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New location escapes: %d - location of last death, %y: location of crosshair
[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 (cvar("g_runematch"))
191                 DropAllRunes(self);
192
193         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
194                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
195         else if(self.killcount != -666)
196                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
197
198         self.classname = "observer";
199         self.health = -666;
200         self.takedamage = DAMAGE_NO;
201         self.solid = SOLID_NOT;
202         self.movetype = MOVETYPE_NOCLIP;
203         self.flags = FL_CLIENT | FL_NOTARGET;
204         self.armorvalue = 666;
205         self.effects = 0;
206         self.armorvalue = cvar("g_balance_armor_start");
207         self.pauserotarmor_finished = 0;
208         self.pauserothealth_finished = 0;
209         self.pauseregen_finished = 0;
210         self.damageforcescale = 0;
211         self.death_time = 0;
212         self.dead_time = 0;
213         self.dead_frame = 0;
214         self.die_frame = 0;
215         self.deaths = 0;
216         self.alpha = 0;
217         self.scale = 0;
218         self.fade_time = 0;
219         self.pain_frame = 0;
220         self.pain_finished = 0;
221         self.strength_finished = 0;
222         self.invincible_finished = 0;
223         self.pushltime = 0;
224         self.think = SUB_Null;
225         self.nextthink = 0;
226         self.hook_time = 0;
227         self.runes = 0;
228         self.deadflag = DEAD_NO;
229         self.angles = spot.angles;
230         self.angles_z = 0;
231         self.fixangle = TRUE;
232         self.crouch = FALSE;
233         self.view_ofs = PL_VIEW_OFS;
234         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
235         self.oldorigin = self.origin;
236         self.items = 0;
237         self.model = "";
238         self.modelindex = 0;
239         self.weapon = 0;
240         self.weaponmodel = "";
241         self.weaponframe = 0;
242         self.weaponentity = world;
243         self.killcount = -666;
244         self.velocity = '0 0 0';
245         self.avelocity = '0 0 0';
246         self.punchangle = '0 0 0';
247         self.punchvector = '0 0 0';
248         self.oldvelocity = self.velocity;
249
250         if(!cvar("g_lms"))
251                 self.frags = -666;
252         //stuffcmd(self, "set viewsize 120 \n");
253 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
254 }
255
256
257 /*
258 =============
259 PutClientInServer
260
261 Called when a client spawns in the server
262 =============
263 */
264 void PutClientInServer (void)
265 {
266         if(clienttype(self) ==  CLIENTTYPE_BOT)
267         {
268                 self.classname = "player";
269         }
270
271         // player is dead and becomes observer
272         if(cvar("g_lms") && self.frags < 1)
273                 self.classname = "observer";
274
275         if(self.classname == "player") {
276                 entity  spot;
277
278                 spot = SelectSpawnPoint (FALSE);
279
280                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
281
282                 self.classname = "player";
283                 self.iscreature = TRUE;
284                 self.movetype = MOVETYPE_WALK;
285                 self.solid = SOLID_SLIDEBOX;
286                 self.flags = FL_CLIENT;
287                 self.takedamage = DAMAGE_AIM;
288                 self.effects = 0;
289                 self.health = cvar("g_balance_health_start");
290                 self.armorvalue = cvar("g_balance_armor_start");
291                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
292                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
293                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
294                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
295                 self.damageforcescale = 2;
296                 self.death_time = 0;
297                 self.dead_time = 0;
298                 self.dead_frame = 0;
299                 self.die_frame = 0;
300                 self.alpha = 0;
301                 self.scale = 0;
302                 self.fade_time = 0;
303                 self.pain_frame = 0;
304                 self.pain_finished = 0;
305                 self.strength_finished = 0;
306                 self.invincible_finished = 0;
307                 self.pushltime = 0;
308                 //self.speed_finished = 0;
309                 //self.slowmo_finished = 0;
310                 // players have no think function
311                 self.think = SUB_Null;
312                 self.nextthink = 0;
313                 self.weapon = 0;
314                 self.switchweapon = 0;
315                 self.hook_time = 0;
316
317                 self.runes = 0;
318
319                 self.deadflag = DEAD_NO;
320
321                 self.angles = spot.angles;
322
323                 self.angles_z = 0; // never spawn tilted even if the spot says to
324                 self.fixangle = TRUE; // turn this way immediately
325                 self.velocity = '0 0 0';
326                 self.avelocity = '0 0 0';
327                 self.punchangle = '0 0 0';
328                 self.punchvector = '0 0 0';
329                 self.oldvelocity = self.velocity;
330
331                 self.viewzoom = 0.6;
332
333                 if(cvar("sv_defaultcharacter") == 1) {
334                         local string defaultmodel;
335                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
336
337                         precache_model (defaultmodel);
338                         setmodel (self, defaultmodel);
339                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
340                 } else {
341                         self.playermodel = CheckPlayerModel(self.playermodel);
342
343                         precache_model (self.playermodel);
344                         setmodel (self, self.playermodel);
345                         self.skin = stof(self.playerskin);
346
347                 }
348
349                 self.crouch = FALSE;
350                 self.view_ofs = PL_VIEW_OFS;
351                 setsize (self, PL_MIN, PL_MAX);
352                 self.spawnorigin = spot.origin;
353                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
354                 // don't reset back to last position, even if new position is stuck in solid
355                 self.oldorigin = self.origin;
356
357                 if(cvar("g_lms"))
358                 {
359                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
360                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
361                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
362                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
363                         self.health = cvar("g_lms_start_health");
364                         self.armorvalue = cvar("g_lms_start_armor");
365                 }
366                 else if (cvar("g_use_ammunition")) {
367                         self.ammo_shells = cvar("g_start_ammo_shells");
368                         self.ammo_nails = cvar("g_start_ammo_nails");
369                         self.ammo_rockets = cvar("g_start_ammo_rockets");
370                         self.ammo_cells = cvar("g_start_ammo_cells");
371                 } else {
372                         self.ammo_shells = 999;
373                         self.ammo_nails = 999;
374                         self.ammo_rockets = 999;
375                         self.ammo_cells = 999;
376                 }
377
378                 self.items = 0;
379                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
380                 {
381                         self.items = self.items | IT_LASER;
382                         self.switchweapon = WEP_LASER;
383                 }
384                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
385                 {
386                         self.items = self.items | IT_SHOTGUN;
387                         self.switchweapon = WEP_SHOTGUN;
388                 }
389                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
390                 {
391                         self.items = self.items | IT_UZI;
392                         self.switchweapon = WEP_UZI;
393                 }
394                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
395                 {
396                         self.items = self.items | IT_GRENADE_LAUNCHER;
397                         self.switchweapon = WEP_GRENADE_LAUNCHER;
398                 }
399                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
400                 {
401                         self.items = self.items | IT_ELECTRO;
402                         self.switchweapon = WEP_ELECTRO;
403                 }
404                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
405                 {
406                         self.items = self.items | IT_CRYLINK;
407                         self.switchweapon = WEP_CRYLINK;
408                 }
409                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
410                 {
411                         self.items = self.items | IT_NEX;
412                         self.switchweapon = WEP_NEX;
413                 }
414                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
415                 {
416                         self.items = self.items | IT_HAGAR;
417                         self.switchweapon = WEP_HAGAR;
418                 }
419                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
420                 {
421                         self.items = self.items | IT_ROCKET_LAUNCHER;
422                         self.switchweapon = WEP_ROCKET_LAUNCHER;
423                 }
424
425                 if(cvar("g_instagib"))
426                 {
427                         self.items = IT_NEX;
428                         self.switchweapon = WEP_NEX;
429                         self.ammo_cells = 999;
430                 }
431
432                 if(cvar("g_rocketarena"))
433                 {
434                         self.items = IT_ROCKET_LAUNCHER;
435                         self.switchweapon = WEP_ROCKET_LAUNCHER;
436                         self.ammo_rockets = 999;
437                 }
438
439                 if(cvar("g_nixnex"))
440                 {
441                         self.items = 0;
442                         // will be done later
443                 }
444
445                 if(cvar("g_minstagib"))
446                 {
447                         self.health = 100;
448                         self.armorvalue = 0;
449                         self.items = IT_NEX;
450                         self.switchweapon = WEP_NEX;
451                         self.ammo_cells = cvar("g_minstagib_ammo_start");
452                         self.extralives = 0;
453                         self.jump_interval = time;
454                 }
455
456                 self.event_damage = PlayerDamage;
457
458                 self.statdraintime = time + 5;
459                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
460
461                 if(self.killcount == -666) {
462                         self.killcount = 0;
463                         self.frags = 0;
464                 }
465
466                 self.cnt = WEP_LASER;
467                 self.nixnex_lastchange_id = -1;
468
469                 /*
470                 W_UpdateWeapon();
471                 W_UpdateAmmo();
472                 */
473                 CL_SpawnWeaponentity();
474                 self.alpha = 1;
475                 self.exteriorweaponentity.alpha = 1;
476
477                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
478                 self.lms_traveled_distance = 0;
479
480                 if(cvar("spawn_debug"))
481                 {
482                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
483                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
484                 }
485
486                 //stuffcmd(self, "chase_active 0");
487                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
488         } else if(self.classname == "observer") {
489                 PutObserverInServer ();
490         }
491 }
492
493 /*
494 =============
495 SetNewParms
496 =============
497 */
498 void SetNewParms (void)
499 {
500
501 }
502
503 /*
504 =============
505 SetChangeParms
506 =============
507 */
508 void SetChangeParms (void)
509 {
510
511 }
512
513 /*
514 =============
515 ClientKill
516
517 Called when a client types 'kill' in the console
518 =============
519 */
520 void ClientKill (void)
521 {
522         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
523 }
524
525 /*
526 =============
527 ClientConnect
528
529 Called when a client connects to the server
530 =============
531 */
532 string ColoredTeamName(float t);
533 //void dom_player_join_team(entity pl);
534 void ClientConnect (void)
535 {
536         self.classname = "player_joining";
537
538         if(player_count<0) player_count = 0;
539
540         //if(cvar("g_domination"))
541         //      dom_player_join_team(self);
542
543         //JoinBestTeam(self, FALSE);
544
545         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
546                 self.classname = "observer";
547         } else {
548                 self.classname = "player";
549         }
550
551         self.playerid = (playerid_last = playerid_last + 1);
552         if(cvar("sv_eventlog"))
553         {
554                 string s;
555                 if(clienttype(self) == CLIENTTYPE_REAL)
556                         s = "player";
557                 else
558                         s = "bot";
559                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
560                 s = strcat(":team:", ftos(self.playerid), ":");
561                 s = strcat(s, ftos(self.team));
562                 GameLogEcho(s, FALSE);
563         }
564
565         //stuffcmd(self, "set tmpviewsize $viewsize \n");
566
567         bprint ("^4",self.netname);
568         bprint ("^4 connected");
569
570         if(cvar("g_domination") || cvar("g_ctf"))
571         {
572                 bprint(" and joined the ");
573                 bprint(ColoredTeamName(self.team));
574         }
575
576         bprint("\n");
577
578         self.welcomemessage_time = time + cvar("welcome_message_time");
579         self.welcomemessage_time2 = 0;
580
581         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
582         // send prediction settings to the client
583         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
584         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
585         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
586         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
587         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
588         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
589         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
590         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
591         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
592         // Wazat's grappling hook
593         SetGrappleHookBindings();
594
595         // get autoswitch state from player
596         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
597         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
598
599         // get version info from player
600         stuffcmd(self, "cmd clientversion $gameversion\n");
601
602         // set cvar for team scoreboard
603         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
604
605         if(cvar("g_lms"))
606         {
607                 self.frags = cvar("fraglimit");
608                 // no fraglimit was set, so player gets 999 lives
609                 if(self.frags < 1)
610                         self.frags = 999;
611
612                 // disallow player to join after the worst player has lost g_lms_last_join lives
613                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
614                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
615                 {
616                         self.frags = -666;
617                         lms_dead_count += 1;
618                 }
619                 else if(cvar("fraglimit") > lms_lowest_lives)
620                 {
621                         self.frags = lms_lowest_lives;
622                 }
623         }
624
625         player_count += 1;
626         self.jointime = time;
627 }
628
629 /*
630 =============
631 ClientDisconnect
632
633 Called when a client disconnects from the server
634 =============
635 */
636 void(entity e) DropFlag;
637 .entity chatbubbleentity;
638 .entity teambubbleentity;
639 void ClientDisconnect (void)
640 {
641         if(cvar("sv_eventlog"))
642                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
643         bprint ("^4",self.netname);
644         bprint ("^4 disconnected\n");
645
646         if (self.chatbubbleentity)
647         {
648                 remove (self.chatbubbleentity);
649                 self.chatbubbleentity = world;
650         }
651
652         if (self.teambubbleentity)
653         {
654                 remove (self.teambubbleentity);
655                 self.teambubbleentity = world;
656         }
657
658         DropAllRunes(self);
659
660         if(self.flagcarried)
661                 DropFlag(self.flagcarried);
662
663         // decrease player count for lms
664         player_count -= 1;
665         // player was dead, decrease dead count
666         if(cvar("g_lms") && self.frags < 1)
667                 lms_dead_count -= 1;
668         //stuffcmd(self, "set viewsize $tmpviewsize \n");
669 }
670
671 .float buttonchat;
672 void() ChatBubbleThink =
673 {
674         self.nextthink = time;
675         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
676         {
677                 remove(self);
678                 return;
679         }
680         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
681         if (self.owner.buttonchat && !self.owner.deadflag)
682                 self.model = self.mdl;
683         else
684                 self.model = "";
685 };
686
687 void() UpdateChatBubble =
688 {
689         if (!self.modelindex)
690                 return;
691         // spawn a chatbubble entity if needed
692         if (!self.chatbubbleentity)
693         {
694                 self.chatbubbleentity = spawn();
695                 self.chatbubbleentity.owner = self;
696                 self.chatbubbleentity.exteriormodeltoclient = self;
697                 self.chatbubbleentity.think = ChatBubbleThink;
698                 self.chatbubbleentity.nextthink = time;
699                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
700                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
701                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
702                 self.chatbubbleentity.model = "";
703         }
704 }
705
706
707 void() TeamBubbleThink =
708 {
709         self.nextthink = time;
710         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
711         {
712                 remove(self);
713                 return;
714         }
715 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
716         if (self.owner.buttonchat || self.owner.deadflag)
717                 self.model = "";
718         else
719                 self.model = self.mdl;
720
721 };
722
723 .float() customizeentityforclient;
724 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
725
726 void() UpdateTeamBubble =
727 {
728         if (!self.modelindex || !cvar("teamplay"))
729                 return;
730         // spawn a teambubble entity if needed
731         if (!self.teambubbleentity && cvar("teamplay"))
732         {
733                 self.teambubbleentity = spawn();
734                 self.teambubbleentity.owner = self;
735                 self.teambubbleentity.exteriormodeltoclient = self;
736                 self.teambubbleentity.think = TeamBubbleThink;
737                 self.teambubbleentity.nextthink = time;
738                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
739 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
740                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
741                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
742                 self.teambubbleentity.mdl = self.teambubbleentity.model;
743                 self.teambubbleentity.model = self.teambubbleentity.mdl;
744                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
745         }
746 }
747
748 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
749 // added to the model skins
750 /*void() UpdateColorModHack =
751 {
752         local float c;
753         c = self.clientcolors & 15;
754         // LordHavoc: only bothering to support white, green, red, yellow, blue
755              if (teamplay == 0) self.colormod = '0 0 0';
756         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
757         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
758         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
759         else if (c == 12) self.colormod = '1.22 1.22 0.10';
760         else if (c == 13) self.colormod = '0.10 0.10 1.73';
761         else self.colormod = '1 1 1';
762 };*/
763
764 void UpdatePlayerColors () {
765         if(self.weaponentity) {
766                 self.weaponentity.colormap = self.colormap;
767                 self.exteriorweaponentity.colormap = self.colormap;
768         }
769 }
770 /*
771 =============
772 PlayerJump
773
774 When you press the jump key
775 =============
776 */
777 void PlayerJump (void)
778 {
779         float mjumpheight;
780
781         mjumpheight = cvar("g_balance_jumpheight");
782         if (self.waterlevel >= 2)
783         {
784                 if (self.watertype == CONTENT_WATER)
785                         self.velocity_z = 200;
786                 else if (self.watertype == CONTENT_SLIME)
787                         self.velocity_z = 80;
788                 else
789                         self.velocity_z = 50;
790
791                 return;
792         }
793
794
795         if (!(self.flags & FL_ONGROUND))
796                 return;
797
798         if (!(self.flags & FL_JUMPRELEASED))
799                 return;
800
801         if(cvar("g_runematch"))
802         {
803                 if(self.runes & RUNE_SPEED)
804                 {
805                         if(self.runes & CURSE_SLOW)
806                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
807                         else
808                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
809                 }
810                 else if(self.runes & CURSE_SLOW)
811                 {
812                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
813                 }
814         }
815
816         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
817         {
818                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
819         }
820
821         self.velocity_z = self.velocity_z + mjumpheight;
822         self.oldvelocity_z = self.velocity_z;
823
824         self.flags = self.flags - FL_ONGROUND;
825         self.flags = self.flags - FL_JUMPRELEASED;
826 }
827
828 void() CheckWaterJump =
829 {
830         local vector start, end;
831
832 // check for a jump-out-of-water
833         makevectors (self.angles);
834         start = self.origin;
835         start_z = start_z + 8;
836         v_forward_z = 0;
837         normalize(v_forward);
838         end = start + v_forward*24;
839         traceline (start, end, TRUE, self);
840         if (trace_fraction < 1)
841         {       // solid at waist
842                 start_z = start_z + self.maxs_z - 8;
843                 end = start + v_forward*24;
844                 self.movedir = trace_plane_normal * -50;
845                 traceline (start, end, TRUE, self);
846                 if (trace_fraction == 1)
847                 {       // open at eye level
848                         self.flags = self.flags | FL_WATERJUMP;
849                         self.velocity_z = 225;
850                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
851                         self.teleport_time = time + 2;  // safety net
852                         return;
853                 }
854         }
855 };
856
857
858 void respawn(void)
859 {
860         CopyBody(1);
861         PutClientInServer();
862 }
863
864 void player_powerups (void)
865 {
866         if (cvar("g_minstagib"))
867         {
868                 self.effects = EF_FULLBRIGHT;
869                 if (self.items & IT_STRENGTH)
870                 {
871                         if (time > self.strength_finished)
872                         {
873                                 self.alpha = 1;
874                                 self.exteriorweaponentity.alpha = 1;
875                                 self.items = self.items - (self.items & IT_STRENGTH);
876                                 sprint(self, "^3Invisibility has worn off\n");
877                         }
878                 }
879                 else
880                 {
881                         if (time < self.strength_finished)
882                         {
883                                 self.alpha = cvar("g_minstagib_invis_alpha");
884                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
885                                 self.items = self.items | IT_STRENGTH;
886                                 sprint(self, "^3You are invisible\n");
887                         }
888                 }
889
890                 if (self.items & IT_INVINCIBLE)
891                 {
892                         if (time > self.invincible_finished)
893                         {
894                                 self.items = self.items - (self.items & IT_INVINCIBLE);
895                                 sprint(self, "^3Speed has worn off\n");
896                         }
897                 }
898                 else
899                 {
900                         if (time < self.invincible_finished)
901                         {
902                                 self.items = self.items | IT_INVINCIBLE;
903                                 sprint(self, "^3You are on speed\n");
904                         }
905                 }
906                 return;
907         }
908
909         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
910         if (self.items & IT_STRENGTH)
911         {
912                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
913                 if (time > self.strength_finished)
914                 {
915                         self.items = self.items - (self.items & IT_STRENGTH);
916                         sprint(self, "^3Strength has worn off\n");
917                 }
918         }
919         else
920         {
921                 if (time < self.strength_finished)
922                 {
923                         self.items = self.items | IT_STRENGTH;
924                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
925                 }
926         }
927         if (self.items & IT_INVINCIBLE)
928         {
929                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
930                 if (time > self.invincible_finished)
931                 {
932                         self.items = self.items - (self.items & IT_INVINCIBLE);
933                         sprint(self, "^3Shield has worn off\n");
934                 }
935         }
936         else
937         {
938                 if (time < self.invincible_finished)
939                 {
940                         self.items = self.items | IT_INVINCIBLE;
941                         sprint(self, "^3Shield surrounds you\n");
942                 }
943         }
944
945         if (cvar("g_fullbrightplayers"))
946                 self.effects = self.effects | EF_FULLBRIGHT;
947
948         // midair gamemode: damage only while in the air
949         // if in midair mode, being on ground grants temporary invulnerability
950         // (this is so that multishot weapon don't clear the ground flag on the
951         // first damage in the frame, leaving the player vulnerable to the
952         // remaining hits in the same frame)
953         if (self.flags & FL_ONGROUND)
954         if (cvar("g_midair"))
955                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
956
957         if (time < self.spawnshieldtime)
958                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
959 }
960
961 void player_regen (void)
962 {
963         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
964         maxh = cvar("g_balance_health_stable");
965         maxa = cvar("g_balance_armor_stable");
966         limith = cvar("g_balance_health_limit");
967         limita = cvar("g_balance_armor_limit");
968
969         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
970                 return;
971
972         if(cvar("g_runematch"))
973         {
974                 max_mod = regen_mod = rot_mod = limit_mod = 1;
975                 if (self.runes & RUNE_REGEN)
976                 {
977                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
978                         {
979                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
980                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
981                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
982                         }
983                         else
984                         {
985                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
986                                 max_mod = cvar("g_balance_rune_regen_hpmod");
987                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
988                         }
989                 }
990                 else if (self.runes & CURSE_VENOM)
991                 {
992                         max_mod = cvar("g_balance_curse_venom_hpmod");
993                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
994                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
995                         else
996                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
997                         limit_mod = cvar("g_balance_curse_venom_limitmod");
998                         //if (!self.runes & RUNE_REGEN)
999                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1000                 }
1001                 maxh = maxh * max_mod;
1002                 //maxa = maxa * max_mod;
1003
1004                 if (time > self.pauserotarmor_finished)
1005                 {
1006                         if (self.armorvalue > maxa)
1007                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1008                 }
1009                 if (time > self.pauserothealth_finished)
1010                 {
1011                         if (self.health > maxh)
1012                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1013                 }
1014                 if (time > self.pauseregen_finished)
1015                 {
1016                         if (self.health < maxh)
1017                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
1018                         if (self.armorvalue < maxa)
1019                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
1020                 }
1021         }
1022         else
1023         {
1024                 if (time > self.pauserothealth_finished)
1025                 if (self.health > maxh)
1026                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1027                 if (time > self.pauserotarmor_finished)
1028                 if (self.armorvalue > maxa)
1029                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1030                 if (time > self.pauseregen_finished)
1031                 {
1032                         if (self.health < maxh)
1033                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1034                         if (self.armorvalue < maxa)
1035                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1036                 }
1037         }
1038         if (self.health > limith)
1039                 self.health = limith;
1040         if (self.armorvalue > limita)
1041                 self.armorvalue = limita;
1042 }
1043
1044 /*
1045 ======================
1046 spectate mode routines
1047 ======================
1048 */
1049 void SpectateCopy(entity spectatee) {
1050         self.armortype = spectatee.armortype;
1051         self.armorvalue = spectatee.armorvalue;
1052         self.currentammo = spectatee.currentammo;
1053         self.effects = spectatee.effects;
1054         self.health = spectatee.health;
1055         self.impulse = 0;
1056         self.items = spectatee.items;
1057         self.punchangle = spectatee.punchangle;
1058         self.view_ofs = spectatee.view_ofs;
1059         self.v_angle = spectatee.v_angle;
1060         self.viewzoom = spectatee.viewzoom;
1061         setorigin(self, spectatee.origin);
1062         setsize(self, spectatee.mins, spectatee.maxs);
1063 }
1064
1065 void SpectateUpdate() {
1066         if (self != self.enemy) {
1067                 SpectateCopy(self.enemy);
1068                 msg_entity = self;
1069                 WriteByte(MSG_ONE, SVC_SETANGLE);
1070                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1071                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1072                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1073         }
1074 }
1075
1076 float SpectateNext() {
1077         other = find(self.enemy, classname, "player");
1078         if (!other) {
1079                 other = find(other, classname, "player");
1080         }
1081         if (other) {
1082                 self.enemy = other;
1083         }
1084         if(self.enemy.classname == "player") {
1085                 msg_entity = self;
1086                 WriteByte(MSG_ONE, SVC_SETVIEW);
1087                 WriteEntity(MSG_ONE, self.enemy);
1088                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1089                 SpectateUpdate();
1090                 return 1;
1091         } else {
1092                 return 0;
1093         }
1094 }
1095
1096 /*
1097 =============
1098 PlayerPreThink
1099
1100 Called every frame for each client before the physics are run
1101 =============
1102 */
1103 void PlayerPreThink (void)
1104 {
1105         if(self.classname == "player") {
1106                 local vector m1, m2;
1107
1108 //              MauveBot_AI();
1109
1110 //              if(self.netname == "Wazat")
1111 //                      bprint(strcat(self.classname, "\n"));
1112
1113                 CheckRules_Player();
1114
1115                 if(self.button7)
1116                         PrintWelcomeMessage(self);
1117
1118                 if(cvar("g_lms") || !cvar("sv_spectate"))
1119                 if((time - self.jointime) <= cvar("welcome_message_time"))
1120                         PrintWelcomeMessage(self);
1121
1122                 if (intermission_running)
1123                 {
1124                         IntermissionThink ();   // otherwise a button could be missed between
1125                         return;                                 // the think tics
1126                 }
1127
1128                 if (self.deadflag != DEAD_NO)
1129                 {
1130                         player_anim();
1131                         weapon_freeze();
1132                         if (self.deadflag == DEAD_DYING)
1133                         {
1134                                 if (time > self.dead_time)
1135                                         self.deadflag = DEAD_DEAD;
1136                         }
1137                         else if (self.deadflag == DEAD_DEAD)
1138                         {
1139                                 if (cvar("g_lms") || cvar("g_forced_respawn"))
1140                                         self.button0 = self.button2 = self.button3 = 0;
1141
1142                                 if (!self.button0 && !self.button2 && !self.button3)
1143                                         self.deadflag = DEAD_RESPAWNABLE;
1144                         }
1145                         else if (self.deadflag == DEAD_RESPAWNABLE)
1146                         {
1147                                 if (self.button0  ||
1148                                     self.button2  ||
1149                                     self.button3  ||
1150                                     self.button4  ||
1151                                     cvar("g_lms") ||
1152                                     cvar("g_forced_respawn"))
1153                                         respawn();
1154                         }
1155                         return;
1156                 }
1157
1158                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1159                 {
1160                         vector dist;
1161
1162                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1163                         dist = self.oldorigin - self.origin;
1164                         dist_z = 0;
1165                         self.lms_traveled_distance += fabs(vlen(dist));
1166
1167                         if(time > self.lms_nextcheck)
1168                         {
1169                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1170                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1171                                 {
1172                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1173                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1174                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1175                                         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');
1176                                 }
1177                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1178                                 self.lms_traveled_distance = 0;
1179                         }
1180                 }
1181
1182                 if (self.button5 && !self.hook.state)
1183                 {
1184                         if (!self.crouch)
1185                         {
1186                                 self.crouch = TRUE;
1187                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1188                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1189                         }
1190                 }
1191                 else
1192                 {
1193                         if (self.crouch)
1194                         {
1195                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1196                                 if (!trace_startsolid)
1197                                 {
1198                                         self.crouch = FALSE;
1199                                         self.view_ofs = PL_VIEW_OFS;
1200                                         setsize (self, PL_MIN, PL_MAX);
1201                                 }
1202                         }
1203                 }
1204
1205                 if(cvar("sv_defaultcharacter") == 1) {
1206                         local string defaultmodel;
1207                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1208
1209                         if (defaultmodel != self.model)
1210                         {
1211                                 m1 = self.mins;
1212                                 m2 = self.maxs;
1213                                 precache_model (defaultmodel);
1214                                 setmodel (self, defaultmodel);
1215                                 setsize (self, m1, m2);
1216                         }
1217
1218                         if (self.skin != cvar("sv_defaultplayerskin"))
1219                                 self.skin = cvar("sv_defaultplayerskin");
1220                 } else {
1221                         if (self.playermodel != self.model)
1222                         {
1223                                 self.playermodel = CheckPlayerModel(self.playermodel);
1224                                 m1 = self.mins;
1225                                 m2 = self.maxs;
1226                                 precache_model (self.playermodel);
1227                                 setmodel (self, self.playermodel);
1228                                 setsize (self, m1, m2);
1229                         }
1230
1231                         if (self.skin != stof(self.playerskin))
1232                                 self.skin = stof(self.playerskin);
1233                 }
1234                 // Savage: Check for nameless players
1235                 if (strlen(self.netname) < 1) {
1236                         self.netname = "Player";
1237                         stuffcmd(self, "name Player\n");
1238                 }
1239
1240                 GrapplingHookFrame();
1241
1242                 W_WeaponFrame();
1243
1244                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1245                 {
1246                         if (cvar("g_minstagib") && self.button3)
1247                         {
1248                                 if (self.jump_interval <= (time + 0.1))
1249                                 {
1250                                         self.jump_interval = time + 1;
1251                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1252                                 }
1253                         }
1254                         else if (self.viewzoom > 0.4)
1255                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1256                 }
1257                 else if (self.viewzoom < 1.0)
1258                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1259
1260
1261                 if (self.button2)
1262                         PlayerJump ();
1263                 else
1264                         self.flags = self.flags | FL_JUMPRELEASED;
1265
1266                 player_powerups();
1267                 player_regen();
1268                 player_anim();
1269
1270                 //self.angles_y=self.v_angle_y + 90;   // temp
1271
1272                 if (self.waterlevel == 2)
1273                         CheckWaterJump ();
1274
1275                 //if (TetrisPreFrame()) return;
1276         } else if(gameover) {
1277                 if (intermission_running)
1278                         IntermissionThink ();   // otherwise a button could be missed between
1279                 return;
1280         } else if(self.classname == "observer") {
1281
1282                 if (self.flags & FL_JUMPRELEASED) {
1283                         if (self.button2 && self.version == cvar("gameversion")) {
1284                                 if(!cvar("teamplay")) {
1285                                         self.flags = self.flags & !FL_JUMPRELEASED;
1286                                         self.classname = "player";
1287                                         if(!cvar("g_lms"))
1288                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1289                                         PutClientInServer();
1290                                         centerprint(self,"");
1291                                         return;
1292                                 } else {
1293                                         self.flags = self.flags & !FL_JUMPRELEASED;
1294                                         stuffcmd(self,"menu_showteamselect\n");
1295                                         return;
1296                                 }
1297                         } else if(self.button0 && self.version == cvar("gameversion")) {
1298                                 self.flags = self.flags & !FL_JUMPRELEASED;
1299                                 if(SpectateNext() == 1) {
1300                                         self.classname = "spectator";
1301                                 }
1302                         }
1303                 } else {
1304                         if (!(self.button0 || self.button2)) {
1305                                 self.flags = self.flags | FL_JUMPRELEASED;
1306                         }
1307                 }
1308                 if(cvar("g_lms") && self.frags <= 0 && self.frags > -666)
1309                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1310                 else if(cvar("g_lms") && self.frags == -666)
1311                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1312                 else
1313                         PrintWelcomeMessage(self);
1314                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1315         } else if(self.classname == "spectator") {
1316
1317                 if (self.flags & FL_JUMPRELEASED) {
1318                         if (self.button2 && self.version == cvar("gameversion")) {
1319                                 if(!cvar("teamplay")) {
1320                                         self.flags = self.flags & !FL_JUMPRELEASED;
1321                                         self.classname = "player";
1322                                         if(!cvar("g_lms"))
1323                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1324
1325                                         msg_entity = self;
1326                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1327                                         WriteEntity(MSG_ONE, self);
1328                                         PutClientInServer();
1329                                         centerprint(self,"");
1330                                         return;
1331                                 } else {
1332                                         self.flags = self.flags & !FL_JUMPRELEASED;
1333                                         stuffcmd(self,"menu_showteamselect\n");
1334                                         return;
1335                                 }
1336                         } else if(self.button0) {
1337                                 self.flags = self.flags & !FL_JUMPRELEASED;
1338                                 if(SpectateNext() == 1) {
1339                                         self.classname = "spectator";
1340                                 } else {
1341                                         self.classname = "observer";
1342                                         msg_entity = self;
1343                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1344                                         WriteEntity(MSG_ONE, self);
1345                                         PutClientInServer();
1346                                 }
1347                         } else if (self.button3) {
1348                                 self.flags = self.flags & !FL_JUMPRELEASED;
1349                                 self.classname = "observer";
1350                                 msg_entity = self;
1351                                 WriteByte(MSG_ONE, SVC_SETVIEW);
1352                                 WriteEntity(MSG_ONE, self);
1353                                 PutClientInServer();
1354                         } else {
1355                                 SpectateUpdate();
1356                         }
1357         } else {
1358                 if (!(self.button0 || self.button3)) {
1359                         self.flags = self.flags | FL_JUMPRELEASED;
1360                 }
1361                 }
1362                 if (cvar("g_lms") && self.frags < 1)
1363                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1364                 else
1365                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
1366
1367         }
1368 }
1369
1370
1371 /*
1372 =============
1373 PlayerPostThink
1374
1375 Called every frame for each client after the physics are run
1376 =============
1377 */
1378 void PlayerPostThink (void)
1379 {
1380         if(self.classname == "player") {
1381                 CheckRules_Player();
1382                 UpdateChatBubble();
1383                 UpdateTeamBubble();
1384                 UpdatePlayerColors();
1385                 if (self.deadflag == DEAD_NO)
1386                 if (self.impulse)
1387                         ImpulseCommands ();
1388                 if (intermission_running)
1389                         return;         // intermission or finale
1390
1391                 //PrintWelcomeMessage(self);
1392                 //if (TetrisPostFrame()) return;
1393         } else if (self.classname == "observer") {
1394                 //do nothing
1395         } else if (self.classname == "spectator") {
1396                 //do nothing
1397         }
1398 }