) {
1397                         self.netname = "Player";
1398                         stuffcmd(self, "name Player\n");
1399                 }
1400
1401                 GrapplingHookFrame();
1402
1403                 W_WeaponFrame();
1404
1405                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1406                 {
1407                         if (cvar("g_minstagib") && self.button3)
1408                         {
1409                                 if (self.jump_interval <= (time + 0.1))
1410                                 {
1411                                         self.jump_interval = time + 1;
1412                                         W_Laser_Attack();
1413                                 }
1414                         }
1415                         else if (self.viewzoom > 0.4)
1416                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1417                 }
1418                 else if (self.viewzoom < 1.0)
1419                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1420
1421
1422                 if (self.button2)
1423                         PlayerJump ();
1424                 else
1425                         self.flags = self.flags | FL_JUMPRELEASED;
1426
1427                 player_powerups();
1428                 player_regen();
1429                 player_anim();
1430
1431                 if (cvar("g_minstagib"))
1432                         minstagib_ammocheck();
1433
1434                 //self.angles_y=self.v_angle_y + 90;   // temp
1435
1436                 if (self.waterlevel == 2)
1437                         CheckWaterJump ();
1438
1439                 //if (TetrisPreFrame()) return;
1440         } else if(gameover) {
1441                 if (intermission_running)
1442                         IntermissionThink ();   // otherwise a button could be missed between
1443                 return;
1444         } else if(self.classname == "observer") {
1445
1446                 if (self.flags & FL_JUMPRELEASED) {
1447                         if (self.button2 && self.version == cvar("gameversion")) {
1448                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1449                                         self.flags = self.flags & !FL_JUMPRELEASED;
1450                                         self.classname = "player";
1451                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1452                                                 JoinBestTeam(self, 0);
1453                                         if(cvar("g_campaign"))
1454                                                 campaign_bots_may_start = 1;
1455                                         PutClientInServer();
1456                                         if(self.flags & !FL_NOTARGET)
1457                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1458                                         centerprint(self,"");
1459                                         return;
1460                                 } else {
1461                                         self.flags = self.flags & !FL_JUMPRELEASED;
1462                                         stuffcmd(self,"menu_showteamselect\n");
1463                                         return;
1464                                 }
1465                         } else if(self.button0 && self.version == cvar("gameversion")) {
1466                                 self.flags = self.flags & !FL_JUMPRELEASED;
1467                                 if(SpectateNext() == 1) {
1468                                         self.classname = "spectator";
1469                                 }
1470                         }
1471                 } else {
1472                         if (!(self.button0 || self.button2)) {
1473                                 self.flags = self.flags | FL_JUMPRELEASED;
1474                         }
1475                 }
1476                 PrintWelcomeMessage(self);
1477         } else if(self.classname == "spectator") {
1478
1479                 if (self.flags & FL_JUMPRELEASED) {
1480                         if (self.button2 && self.version == cvar("gameversion")) {
1481                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1482                                         self.flags = self.flags & !FL_JUMPRELEASED;
1483                                         self.classname = "player";
1484                                         if(!cvar("g_lms"))
1485                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1486
1487                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1488                                                 JoinBestTeam(self, 0);
1489                                         if(cvar("g_campaign"))
1490                                                 campaign_bots_may_start = 1;
1491                                         PutClientInServer();
1492                                         centerprint(self,"");
1493                                         return;
1494                                 } else {
1495                                         self.flags = self.flags & !FL_JUMPRELEASED;
1496                                         stuffcmd(self,"menu_showteamselect\n");
1497                                         return;
1498                                 }
1499                         } else if(self.button0) {
1500                                 self.flags = self.flags & !FL_JUMPRELEASED;
1501                                 if(SpectateNext() == 1) {
1502                                         self.classname = "spectator";
1503                                 } else {
1504                                         self.classname = "observer";
1505                                         PutClientInServer();
1506                                 }
1507                         } else if (self.button3) {
1508                                 self.flags = self.flags & !FL_JUMPRELEASED;
1509                                 self.classname = "observer";
1510                                 PutClientInServer();
1511                         } else {
1512                                 SpectateUpdate();
1513                         }
1514         } else {
1515                 if (!(self.button0 || self.button3)) {
1516                         self.flags = self.flags | FL_JUMPRELEASED;
1517                 }
1518                 }
1519                 PrintWelcomeMessage(self);
1520         }
1521 }
1522
1523
1524 /*
1525 =============
1526 PlayerPostThink
1527
1528 Called every frame for each client after the physics are run
1529 =============
1530 */
1531 void PlayerPostThink (void)
1532 {
1533         if(self.classname == "player") {
1534                 CheckRules_Player();
1535                 UpdateChatBubble();
1536                 UpdateTeamBubble();
1537                 if (self.deadflag == DEAD_NO)
1538                 if (self.impulse)
1539                         ImpulseCommands ();
1540                 if (intermission_running)
1541                         return;         // intermission or finale
1542
1543                 //PrintWelcomeMessage(self);
1544                 //if (TetrisPostFrame()) return;
1545         } else if (self.classname == "observer") {
1546                 //do nothing
1547         } else if (self.classname == "spectator") {
1548                 //do nothing
1549         }
1550         Arena_Warmup();
1551 }