]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
renamed and moved all gamec/*.[ch] files to *.q[ch]
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
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
122         spot = find (world, classname, "testplayerstart");
123         if (spot)
124                 return spot;
125
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 (arena_roundbased)
143                 spot = Spawn_FurthestPoint(firstspot, playerlist);
144         else 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.weaponentity = world;
337         self.killcount = -666;
338         self.velocity = '0 0 0';
339         self.avelocity = '0 0 0';
340         self.punchangle = '0 0 0';
341         self.punchvector = '0 0 0';
342         self.oldvelocity = self.velocity;
343
344         if(cvar("g_arena"))
345         {
346                 if(self.frags != -2)
347                 {
348                         Spawnqueue_Insert(self);
349                 }
350                 else
351                 {
352                         Spawnqueue_Unmark(self);
353                         Spawnqueue_Remove(self);
354                 }
355         }
356         else if(!cvar("g_lms"))
357                 self.frags = -666;
358 }
359
360
361 /*
362 =============
363 PutClientInServer
364
365 Called when a client spawns in the server
366 =============
367 */
368 void PutClientInServer (void)
369 {
370         if(clienttype(self) == CLIENTTYPE_BOT)
371         {
372                 self.classname = "player";
373         }
374         else if(clienttype(self) == CLIENTTYPE_REAL)
375         {
376                 msg_entity = self;
377                 WriteByte(MSG_ONE, SVC_SETVIEW);
378                 WriteEntity(MSG_ONE, self);
379         }
380
381         // player is dead and becomes observer
382         if(cvar("g_lms") && self.frags < 1)
383                 self.classname = "observer";
384
385         if(cvar("g_arena"))
386         if(!self.spawned)
387                 self.classname = "observer";
388
389         if(self.classname == "player") {
390                 entity  spot;
391
392                 spot = SelectSpawnPoint (FALSE);
393
394                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
395
396                 self.classname = "player";
397                 self.iscreature = TRUE;
398                 self.movetype = MOVETYPE_WALK;
399                 self.solid = SOLID_SLIDEBOX;
400                 self.flags = FL_CLIENT;
401                 self.takedamage = DAMAGE_AIM;
402                 self.effects = 0;
403                 self.health = cvar("g_balance_health_start");
404                 self.armorvalue = cvar("g_balance_armor_start");
405                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
406                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
407                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
408                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
409                 self.damageforcescale = 2;
410                 self.death_time = 0;
411                 self.dead_time = 0;
412                 self.dead_frame = 0;
413                 self.die_frame = 0;
414                 self.alpha = 0;
415                 self.scale = 0;
416                 self.fade_time = 0;
417                 self.pain_frame = 0;
418                 self.pain_finished = 0;
419                 self.strength_finished = 0;
420                 self.invincible_finished = 0;
421                 self.pushltime = 0;
422                 //self.speed_finished = 0;
423                 //self.slowmo_finished = 0;
424                 // players have no think function
425                 self.think = SUB_Null;
426                 self.nextthink = 0;
427                 self.weapon = 0;
428                 self.switchweapon = 0;
429                 self.hook_time = 0;
430
431                 self.runes = 0;
432
433                 self.deadflag = DEAD_NO;
434
435                 self.angles = spot.angles;
436
437                 self.angles_z = 0; // never spawn tilted even if the spot says to
438                 self.fixangle = TRUE; // turn this way immediately
439                 self.velocity = '0 0 0';
440                 self.avelocity = '0 0 0';
441                 self.punchangle = '0 0 0';
442                 self.punchvector = '0 0 0';
443                 self.oldvelocity = self.velocity;
444
445                 self.viewzoom = 0.6;
446
447                 self.customizeentityforclient = Client_customizeentityforclient;
448
449                 if(cvar("sv_defaultcharacter") == 1) {
450                         local string defaultmodel;
451                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
452                         setmodel_lod (self, defaultmodel);
453                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
454                 } else {
455                         self.playermodel = CheckPlayerModel(self.playermodel);
456                         setmodel_lod (self, self.playermodel);
457                         self.skin = stof(self.playerskin);
458
459                 }
460
461                 self.crouch = FALSE;
462                 self.view_ofs = PL_VIEW_OFS;
463                 setsize (self, PL_MIN, PL_MAX);
464                 self.spawnorigin = spot.origin;
465                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
466                 // don't reset back to last position, even if new position is stuck in solid
467                 self.oldorigin = self.origin;
468
469                 if(cvar("g_lms"))
470                 {
471                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
472                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
473                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
474                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
475                         self.health = cvar("g_lms_start_health");
476                         self.armorvalue = cvar("g_lms_start_armor");
477                 }
478                 else if (cvar("g_use_ammunition")) {
479                         self.ammo_shells = cvar("g_start_ammo_shells");
480                         self.ammo_nails = cvar("g_start_ammo_nails");
481                         self.ammo_rockets = cvar("g_start_ammo_rockets");
482                         self.ammo_cells = cvar("g_start_ammo_cells");
483                 } else {
484                         self.ammo_shells = 999;
485                         self.ammo_nails = 999;
486                         self.ammo_rockets = 999;
487                         self.ammo_cells = 999;
488                 }
489
490                 self.items = 0;
491                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
492                 {
493                         self.items = self.items | IT_LASER;
494                         self.switchweapon = WEP_LASER;
495                 }
496                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
497                 {
498                         self.items = self.items | IT_SHOTGUN;
499                         self.switchweapon = WEP_SHOTGUN;
500                 }
501                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
502                 {
503                         self.items = self.items | IT_UZI;
504                         self.switchweapon = WEP_UZI;
505                 }
506                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
507                 {
508                         self.items = self.items | IT_GRENADE_LAUNCHER;
509                         self.switchweapon = WEP_GRENADE_LAUNCHER;
510                 }
511                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
512                 {
513                         self.items = self.items | IT_ELECTRO;
514                         self.switchweapon = WEP_ELECTRO;
515                 }
516                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
517                 {
518                         self.items = self.items | IT_CRYLINK;
519                         self.switchweapon = WEP_CRYLINK;
520                 }
521                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
522                 {
523                         self.items = self.items | IT_NEX;
524                         self.switchweapon = WEP_NEX;
525                 }
526                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
527                 {
528                         self.items = self.items | IT_HAGAR;
529                         self.switchweapon = WEP_HAGAR;
530                 }
531                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
532                 {
533                         self.items = self.items | IT_ROCKET_LAUNCHER;
534                         self.switchweapon = WEP_ROCKET_LAUNCHER;
535                 }
536
537                 if(cvar("g_instagib"))
538                 {
539                         self.items = IT_NEX;
540                         self.switchweapon = WEP_NEX;
541                         self.ammo_cells = 999;
542                 }
543
544                 if(cvar("g_rocketarena"))
545                 {
546                         self.items = IT_ROCKET_LAUNCHER;
547                         self.switchweapon = WEP_ROCKET_LAUNCHER;
548                         self.ammo_rockets = 999;
549                 }
550
551                 if(cvar("g_nixnex"))
552                 {
553                         self.items = 0;
554                         // will be done later
555                 }
556
557                 if(cvar("g_minstagib"))
558                 {
559                         self.health = 100;
560                         self.armorvalue = 0;
561                         self.items = IT_NEX;
562                         self.switchweapon = WEP_NEX;
563                         self.ammo_cells = cvar("g_minstagib_ammo_start");
564                         self.extralives = 0;
565                         self.jump_interval = time;
566                 }
567
568                 if(cvar("g_arena"))
569                         Spawnqueue_Remove(self);
570
571                 self.event_damage = PlayerDamage;
572
573                 self.bot_attack = TRUE;
574
575                 self.statdraintime = time + 5;
576                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
577
578                 if(self.killcount == -666) {
579                         self.killcount = 0;
580                         if(!cvar("g_arena"))
581                         if(!cvar("g_lms"))
582                                 self.frags = 0;
583                 }
584
585                 self.cnt = WEP_LASER;
586                 self.nixnex_lastchange_id = -1;
587
588                 CL_SpawnWeaponentity();
589                 self.alpha = default_player_alpha;
590                 self.exteriorweaponentity.alpha = default_player_alpha;
591
592                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
593                 self.lms_traveled_distance = 0;
594
595                 if(cvar("spawn_debug"))
596                 {
597                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
598                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
599                 }
600
601                 //stuffcmd(self, "chase_active 0");
602                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
603         } else if(self.classname == "observer") {
604                 PutObserverInServer ();
605         }
606 }
607
608 /*
609 =============
610 SetNewParms
611 =============
612 */
613 void SetNewParms (void)
614 {
615
616 }
617
618 /*
619 =============
620 SetChangeParms
621 =============
622 */
623 void SetChangeParms (void)
624 {
625
626 }
627
628 /*
629 =============
630 ClientKill
631
632 Called when a client types 'kill' in the console
633 =============
634 */
635 void ClientKill (void)
636 {
637         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
638 }
639
640 /*
641 =============
642 ClientConnect
643
644 Called when a client connects to the server
645 =============
646 */
647 string ColoredTeamName(float t);
648 //void dom_player_join_team(entity pl);
649 void ClientConnect (void)
650 {
651         self.classname = "player_joining";
652         self.flags = self.flags | FL_CLIENT;
653
654         if(player_count<0) player_count = 0;
655
656         bot_clientconnect();
657
658         //if(cvar("g_domination"))
659         //      dom_player_join_team(self);
660
661         //JoinBestTeam(self, FALSE);
662
663         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
664                 self.classname = "observer";
665         } else {
666                 self.classname = "player";
667                 campaign_bots_may_start = 1;
668         }
669
670         self.playerid = (playerid_last = playerid_last + 1);
671         if(cvar("sv_eventlog"))
672         {
673                 string s;
674                 if(clienttype(self) == CLIENTTYPE_REAL)
675                         s = "player";
676                 else
677                         s = "bot";
678                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
679                 s = strcat(":team:", ftos(self.playerid), ":");
680                 s = strcat(s, ftos(self.team));
681                 GameLogEcho(s, FALSE);
682         }
683
684         //stuffcmd(self, "set tmpviewsize $viewsize \n");
685
686         bprint ("^4",self.netname);
687         bprint ("^4 connected");
688
689         if(cvar("g_domination") || cvar("g_ctf"))
690         {
691                 bprint(" and joined the ");
692                 bprint(ColoredTeamName(self.team));
693         }
694
695         bprint("\n");
696
697         self.welcomemessage_time = time + cvar("welcome_message_time");
698         self.welcomemessage_time2 = 0;
699
700         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
701         // send prediction settings to the client
702         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
703         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
704         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
705         stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
706         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
707         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
708         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
709         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
710         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
711         stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
712         stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
713         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
714         // Wazat's grappling hook
715         SetGrappleHookBindings();
716
717         // get autoswitch state from player
718         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
719         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
720
721         // get version info from player
722         stuffcmd(self, "cmd clientversion $gameversion\n");
723
724         // get other cvars from player
725         GetCvars(0);
726
727         // set cvar for team scoreboard
728         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
729
730         if(cvar("g_lms"))
731         {
732                 self.frags = cvar("fraglimit");
733                 // no fraglimit was set, so player gets 999 lives
734                 if(self.frags < 1)
735                         self.frags = 999;
736
737                 // disallow player to join after the worst player has lost g_lms_last_join lives
738                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
739                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
740                 {
741                         self.frags = -666;
742                         lms_dead_count += 1;
743                 }
744                 else if(cvar("fraglimit") > lms_lowest_lives)
745                 {
746                         self.frags = lms_lowest_lives;
747                 }
748         }
749         else if(cvar("g_arena"))
750         {
751                 self.classname = "observer";
752                 Spawnqueue_Insert(self);
753         }
754
755         bot_relinkplayerlist();
756
757         self.jointime = time;
758 }
759
760 /*
761 =============
762 ClientDisconnect
763
764 Called when a client disconnects from the server
765 =============
766 */
767 void(entity e) DropFlag;
768 .entity chatbubbleentity;
769 .entity teambubbleentity;
770 void ClientDisconnect (void)
771 {
772         float save;
773         if(cvar("sv_eventlog"))
774                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
775         bprint ("^4",self.netname);
776         bprint ("^4 disconnected\n");
777
778         if (self.chatbubbleentity)
779         {
780                 remove (self.chatbubbleentity);
781                 self.chatbubbleentity = world;
782         }
783
784         if (self.teambubbleentity)
785         {
786                 remove (self.teambubbleentity);
787                 self.teambubbleentity = world;
788         }
789
790         DropAllRunes(self);
791
792         if(self.flagcarried)
793                 DropFlag(self.flagcarried);
794
795         save = self.flags;
796         self.flags = self.flags - (self.flags & FL_CLIENT);
797         bot_relinkplayerlist();
798         self.flags = save;
799
800         // player was dead, decrease dead count
801         if(cvar("g_lms") && self.frags < 1)
802                 lms_dead_count -= 1;
803         else if(cvar("g_arena"))
804         {
805                 Spawnqueue_Unmark(self);
806                 Spawnqueue_Remove(self);
807         }
808 }
809
810 .float buttonchat;
811 void() ChatBubbleThink =
812 {
813         self.nextthink = time;
814         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
815         {
816                 remove(self);
817                 return;
818         }
819         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
820         if (self.owner.buttonchat && !self.owner.deadflag)
821                 self.model = self.mdl;
822         else
823                 self.model = "";
824 };
825
826 void() UpdateChatBubble =
827 {
828         if (!self.modelindex)
829                 return;
830         // spawn a chatbubble entity if needed
831         if (!self.chatbubbleentity)
832         {
833                 self.chatbubbleentity = spawn();
834                 self.chatbubbleentity.owner = self;
835                 self.chatbubbleentity.exteriormodeltoclient = self;
836                 self.chatbubbleentity.think = ChatBubbleThink;
837                 self.chatbubbleentity.nextthink = time;
838                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
839                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
840                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
841                 self.chatbubbleentity.model = "";
842         }
843 }
844
845
846 void() TeamBubbleThink =
847 {
848         self.nextthink = time;
849         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
850         {
851                 remove(self);
852                 return;
853         }
854 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
855         if (self.owner.buttonchat || self.owner.deadflag)
856                 self.model = "";
857         else
858                 self.model = self.mdl;
859
860 };
861
862 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
863
864 void() UpdateTeamBubble =
865 {
866         if (!self.modelindex || !cvar("teamplay"))
867                 return;
868         // spawn a teambubble entity if needed
869         if (!self.teambubbleentity && cvar("teamplay"))
870         {
871                 self.teambubbleentity = spawn();
872                 self.teambubbleentity.owner = self;
873                 self.teambubbleentity.exteriormodeltoclient = self;
874                 self.teambubbleentity.think = TeamBubbleThink;
875                 self.teambubbleentity.nextthink = time;
876                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
877 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
878                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
879                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
880                 self.teambubbleentity.mdl = self.teambubbleentity.model;
881                 self.teambubbleentity.model = self.teambubbleentity.mdl;
882                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
883         }
884 }
885
886 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
887 // added to the model skins
888 /*void() UpdateColorModHack =
889 {
890         local float c;
891         c = self.clientcolors & 15;
892         // LordHavoc: only bothering to support white, green, red, yellow, blue
893              if (teamplay == 0) self.colormod = '0 0 0';
894         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
895         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
896         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
897         else if (c == 12) self.colormod = '1.22 1.22 0.10';
898         else if (c == 13) self.colormod = '0.10 0.10 1.73';
899         else self.colormod = '1 1 1';
900 };*/
901
902 /*
903 =============
904 PlayerJump
905
906 When you press the jump key
907 =============
908 */
909 void PlayerJump (void)
910 {
911         float mjumpheight;
912
913         mjumpheight = cvar("g_balance_jumpheight");
914         if (self.waterlevel >= 2)
915         {
916                 if (self.watertype == CONTENT_WATER)
917                         self.velocity_z = 200;
918                 else if (self.watertype == CONTENT_SLIME)
919                         self.velocity_z = 80;
920                 else
921                         self.velocity_z = 50;
922
923                 return;
924         }
925
926
927         if (!(self.flags & FL_ONGROUND))
928                 return;
929
930         if (!(self.flags & FL_JUMPRELEASED))
931                 return;
932
933         if(cvar("g_runematch"))
934         {
935                 if(self.runes & RUNE_SPEED)
936                 {
937                         if(self.runes & CURSE_SLOW)
938                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
939                         else
940                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
941                 }
942                 else if(self.runes & CURSE_SLOW)
943                 {
944                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
945                 }
946         }
947
948         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
949         {
950                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
951         }
952
953         self.velocity_z = self.velocity_z + mjumpheight;
954         self.oldvelocity_z = self.velocity_z;
955
956         self.flags = self.flags - FL_ONGROUND;
957         self.flags = self.flags - FL_JUMPRELEASED;
958 }
959
960 void() CheckWaterJump =
961 {
962         local vector start, end;
963
964 // check for a jump-out-of-water
965         makevectors (self.angles);
966         start = self.origin;
967         start_z = start_z + 8;
968         v_forward_z = 0;
969         normalize(v_forward);
970         end = start + v_forward*24;
971         traceline (start, end, TRUE, self);
972         if (trace_fraction < 1)
973         {       // solid at waist
974                 start_z = start_z + self.maxs_z - 8;
975                 end = start + v_forward*24;
976                 self.movedir = trace_plane_normal * -50;
977                 traceline (start, end, TRUE, self);
978                 if (trace_fraction == 1)
979                 {       // open at eye level
980                         self.flags = self.flags | FL_WATERJUMP;
981                         self.velocity_z = 225;
982                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
983                         self.teleport_time = time + 2;  // safety net
984                         return;
985                 }
986         }
987 };
988
989
990 void respawn(void)
991 {
992         CopyBody(1);
993         PutClientInServer();
994 }
995
996 void player_powerups (void)
997 {
998         if (cvar("g_minstagib"))
999         {
1000                 self.effects = EF_FULLBRIGHT;
1001                 if (self.items & IT_STRENGTH)
1002                 {
1003                         if (time > self.strength_finished)
1004                         {
1005                                 self.alpha = default_player_alpha;
1006                                 self.exteriorweaponentity.alpha = default_player_alpha;
1007                                 self.items = self.items - (self.items & IT_STRENGTH);
1008                                 sprint(self, "^3Invisibility has worn off\n");
1009                         }
1010                 }
1011                 else
1012                 {
1013                         if (time < self.strength_finished)
1014                         {
1015                                 self.alpha = cvar("g_minstagib_invis_alpha");
1016                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1017                                 self.items = self.items | IT_STRENGTH;
1018                                 sprint(self, "^3You are invisible\n");
1019                         }
1020                 }
1021
1022                 if (self.items & IT_INVINCIBLE)
1023                 {
1024                         if (time > self.invincible_finished)
1025                         {
1026                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1027                                 sprint(self, "^3Speed has worn off\n");
1028                         }
1029                 }
1030                 else
1031                 {
1032                         if (time < self.invincible_finished)
1033                         {
1034                                 self.items = self.items | IT_INVINCIBLE;
1035                                 sprint(self, "^3You are on speed\n");
1036                         }
1037                 }
1038                 return;
1039         }
1040
1041         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1042         if (self.items & IT_STRENGTH)
1043         {
1044                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1045                 if (time > self.strength_finished)
1046                 {
1047                         self.items = self.items - (self.items & IT_STRENGTH);
1048                         sprint(self, "^3Strength has worn off\n");
1049                 }
1050         }
1051         else
1052         {
1053                 if (time < self.strength_finished)
1054                 {
1055                         self.items = self.items | IT_STRENGTH;
1056                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1057                 }
1058         }
1059         if (self.items & IT_INVINCIBLE)
1060         {
1061                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1062                 if (time > self.invincible_finished)
1063                 {
1064                         self.items = self.items - (self.items & IT_INVINCIBLE);
1065                         sprint(self, "^3Shield has worn off\n");
1066                 }
1067         }
1068         else
1069         {
1070                 if (time < self.invincible_finished)
1071                 {
1072                         self.items = self.items | IT_INVINCIBLE;
1073                         sprint(self, "^3Shield surrounds you\n");
1074                 }
1075         }
1076
1077         if (cvar("g_fullbrightplayers"))
1078                 self.effects = self.effects | EF_FULLBRIGHT;
1079
1080         // midair gamemode: damage only while in the air
1081         // if in midair mode, being on ground grants temporary invulnerability
1082         // (this is so that multishot weapon don't clear the ground flag on the
1083         // first damage in the frame, leaving the player vulnerable to the
1084         // remaining hits in the same frame)
1085         if (self.flags & FL_ONGROUND)
1086         if (cvar("g_midair"))
1087                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1088
1089         if (time < self.spawnshieldtime)
1090                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1091 }
1092
1093 void player_regen (void)
1094 {
1095         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1096         maxh = cvar("g_balance_health_stable");
1097         maxa = cvar("g_balance_armor_stable");
1098         limith = cvar("g_balance_health_limit");
1099         limita = cvar("g_balance_armor_limit");
1100
1101         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1102                 return;
1103
1104         if(cvar("g_runematch"))
1105         {
1106                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1107                 if (self.runes & RUNE_REGEN)
1108                 {
1109                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1110                         {
1111                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1112                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1113                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1114                         }
1115                         else
1116                         {
1117                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1118                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1119                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1120                         }
1121                 }
1122                 else if (self.runes & CURSE_VENOM)
1123                 {
1124                         max_mod = cvar("g_balance_curse_venom_hpmod");
1125                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1126                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1127                         else
1128                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1129                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1130                         //if (!self.runes & RUNE_REGEN)
1131                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1132                 }
1133                 maxh = maxh * max_mod;
1134                 //maxa = maxa * max_mod;
1135
1136                 if (time > self.pauserotarmor_finished)
1137                 {
1138                         if (self.armorvalue > maxa)
1139                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1140                 }
1141                 if (time > self.pauserothealth_finished)
1142                 {
1143                         if (self.health > maxh)
1144                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1145                 }
1146                 if (time > self.pauseregen_finished)
1147                 {
1148                         if (self.health < maxh)
1149                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime  + 0.001, 1000);
1150                         if (self.armorvalue < maxa)
1151                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime  + 0.001, 1000);
1152                 }
1153         }
1154         else
1155         {
1156                 if (time > self.pauserothealth_finished)
1157                 if (self.health > maxh)
1158                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1159                 if (time > self.pauserotarmor_finished)
1160                 if (self.armorvalue > maxa)
1161                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1162                 if (time > self.pauseregen_finished)
1163                 {
1164                         if (self.health < maxh)
1165                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1166                         if (self.armorvalue < maxa)
1167                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1168                 }
1169         }
1170
1171         if (self.health > limith)
1172                 self.health = limith;
1173         if(self.health < 1)
1174                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1175         if (self.armorvalue > limita)
1176                 self.armorvalue = limita;
1177 }
1178
1179 /*
1180 ======================
1181 spectate mode routines
1182 ======================
1183 */
1184 void SpectateCopy(entity spectatee) {
1185         self.armortype = spectatee.armortype;
1186         self.armorvalue = spectatee.armorvalue;
1187         self.currentammo = spectatee.currentammo;
1188         self.effects = spectatee.effects;
1189         self.health = spectatee.health;
1190         self.impulse = 0;
1191         self.items = spectatee.items;
1192         self.punchangle = spectatee.punchangle;
1193         self.view_ofs = spectatee.view_ofs;
1194         self.v_angle = spectatee.v_angle;
1195         self.viewzoom = spectatee.viewzoom;
1196         setorigin(self, spectatee.origin);
1197         setsize(self, spectatee.mins, spectatee.maxs);
1198 }
1199
1200 void SpectateUpdate() {
1201         if (self != self.enemy) {
1202                 if(self.enemy.flags & FL_NOTARGET)
1203                         PutObserverInServer();
1204                 SpectateCopy(self.enemy);
1205                 self.dmg_take = self.enemy.dmg_take;
1206                 self.dmg_save = self.enemy.dmg_save;
1207                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1208                 self.fixangle = TRUE;
1209                 self.angles = self.enemy.v_angle;
1210                 //msg_entity = self;
1211                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1212                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1213                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1214                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1215         }
1216 }
1217
1218 float SpectateNext() {
1219         other = find(self.enemy, classname, "player");
1220         if (!other) {
1221                 other = find(other, classname, "player");
1222         }
1223         if (other) {
1224                 self.enemy = other;
1225         }
1226         if(self.enemy.classname == "player") {
1227                 msg_entity = self;
1228                 WriteByte(MSG_ONE, SVC_SETVIEW);
1229                 WriteEntity(MSG_ONE, self.enemy);
1230                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1231                 SpectateUpdate();
1232                 return 1;
1233         } else {
1234                 return 0;
1235         }
1236 }
1237
1238 /*
1239 =============
1240 PlayerPreThink
1241
1242 Called every frame for each client before the physics are run
1243 =============
1244 */
1245 void PlayerPreThink (void)
1246 {
1247         if(self.classname == "player") {
1248                 local vector m1, m2;
1249
1250 //              if(self.netname == "Wazat")
1251 //                      bprint(strcat(self.classname, "\n"));
1252
1253                 CheckRules_Player();
1254
1255                 Nixnex_GiveCurrentWeapon();
1256
1257                 if(self.button7)
1258                         PrintWelcomeMessage(self);
1259
1260                 if(cvar("g_lms") || !cvar("sv_spectate"))
1261                 if((time - self.jointime) <= cvar("welcome_message_time"))
1262                         PrintWelcomeMessage(self);
1263
1264                 if (intermission_running)
1265                 {
1266                         IntermissionThink ();   // otherwise a button could be missed between
1267                         return;                                 // the think tics
1268                 }
1269
1270                 if (self.deadflag != DEAD_NO)
1271                 {
1272                         player_anim();
1273                         if (self.deadflag == DEAD_DYING)
1274                         {
1275                                 if (time > self.dead_time)
1276                                         self.deadflag = DEAD_DEAD;
1277                         }
1278                         else if (self.deadflag == DEAD_DEAD)
1279                         {
1280                                 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1281                                         self.deadflag = DEAD_RESPAWNABLE;
1282                                 else if (!self.button0 && !self.button2 && !self.button3)
1283                                         self.deadflag = DEAD_RESPAWNABLE;
1284                         }
1285                         else if (self.deadflag == DEAD_RESPAWNABLE)
1286                         {
1287                                 if (self.button0  ||
1288                                     self.button2  ||
1289                                     self.button3  ||
1290                                     self.button4  ||
1291                                     self.button5  ||
1292                                     self.button6  ||
1293                                     self.button7  ||
1294                                     self.button8  ||
1295                                     self.buttonuse ||
1296                                     cvar("g_lms") ||
1297                                     cvar("g_forced_respawn"))
1298                                         respawn();
1299                         }
1300                         return;
1301                 }
1302
1303                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1304                 {
1305                         vector dist;
1306
1307                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1308                         dist = self.oldorigin - self.origin;
1309                         dist_z = 0;
1310                         self.lms_traveled_distance += fabs(vlen(dist));
1311
1312                         if(time > self.lms_nextcheck)
1313                         {
1314                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1315                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1316                                 {
1317                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1318                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1319                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1320                                         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');
1321                                 }
1322                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1323                                 self.lms_traveled_distance = 0;
1324                         }
1325                 }
1326
1327                 if (self.button5 && !self.hook.state)
1328                 {
1329                         if (!self.crouch)
1330                         {
1331                                 self.crouch = TRUE;
1332                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1333                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1334                         }
1335                 }
1336                 else
1337                 {
1338                         if (self.crouch)
1339                         {
1340                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1341                                 if (!trace_startsolid)
1342                                 {
1343                                         self.crouch = FALSE;
1344                                         self.view_ofs = PL_VIEW_OFS;
1345                                         setsize (self, PL_MIN, PL_MAX);
1346                                 }
1347                         }
1348                 }
1349
1350                 if(cvar("sv_defaultcharacter") == 1) {
1351                         local string defaultmodel;
1352                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1353
1354                         if (defaultmodel != self.model)
1355                         {
1356                                 m1 = self.mins;
1357                                 m2 = self.maxs;
1358                                 setmodel_lod (self, defaultmodel);
1359                                 setsize (self, m1, m2);
1360                         }
1361
1362                         if (self.skin != cvar("sv_defaultplayerskin"))
1363                                 self.skin = cvar("sv_defaultplayerskin");
1364                 } else {
1365                         if (self.playermodel != self.model)
1366                         {
1367                                 self.playermodel = CheckPlayerModel(self.playermodel);
1368                                 m1 = self.mins;
1369                                 m2 = self.maxs;
1370                                 setmodel_lod (self, self.playermodel);
1371                                 setsize (self, m1, m2);
1372                         }
1373
1374                         if (self.skin != stof(self.playerskin))
1375                                 self.skin = stof(self.playerskin);
1376                 }
1377                 // Savage: Check for nameless players
1378                 if (strlen(self.netname) < 1) {
1379                         self.netname = "Player";
1380                         stuffcmd(self, "name Player\n");
1381                 }
1382
1383                 GrapplingHookFrame();
1384
1385                 W_WeaponFrame();
1386
1387                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1388                 {
1389                         if (cvar("g_minstagib") && self.button3)
1390                         {
1391                                 if (self.jump_interval <= (time + 0.1))
1392                                 {
1393                                         self.jump_interval = time + 1;
1394                                         W_Laser_Attack();
1395                                 }
1396                         }
1397                         else if (self.viewzoom > 0.4)
1398                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1399                 }
1400                 else if (self.viewzoom < 1.0)
1401                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1402
1403
1404                 if (self.button2)
1405                         PlayerJump ();
1406                 else
1407                         self.flags = self.flags | FL_JUMPRELEASED;
1408
1409                 player_powerups();
1410                 player_regen();
1411                 player_anim();
1412
1413                 if (cvar("g_minstagib"))
1414                         minstagib_ammocheck();
1415
1416                 //self.angles_y=self.v_angle_y + 90;   // temp
1417
1418                 if (self.waterlevel == 2)
1419                         CheckWaterJump ();
1420
1421                 //if (TetrisPreFrame()) return;
1422         } else if(gameover) {
1423                 if (intermission_running)
1424                         IntermissionThink ();   // otherwise a button could be missed between
1425                 return;
1426         } else if(self.classname == "observer") {
1427
1428                 if (self.flags & FL_JUMPRELEASED) {
1429                         if (self.button2 && self.version == cvar("gameversion")) {
1430                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1431                                         self.flags = self.flags & !FL_JUMPRELEASED;
1432                                         self.classname = "player";
1433                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1434                                                 JoinBestTeam(self, 0);
1435                                         if(cvar("g_campaign"))
1436                                                 campaign_bots_may_start = 1;
1437                                         PutClientInServer();
1438                                         if(self.flags & !FL_NOTARGET)
1439                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1440                                         centerprint(self,"");
1441                                         return;
1442                                 } else {
1443                                         self.flags = self.flags & !FL_JUMPRELEASED;
1444                                         stuffcmd(self,"menu_showteamselect\n");
1445                                         return;
1446                                 }
1447                         } else if(self.button0 && self.version == cvar("gameversion")) {
1448                                 self.flags = self.flags & !FL_JUMPRELEASED;
1449                                 if(SpectateNext() == 1) {
1450                                         self.classname = "spectator";
1451                                 }
1452                         }
1453                 } else {
1454                         if (!(self.button0 || self.button2)) {
1455                                 self.flags = self.flags | FL_JUMPRELEASED;
1456                         }
1457                 }
1458                 PrintWelcomeMessage(self);
1459         } else if(self.classname == "spectator") {
1460
1461                 if (self.flags & FL_JUMPRELEASED) {
1462                         if (self.button2 && self.version == cvar("gameversion")) {
1463                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1464                                         self.flags = self.flags & !FL_JUMPRELEASED;
1465                                         self.classname = "player";
1466                                         if(!cvar("g_lms"))
1467                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1468
1469                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1470                                                 JoinBestTeam(self, 0);
1471                                         if(cvar("g_campaign"))
1472                                                 campaign_bots_may_start = 1;
1473                                         PutClientInServer();
1474                                         centerprint(self,"");
1475                                         return;
1476                                 } else {
1477                                         self.flags = self.flags & !FL_JUMPRELEASED;
1478                                         stuffcmd(self,"menu_showteamselect\n");
1479                                         return;
1480                                 }
1481                         } else if(self.button0) {
1482                                 self.flags = self.flags & !FL_JUMPRELEASED;
1483                                 if(SpectateNext() == 1) {
1484                                         self.classname = "spectator";
1485                                 } else {
1486                                         self.classname = "observer";
1487                                         PutClientInServer();
1488                                 }
1489                         } else if (self.button3) {
1490                                 self.flags = self.flags & !FL_JUMPRELEASED;
1491                                 self.classname = "observer";
1492                                 PutClientInServer();
1493                         } else {
1494                                 SpectateUpdate();
1495                         }
1496         } else {
1497                 if (!(self.button0 || self.button3)) {
1498                         self.flags = self.flags | FL_JUMPRELEASED;
1499                 }
1500                 }
1501                 PrintWelcomeMessage(self);
1502         }
1503 }
1504
1505
1506 /*
1507 =============
1508 PlayerPostThink
1509
1510 Called every frame for each client after the physics are run
1511 =============
1512 */
1513 void PlayerPostThink (void)
1514 {
1515         if(self.classname == "player") {
1516                 CheckRules_Player();
1517                 UpdateChatBubble();
1518                 UpdateTeamBubble();
1519                 if (self.deadflag == DEAD_NO)
1520                 if (self.impulse)
1521                         ImpulseCommands ();
1522                 if (intermission_running)
1523                         return;         // intermission or finale
1524
1525                 //PrintWelcomeMessage(self);
1526                 //if (TetrisPostFrame()) return;
1527         } else if (self.classname == "observer") {
1528                 //do nothing
1529         } else if (self.classname == "spectator") {
1530                 //do nothing
1531         }
1532         Arena_Warmup();
1533 }