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