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Added: a field ".winning" that's true if and only if the player entity has
[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.statdraintime = time + 5;
490                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
491
492                 if(self.killcount == -666) {
493                         self.killcount = 0;
494                         if(!cvar("g_arena"))
495                                 self.frags = 0;
496                 }
497
498                 self.cnt = WEP_LASER;
499                 self.nixnex_lastchange_id = -1;
500
501                 /*
502                 W_UpdateWeapon();
503                 W_UpdateAmmo();
504                 */
505                 CL_SpawnWeaponentity();
506                 self.alpha = default_player_alpha;
507                 self.exteriorweaponentity.alpha = default_player_alpha;
508
509                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
510                 self.lms_traveled_distance = 0;
511
512                 if(cvar("spawn_debug"))
513                 {
514                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
515                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
516                 }
517
518                 //stuffcmd(self, "chase_active 0");
519                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
520         } else if(self.classname == "observer") {
521                 PutObserverInServer ();
522         }
523 }
524
525 /*
526 =============
527 SetNewParms
528 =============
529 */
530 void SetNewParms (void)
531 {
532
533 }
534
535 /*
536 =============
537 SetChangeParms
538 =============
539 */
540 void SetChangeParms (void)
541 {
542
543 }
544
545 /*
546 =============
547 ClientKill
548
549 Called when a client types 'kill' in the console
550 =============
551 */
552 void ClientKill (void)
553 {
554         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
555 }
556
557 /*
558 =============
559 ClientConnect
560
561 Called when a client connects to the server
562 =============
563 */
564 string ColoredTeamName(float t);
565 //void dom_player_join_team(entity pl);
566 void ClientConnect (void)
567 {
568         self.classname = "player_joining";
569
570         if(player_count<0) player_count = 0;
571
572         //if(cvar("g_domination"))
573         //      dom_player_join_team(self);
574
575         //JoinBestTeam(self, FALSE);
576
577         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
578                 self.classname = "observer";
579         } else {
580                 self.classname = "player";
581         }
582
583         self.playerid = (playerid_last = playerid_last + 1);
584         if(cvar("sv_eventlog"))
585         {
586                 string s;
587                 if(clienttype(self) == CLIENTTYPE_REAL)
588                         s = "player";
589                 else
590                         s = "bot";
591                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
592                 s = strcat(":team:", ftos(self.playerid), ":");
593                 s = strcat(s, ftos(self.team));
594                 GameLogEcho(s, FALSE);
595         }
596
597         //stuffcmd(self, "set tmpviewsize $viewsize \n");
598
599         bprint ("^4",self.netname);
600         bprint ("^4 connected");
601
602         if(cvar("g_domination") || cvar("g_ctf"))
603         {
604                 bprint(" and joined the ");
605                 bprint(ColoredTeamName(self.team));
606         }
607
608         bprint("\n");
609
610         self.welcomemessage_time = time + cvar("welcome_message_time");
611         self.welcomemessage_time2 = 0;
612
613         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
614         // send prediction settings to the client
615         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
616         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
617         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
618         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
619         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
620         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
621         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
622         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
623         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
624         // Wazat's grappling hook
625         SetGrappleHookBindings();
626
627         // get autoswitch state from player
628         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
629         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
630
631         // get version info from player
632         stuffcmd(self, "cmd clientversion $gameversion\n");
633
634         // set cvar for team scoreboard
635         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
636
637         if(cvar("g_lms"))
638         {
639                 self.frags = cvar("fraglimit");
640                 // no fraglimit was set, so player gets 999 lives
641                 if(self.frags < 1)
642                         self.frags = 999;
643
644                 // disallow player to join after the worst player has lost g_lms_last_join lives
645                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
646                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
647                 {
648                         self.frags = -666;
649                         lms_dead_count += 1;
650                 }
651                 else if(cvar("fraglimit") > lms_lowest_lives)
652                 {
653                         self.frags = lms_lowest_lives;
654                 }
655         }
656         else if(cvar("g_arena"))
657         {
658                 self.classname = "observer";
659                 Spawnqueue_Insert(self);
660         }
661
662         player_count += 1;
663         self.jointime = time;
664 }
665
666 /*
667 =============
668 ClientDisconnect
669
670 Called when a client disconnects from the server
671 =============
672 */
673 void(entity e) DropFlag;
674 .entity chatbubbleentity;
675 .entity teambubbleentity;
676 void ClientDisconnect (void)
677 {
678         if(cvar("sv_eventlog"))
679                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
680         bprint ("^4",self.netname);
681         bprint ("^4 disconnected\n");
682
683         if (self.chatbubbleentity)
684         {
685                 remove (self.chatbubbleentity);
686                 self.chatbubbleentity = world;
687         }
688
689         if (self.teambubbleentity)
690         {
691                 remove (self.teambubbleentity);
692                 self.teambubbleentity = world;
693         }
694
695         DropAllRunes(self);
696
697         if(self.flagcarried)
698                 DropFlag(self.flagcarried);
699
700         // decrease player count for lms
701         player_count -= 1;
702         // player was dead, decrease dead count
703         if(cvar("g_lms") && self.frags < 1)
704                 lms_dead_count -= 1;
705         else if(cvar("g_arena"))
706         {
707                 Spawnqueue_Unmark(self);
708                 Spawnqueue_Remove(self);
709         }
710 }
711
712 .float buttonchat;
713 void() ChatBubbleThink =
714 {
715         self.nextthink = time;
716         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
717         {
718                 remove(self);
719                 return;
720         }
721         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
722         if (self.owner.buttonchat && !self.owner.deadflag)
723                 self.model = self.mdl;
724         else
725                 self.model = "";
726 };
727
728 void() UpdateChatBubble =
729 {
730         if (!self.modelindex)
731                 return;
732         // spawn a chatbubble entity if needed
733         if (!self.chatbubbleentity)
734         {
735                 self.chatbubbleentity = spawn();
736                 self.chatbubbleentity.owner = self;
737                 self.chatbubbleentity.exteriormodeltoclient = self;
738                 self.chatbubbleentity.think = ChatBubbleThink;
739                 self.chatbubbleentity.nextthink = time;
740                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
741                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
742                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
743                 self.chatbubbleentity.model = "";
744         }
745 }
746
747
748 void() TeamBubbleThink =
749 {
750         self.nextthink = time;
751         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
752         {
753                 remove(self);
754                 return;
755         }
756 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
757         if (self.owner.buttonchat || self.owner.deadflag)
758                 self.model = "";
759         else
760                 self.model = self.mdl;
761
762 };
763
764 .float() customizeentityforclient;
765 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
766
767 void() UpdateTeamBubble =
768 {
769         if (!self.modelindex || !cvar("teamplay"))
770                 return;
771         // spawn a teambubble entity if needed
772         if (!self.teambubbleentity && cvar("teamplay"))
773         {
774                 self.teambubbleentity = spawn();
775                 self.teambubbleentity.owner = self;
776                 self.teambubbleentity.exteriormodeltoclient = self;
777                 self.teambubbleentity.think = TeamBubbleThink;
778                 self.teambubbleentity.nextthink = time;
779                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
780 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
781                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
782                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
783                 self.teambubbleentity.mdl = self.teambubbleentity.model;
784                 self.teambubbleentity.model = self.teambubbleentity.mdl;
785                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
786         }
787 }
788
789 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
790 // added to the model skins
791 /*void() UpdateColorModHack =
792 {
793         local float c;
794         c = self.clientcolors & 15;
795         // LordHavoc: only bothering to support white, green, red, yellow, blue
796              if (teamplay == 0) self.colormod = '0 0 0';
797         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
798         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
799         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
800         else if (c == 12) self.colormod = '1.22 1.22 0.10';
801         else if (c == 13) self.colormod = '0.10 0.10 1.73';
802         else self.colormod = '1 1 1';
803 };*/
804
805 void UpdatePlayerColors () {
806         if(self.weaponentity) {
807                 self.weaponentity.colormap = self.colormap;
808                 self.exteriorweaponentity.colormap = self.colormap;
809         }
810 }
811 /*
812 =============
813 PlayerJump
814
815 When you press the jump key
816 =============
817 */
818 void PlayerJump (void)
819 {
820         float mjumpheight;
821
822         mjumpheight = cvar("g_balance_jumpheight");
823         if (self.waterlevel >= 2)
824         {
825                 if (self.watertype == CONTENT_WATER)
826                         self.velocity_z = 200;
827                 else if (self.watertype == CONTENT_SLIME)
828                         self.velocity_z = 80;
829                 else
830                         self.velocity_z = 50;
831
832                 return;
833         }
834
835
836         if (!(self.flags & FL_ONGROUND))
837                 return;
838
839         if (!(self.flags & FL_JUMPRELEASED))
840                 return;
841
842         if(cvar("g_runematch"))
843         {
844                 if(self.runes & RUNE_SPEED)
845                 {
846                         if(self.runes & CURSE_SLOW)
847                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
848                         else
849                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
850                 }
851                 else if(self.runes & CURSE_SLOW)
852                 {
853                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
854                 }
855         }
856
857         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
858         {
859                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
860         }
861
862         self.velocity_z = self.velocity_z + mjumpheight;
863         self.oldvelocity_z = self.velocity_z;
864
865         self.flags = self.flags - FL_ONGROUND;
866         self.flags = self.flags - FL_JUMPRELEASED;
867 }
868
869 void() CheckWaterJump =
870 {
871         local vector start, end;
872
873 // check for a jump-out-of-water
874         makevectors (self.angles);
875         start = self.origin;
876         start_z = start_z + 8;
877         v_forward_z = 0;
878         normalize(v_forward);
879         end = start + v_forward*24;
880         traceline (start, end, TRUE, self);
881         if (trace_fraction < 1)
882         {       // solid at waist
883                 start_z = start_z + self.maxs_z - 8;
884                 end = start + v_forward*24;
885                 self.movedir = trace_plane_normal * -50;
886                 traceline (start, end, TRUE, self);
887                 if (trace_fraction == 1)
888                 {       // open at eye level
889                         self.flags = self.flags | FL_WATERJUMP;
890                         self.velocity_z = 225;
891                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
892                         self.teleport_time = time + 2;  // safety net
893                         return;
894                 }
895         }
896 };
897
898
899 void respawn(void)
900 {
901         CopyBody(1);
902         PutClientInServer();
903 }
904
905 void player_powerups (void)
906 {
907         if (cvar("g_minstagib"))
908         {
909                 self.effects = EF_FULLBRIGHT;
910                 if (self.items & IT_STRENGTH)
911                 {
912                         if (time > self.strength_finished)
913                         {
914                                 self.alpha = default_player_alpha;
915                                 self.exteriorweaponentity.alpha = default_player_alpha;
916                                 self.items = self.items - (self.items & IT_STRENGTH);
917                                 sprint(self, "^3Invisibility has worn off\n");
918                         }
919                 }
920                 else
921                 {
922                         if (time < self.strength_finished)
923                         {
924                                 self.alpha = cvar("g_minstagib_invis_alpha");
925                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
926                                 self.items = self.items | IT_STRENGTH;
927                                 sprint(self, "^3You are invisible\n");
928                         }
929                 }
930
931                 if (self.items & IT_INVINCIBLE)
932                 {
933                         if (time > self.invincible_finished)
934                         {
935                                 self.items = self.items - (self.items & IT_INVINCIBLE);
936                                 sprint(self, "^3Speed has worn off\n");
937                         }
938                 }
939                 else
940                 {
941                         if (time < self.invincible_finished)
942                         {
943                                 self.items = self.items | IT_INVINCIBLE;
944                                 sprint(self, "^3You are on speed\n");
945                         }
946                 }
947                 return;
948         }
949
950         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
951         if (self.items & IT_STRENGTH)
952         {
953                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
954                 if (time > self.strength_finished)
955                 {
956                         self.items = self.items - (self.items & IT_STRENGTH);
957                         sprint(self, "^3Strength has worn off\n");
958                 }
959         }
960         else
961         {
962                 if (time < self.strength_finished)
963                 {
964                         self.items = self.items | IT_STRENGTH;
965                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
966                 }
967         }
968         if (self.items & IT_INVINCIBLE)
969         {
970                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
971                 if (time > self.invincible_finished)
972                 {
973                         self.items = self.items - (self.items & IT_INVINCIBLE);
974                         sprint(self, "^3Shield has worn off\n");
975                 }
976         }
977         else
978         {
979                 if (time < self.invincible_finished)
980                 {
981                         self.items = self.items | IT_INVINCIBLE;
982                         sprint(self, "^3Shield surrounds you\n");
983                 }
984         }
985
986         if (cvar("g_fullbrightplayers"))
987                 self.effects = self.effects | EF_FULLBRIGHT;
988
989         // midair gamemode: damage only while in the air
990         // if in midair mode, being on ground grants temporary invulnerability
991         // (this is so that multishot weapon don't clear the ground flag on the
992         // first damage in the frame, leaving the player vulnerable to the
993         // remaining hits in the same frame)
994         if (self.flags & FL_ONGROUND)
995         if (cvar("g_midair"))
996                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
997
998         if (time < self.spawnshieldtime)
999                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1000 }
1001
1002 void player_regen (void)
1003 {
1004         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1005         maxh = cvar("g_balance_health_stable");
1006         maxa = cvar("g_balance_armor_stable");
1007         limith = cvar("g_balance_health_limit");
1008         limita = cvar("g_balance_armor_limit");
1009
1010         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1011                 return;
1012
1013         if(cvar("g_runematch"))
1014         {
1015                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1016                 if (self.runes & RUNE_REGEN)
1017                 {
1018                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1019                         {
1020                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1021                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1022                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1023                         }
1024                         else
1025                         {
1026                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1027                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1028                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1029                         }
1030                 }
1031                 else if (self.runes & CURSE_VENOM)
1032                 {
1033                         max_mod = cvar("g_balance_curse_venom_hpmod");
1034                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1035                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1036                         else
1037                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1038                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1039                         //if (!self.runes & RUNE_REGEN)
1040                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1041                 }
1042                 maxh = maxh * max_mod;
1043                 //maxa = maxa * max_mod;
1044
1045                 if (time > self.pauserotarmor_finished)
1046                 {
1047                         if (self.armorvalue > maxa)
1048                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1049                 }
1050                 if (time > self.pauserothealth_finished)
1051                 {
1052                         if (self.health > maxh)
1053                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1054                 }
1055                 if (time > self.pauseregen_finished)
1056                 {
1057                         if (self.health < maxh)
1058                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
1059                         if (self.armorvalue < maxa)
1060                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
1061                 }
1062         }
1063         else
1064         {
1065                 if (time > self.pauserothealth_finished)
1066                 if (self.health > maxh)
1067                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1068                 if (time > self.pauserotarmor_finished)
1069                 if (self.armorvalue > maxa)
1070                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1071                 if (time > self.pauseregen_finished)
1072                 {
1073                         if (self.health < maxh)
1074                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1075                         if (self.armorvalue < maxa)
1076                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1077                 }
1078         }
1079         if (self.health > limith)
1080                 self.health = limith;
1081         if (self.armorvalue > limita)
1082                 self.armorvalue = limita;
1083 }
1084
1085 /*
1086 ======================
1087 spectate mode routines
1088 ======================
1089 */
1090 void SpectateCopy(entity spectatee) {
1091         self.armortype = spectatee.armortype;
1092         self.armorvalue = spectatee.armorvalue;
1093         self.currentammo = spectatee.currentammo;
1094         self.effects = spectatee.effects;
1095         self.health = spectatee.health;
1096         self.impulse = 0;
1097         self.items = spectatee.items;
1098         self.punchangle = spectatee.punchangle;
1099         self.view_ofs = spectatee.view_ofs;
1100         self.v_angle = spectatee.v_angle;
1101         self.viewzoom = spectatee.viewzoom;
1102         setorigin(self, spectatee.origin);
1103         setsize(self, spectatee.mins, spectatee.maxs);
1104 }
1105
1106 void SpectateUpdate() {
1107         if (self != self.enemy) {
1108                 if(self.enemy.flags & FL_NOTARGET)
1109                         PutObserverInServer();
1110                 SpectateCopy(self.enemy);
1111                 msg_entity = self;
1112                 WriteByte(MSG_ONE, SVC_SETANGLE);
1113                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1114                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1115                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1116         }
1117 }
1118
1119 float SpectateNext() {
1120         other = find(self.enemy, classname, "player");
1121         if (!other) {
1122                 other = find(other, classname, "player");
1123         }
1124         if (other) {
1125                 self.enemy = other;
1126         }
1127         if(self.enemy.classname == "player") {
1128                 msg_entity = self;
1129                 WriteByte(MSG_ONE, SVC_SETVIEW);
1130                 WriteEntity(MSG_ONE, self.enemy);
1131                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1132                 SpectateUpdate();
1133                 return 1;
1134         } else {
1135                 return 0;
1136         }
1137 }
1138
1139 /*
1140 =============
1141 PlayerPreThink
1142
1143 Called every frame for each client before the physics are run
1144 =============
1145 */
1146 void PlayerPreThink (void)
1147 {
1148         if(self.classname == "player") {
1149                 local vector m1, m2;
1150
1151 //              MauveBot_AI();
1152
1153 //              if(self.netname == "Wazat")
1154 //                      bprint(strcat(self.classname, "\n"));
1155
1156                 CheckRules_Player();
1157
1158                 if(self.button7)
1159                         PrintWelcomeMessage(self);
1160
1161                 if(cvar("g_lms") || !cvar("sv_spectate"))
1162                 if((time - self.jointime) <= cvar("welcome_message_time"))
1163                         PrintWelcomeMessage(self);
1164
1165                 if (intermission_running)
1166                 {
1167                         IntermissionThink ();   // otherwise a button could be missed between
1168                         return;                                 // the think tics
1169                 }
1170
1171                 if (self.deadflag != DEAD_NO)
1172                 {
1173                         player_anim();
1174                         weapon_freeze();
1175                         if (self.deadflag == DEAD_DYING)
1176                         {
1177                                 if (time > self.dead_time)
1178                                         self.deadflag = DEAD_DEAD;
1179                         }
1180                         else if (self.deadflag == DEAD_DEAD)
1181                         {
1182                                 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1183                                         self.button0 = self.button2 = self.button3 = 0;
1184
1185                                 if (!self.button0 && !self.button2 && !self.button3)
1186                                         self.deadflag = DEAD_RESPAWNABLE;
1187                         }
1188                         else if (self.deadflag == DEAD_RESPAWNABLE)
1189                         {
1190                                 if (self.button0  ||
1191                                     self.button2  ||
1192                                     self.button3  ||
1193                                     self.button4  ||
1194                                     cvar("g_lms") ||
1195                                     cvar("g_forced_respawn"))
1196                                         respawn();
1197                         }
1198                         return;
1199                 }
1200
1201                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1202                 {
1203                         vector dist;
1204
1205                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1206                         dist = self.oldorigin - self.origin;
1207                         dist_z = 0;
1208                         self.lms_traveled_distance += fabs(vlen(dist));
1209
1210                         if(time > self.lms_nextcheck)
1211                         {
1212                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1213                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1214                                 {
1215                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1216                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1217                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1218                                         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');
1219                                 }
1220                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1221                                 self.lms_traveled_distance = 0;
1222                         }
1223                 }
1224
1225                 if (self.button5 && !self.hook.state)
1226                 {
1227                         if (!self.crouch)
1228                         {
1229                                 self.crouch = TRUE;
1230                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1231                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1232                         }
1233                 }
1234                 else
1235                 {
1236                         if (self.crouch)
1237                         {
1238                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1239                                 if (!trace_startsolid)
1240                                 {
1241                                         self.crouch = FALSE;
1242                                         self.view_ofs = PL_VIEW_OFS;
1243                                         setsize (self, PL_MIN, PL_MAX);
1244                                 }
1245                         }
1246                 }
1247
1248                 if(cvar("sv_defaultcharacter") == 1) {
1249                         local string defaultmodel;
1250                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1251
1252                         if (defaultmodel != self.model)
1253                         {
1254                                 m1 = self.mins;
1255                                 m2 = self.maxs;
1256                                 precache_model (defaultmodel);
1257                                 setmodel (self, defaultmodel);
1258                                 setsize (self, m1, m2);
1259                         }
1260
1261                         if (self.skin != cvar("sv_defaultplayerskin"))
1262                                 self.skin = cvar("sv_defaultplayerskin");
1263                 } else {
1264                         if (self.playermodel != self.model)
1265                         {
1266                                 self.playermodel = CheckPlayerModel(self.playermodel);
1267                                 m1 = self.mins;
1268                                 m2 = self.maxs;
1269                                 precache_model (self.playermodel);
1270                                 setmodel (self, self.playermodel);
1271                                 setsize (self, m1, m2);
1272                         }
1273
1274                         if (self.skin != stof(self.playerskin))
1275                                 self.skin = stof(self.playerskin);
1276                 }
1277                 // Savage: Check for nameless players
1278                 if (strlen(self.netname) < 1) {
1279                         self.netname = "Player";
1280                         stuffcmd(self, "name Player\n");
1281                 }
1282
1283                 GrapplingHookFrame();
1284
1285                 W_WeaponFrame();
1286
1287                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1288                 {
1289                         if (cvar("g_minstagib") && self.button3)
1290                         {
1291                                 if (self.jump_interval <= (time + 0.1))
1292                                 {
1293                                         self.jump_interval = time + 1;
1294                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1295                                 }
1296                         }
1297                         else if (self.viewzoom > 0.4)
1298                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1299                 }
1300                 else if (self.viewzoom < 1.0)
1301                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1302
1303
1304                 if (self.button2)
1305                         PlayerJump ();
1306                 else
1307                         self.flags = self.flags | FL_JUMPRELEASED;
1308
1309                 player_powerups();
1310                 player_regen();
1311                 player_anim();
1312
1313                 //self.angles_y=self.v_angle_y + 90;   // temp
1314
1315                 if (self.waterlevel == 2)
1316                         CheckWaterJump ();
1317
1318                 //if (TetrisPreFrame()) return;
1319         } else if(gameover) {
1320                 if (intermission_running)
1321                         IntermissionThink ();   // otherwise a button could be missed between
1322                 return;
1323         } else if(self.classname == "observer") {
1324
1325                 if (self.flags & FL_JUMPRELEASED) {
1326                         if (self.button2 && self.version == cvar("gameversion")) {
1327                                 if(!cvar("teamplay")) {
1328                                         self.flags = self.flags & !FL_JUMPRELEASED;
1329                                         self.classname = "player";
1330                                         PutClientInServer();
1331                                         if(self.flags & !FL_NOTARGET)
1332                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1333                                         centerprint(self,"");
1334                                         return;
1335                                 } else {
1336                                         self.flags = self.flags & !FL_JUMPRELEASED;
1337                                         stuffcmd(self,"menu_showteamselect\n");
1338                                         return;
1339                                 }
1340                         } else if(self.button0 && self.version == cvar("gameversion")) {
1341                                 self.flags = self.flags & !FL_JUMPRELEASED;
1342                                 if(SpectateNext() == 1) {
1343                                         self.classname = "spectator";
1344                                 }
1345                         }
1346                 } else {
1347                         if (!(self.button0 || self.button2)) {
1348                                 self.flags = self.flags | FL_JUMPRELEASED;
1349                         }
1350                 }
1351                 PrintWelcomeMessage(self);
1352         } else if(self.classname == "spectator") {
1353
1354                 if (self.flags & FL_JUMPRELEASED) {
1355                         if (self.button2 && self.version == cvar("gameversion")) {
1356                                 if(!cvar("teamplay")) {
1357                                         self.flags = self.flags & !FL_JUMPRELEASED;
1358                                         self.classname = "player";
1359                                         if(!cvar("g_lms"))
1360                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1361
1362                                         PutClientInServer();
1363                                         centerprint(self,"");
1364                                         return;
1365                                 } else {
1366                                         self.flags = self.flags & !FL_JUMPRELEASED;
1367                                         stuffcmd(self,"menu_showteamselect\n");
1368                                         return;
1369                                 }
1370                         } else if(self.button0) {
1371                                 self.flags = self.flags & !FL_JUMPRELEASED;
1372                                 if(SpectateNext() == 1) {
1373                                         self.classname = "spectator";
1374                                 } else {
1375                                         self.classname = "observer";
1376                                         PutClientInServer();
1377                                 }
1378                         } else if (self.button3) {
1379                                 self.flags = self.flags & !FL_JUMPRELEASED;
1380                                 self.classname = "observer";
1381                                 PutClientInServer();
1382                         } else {
1383                                 SpectateUpdate();
1384                         }
1385         } else {
1386                 if (!(self.button0 || self.button3)) {
1387                         self.flags = self.flags | FL_JUMPRELEASED;
1388                 }
1389                 }
1390                 PrintWelcomeMessage(self);
1391         }
1392 }
1393
1394
1395 /*
1396 =============
1397 PlayerPostThink
1398
1399 Called every frame for each client after the physics are run
1400 =============
1401 */
1402 void PlayerPostThink (void)
1403 {
1404         if(self.classname == "player") {
1405                 CheckRules_Player();
1406                 UpdateChatBubble();
1407                 UpdateTeamBubble();
1408                 UpdatePlayerColors();
1409                 if (self.deadflag == DEAD_NO)
1410                 if (self.impulse)
1411                         ImpulseCommands ();
1412                 if (intermission_running)
1413                         return;         // intermission or finale
1414
1415                 //PrintWelcomeMessage(self);
1416                 //if (TetrisPostFrame()) return;
1417         } else if (self.classname == "observer") {
1418                 //do nothing
1419         } else if (self.classname == "spectator") {
1420                 //do nothing
1421         }
1422         Arena_Warmup();
1423 }