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workaround for "team balance does not work" bug in singleplayer: bots now join after...
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_client.c
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         string spotname;
122
123         spot = find (world, classname, "testplayerstart");
124         if (spot)
125                 return spot;
126
127         spotname = "info_player_deathmatch";
128         teamcheck = 0;
129
130         if(!anypoint && cvar("g_ctf") )
131                 teamcheck = self.team;
132
133         // get the list of players
134         playerlist = findchain(classname, "player");
135         // get the entire list of spots
136         firstspot = findchain(classname, "info_player_deathmatch");
137         // filter out the bad ones
138         // (note this returns the original list if none survived)
139         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
140
141         // there is 50/50 chance of choosing a random spot or the furthest spot
142         // (this means that roughly every other spawn will be furthest, so you
143         // usually won't get fragged at spawn twice in a row)
144         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 CheckPlayerModel(string plyermodel) {
169         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
170
171         /* Possible Fixme: Check if server can open the model?
172            This would kill custom models, however. */
173
174         return plyermodel;
175 }
176
177 /*
178 =============
179 PutObserverInServer
180
181 putting a client as observer in the server
182 =============
183 */
184 void PutObserverInServer (void)
185 {
186         entity  spot;
187         spot = SelectSpawnPoint (FALSE);
188         RemoveGrapplingHook(self); // Wazat's Grappling Hook
189
190         if(clienttype(self) == CLIENTTYPE_REAL)
191         {
192                 msg_entity = self;
193                 WriteByte(MSG_ONE, SVC_SETVIEW);
194                 WriteEntity(MSG_ONE, self);
195         }
196
197         if (cvar("g_runematch"))
198                 DropAllRunes(self);
199
200         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
201                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
202         else if(self.killcount != -666)
203                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
204
205         self.classname = "observer";
206         self.health = -666;
207         self.takedamage = DAMAGE_NO;
208         self.solid = SOLID_NOT;
209         self.movetype = MOVETYPE_NOCLIP;
210         self.flags = FL_CLIENT | FL_NOTARGET;
211         self.armorvalue = 666;
212         self.effects = 0;
213         self.armorvalue = cvar("g_balance_armor_start");
214         self.pauserotarmor_finished = 0;
215         self.pauserothealth_finished = 0;
216         self.pauseregen_finished = 0;
217         self.damageforcescale = 0;
218         self.death_time = 0;
219         self.dead_time = 0;
220         self.dead_frame = 0;
221         self.die_frame = 0;
222         self.deaths = 0;
223         self.alpha = 0;
224         self.scale = 0;
225         self.fade_time = 0;
226         self.pain_frame = 0;
227         self.pain_finished = 0;
228         self.strength_finished = 0;
229         self.invincible_finished = 0;
230         self.pushltime = 0;
231         self.think = SUB_Null;
232         self.nextthink = 0;
233         self.hook_time = 0;
234         self.runes = 0;
235         self.deadflag = DEAD_NO;
236         self.angles = spot.angles;
237         self.angles_z = 0;
238         self.fixangle = TRUE;
239         self.crouch = FALSE;
240         self.view_ofs = PL_VIEW_OFS;
241         setorigin (self, spot.origin);
242         setsize (self, '0 0 0', '0 0 0');
243         self.oldorigin = self.origin;
244         self.items = 0;
245         self.model = "";
246         self.modelindex = 0;
247         self.weapon = 0;
248         self.weaponmodel = "";
249         self.weaponframe = 0;
250         self.weaponentity = world;
251         self.killcount = -666;
252         self.velocity = '0 0 0';
253         self.avelocity = '0 0 0';
254         self.punchangle = '0 0 0';
255         self.punchvector = '0 0 0';
256         self.oldvelocity = self.velocity;
257
258         if(cvar("g_arena"))
259         {
260                 if(self.frags != -2)
261                 {
262                         Spawnqueue_Insert(self);
263                 }
264                 else
265                 {
266                         Spawnqueue_Unmark(self);
267                         Spawnqueue_Remove(self);
268                 }
269         }
270         else if(!cvar("g_lms"))
271                 self.frags = -666;
272 }
273
274
275 /*
276 =============
277 PutClientInServer
278
279 Called when a client spawns in the server
280 =============
281 */
282 void PutClientInServer (void)
283 {
284         if(clienttype(self) == CLIENTTYPE_BOT)
285         {
286                 self.classname = "player";
287         }
288         else if(clienttype(self) == CLIENTTYPE_REAL)
289         {
290                 msg_entity = self;
291                 WriteByte(MSG_ONE, SVC_SETVIEW);
292                 WriteEntity(MSG_ONE, self);
293         }
294
295         // player is dead and becomes observer
296         if(cvar("g_lms") && self.frags < 1)
297                 self.classname = "observer";
298
299         if(cvar("g_arena"))
300         if(!self.spawned)
301                 self.classname = "observer";
302
303         if(self.classname == "player") {
304                 entity  spot;
305
306                 spot = SelectSpawnPoint (FALSE);
307
308                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
309
310                 self.classname = "player";
311                 self.iscreature = TRUE;
312                 self.movetype = MOVETYPE_WALK;
313                 self.solid = SOLID_SLIDEBOX;
314                 self.flags = FL_CLIENT;
315                 self.takedamage = DAMAGE_AIM;
316                 self.effects = 0;
317                 self.health = cvar("g_balance_health_start");
318                 self.armorvalue = cvar("g_balance_armor_start");
319                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
320                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
321                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
322                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
323                 self.damageforcescale = 2;
324                 self.death_time = 0;
325                 self.dead_time = 0;
326                 self.dead_frame = 0;
327                 self.die_frame = 0;
328                 self.alpha = 0;
329                 self.scale = 0;
330                 self.fade_time = 0;
331                 self.pain_frame = 0;
332                 self.pain_finished = 0;
333                 self.strength_finished = 0;
334                 self.invincible_finished = 0;
335                 self.pushltime = 0;
336                 //self.speed_finished = 0;
337                 //self.slowmo_finished = 0;
338                 // players have no think function
339                 self.think = SUB_Null;
340                 self.nextthink = 0;
341                 self.weapon = 0;
342                 self.switchweapon = 0;
343                 self.hook_time = 0;
344
345                 self.runes = 0;
346
347                 self.deadflag = DEAD_NO;
348
349                 self.angles = spot.angles;
350
351                 self.angles_z = 0; // never spawn tilted even if the spot says to
352                 self.fixangle = TRUE; // turn this way immediately
353                 self.velocity = '0 0 0';
354                 self.avelocity = '0 0 0';
355                 self.punchangle = '0 0 0';
356                 self.punchvector = '0 0 0';
357                 self.oldvelocity = self.velocity;
358
359                 self.viewzoom = 0.6;
360
361                 if(cvar("sv_defaultcharacter") == 1) {
362                         local string defaultmodel;
363                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
364
365                         precache_model (defaultmodel);
366                         setmodel (self, defaultmodel);
367                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
368                 } else {
369                         self.playermodel = CheckPlayerModel(self.playermodel);
370
371                         precache_model (self.playermodel);
372                         setmodel (self, self.playermodel);
373                         self.skin = stof(self.playerskin);
374
375                 }
376
377                 self.crouch = FALSE;
378                 self.view_ofs = PL_VIEW_OFS;
379                 setsize (self, PL_MIN, PL_MAX);
380                 self.spawnorigin = spot.origin;
381                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
382                 // don't reset back to last position, even if new position is stuck in solid
383                 self.oldorigin = self.origin;
384
385                 if(cvar("g_lms"))
386                 {
387                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
388                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
389                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
390                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
391                         self.health = cvar("g_lms_start_health");
392                         self.armorvalue = cvar("g_lms_start_armor");
393                 }
394                 else if (cvar("g_use_ammunition")) {
395                         self.ammo_shells = cvar("g_start_ammo_shells");
396                         self.ammo_nails = cvar("g_start_ammo_nails");
397                         self.ammo_rockets = cvar("g_start_ammo_rockets");
398                         self.ammo_cells = cvar("g_start_ammo_cells");
399                 } else {
400                         self.ammo_shells = 999;
401                         self.ammo_nails = 999;
402                         self.ammo_rockets = 999;
403                         self.ammo_cells = 999;
404                 }
405
406                 self.items = 0;
407                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
408                 {
409                         self.items = self.items | IT_LASER;
410                         self.switchweapon = WEP_LASER;
411                 }
412                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
413                 {
414                         self.items = self.items | IT_SHOTGUN;
415                         self.switchweapon = WEP_SHOTGUN;
416                 }
417                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
418                 {
419                         self.items = self.items | IT_UZI;
420                         self.switchweapon = WEP_UZI;
421                 }
422                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
423                 {
424                         self.items = self.items | IT_GRENADE_LAUNCHER;
425                         self.switchweapon = WEP_GRENADE_LAUNCHER;
426                 }
427                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
428                 {
429                         self.items = self.items | IT_ELECTRO;
430                         self.switchweapon = WEP_ELECTRO;
431                 }
432                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
433                 {
434                         self.items = self.items | IT_CRYLINK;
435                         self.switchweapon = WEP_CRYLINK;
436                 }
437                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
438                 {
439                         self.items = self.items | IT_NEX;
440                         self.switchweapon = WEP_NEX;
441                 }
442                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
443                 {
444                         self.items = self.items | IT_HAGAR;
445                         self.switchweapon = WEP_HAGAR;
446                 }
447                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
448                 {
449                         self.items = self.items | IT_ROCKET_LAUNCHER;
450                         self.switchweapon = WEP_ROCKET_LAUNCHER;
451                 }
452
453                 if(cvar("g_instagib"))
454                 {
455                         self.items = IT_NEX;
456                         self.switchweapon = WEP_NEX;
457                         self.ammo_cells = 999;
458                 }
459
460                 if(cvar("g_rocketarena"))
461                 {
462                         self.items = IT_ROCKET_LAUNCHER;
463                         self.switchweapon = WEP_ROCKET_LAUNCHER;
464                         self.ammo_rockets = 999;
465                 }
466
467                 if(cvar("g_nixnex"))
468                 {
469                         self.items = 0;
470                         // will be done later
471                 }
472
473                 if(cvar("g_minstagib"))
474                 {
475                         self.health = 100;
476                         self.armorvalue = 0;
477                         self.items = IT_NEX;
478                         self.switchweapon = WEP_NEX;
479                         self.ammo_cells = cvar("g_minstagib_ammo_start");
480                         self.extralives = 0;
481                         self.jump_interval = time;
482                 }
483
484                 if(cvar("g_arena"))
485                         Spawnqueue_Remove(self);
486
487                 self.event_damage = PlayerDamage;
488
489                 self.bot_attack = TRUE;
490
491                 self.statdraintime = time + 5;
492                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
493
494                 if(self.killcount == -666) {
495                         self.killcount = 0;
496                         if(!cvar("g_arena"))
497                                 self.frags = 0;
498                 }
499
500                 self.cnt = WEP_LASER;
501                 self.nixnex_lastchange_id = -1;
502
503                 /*
504                 W_UpdateWeapon();
505                 W_UpdateAmmo();
506                 */
507                 CL_SpawnWeaponentity();
508                 self.alpha = default_player_alpha;
509                 self.exteriorweaponentity.alpha = default_player_alpha;
510
511                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
512                 self.lms_traveled_distance = 0;
513
514                 if(cvar("spawn_debug"))
515                 {
516                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
517                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
518                 }
519
520                 //stuffcmd(self, "chase_active 0");
521                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
522         } else if(self.classname == "observer") {
523                 PutObserverInServer ();
524         }
525
526         // in campaign mode, players are only counted once they are active. So
527         // update the counts NOW.
528         if(cvar("g_campaign"))
529                 bot_relinkplayerlist();
530 }
531
532 /*
533 =============
534 SetNewParms
535 =============
536 */
537 void SetNewParms (void)
538 {
539
540 }
541
542 /*
543 =============
544 SetChangeParms
545 =============
546 */
547 void SetChangeParms (void)
548 {
549
550 }
551
552 /*
553 =============
554 ClientKill
555
556 Called when a client types 'kill' in the console
557 =============
558 */
559 void ClientKill (void)
560 {
561         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
562 }
563
564 /*
565 =============
566 ClientConnect
567
568 Called when a client connects to the server
569 =============
570 */
571 string ColoredTeamName(float t);
572 //void dom_player_join_team(entity pl);
573 void ClientConnect (void)
574 {
575         self.classname = "player_joining";
576         self.flags = self.flags | FL_CLIENT;
577
578         if(player_count<0) player_count = 0;
579
580         bot_clientconnect();
581
582         //if(cvar("g_domination"))
583         //      dom_player_join_team(self);
584
585         //JoinBestTeam(self, FALSE);
586
587         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
588                 self.classname = "observer";
589         } else {
590                 self.classname = "player";
591         }
592
593         self.playerid = (playerid_last = playerid_last + 1);
594         if(cvar("sv_eventlog"))
595         {
596                 string s;
597                 if(clienttype(self) == CLIENTTYPE_REAL)
598                         s = "player";
599                 else
600                         s = "bot";
601                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
602                 s = strcat(":team:", ftos(self.playerid), ":");
603                 s = strcat(s, ftos(self.team));
604                 GameLogEcho(s, FALSE);
605         }
606
607         //stuffcmd(self, "set tmpviewsize $viewsize \n");
608
609         bprint ("^4",self.netname);
610         bprint ("^4 connected");
611
612         if(cvar("g_domination") || cvar("g_ctf"))
613         {
614                 bprint(" and joined the ");
615                 bprint(ColoredTeamName(self.team));
616         }
617
618         bprint("\n");
619
620         self.welcomemessage_time = time + cvar("welcome_message_time");
621         self.welcomemessage_time2 = 0;
622
623         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
624         // send prediction settings to the client
625         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
626         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
627         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
628         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
629         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
630         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
631         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
632         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
633         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
634         // Wazat's grappling hook
635         SetGrappleHookBindings();
636
637         // get autoswitch state from player
638         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
639         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
640
641         // get version info from player
642         stuffcmd(self, "cmd clientversion $gameversion\n");
643
644         // set cvar for team scoreboard
645         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
646
647         if(cvar("g_lms"))
648         {
649                 self.frags = cvar("fraglimit");
650                 // no fraglimit was set, so player gets 999 lives
651                 if(self.frags < 1)
652                         self.frags = 999;
653
654                 // disallow player to join after the worst player has lost g_lms_last_join lives
655                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
656                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
657                 {
658                         self.frags = -666;
659                         lms_dead_count += 1;
660                 }
661                 else if(cvar("fraglimit") > lms_lowest_lives)
662                 {
663                         self.frags = lms_lowest_lives;
664                 }
665         }
666         else if(cvar("g_arena"))
667         {
668                 self.classname = "observer";
669                 Spawnqueue_Insert(self);
670         }
671
672         bot_relinkplayerlist();
673
674         self.jointime = time;
675 }
676
677 /*
678 =============
679 ClientDisconnect
680
681 Called when a client disconnects from the server
682 =============
683 */
684 void(entity e) DropFlag;
685 .entity chatbubbleentity;
686 .entity teambubbleentity;
687 void ClientDisconnect (void)
688 {
689         float save;
690         if(cvar("sv_eventlog"))
691                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
692         bprint ("^4",self.netname);
693         bprint ("^4 disconnected\n");
694
695         if (self.chatbubbleentity)
696         {
697                 remove (self.chatbubbleentity);
698                 self.chatbubbleentity = world;
699         }
700
701         if (self.teambubbleentity)
702         {
703                 remove (self.teambubbleentity);
704                 self.teambubbleentity = world;
705         }
706
707         DropAllRunes(self);
708
709         if(self.flagcarried)
710                 DropFlag(self.flagcarried);
711
712         save = self.flags;
713         self.flags = self.flags - (self.flags & FL_CLIENT);
714         bot_relinkplayerlist();
715         self.flags = save;
716
717         // player was dead, decrease dead count
718         if(cvar("g_lms") && self.frags < 1)
719                 lms_dead_count -= 1;
720         else if(cvar("g_arena"))
721         {
722                 Spawnqueue_Unmark(self);
723                 Spawnqueue_Remove(self);
724         }
725 }
726
727 .float buttonchat;
728 void() ChatBubbleThink =
729 {
730         self.nextthink = time;
731         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
732         {
733                 remove(self);
734                 return;
735         }
736         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
737         if (self.owner.buttonchat && !self.owner.deadflag)
738                 self.model = self.mdl;
739         else
740                 self.model = "";
741 };
742
743 void() UpdateChatBubble =
744 {
745         if (!self.modelindex)
746                 return;
747         // spawn a chatbubble entity if needed
748         if (!self.chatbubbleentity)
749         {
750                 self.chatbubbleentity = spawn();
751                 self.chatbubbleentity.owner = self;
752                 self.chatbubbleentity.exteriormodeltoclient = self;
753                 self.chatbubbleentity.think = ChatBubbleThink;
754                 self.chatbubbleentity.nextthink = time;
755                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
756                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
757                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
758                 self.chatbubbleentity.model = "";
759         }
760 }
761
762
763 void() TeamBubbleThink =
764 {
765         self.nextthink = time;
766         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
767         {
768                 remove(self);
769                 return;
770         }
771 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
772         if (self.owner.buttonchat || self.owner.deadflag)
773                 self.model = "";
774         else
775                 self.model = self.mdl;
776
777 };
778
779 .float() customizeentityforclient;
780 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
781
782 void() UpdateTeamBubble =
783 {
784         if (!self.modelindex || !cvar("teamplay"))
785                 return;
786         // spawn a teambubble entity if needed
787         if (!self.teambubbleentity && cvar("teamplay"))
788         {
789                 self.teambubbleentity = spawn();
790                 self.teambubbleentity.owner = self;
791                 self.teambubbleentity.exteriormodeltoclient = self;
792                 self.teambubbleentity.think = TeamBubbleThink;
793                 self.teambubbleentity.nextthink = time;
794                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
795 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
796                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
797                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
798                 self.teambubbleentity.mdl = self.teambubbleentity.model;
799                 self.teambubbleentity.model = self.teambubbleentity.mdl;
800                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
801         }
802 }
803
804 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
805 // added to the model skins
806 /*void() UpdateColorModHack =
807 {
808         local float c;
809         c = self.clientcolors & 15;
810         // LordHavoc: only bothering to support white, green, red, yellow, blue
811              if (teamplay == 0) self.colormod = '0 0 0';
812         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
813         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
814         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
815         else if (c == 12) self.colormod = '1.22 1.22 0.10';
816         else if (c == 13) self.colormod = '0.10 0.10 1.73';
817         else self.colormod = '1 1 1';
818 };*/
819
820 void UpdatePlayerColors () {
821         if(self.weaponentity) {
822                 self.weaponentity.colormap = self.colormap;
823                 self.exteriorweaponentity.colormap = self.colormap;
824         }
825 }
826 /*
827 =============
828 PlayerJump
829
830 When you press the jump key
831 =============
832 */
833 void PlayerJump (void)
834 {
835         float mjumpheight;
836
837         mjumpheight = cvar("g_balance_jumpheight");
838         if (self.waterlevel >= 2)
839         {
840                 if (self.watertype == CONTENT_WATER)
841                         self.velocity_z = 200;
842                 else if (self.watertype == CONTENT_SLIME)
843                         self.velocity_z = 80;
844                 else
845                         self.velocity_z = 50;
846
847                 return;
848         }
849
850
851         if (!(self.flags & FL_ONGROUND))
852                 return;
853
854         if (!(self.flags & FL_JUMPRELEASED))
855                 return;
856
857         if(cvar("g_runematch"))
858         {
859                 if(self.runes & RUNE_SPEED)
860                 {
861                         if(self.runes & CURSE_SLOW)
862                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
863                         else
864                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
865                 }
866                 else if(self.runes & CURSE_SLOW)
867                 {
868                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
869                 }
870         }
871
872         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
873         {
874                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
875         }
876
877         self.velocity_z = self.velocity_z + mjumpheight;
878         self.oldvelocity_z = self.velocity_z;
879
880         self.flags = self.flags - FL_ONGROUND;
881         self.flags = self.flags - FL_JUMPRELEASED;
882 }
883
884 void() CheckWaterJump =
885 {
886         local vector start, end;
887
888 // check for a jump-out-of-water
889         makevectors (self.angles);
890         start = self.origin;
891         start_z = start_z + 8;
892         v_forward_z = 0;
893         normalize(v_forward);
894         end = start + v_forward*24;
895         traceline (start, end, TRUE, self);
896         if (trace_fraction < 1)
897         {       // solid at waist
898                 start_z = start_z + self.maxs_z - 8;
899                 end = start + v_forward*24;
900                 self.movedir = trace_plane_normal * -50;
901                 traceline (start, end, TRUE, self);
902                 if (trace_fraction == 1)
903                 {       // open at eye level
904                         self.flags = self.flags | FL_WATERJUMP;
905                         self.velocity_z = 225;
906                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
907                         self.teleport_time = time + 2;  // safety net
908                         return;
909                 }
910         }
911 };
912
913
914 void respawn(void)
915 {
916         CopyBody(1);
917         PutClientInServer();
918 }
919
920 void player_powerups (void)
921 {
922         if (cvar("g_minstagib"))
923         {
924                 self.effects = EF_FULLBRIGHT;
925                 if (self.items & IT_STRENGTH)
926                 {
927                         if (time > self.strength_finished)
928                         {
929                                 self.alpha = default_player_alpha;
930                                 self.exteriorweaponentity.alpha = default_player_alpha;
931                                 self.items = self.items - (self.items & IT_STRENGTH);
932                                 sprint(self, "^3Invisibility has worn off\n");
933                         }
934                 }
935                 else
936                 {
937                         if (time < self.strength_finished)
938                         {
939                                 self.alpha = cvar("g_minstagib_invis_alpha");
940                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
941                                 self.items = self.items | IT_STRENGTH;
942                                 sprint(self, "^3You are invisible\n");
943                         }
944                 }
945
946                 if (self.items & IT_INVINCIBLE)
947                 {
948                         if (time > self.invincible_finished)
949                         {
950                                 self.items = self.items - (self.items & IT_INVINCIBLE);
951                                 sprint(self, "^3Speed has worn off\n");
952                         }
953                 }
954                 else
955                 {
956                         if (time < self.invincible_finished)
957                         {
958                                 self.items = self.items | IT_INVINCIBLE;
959                                 sprint(self, "^3You are on speed\n");
960                         }
961                 }
962                 return;
963         }
964
965         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
966         if (self.items & IT_STRENGTH)
967         {
968                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
969                 if (time > self.strength_finished)
970                 {
971                         self.items = self.items - (self.items & IT_STRENGTH);
972                         sprint(self, "^3Strength has worn off\n");
973                 }
974         }
975         else
976         {
977                 if (time < self.strength_finished)
978                 {
979                         self.items = self.items | IT_STRENGTH;
980                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
981                 }
982         }
983         if (self.items & IT_INVINCIBLE)
984         {
985                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
986                 if (time > self.invincible_finished)
987                 {
988                         self.items = self.items - (self.items & IT_INVINCIBLE);
989                         sprint(self, "^3Shield has worn off\n");
990                 }
991         }
992         else
993         {
994                 if (time < self.invincible_finished)
995                 {
996                         self.items = self.items | IT_INVINCIBLE;
997                         sprint(self, "^3Shield surrounds you\n");
998                 }
999         }
1000
1001         if (cvar("g_fullbrightplayers"))
1002                 self.effects = self.effects | EF_FULLBRIGHT;
1003
1004         // midair gamemode: damage only while in the air
1005         // if in midair mode, being on ground grants temporary invulnerability
1006         // (this is so that multishot weapon don't clear the ground flag on the
1007         // first damage in the frame, leaving the player vulnerable to the
1008         // remaining hits in the same frame)
1009         if (self.flags & FL_ONGROUND)
1010         if (cvar("g_midair"))
1011                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1012
1013         if (time < self.spawnshieldtime)
1014                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1015 }
1016
1017 void player_regen (void)
1018 {
1019         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1020         maxh = cvar("g_balance_health_stable");
1021         maxa = cvar("g_balance_armor_stable");
1022         limith = cvar("g_balance_health_limit");
1023         limita = cvar("g_balance_armor_limit");
1024
1025         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1026                 return;
1027
1028         if(cvar("g_runematch"))
1029         {
1030                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1031                 if (self.runes & RUNE_REGEN)
1032                 {
1033                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1034                         {
1035                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1036                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1037                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1038                         }
1039                         else
1040                         {
1041                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1042                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1043                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1044                         }
1045                 }
1046                 else if (self.runes & CURSE_VENOM)
1047                 {
1048                         max_mod = cvar("g_balance_curse_venom_hpmod");
1049                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1050                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1051                         else
1052                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1053                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1054                         //if (!self.runes & RUNE_REGEN)
1055                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1056                 }
1057                 maxh = maxh * max_mod;
1058                 //maxa = maxa * max_mod;
1059
1060                 if (time > self.pauserotarmor_finished)
1061                 {
1062                         if (self.armorvalue > maxa)
1063                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1064                 }
1065                 if (time > self.pauserothealth_finished)
1066                 {
1067                         if (self.health > maxh)
1068                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1069                 }
1070                 if (time > self.pauseregen_finished)
1071                 {
1072                         if (self.health < maxh)
1073                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
1074                         if (self.armorvalue < maxa)
1075                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
1076                 }
1077         }
1078         else
1079         {
1080                 if (time > self.pauserothealth_finished)
1081                 if (self.health > maxh)
1082                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1083                 if (time > self.pauserotarmor_finished)
1084                 if (self.armorvalue > maxa)
1085                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1086                 if (time > self.pauseregen_finished)
1087                 {
1088                         if (self.health < maxh)
1089                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1090                         if (self.armorvalue < maxa)
1091                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1092                 }
1093         }
1094         if (self.health > limith)
1095                 self.health = limith;
1096         if (self.armorvalue > limita)
1097                 self.armorvalue = limita;
1098 }
1099
1100 /*
1101 ======================
1102 spectate mode routines
1103 ======================
1104 */
1105 void SpectateCopy(entity spectatee) {
1106         self.armortype = spectatee.armortype;
1107         self.armorvalue = spectatee.armorvalue;
1108         self.currentammo = spectatee.currentammo;
1109         self.effects = spectatee.effects;
1110         self.health = spectatee.health;
1111         self.impulse = 0;
1112         self.items = spectatee.items;
1113         self.punchangle = spectatee.punchangle;
1114         self.view_ofs = spectatee.view_ofs;
1115         self.v_angle = spectatee.v_angle;
1116         self.viewzoom = spectatee.viewzoom;
1117         setorigin(self, spectatee.origin);
1118         setsize(self, spectatee.mins, spectatee.maxs);
1119 }
1120
1121 void SpectateUpdate() {
1122         if (self != self.enemy) {
1123                 if(self.enemy.flags & FL_NOTARGET)
1124                         PutObserverInServer();
1125                 SpectateCopy(self.enemy);
1126                 self.dmg_take = self.enemy.dmg_take;
1127                 self.dmg_save = self.enemy.dmg_save;
1128                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1129                 self.fixangle = TRUE;
1130                 self.angles = self.enemy.v_angle;
1131                 //msg_entity = self;
1132                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1133                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1134                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1135                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1136         }
1137 }
1138
1139 float SpectateNext() {
1140         other = find(self.enemy, classname, "player");
1141         if (!other) {
1142                 other = find(other, classname, "player");
1143         }
1144         if (other) {
1145                 self.enemy = other;
1146         }
1147         if(self.enemy.classname == "player") {
1148                 msg_entity = self;
1149                 WriteByte(MSG_ONE, SVC_SETVIEW);
1150                 WriteEntity(MSG_ONE, self.enemy);
1151                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1152                 SpectateUpdate();
1153                 return 1;
1154         } else {
1155                 return 0;
1156         }
1157 }
1158
1159 /*
1160 =============
1161 PlayerPreThink
1162
1163 Called every frame for each client before the physics are run
1164 =============
1165 */
1166 void PlayerPreThink (void)
1167 {
1168         if(self.classname == "player") {
1169                 local vector m1, m2;
1170
1171 //              if(self.netname == "Wazat")
1172 //                      bprint(strcat(self.classname, "\n"));
1173
1174                 CheckRules_Player();
1175
1176                 if(self.button7)
1177                         PrintWelcomeMessage(self);
1178
1179                 if(cvar("g_lms") || !cvar("sv_spectate"))
1180                 if((time - self.jointime) <= cvar("welcome_message_time"))
1181                         PrintWelcomeMessage(self);
1182
1183                 if (intermission_running)
1184                 {
1185                         IntermissionThink ();   // otherwise a button could be missed between
1186                         return;                                 // the think tics
1187                 }
1188
1189                 if (self.deadflag != DEAD_NO)
1190                 {
1191                         player_anim();
1192                         weapon_freeze();
1193                         if (self.deadflag == DEAD_DYING)
1194                         {
1195                                 if (time > self.dead_time)
1196                                         self.deadflag = DEAD_DEAD;
1197                         }
1198                         else if (self.deadflag == DEAD_DEAD)
1199                         {
1200                                 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1201                                         self.deadflag = DEAD_RESPAWNABLE;
1202                                 else if (!self.button0 && !self.button2 && !self.button3)
1203                                         self.deadflag = DEAD_RESPAWNABLE;
1204                         }
1205                         else if (self.deadflag == DEAD_RESPAWNABLE)
1206                         {
1207                                 if (self.button0  ||
1208                                     self.button2  ||
1209                                     self.button3  ||
1210                                     self.button4  ||
1211                                     self.button5  ||
1212                                     self.button6  ||
1213                                     self.button7  ||
1214                                     self.button8  ||
1215                                     self.buttonuse ||
1216                                     cvar("g_lms") ||
1217                                     cvar("g_forced_respawn"))
1218                                         respawn();
1219                         }
1220                         return;
1221                 }
1222
1223                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1224                 {
1225                         vector dist;
1226
1227                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1228                         dist = self.oldorigin - self.origin;
1229                         dist_z = 0;
1230                         self.lms_traveled_distance += fabs(vlen(dist));
1231
1232                         if(time > self.lms_nextcheck)
1233                         {
1234                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1235                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1236                                 {
1237                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1238                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1239                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1240                                         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');
1241                                 }
1242                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1243                                 self.lms_traveled_distance = 0;
1244                         }
1245                 }
1246
1247                 if (self.button5 && !self.hook.state)
1248                 {
1249                         if (!self.crouch)
1250                         {
1251                                 self.crouch = TRUE;
1252                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1253                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1254                         }
1255                 }
1256                 else
1257                 {
1258                         if (self.crouch)
1259                         {
1260                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1261                                 if (!trace_startsolid)
1262                                 {
1263                                         self.crouch = FALSE;
1264                                         self.view_ofs = PL_VIEW_OFS;
1265                                         setsize (self, PL_MIN, PL_MAX);
1266                                 }
1267                         }
1268                 }
1269
1270                 if(cvar("sv_defaultcharacter") == 1) {
1271                         local string defaultmodel;
1272                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1273
1274                         if (defaultmodel != self.model)
1275                         {
1276                                 m1 = self.mins;
1277                                 m2 = self.maxs;
1278                                 precache_model (defaultmodel);
1279                                 setmodel (self, defaultmodel);
1280                                 setsize (self, m1, m2);
1281                         }
1282
1283                         if (self.skin != cvar("sv_defaultplayerskin"))
1284                                 self.skin = cvar("sv_defaultplayerskin");
1285                 } else {
1286                         if (self.playermodel != self.model)
1287                         {
1288                                 self.playermodel = CheckPlayerModel(self.playermodel);
1289                                 m1 = self.mins;
1290                                 m2 = self.maxs;
1291                                 precache_model (self.playermodel);
1292                                 setmodel (self, self.playermodel);
1293                                 setsize (self, m1, m2);
1294                         }
1295
1296                         if (self.skin != stof(self.playerskin))
1297                                 self.skin = stof(self.playerskin);
1298                 }
1299                 // Savage: Check for nameless players
1300                 if (strlen(self.netname) < 1) {
1301                         self.netname = "Player";
1302                         stuffcmd(self, "name Player\n");
1303                 }
1304
1305                 GrapplingHookFrame();
1306
1307                 W_WeaponFrame();
1308
1309                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1310                 {
1311                         if (cvar("g_minstagib") && self.button3)
1312                         {
1313                                 if (self.jump_interval <= (time + 0.1))
1314                                 {
1315                                         self.jump_interval = time + 1;
1316                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1317                                 }
1318                         }
1319                         else if (self.viewzoom > 0.4)
1320                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1321                 }
1322                 else if (self.viewzoom < 1.0)
1323                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1324
1325
1326                 if (self.button2)
1327                         PlayerJump ();
1328                 else
1329                         self.flags = self.flags | FL_JUMPRELEASED;
1330
1331                 player_powerups();
1332                 player_regen();
1333                 player_anim();
1334
1335                 //self.angles_y=self.v_angle_y + 90;   // temp
1336
1337                 if (self.waterlevel == 2)
1338                         CheckWaterJump ();
1339
1340                 //if (TetrisPreFrame()) return;
1341         } else if(gameover) {
1342                 if (intermission_running)
1343                         IntermissionThink ();   // otherwise a button could be missed between
1344                 return;
1345         } else if(self.classname == "observer") {
1346
1347                 if (self.flags & FL_JUMPRELEASED) {
1348                         if (self.button2 && self.version == cvar("gameversion")) {
1349                                 if(!cvar("teamplay") || cvar("g_campaign")) {
1350                                         self.flags = self.flags & !FL_JUMPRELEASED;
1351                                         self.classname = "player";
1352                                         PutClientInServer();
1353                                         if(self.flags & !FL_NOTARGET)
1354                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1355                                         centerprint(self,"");
1356                                         return;
1357                                 } else {
1358                                         self.flags = self.flags & !FL_JUMPRELEASED;
1359                                         stuffcmd(self,"menu_showteamselect\n");
1360                                         return;
1361                                 }
1362                         } else if(self.button0 && self.version == cvar("gameversion")) {
1363                                 self.flags = self.flags & !FL_JUMPRELEASED;
1364                                 if(SpectateNext() == 1) {
1365                                         self.classname = "spectator";
1366                                 }
1367                         }
1368                 } else {
1369                         if (!(self.button0 || self.button2)) {
1370                                 self.flags = self.flags | FL_JUMPRELEASED;
1371                         }
1372                 }
1373                 PrintWelcomeMessage(self);
1374         } else if(self.classname == "spectator") {
1375
1376                 if (self.flags & FL_JUMPRELEASED) {
1377                         if (self.button2 && self.version == cvar("gameversion")) {
1378                                 if(!cvar("teamplay") || cvar("g_campaign")) {
1379                                         self.flags = self.flags & !FL_JUMPRELEASED;
1380                                         self.classname = "player";
1381                                         if(!cvar("g_lms"))
1382                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1383
1384                                         PutClientInServer();
1385                                         centerprint(self,"");
1386                                         return;
1387                                 } else {
1388                                         self.flags = self.flags & !FL_JUMPRELEASED;
1389                                         stuffcmd(self,"menu_showteamselect\n");
1390                                         return;
1391                                 }
1392                         } else if(self.button0) {
1393                                 self.flags = self.flags & !FL_JUMPRELEASED;
1394                                 if(SpectateNext() == 1) {
1395                                         self.classname = "spectator";
1396                                 } else {
1397                                         self.classname = "observer";
1398                                         PutClientInServer();
1399                                 }
1400                         } else if (self.button3) {
1401                                 self.flags = self.flags & !FL_JUMPRELEASED;
1402                                 self.classname = "observer";
1403                                 PutClientInServer();
1404                         } else {
1405                                 SpectateUpdate();
1406                         }
1407         } else {
1408                 if (!(self.button0 || self.button3)) {
1409                         self.flags = self.flags | FL_JUMPRELEASED;
1410                 }
1411                 }
1412                 PrintWelcomeMessage(self);
1413         }
1414 }
1415
1416
1417 /*
1418 =============
1419 PlayerPostThink
1420
1421 Called every frame for each client after the physics are run
1422 =============
1423 */
1424 void PlayerPostThink (void)
1425 {
1426         if(self.classname == "player") {
1427                 CheckRules_Player();
1428                 UpdateChatBubble();
1429                 UpdateTeamBubble();
1430                 UpdatePlayerColors();
1431                 if (self.deadflag == DEAD_NO)
1432                 if (self.impulse)
1433                         ImpulseCommands ();
1434                 if (intermission_running)
1435                         return;         // intermission or finale
1436
1437                 //PrintWelcomeMessage(self);
1438                 //if (TetrisPostFrame()) return;
1439         } else if (self.classname == "observer") {
1440                 //do nothing
1441         } else if (self.classname == "spectator") {
1442                 //do nothing
1443         }
1444         Arena_Warmup();
1445 }