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made weapon names more consistent (W_Name is now the only occurrence of hardcoded...
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_client.c
1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4 }
5
6 void info_player_deathmatch (void)
7 {
8 }
9
10 float spawn_allbad;
11 float spawn_allgood;
12 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
13 {
14         local entity spot, player, nextspot, previousspot, newfirstspot;
15         local float pcount;
16         spot = firstspot;
17         newfirstspot = world;
18         previousspot = world;
19         spawn_allgood = TRUE;
20         spawn_allbad = TRUE;
21         while (spot)
22         {
23                 nextspot = spot.chain;
24                 // count team mismatches as bad spots
25                 if (spot.team == teamcheck)
26                 {
27                         pcount = 0;
28                         player = playerlist;
29                         while (player)
30                         {
31                                 if (player != self)
32                                 if (vlen(player.origin - spot.origin) < mindist)
33                                         pcount = pcount + 1;
34                                 player = player.chain;
35                         }
36                         if (!pcount)
37                         {
38                                 spawn_allbad = FALSE;
39                                 if (newfirstspot)
40                                         previousspot.chain = spot;
41                                 else
42                                         newfirstspot = spot;
43                                 previousspot = spot;
44                                 spot.chain = world;
45                         }
46                         else
47                                 spawn_allgood = FALSE;
48                 }
49                 spot = nextspot;
50         }
51         // if we couldn't find ANY good points, return the original list
52         if (!newfirstspot)
53                 newfirstspot = firstspot;
54         return newfirstspot;
55 }
56
57 entity Spawn_RandomPoint(entity firstspot)
58 {
59         local entity spot;
60         local float numspots;
61         // count number of spots
62         numspots = 0;
63         spot = firstspot;
64         while (spot)
65         {
66                 numspots = numspots + 1;
67                 spot = spot.chain;
68         }
69         // pick a random one
70         numspots = numspots * random();
71         spot = firstspot;
72         while (spot.chain && numspots >= 1)
73         {
74                 numspots = numspots - 1;
75                 spot = spot.chain;
76         }
77         return spot;
78 }
79
80 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
81 {
82         local entity best, spot, player;
83         local float bestrating, rating;
84         best = world;
85         bestrating = -1000000;
86         spot = firstspot;
87         while (spot)
88         {
89                 rating = 1000000000;
90                 player = playerlist;
91                 while (player)
92                 {
93                         if (player != self)
94                                 rating = min(rating, vlen(player.origin - spot.origin));
95                         player = player.chain;
96                 }
97                 rating = rating + random() * 16;
98                 if (bestrating < rating)
99                 {
100                         best = spot;
101                         bestrating = rating;
102                 }
103                 spot = spot.chain;
104         }
105         return best;
106 }
107
108 /*
109 =============
110 SelectSpawnPoint
111
112 Finds a point to respawn
113 =============
114 */
115 entity SelectSpawnPoint (float anypoint)
116 {
117         local float teamcheck;
118         local entity spot, firstspot, playerlist;
119         string spotname;
120
121         spot = find (world, classname, "testplayerstart");
122         if (spot)
123                 return spot;
124
125         spotname = "info_player_deathmatch";
126         teamcheck = 0;
127
128         if(!anypoint && cvar("g_ctf") )
129                 teamcheck = self.team;
130
131         // get the list of players
132         playerlist = findchain(classname, "player");
133         // get the entire list of spots
134         firstspot = findchain(classname, "info_player_deathmatch");
135         // filter out the bad ones
136         // (note this returns the original list if none survived)
137         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
138
139         // there is 50/50 chance of choosing a random spot or the furthest spot
140         // (this means that roughly every other spawn will be furthest, so you
141         // usually won't get fragged at spawn twice in a row)
142         if (random() > 0.5 || spawn_allbad || spawn_allgood)
143                 spot = Spawn_RandomPoint(firstspot);
144         else
145                 spot = Spawn_FurthestPoint(firstspot, playerlist);
146
147         if (!spot)
148                 error ("PutClientInServer: no start points on level");
149
150         return spot;
151 }
152
153 /*
154 =============
155 CheckPlayerModel
156
157 Checks if the argument string can be a valid playermodel.
158 Returns a valid one in doubt.
159 =============
160 */
161 string CheckPlayerModel(string plyermodel) {
162         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
163
164         /* Possible Fixme: Check if server can open the model?
165            This would kill custom models, however. */
166
167         return plyermodel;
168 }
169
170 /*
171 =============
172 PutObserverInServer
173
174 putting a client as observer in the server
175 =============
176 */
177 void PutObserverInServer (void)
178 {
179         entity  spot;
180         spot = SelectSpawnPoint (FALSE);
181         RemoveGrapplingHook(self); // Wazat's Grappling Hook
182
183         if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
184                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
185         else if(self.killcount != -666)
186                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
187
188         self.classname = "observer";
189         self.health = -666;
190         self.takedamage = DAMAGE_NO;
191         self.solid = SOLID_NOT;
192         self.movetype = MOVETYPE_NOCLIP;
193         self.flags = FL_CLIENT | FL_NOTARGET;
194         self.armorvalue = 666;
195         self.effects = 0;
196         self.armorvalue = cvar("g_balance_armor_start");
197         self.pauserotarmor_finished = 0;
198         self.pauserothealth_finished = 0;
199         self.pauseregen_finished = 0;
200         self.damageforcescale = 0;
201         self.death_time = 0;
202         self.dead_time = 0;
203         self.dead_frame = 0;
204         self.die_frame = 0;
205         self.deaths = 0;
206         self.alpha = 0;
207         self.scale = 0;
208         self.fade_time = 0;
209         self.pain_frame = 0;
210         self.pain_finished = 0;
211         self.strength_finished = 0;
212         self.invincible_finished = 0;
213         self.pushltime = 0;
214         self.think = SUB_Null;
215         self.nextthink = 0;
216         self.hook_time = 0;
217         self.runes = 0;
218         self.deadflag = DEAD_NO;
219         self.angles = spot.angles;
220         self.angles_z = 0;
221         self.fixangle = TRUE;
222         self.crouch = FALSE;
223         self.view_ofs = PL_VIEW_OFS;
224         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
225         self.oldorigin = self.origin;
226         self.items = 0;
227         self.model = "";
228         self.modelindex = 0;
229         self.weapon = 0;
230         self.weaponmodel = "";
231         self.weaponframe = 0;
232         self.weaponentity = world;
233         self.killcount = -666;
234         if(!cvar("g_lms"))
235                 self.frags = -666;
236         //stuffcmd(self, "set viewsize 120 \n");
237 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
238 }
239
240
241 /*
242 =============
243 PutClientInServer
244
245 Called when a client spawns in the server
246 =============
247 */
248 void PutClientInServer (void)
249 {
250         if(clienttype(self) ==  CLIENTTYPE_BOT)
251         {
252                 self.classname = "player";
253         }
254
255         // player is dead and becomes observer
256         if(cvar("g_lms") && self.frags < 1)
257                 self.classname = "observer";
258
259         if(self.classname == "player") {
260                 entity  spot;
261
262                 spot = SelectSpawnPoint (FALSE);
263
264                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
265
266                 self.classname = "player";
267                 self.iscreature = TRUE;
268                 self.movetype = MOVETYPE_WALK;
269                 self.solid = SOLID_SLIDEBOX;
270                 self.flags = FL_CLIENT;
271                 self.takedamage = DAMAGE_AIM;
272                 self.effects = 0;
273                 self.health = cvar("g_balance_health_start");
274                 self.armorvalue = cvar("g_balance_armor_start");
275                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
276                 self.pauserotarmor_finished = time + 10;
277                 self.pauserothealth_finished = time + 10;
278                 self.pauseregen_finished = 0;
279                 self.damageforcescale = 2;
280                 self.death_time = 0;
281                 self.dead_time = 0;
282                 self.dead_frame = 0;
283                 self.die_frame = 0;
284                 self.alpha = 0;
285                 self.scale = 0;
286                 self.fade_time = 0;
287                 self.pain_frame = 0;
288                 self.pain_finished = 0;
289                 self.strength_finished = 0;
290                 self.invincible_finished = 0;
291                 self.pushltime = 0;
292                 //self.speed_finished = 0;
293                 //self.slowmo_finished = 0;
294                 // players have no think function
295                 self.think = SUB_Null;
296                 self.nextthink = 0;
297                 self.weapon = 0;
298                 self.switchweapon = 0;
299                 self.hook_time = 0;
300
301                 self.runes = 0;
302
303                 self.deadflag = DEAD_NO;
304
305                 self.angles = spot.angles;
306
307                 self.angles_z = 0; // never spawn tilted even if the spot says to
308                 self.fixangle = TRUE; // turn this way immediately
309                 self.velocity = '0 0 0';
310                 self.avelocity = '0 0 0';
311                 self.punchangle = '0 0 0';
312                 self.punchvector = '0 0 0';
313                 self.oldvelocity = self.velocity;
314
315                 self.viewzoom = 0.6;
316
317                 if(cvar("sv_defaultcharacter") == 1) {
318                         local string defaultmodel;
319                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
320
321                         precache_model (defaultmodel);
322                         setmodel (self, defaultmodel);
323                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
324                 } else {
325                         self.playermodel = CheckPlayerModel(self.playermodel);
326
327                         precache_model (self.playermodel);
328                         setmodel (self, self.playermodel);
329                         self.skin = stof(self.playerskin);
330
331                 }
332
333                 self.crouch = FALSE;
334                 self.view_ofs = PL_VIEW_OFS;
335                 setsize (self, PL_MIN, PL_MAX);
336                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
337                 // don't reset back to last position, even if new position is stuck in solid
338                 self.oldorigin = self.origin;
339
340                 if(cvar("g_lms"))
341                 {
342                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
343                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
344                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
345                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
346                         self.health = cvar("g_lms_start_health");
347                         self.armorvalue = cvar("g_lms_start_armor");
348                 }
349                 else if (cvar("g_use_ammunition")) {
350                         self.ammo_shells = cvar("g_start_ammo_shells");
351                         self.ammo_nails = cvar("g_start_ammo_nails");
352                         self.ammo_rockets = cvar("g_start_ammo_rockets");
353                         self.ammo_cells = cvar("g_start_ammo_cells");
354                 } else {
355                         self.ammo_shells = 999;
356                         self.ammo_nails = 999;
357                         self.ammo_rockets = 999;
358                         self.ammo_cells = 999;
359                 }
360
361                 self.items = 0;
362                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
363                 {
364                         self.items = self.items | IT_LASER;
365                         self.switchweapon = WEP_LASER;
366                 }
367                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
368                 {
369                         self.items = self.items | IT_SHOTGUN;
370                         self.switchweapon = WEP_SHOTGUN;
371                 }
372                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
373                 {
374                         self.items = self.items | IT_UZI;
375                         self.switchweapon = WEP_UZI;
376                 }
377                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
378                 {
379                         self.items = self.items | IT_GRENADE_LAUNCHER;
380                         self.switchweapon = WEP_GRENADE_LAUNCHER;
381                 }
382                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
383                 {
384                         self.items = self.items | IT_ELECTRO;
385                         self.switchweapon = WEP_ELECTRO;
386                 }
387                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
388                 {
389                         self.items = self.items | IT_CRYLINK;
390                         self.switchweapon = WEP_CRYLINK;
391                 }
392                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
393                 {
394                         self.items = self.items | IT_NEX;
395                         self.switchweapon = WEP_NEX;
396                 }
397                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
398                 {
399                         self.items = self.items | IT_HAGAR;
400                         self.switchweapon = WEP_HAGAR;
401                 }
402                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
403                 {
404                         self.items = self.items | IT_ROCKET_LAUNCHER;
405                         self.switchweapon = WEP_ROCKET_LAUNCHER;
406                 }
407
408                 if(cvar("g_instagib"))
409                 {
410                         self.items = IT_NEX;
411                         self.switchweapon = WEP_NEX;
412                         self.ammo_cells = 999;
413                 }
414
415                 if(cvar("g_rocketarena"))
416                 {
417                         self.items = IT_ROCKET_LAUNCHER;
418                         self.switchweapon = WEP_ROCKET_LAUNCHER;
419                         self.ammo_rockets = 999;
420                 }
421
422                 if(cvar("g_nixnex"))
423                 {
424                         self.items = 0;
425                         // will be done later
426                 }
427
428                 if(cvar("g_minstagib"))
429                 {
430                         self.health = 100;
431                         self.armorvalue = 0;
432                         self.items = IT_NEX;
433                         self.switchweapon = WEP_NEX;
434                         self.ammo_cells = cvar("g_minstagib_ammo_start");
435                         self.extralives = 0;
436                         self.jump_interval = time;
437                 }
438
439                 self.event_damage = PlayerDamage;
440
441                 self.statdraintime = time + 5;
442                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
443
444                 if(self.killcount == -666) {
445                         self.killcount = 0;
446                         self.frags = 0;
447                 }
448
449                 self.cnt = WEP_LASER;
450                 self.nixnex_lastchange_id = -1;
451
452                 /*
453                 W_UpdateWeapon();
454                 W_UpdateAmmo();
455                 */
456                 CL_SpawnWeaponentity();
457                 self.alpha = 1;
458                 self.exteriorweaponentity.alpha = 1;
459
460                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
461                 self.lms_traveled_distance = 0;
462
463                 if(cvar("spawn_debug"))
464                 {
465                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
466                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
467                 }
468
469                 //stuffcmd(self, "chase_active 0");
470                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
471         } else if(self.classname == "observer") {
472                 PutObserverInServer ();
473         }
474 }
475
476 /*
477 =============
478 SetNewParms
479 =============
480 */
481 void SetNewParms (void)
482 {
483
484 }
485
486 /*
487 =============
488 SetChangeParms
489 =============
490 */
491 void SetChangeParms (void)
492 {
493
494 }
495
496 /*
497 =============
498 ClientKill
499
500 Called when a client types 'kill' in the console
501 =============
502 */
503 void ClientKill (void)
504 {
505         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
506 }
507
508 /*
509 =============
510 ClientConnect
511
512 Called when a client connects to the server
513 =============
514 */
515 string ColoredTeamName(float t);
516 //void dom_player_join_team(entity pl);
517 void ClientConnect (void)
518 {
519         self.classname = "player_joining";
520
521         if(player_count<0) player_count = 0;
522
523         //if(cvar("g_domination"))
524         //      dom_player_join_team(self);
525
526         //JoinBestTeam(self, FALSE);
527
528         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
529                 self.classname = "observer";
530         } else {
531                 self.classname = "player";
532         }
533
534         //stuffcmd(self, "set tmpviewsize $viewsize \n");
535
536         bprint ("^4",self.netname);
537         bprint ("^4 connected");
538
539         if(cvar("g_domination") || cvar("g_ctf"))
540         {
541                 bprint(" and joined the ");
542                 bprint(ColoredTeamName(self.team));
543         }
544
545         bprint("\n");
546
547         self.welcomemessage_time = time + cvar("welcome_message_time");
548         self.welcomemessage_time2 = 0;
549
550         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
551         // send prediction settings to the client
552         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
553         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
554         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
555         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
556         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
557         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
558         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
559         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
560         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
561         // Wazat's grappling hook
562         SetGrappleHookBindings();
563
564         // get autoswitch state from player
565         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
566         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
567
568         // get version info from player
569         stuffcmd(self, "cmd clientversion $gameversion\n");
570
571         // set cvar for team scoreboard
572         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
573
574         if(cvar("g_lms"))
575         {
576                 self.frags = cvar("fraglimit");
577                 // no fraglimit was set, so player gets 999 lives
578                 if(self.frags < 1)
579                         self.frags = 999;
580
581                 // disallow player to join after the worst player has lost g_lms_last_join lives
582                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
583                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
584                 {
585                         self.frags = -1;
586                         lms_dead_count += 1;
587                 }
588                 else if(cvar("fraglimit") > lms_lowest_lives)
589                 {
590                         self.frags = lms_lowest_lives;
591                 }
592         }
593
594         player_count += 1;
595         self.jointime = time;
596 }
597
598 /*
599 =============
600 ClientDisconnect
601
602 Called when a client disconnects from the server
603 =============
604 */
605 void(entity e) DropFlag;
606 .entity chatbubbleentity;
607 .entity teambubbleentity;
608 void ClientDisconnect (void)
609 {
610         bprint ("^4",self.netname);
611         bprint ("^4 disconnected\n");
612
613         if (self.chatbubbleentity)
614         {
615                 remove (self.chatbubbleentity);
616                 self.chatbubbleentity = world;
617         }
618
619         if (self.teambubbleentity)
620         {
621                 remove (self.teambubbleentity);
622                 self.teambubbleentity = world;
623         }
624
625         DropAllRunes(self);
626
627         if(self.flagcarried)
628                 DropFlag(self.flagcarried);
629
630         // decrease player count for lms
631         player_count -= 1;
632         // player was dead, decrease dead count
633         if(cvar("g_lms") && self.frags < 1)
634                 lms_dead_count -= 1;
635         //stuffcmd(self, "set viewsize $tmpviewsize \n");
636 }
637
638 .float buttonchat;
639 void() ChatBubbleThink =
640 {
641         self.nextthink = time;
642         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
643         {
644                 remove(self);
645                 return;
646         }
647         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
648         if (self.owner.buttonchat && !self.owner.deadflag)
649                 self.model = self.mdl;
650         else
651                 self.model = "";
652 };
653
654 void() UpdateChatBubble =
655 {
656         if (!self.modelindex)
657                 return;
658         // spawn a chatbubble entity if needed
659         if (!self.chatbubbleentity)
660         {
661                 self.chatbubbleentity = spawn();
662                 self.chatbubbleentity.owner = self;
663                 self.chatbubbleentity.exteriormodeltoclient = self;
664                 self.chatbubbleentity.think = ChatBubbleThink;
665                 self.chatbubbleentity.nextthink = time;
666                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
667                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
668                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
669                 self.chatbubbleentity.model = "";
670         }
671 }
672
673
674 void() TeamBubbleThink =
675 {
676         self.nextthink = time;
677         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
678         {
679                 remove(self);
680                 return;
681         }
682 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
683         if (self.owner.buttonchat || self.owner.deadflag)
684                 self.model = "";
685         else
686                 self.model = self.mdl;
687
688 };
689
690 .float() customizeentityforclient;
691 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
692
693 void() UpdateTeamBubble =
694 {
695         if (!self.modelindex || !cvar("teamplay"))
696                 return;
697         // spawn a teambubble entity if needed
698         if (!self.teambubbleentity && cvar("teamplay"))
699         {
700                 self.teambubbleentity = spawn();
701                 self.teambubbleentity.owner = self;
702                 self.teambubbleentity.exteriormodeltoclient = self;
703                 self.teambubbleentity.think = TeamBubbleThink;
704                 self.teambubbleentity.nextthink = time;
705                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
706 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
707                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
708                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
709                 self.teambubbleentity.mdl = self.teambubbleentity.model;
710                 self.teambubbleentity.model = self.teambubbleentity.mdl;
711                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
712         }
713 }
714
715 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
716 // added to the model skins
717 /*void() UpdateColorModHack =
718 {
719         local float c;
720         c = self.clientcolors & 15;
721         // LordHavoc: only bothering to support white, green, red, yellow, blue
722              if (teamplay == 0) self.colormod = '0 0 0';
723         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
724         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
725         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
726         else if (c == 12) self.colormod = '1.22 1.22 0.10';
727         else if (c == 13) self.colormod = '0.10 0.10 1.73';
728         else self.colormod = '1 1 1';
729 };*/
730
731 void UpdatePlayerColors () {
732         if(self.weaponentity) {
733                 self.weaponentity.colormap = self.colormap;
734                 self.exteriorweaponentity.colormap = self.colormap;
735         }
736 }
737 /*
738 =============
739 PlayerJump
740
741 When you press the jump key
742 =============
743 */
744 void PlayerJump (void)
745 {
746         float mjumpheight;
747
748         mjumpheight = cvar("g_balance_jumpheight");
749         if (self.waterlevel >= 2)
750         {
751                 if (self.watertype == CONTENT_WATER)
752                         self.velocity_z = 200;
753                 else if (self.watertype == CONTENT_SLIME)
754                         self.velocity_z = 80;
755                 else
756                         self.velocity_z = 50;
757
758                 return;
759         }
760
761
762         if (!(self.flags & FL_ONGROUND))
763                 return;
764
765         if (!(self.flags & FL_JUMPRELEASED))
766                 return;
767
768         if(cvar("g_runematch"))
769         {
770                 if(self.runes & RUNE_SPEED)
771                 {
772                         if(self.runes & CURSE_SLOW)
773                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
774                         else
775                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
776                 }
777                 else if(self.runes & CURSE_SLOW)
778                 {
779                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
780                 }
781         }
782
783         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
784         {
785                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
786         }
787
788         self.velocity_z = self.velocity_z + mjumpheight;
789         self.oldvelocity_z = self.velocity_z;
790
791         self.flags = self.flags - FL_ONGROUND;
792         self.flags = self.flags - FL_JUMPRELEASED;
793 }
794
795 void() CheckWaterJump =
796 {
797         local vector start, end;
798
799 // check for a jump-out-of-water
800         makevectors (self.angles);
801         start = self.origin;
802         start_z = start_z + 8;
803         v_forward_z = 0;
804         normalize(v_forward);
805         end = start + v_forward*24;
806         traceline (start, end, TRUE, self);
807         if (trace_fraction < 1)
808         {       // solid at waist
809                 start_z = start_z + self.maxs_z - 8;
810                 end = start + v_forward*24;
811                 self.movedir = trace_plane_normal * -50;
812                 traceline (start, end, TRUE, self);
813                 if (trace_fraction == 1)
814                 {       // open at eye level
815                         self.flags = self.flags | FL_WATERJUMP;
816                         self.velocity_z = 225;
817                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
818                         self.teleport_time = time + 2;  // safety net
819                         return;
820                 }
821         }
822 };
823
824
825 void respawn(void)
826 {
827         CopyBody(1);
828         PutClientInServer();
829 }
830
831 void player_powerups (void)
832 {
833         if (cvar("g_minstagib"))
834         {
835                 self.effects = EF_FULLBRIGHT;
836                 if (self.items & IT_STRENGTH)
837                 {
838                         if (time > self.strength_finished)
839                         {
840                                 self.alpha = 1;
841                                 self.exteriorweaponentity.alpha = 1;
842                                 self.items = self.items - (self.items & IT_STRENGTH);
843                                 sprint(self, "^3Invisibility has worn off\n");
844                         }
845                 }
846                 else
847                 {
848                         if (time < self.strength_finished)
849                         {
850                                 self.alpha = cvar("g_minstagib_invis_alpha");
851                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
852                                 self.items = self.items | IT_STRENGTH;
853                                 sprint(self, "^3You are invisible\n");
854                         }
855                 }
856
857                 if (self.items & IT_INVINCIBLE)
858                 {
859                         if (time > self.invincible_finished)
860                         {
861                                 self.items = self.items - (self.items & IT_INVINCIBLE);
862                                 sprint(self, "^3Speed has worn off\n");
863                         }
864                 }
865                 else
866                 {
867                         if (time < self.invincible_finished)
868                         {
869                                 self.items = self.items | IT_INVINCIBLE;
870                                 sprint(self, "^3You are on speed\n");
871                         }
872                 }
873                 return;
874         }
875
876         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
877         if (self.items & IT_STRENGTH)
878         {
879                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
880                 if (time > self.strength_finished)
881                 {
882                         self.items = self.items - (self.items & IT_STRENGTH);
883                         sprint(self, "^3Strength has worn off\n");
884                 }
885         }
886         else
887         {
888                 if (time < self.strength_finished)
889                 {
890                         self.items = self.items | IT_STRENGTH;
891                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
892                 }
893         }
894         if (self.items & IT_INVINCIBLE)
895         {
896                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
897                 if (time > self.invincible_finished)
898                 {
899                         self.items = self.items - (self.items & IT_INVINCIBLE);
900                         sprint(self, "^3Shield has worn off\n");
901                 }
902         }
903         else
904         {
905                 if (time < self.invincible_finished)
906                 {
907                         self.items = self.items | IT_INVINCIBLE;
908                         sprint(self, "^3Shield surrounds you\n");
909                 }
910         }
911
912         if (cvar("g_fullbrightplayers"))
913                 self.effects = self.effects | EF_FULLBRIGHT;
914
915         // midair gamemode: damage only while in the air
916         // if in midair mode, being on ground grants temporary invulnerability
917         // (this is so that multishot weapon don't clear the ground flag on the
918         // first damage in the frame, leaving the player vulnerable to the
919         // remaining hits in the same frame)
920         if (self.flags & FL_ONGROUND)
921         if (cvar("g_midair"))
922                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
923
924         if (time < self.spawnshieldtime)
925                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
926 }
927
928 void player_regen (void)
929 {
930         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
931         maxh = cvar("g_balance_health_stable");
932         maxa = cvar("g_balance_armor_stable");
933         limith = cvar("g_balance_health_limit");
934         limita = cvar("g_balance_armor_limit");
935
936         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
937                 return;
938
939         if(cvar("g_runematch"))
940         {
941                 max_mod = regen_mod = rot_mod = limit_mod = 1;
942                 if (self.runes & RUNE_REGEN)
943                 {
944                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
945                         {
946                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
947                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
948                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
949                         }
950                         else
951                         {
952                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
953                                 max_mod = cvar("g_balance_rune_regen_hpmod");
954                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
955                         }
956                 }
957                 else if (self.runes & CURSE_VENOM)
958                 {
959                         max_mod = cvar("g_balance_curse_venom_hpmod");
960                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
961                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
962                         else
963                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
964                         limit_mod = cvar("g_balance_curse_venom_limitmod");
965                         //if (!self.runes & RUNE_REGEN)
966                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
967                 }
968                 maxh = maxh * max_mod;
969                 //maxa = maxa * max_mod;
970
971                 if (time > self.pauserotarmor_finished)
972                 {
973                         if (self.armorvalue > maxa)
974                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
975                 }
976                 if (time > self.pauserothealth_finished)
977                 {
978                         if (self.health > maxh)
979                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
980                 }
981                 if (time > self.pauseregen_finished)
982                 {
983                         if (self.health < maxh)
984                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
985                         if (self.armorvalue < maxa)
986                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
987                 }
988         }
989         else
990         {
991                 if (time > self.pauserothealth_finished)
992                 if (self.health > maxh)
993                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
994                 if (time > self.pauserotarmor_finished)
995                 if (self.armorvalue > maxa)
996                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
997                 if (time > self.pauseregen_finished)
998                 {
999                         if (self.health < maxh)
1000                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1001                         if (self.armorvalue < maxa)
1002                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1003                 }
1004         }
1005         if (self.health > limith)
1006                 self.health = limith;
1007         if (self.armorvalue > limita)
1008                 self.armorvalue = limita;
1009 }
1010
1011 /*
1012 ======================
1013 spectate mode routines
1014 ======================
1015 */
1016 void SpectateCopy(entity spectatee) {
1017         self.armortype = spectatee.armortype;
1018         self.armorvalue = spectatee.armorvalue;
1019         self.currentammo = spectatee.currentammo;
1020         self.effects = spectatee.effects;
1021         self.health = spectatee.health;
1022         self.impulse = 0;
1023         self.items = spectatee.items;
1024         self.punchangle = spectatee.punchangle;
1025         self.view_ofs = spectatee.view_ofs;
1026         self.v_angle = spectatee.v_angle;
1027         self.viewzoom = spectatee.viewzoom;
1028         setorigin(self, spectatee.origin);
1029         setsize(self, spectatee.mins, spectatee.maxs);
1030 }
1031
1032 void SpectateUpdate() {
1033         if (self != self.enemy) {
1034                 SpectateCopy(self.enemy);
1035                 msg_entity = self;
1036                 WriteByte(MSG_ONE, SVC_SETANGLE);
1037                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1038                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1039                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1040         }
1041 }
1042
1043 float SpectateNext() {
1044         other = find(self.enemy, classname, "player");
1045         if (!other) {
1046                 other = find(other, classname, "player");
1047         }
1048         if (other) {
1049                 self.enemy = other;
1050         }
1051         if(self.enemy.classname == "player") {
1052                 msg_entity = self;
1053                 WriteByte(MSG_ONE, SVC_SETVIEW);
1054                 WriteEntity(MSG_ONE, self.enemy);
1055                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1056                 SpectateUpdate();
1057                 return 1;
1058         } else {
1059                 return 0;
1060         }
1061 }
1062
1063 /*
1064 =============
1065 PlayerPreThink
1066
1067 Called every frame for each client before the physics are run
1068 =============
1069 */
1070 void PlayerPreThink (void)
1071 {
1072         if(self.classname == "player") {
1073                 local vector m1, m2;
1074
1075 //              MauveBot_AI();
1076
1077 //              if(self.netname == "Wazat")
1078 //                      bprint(strcat(self.classname, "\n"));
1079
1080                 CheckRules_Player();
1081
1082                 if(self.button7)
1083                         PrintWelcomeMessage(self);
1084
1085                 if(cvar("g_lms") || !cvar("sv_spectate"))
1086                 if((time - self.jointime) <= cvar("welcome_message_time"))
1087                         PrintWelcomeMessage(self);
1088
1089                 if (intermission_running)
1090                 {
1091                         IntermissionThink ();   // otherwise a button could be missed between
1092                         return;                                 // the think tics
1093                 }
1094
1095                 if (self.deadflag != DEAD_NO)
1096                 {
1097                         player_anim();
1098                         weapon_freeze();
1099                         if (self.deadflag == DEAD_DYING)
1100                         {
1101                                 if (time > self.dead_time)
1102                                         self.deadflag = DEAD_DEAD;
1103                         }
1104                         else if (self.deadflag == DEAD_DEAD)
1105                         {
1106                                 if (cvar("g_lms") || cvar("g_forced_respawn"))
1107                                         self.button0 = self.button2 = self.button3 = 0;
1108
1109                                 if (!self.button0 && !self.button2 && !self.button3)
1110                                         self.deadflag = DEAD_RESPAWNABLE;
1111                         }
1112                         else if (self.deadflag == DEAD_RESPAWNABLE)
1113                         {
1114                                 if (self.button0  ||
1115                                     self.button2  ||
1116                                     self.button3  ||
1117                                     self.button4  ||
1118                                     cvar("g_lms") ||
1119                                     cvar("g_forced_respawn"))
1120                                         respawn();
1121                         }
1122                         return;
1123                 }
1124
1125                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1126                 {
1127                         vector dist;
1128
1129                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1130                         dist = self.oldorigin - self.origin;
1131                         dist_z = 0;
1132                         self.lms_traveled_distance += fabs(vlen(dist));
1133
1134                         if(time > self.lms_nextcheck)
1135                         {
1136                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1137                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1138                                 {
1139                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1140                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1141                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1142                                         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');
1143                                 }
1144                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1145                                 self.lms_traveled_distance = 0;
1146                         }
1147                 }
1148
1149                 if (self.button5)
1150                 {
1151                         if (!self.crouch)
1152                         {
1153                                 self.crouch = TRUE;
1154                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1155                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1156                         }
1157                 }
1158                 else
1159                 {
1160                         if (self.crouch)
1161                         {
1162                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1163                                 if (!trace_startsolid)
1164                                 {
1165                                         self.crouch = FALSE;
1166                                         self.view_ofs = PL_VIEW_OFS;
1167                                         setsize (self, PL_MIN, PL_MAX);
1168                                 }
1169                         }
1170                 }
1171
1172                 if(cvar("sv_defaultcharacter") == 1) {
1173                         local string defaultmodel;
1174                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1175
1176                         if (defaultmodel != self.model)
1177                         {
1178                                 m1 = self.mins;
1179                                 m2 = self.maxs;
1180                                 precache_model (defaultmodel);
1181                                 setmodel (self, defaultmodel);
1182                                 setsize (self, m1, m2);
1183                         }
1184
1185                         if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1186                                 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1187                 } else {
1188                         if (self.playermodel != self.model)
1189                         {
1190                                 self.playermodel = CheckPlayerModel(self.playermodel);
1191                                 m1 = self.mins;
1192                                 m2 = self.maxs;
1193                                 precache_model (self.playermodel);
1194                                 setmodel (self, self.playermodel);
1195                                 setsize (self, m1, m2);
1196                         }
1197
1198                         if (self.skin != stof(self.playerskin))
1199                                 self.skin = stof(self.playerskin);
1200                 }
1201                 // Savage: Check for nameless players
1202                 if (strlen(self.netname) < 1) {
1203                         self.netname = "Player";
1204                         stuffcmd(self, "name Player\n");
1205                 }
1206
1207                 GrapplingHookFrame();
1208
1209                 W_WeaponFrame();
1210
1211                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1212                 {
1213                         if (cvar("g_minstagib") && self.button3)
1214                         {
1215                                 if (self.jump_interval <= (time + 0.1))
1216                                 {
1217                                         self.jump_interval = time + 1;
1218                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1219                                 }
1220                         }
1221                         else if (self.viewzoom > 0.4)
1222                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1223                 }
1224                 else if (self.viewzoom < 1.0)
1225                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1226
1227
1228                 if (self.button2)
1229                         PlayerJump ();
1230                 else
1231                         self.flags = self.flags | FL_JUMPRELEASED;
1232
1233                 player_powerups();
1234                 player_regen();
1235                 player_anim();
1236
1237                 //self.angles_y=self.v_angle_y + 90;   // temp
1238
1239                 if (self.waterlevel == 2)
1240                         CheckWaterJump ();
1241
1242                 //if (TetrisPreFrame()) return;
1243         } else if(gameover) {
1244                 if (intermission_running)
1245                         IntermissionThink ();   // otherwise a button could be missed between
1246                 return;
1247         } else if(self.classname == "observer") {
1248
1249                 if (self.flags & FL_JUMPRELEASED) {
1250                         if (self.button2 && self.version == cvar("gameversion")) {
1251                                 if(!cvar("teamplay")) {
1252                                         self.flags = self.flags & !FL_JUMPRELEASED;
1253                                         self.classname = "player";
1254                                         if(!cvar("g_lms"))
1255                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1256                                         PutClientInServer();
1257                                         centerprint(self,"");
1258                                         return;
1259                                 } else {
1260                                         self.flags = self.flags & !FL_JUMPRELEASED;
1261                                         stuffcmd(self,"menu_showteamselect\n");
1262                                         return;
1263                                 }
1264                         } else if(self.button0 && self.version == cvar("gameversion")) {
1265                                 self.flags = self.flags & !FL_JUMPRELEASED;
1266                                 if(SpectateNext() == 1) {
1267                                         self.classname = "spectator";
1268                                 }
1269                         }
1270                 } else {
1271                         if (!(self.button0 || self.button2)) {
1272                                 self.flags = self.flags | FL_JUMPRELEASED;
1273                         }
1274                 }
1275                 if(cvar("g_lms") && self.frags == 0)
1276                         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");
1277                 else if(cvar("g_lms") && self.frags == -1)
1278                         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");
1279                 else
1280                         PrintWelcomeMessage(self);
1281                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1282         } else if(self.classname == "spectator") {
1283
1284                 if (self.flags & FL_JUMPRELEASED) {
1285                         if (self.button2 && self.version == cvar("gameversion")) {
1286                                 if(!cvar("teamplay")) {
1287                                         self.flags = self.flags & !FL_JUMPRELEASED;
1288                                         self.classname = "player";
1289                                         if(!cvar("g_lms"))
1290                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1291
1292                                         msg_entity = self;
1293                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1294                                         WriteEntity(MSG_ONE, self);
1295                                         PutClientInServer();
1296                                         centerprint(self,"");
1297                                         return;
1298                                 } else {
1299                                         self.flags = self.flags & !FL_JUMPRELEASED;
1300                                         stuffcmd(self,"menu_showteamselect\n");
1301                                         return;
1302                                 }
1303                         } else if(self.button0) {
1304                                 self.flags = self.flags & !FL_JUMPRELEASED;
1305                                 if(SpectateNext() == 1) {
1306                                         self.classname = "spectator";
1307                                 } else {
1308                                         self.classname = "observer";
1309                                         msg_entity = self;
1310                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1311                                         WriteEntity(MSG_ONE, self);
1312                                         PutClientInServer();
1313                                 }
1314                         } else if (self.button3) {
1315                                 self.flags = self.flags & !FL_JUMPRELEASED;
1316                                 self.classname = "observer";
1317                                 msg_entity = self;
1318                                 WriteByte(MSG_ONE, SVC_SETVIEW);
1319                                 WriteEntity(MSG_ONE, self);
1320                                 PutClientInServer();
1321                         } else {
1322                                 SpectateUpdate();
1323                         }
1324         } else {
1325                 if (!(self.button0 || self.button3)) {
1326                         self.flags = self.flags | FL_JUMPRELEASED;
1327                 }
1328                 }
1329                 if (cvar("g_lms") && self.frags < 1)
1330                         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"));
1331                 else
1332                         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"));
1333
1334         }
1335 }
1336
1337
1338 /*
1339 =============
1340 PlayerPostThink
1341
1342 Called every frame for each client after the physics are run
1343 =============
1344 */
1345 void PlayerPostThink (void)
1346 {
1347         if(self.classname == "player") {
1348                 CheckRules_Player();
1349                 UpdateChatBubble();
1350                 UpdateTeamBubble();
1351                 UpdatePlayerColors();
1352                 if (self.deadflag == DEAD_NO)
1353                 if (self.impulse)
1354                         ImpulseCommands ();
1355                 if (intermission_running)
1356                         return;         // intermission or finale
1357
1358                 //PrintWelcomeMessage(self);
1359                 //if (TetrisPostFrame()) return;
1360         } else if (self.classname == "observer") {
1361                 //do nothing
1362         } else if (self.classname == "spectator") {
1363                 //do nothing
1364         }
1365 }