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