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client does not need maps/%s.cfg any more, it's now stuffed (for cd tracks in downloa...
[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         {
144                 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
145                 spot = Spawn_RandomPoint(firstspot);
146         }
147         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
148                 spot = Spawn_RandomPoint(firstspot);
149         else
150                 spot = Spawn_FurthestPoint(firstspot, playerlist);
151
152         if (!spot)
153         {
154                 if(cvar("spawn_debug"))
155                         GotoNextMap();
156                 else
157                         error ("PutClientInServer: no start points on level");
158         }
159
160         return spot;
161 }
162
163 /*
164 =============
165 CheckPlayerModel
166
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
169 =============
170 */
171 string FallbackPlayerModel = "models/player/marine.zym";
172 string CheckPlayerModel(string plyermodel) {
173         if(strlen(plyermodel) < 4)
174                 return FallbackPlayerModel;
175         if( substring(plyermodel,0,14) != "models/player/")
176                 return FallbackPlayerModel;
177         else if(cvar("sv_servermodelsonly"))
178         {
179                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
180                         return FallbackPlayerModel;
181                 if(!fexists(plyermodel))
182                         return FallbackPlayerModel;
183         }
184         return plyermodel;
185 }
186
187 /*
188 =============
189 Client_customizeentityforclient
190
191 LOD reduction
192 =============
193 */
194 float Client_customizeentityforclient()
195 {
196 #ifdef ALLOW_VARIABLE_LOD
197         // self: me
198         // other: the player viewing me
199         float distance;
200         float f;
201
202         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
203                 return TRUE;
204
205         if(other.cvar_cl_playerdetailreduction <= 0)
206         {
207                 if(other.cvar_cl_playerdetailreduction <= -2)
208                         self.modelindex = self.modelindex_lod2;
209                 else if(other.cvar_cl_playerdetailreduction <= -1)
210                         self.modelindex = self.modelindex_lod1;
211                 else
212                         self.modelindex = self.modelindex_lod0;
213         }
214         else
215         {
216                 distance = vlen(self.origin - other.origin);
217                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
218                 if(f > 10000)
219                         self.modelindex = self.modelindex_lod2;
220                 else if(f > 5000)
221                         self.modelindex = self.modelindex_lod1;
222                 else
223                         self.modelindex = self.modelindex_lod0;
224         }
225 #endif
226
227         return TRUE;
228 }
229
230 void setmodel_lod(entity e, string modelname)
231 {
232 #ifdef ALLOW_VARIABLE_LOD
233         string s;
234
235         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
236         if(fexists(s))
237         {
238                 precache_model(s);
239                 setmodel(e, s);
240                 self.modelindex_lod1 = self.modelindex;
241         }
242         else
243                 self.modelindex_lod1 = -1;
244
245         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
246         if(fexists(s))
247         {
248                 precache_model(s);
249                 setmodel(e, s);
250                 self.modelindex_lod2 = self.modelindex;
251         }
252         else
253                 self.modelindex_lod2 = -1;
254
255         precache_model(modelname);
256         setmodel(e, modelname);
257         self.modelindex_lod0 = self.modelindex;
258
259         if(self.modelindex_lod1 < 0)
260                 self.modelindex_lod1 = self.modelindex;
261
262         if(self.modelindex_lod2 < 0)
263                 self.modelindex_lod2 = self.modelindex;
264 #else
265         precache_model(modelname);
266         setmodel(e, modelname);
267 #endif
268 }
269
270 /*
271 =============
272 PutObserverInServer
273
274 putting a client as observer in the server
275 =============
276 */
277 void PutObserverInServer (void)
278 {
279         entity  spot;
280         spot = SelectSpawnPoint (FALSE);
281         RemoveGrapplingHook(self); // Wazat's Grappling Hook
282
283         if(clienttype(self) == CLIENTTYPE_REAL)
284         {
285                 msg_entity = self;
286                 WriteByte(MSG_ONE, SVC_SETVIEW);
287                 WriteEntity(MSG_ONE, self);
288         }
289
290         if (cvar("g_runematch"))
291                 DropAllRunes(self);
292
293         DistributeFragsAmongTeam(self, self.team, 1);
294
295         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
296                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
297         else if(self.killcount != -666)
298                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
299
300         self.classname = "observer";
301         self.health = -666;
302         self.takedamage = DAMAGE_NO;
303         self.solid = SOLID_NOT;
304         self.movetype = MOVETYPE_NOCLIP;
305         self.flags = FL_CLIENT | FL_NOTARGET;
306         self.armorvalue = 666;
307         self.effects = 0;
308         self.armorvalue = cvar("g_balance_armor_start");
309         self.pauserotarmor_finished = 0;
310         self.pauserothealth_finished = 0;
311         self.pauseregen_finished = 0;
312         self.damageforcescale = 0;
313         self.death_time = 0;
314         self.dead_time = 0;
315         self.dead_frame = 0;
316         self.die_frame = 0;
317         self.deaths = 0;
318         self.alpha = 0;
319         self.scale = 0;
320         self.fade_time = 0;
321         self.pain_frame = 0;
322         self.pain_finished = 0;
323         self.strength_finished = 0;
324         self.invincible_finished = 0;
325         self.pushltime = 0;
326         self.think = SUB_Null;
327         self.nextthink = 0;
328         self.hook_time = 0;
329         self.runes = 0;
330         self.deadflag = DEAD_NO;
331         self.angles = spot.angles;
332         self.angles_z = 0;
333         self.fixangle = TRUE;
334         self.crouch = FALSE;
335
336         self.view_ofs = PL_VIEW_OFS;
337         setorigin (self, spot.origin);
338         setsize (self, '0 0 0', '0 0 0');
339         self.oldorigin = self.origin;
340         self.items = 0;
341         self.model = "";
342         self.modelindex = 0;
343         self.weapon = 0;
344         self.weaponmodel = "";
345         self.weaponentity = world;
346         self.killcount = -666;
347         self.velocity = '0 0 0';
348         self.avelocity = '0 0 0';
349         self.punchangle = '0 0 0';
350         self.punchvector = '0 0 0';
351         self.oldvelocity = self.velocity;
352         self.customizeentityforclient = Client_customizeentityforclient;
353
354         if(cvar("g_arena"))
355         {
356                 if(self.frags != -2)
357                 {
358                         Spawnqueue_Insert(self);
359                 }
360                 else
361                 {
362                         Spawnqueue_Unmark(self);
363                         Spawnqueue_Remove(self);
364                 }
365         }
366         else if(!cvar("g_lms"))
367                 self.frags = -666;
368 }
369
370
371 /*
372 =============
373 PutClientInServer
374
375 Called when a client spawns in the server
376 =============
377 */
378 void PutClientInServer (void)
379 {
380         if(clienttype(self) == CLIENTTYPE_BOT)
381         {
382                 self.classname = "player";
383         }
384         else if(clienttype(self) == CLIENTTYPE_REAL)
385         {
386                 msg_entity = self;
387                 WriteByte(MSG_ONE, SVC_SETVIEW);
388                 WriteEntity(MSG_ONE, self);
389         }
390
391         // player is dead and becomes observer
392         if(cvar("g_lms") && self.frags < 1)
393                 self.classname = "observer";
394
395         if(cvar("g_arena"))
396         if(!self.spawned)
397                 self.classname = "observer";
398
399         if(self.classname == "player") {
400                 entity  spot;
401
402                 spot = SelectSpawnPoint (FALSE);
403
404                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
405
406                 self.classname = "player";
407                 self.iscreature = TRUE;
408                 self.movetype = MOVETYPE_WALK;
409                 self.solid = SOLID_SLIDEBOX;
410                 self.flags = FL_CLIENT;
411                 self.takedamage = DAMAGE_AIM;
412                 self.effects = 0;
413                 self.health = cvar("g_balance_health_start");
414                 self.armorvalue = cvar("g_balance_armor_start");
415                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
416                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
417                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
418                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
419                 self.damageforcescale = 2;
420                 self.death_time = 0;
421                 self.dead_time = 0;
422                 self.dead_frame = 0;
423                 self.die_frame = 0;
424                 self.alpha = 0;
425                 self.scale = 0;
426                 self.fade_time = 0;
427                 self.pain_frame = 0;
428                 self.pain_finished = 0;
429                 self.strength_finished = 0;
430                 self.invincible_finished = 0;
431                 self.pushltime = 0;
432                 //self.speed_finished = 0;
433                 //self.slowmo_finished = 0;
434                 // players have no think function
435                 self.think = SUB_Null;
436                 self.nextthink = 0;
437                 self.weapon = 0;
438                 self.switchweapon = 0;
439                 self.hook_time = 0;
440
441                 self.runes = 0;
442
443                 self.deadflag = DEAD_NO;
444
445                 self.angles = spot.angles;
446
447                 self.angles_z = 0; // never spawn tilted even if the spot says to
448                 self.fixangle = TRUE; // turn this way immediately
449                 self.velocity = '0 0 0';
450                 self.avelocity = '0 0 0';
451                 self.punchangle = '0 0 0';
452                 self.punchvector = '0 0 0';
453                 self.oldvelocity = self.velocity;
454
455                 self.viewzoom = 0.6;
456
457                 self.customizeentityforclient = Client_customizeentityforclient;
458
459                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
460                         local string defaultmodel;
461                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
462                         setmodel_lod (self, defaultmodel);
463                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
464                 } else {
465                         self.playermodel = CheckPlayerModel(self.playermodel);
466                         setmodel_lod (self, self.playermodel);
467                         self.skin = stof(self.playerskin);
468
469                 }
470
471                 self.crouch = FALSE;
472                 self.view_ofs = PL_VIEW_OFS;
473                 setsize (self, PL_MIN, PL_MAX);
474                 self.spawnorigin = spot.origin;
475                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
476                 // don't reset back to last position, even if new position is stuck in solid
477                 self.oldorigin = self.origin;
478
479                 if(cvar("g_lms"))
480                 {
481                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
482                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
483                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
484                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
485                         self.health = cvar("g_lms_start_health");
486                         self.armorvalue = cvar("g_lms_start_armor");
487                 }
488                 else if (cvar("g_use_ammunition")) {
489                         self.ammo_shells = cvar("g_start_ammo_shells");
490                         self.ammo_nails = cvar("g_start_ammo_nails");
491                         self.ammo_rockets = cvar("g_start_ammo_rockets");
492                         self.ammo_cells = cvar("g_start_ammo_cells");
493                 } else {
494                         self.ammo_shells = 999;
495                         self.ammo_nails = 999;
496                         self.ammo_rockets = 999;
497                         self.ammo_cells = 999;
498                 }
499
500                 self.items = 0;
501                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
502                 {
503                         self.items = self.items | IT_LASER;
504                         self.switchweapon = WEP_LASER;
505                 }
506                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
507                 {
508                         self.items = self.items | IT_SHOTGUN;
509                         self.switchweapon = WEP_SHOTGUN;
510                 }
511                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
512                 {
513                         self.items = self.items | IT_UZI;
514                         self.switchweapon = WEP_UZI;
515                 }
516                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
517                 {
518                         self.items = self.items | IT_GRENADE_LAUNCHER;
519                         self.switchweapon = WEP_GRENADE_LAUNCHER;
520                 }
521                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
522                 {
523                         self.items = self.items | IT_ELECTRO;
524                         self.switchweapon = WEP_ELECTRO;
525                 }
526                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
527                 {
528                         self.items = self.items | IT_CRYLINK;
529                         self.switchweapon = WEP_CRYLINK;
530                 }
531                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
532                 {
533                         self.items = self.items | IT_NEX;
534                         self.switchweapon = WEP_NEX;
535                 }
536                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
537                 {
538                         self.items = self.items | IT_HAGAR;
539                         self.switchweapon = WEP_HAGAR;
540                 }
541                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
542                 {
543                         self.items = self.items | IT_ROCKET_LAUNCHER;
544                         self.switchweapon = WEP_ROCKET_LAUNCHER;
545                 }
546
547                 if(cvar("g_instagib"))
548                 {
549                         self.items = IT_NEX;
550                         self.switchweapon = WEP_NEX;
551                         self.ammo_cells = 999;
552                 }
553
554                 if(cvar("g_rocketarena"))
555                 {
556                         self.items = IT_ROCKET_LAUNCHER;
557                         self.switchweapon = WEP_ROCKET_LAUNCHER;
558                         self.ammo_rockets = 999;
559                 }
560
561                 if(cvar("g_nixnex"))
562                 {
563                         self.items = 0;
564                         // will be done later
565                 }
566
567                 if(cvar("g_minstagib"))
568                 {
569                         self.health = 100;
570                         self.armorvalue = 0;
571                         self.items = IT_NEX;
572                         self.switchweapon = WEP_NEX;
573                         self.ammo_cells = cvar("g_minstagib_ammo_start");
574                         self.extralives = 0;
575                         self.jump_interval = time;
576                 }
577
578                 if(cvar("g_arena"))
579                 {
580                         Spawnqueue_Remove(self);
581                         Spawnqueue_Mark(self);
582                 }
583
584                 self.event_damage = PlayerDamage;
585
586                 self.bot_attack = TRUE;
587
588                 self.statdraintime = time + 5;
589                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
590
591                 if(self.killcount == -666) {
592                         self.killcount = 0;
593                         if(!cvar("g_arena"))
594                         if(!cvar("g_lms"))
595                                 self.frags = 0;
596                 }
597
598                 self.cnt = WEP_LASER;
599                 self.nixnex_lastchange_id = -1;
600
601                 CL_SpawnWeaponentity();
602                 self.alpha = default_player_alpha;
603                 self.exteriorweaponentity.alpha = default_player_alpha;
604
605                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
606                 self.lms_traveled_distance = 0;
607
608                 if(cvar("spawn_debug"))
609                 {
610                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
611                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
612                 }
613
614                 //stuffcmd(self, "chase_active 0");
615                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
616         } else if(self.classname == "observer") {
617                 PutObserverInServer ();
618         }
619 }
620
621 /*
622 =============
623 SetNewParms
624 =============
625 */
626 void SetNewParms (void)
627 {
628
629 }
630
631 /*
632 =============
633 SetChangeParms
634 =============
635 */
636 void SetChangeParms (void)
637 {
638
639 }
640
641 /*
642 =============
643 ClientKill
644
645 Called when a client types 'kill' in the console
646 =============
647 */
648 void ClientKill (void)
649 {
650         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
651 }
652
653 /*
654 =============
655 ClientConnect
656
657 Called when a client connects to the server
658 =============
659 */
660 string ColoredTeamName(float t);
661 //void dom_player_join_team(entity pl);
662 void ClientConnect (void)
663 {
664         local float fh;
665         local string s;
666         
667         self.classname = "player_joining";
668         self.flags = self.flags | FL_CLIENT;
669
670         if(player_count<0) player_count = 0;
671
672         bot_clientconnect();
673
674         //if(cvar("g_domination"))
675         //      dom_player_join_team(self);
676
677         //JoinBestTeam(self, FALSE);
678
679         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
680                 self.classname = "observer";
681         } else {
682                 self.classname = "player";
683                 campaign_bots_may_start = 1;
684         }
685
686         self.playerid = (playerid_last = playerid_last + 1);
687         if(cvar("sv_eventlog"))
688         {
689                 if(clienttype(self) == CLIENTTYPE_REAL)
690                         s = "player";
691                 else
692                         s = "bot";
693                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
694                 s = strcat(":team:", ftos(self.playerid), ":");
695                 s = strcat(s, ftos(self.team));
696                 GameLogEcho(s, FALSE);
697         }
698
699         //stuffcmd(self, "set tmpviewsize $viewsize \n");
700
701         bprint ("^4",self.netname);
702         bprint ("^4 connected");
703
704         if(cvar("g_domination") || cvar("g_ctf"))
705         {
706                 bprint(" and joined the ");
707                 bprint(ColoredTeamName(self.team));
708         }
709
710         bprint("\n");
711
712         self.welcomemessage_time = time + cvar("welcome_message_time");
713         self.welcomemessage_time2 = 0;
714
715         //stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
716         // the client might not have that file yet!
717         fh = fopen(strcat("maps/", mapname, ".cfg"), FILE_READ);
718         if(fh >= 0)
719         {
720                 while((s = fgets(fh)))
721                         stuffcmd(self, strcat(s, "\n"));
722                 fclose(fh);
723         }
724         // TODO: is this being used for anything else than cd tracks?
725         // Remember: SVC_CDTRACK exists. Maybe it should be used.
726         
727         
728         // send prediction settings to the client
729         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
730         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
731         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
732         stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
733         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
734         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
735         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
736         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
737         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
738         stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
739         stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
740         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
741         // Wazat's grappling hook
742         SetGrappleHookBindings();
743
744         // get autoswitch state from player
745         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
746         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
747
748         // get version info from player
749         stuffcmd(self, "cmd clientversion $gameversion\n");
750
751         // get other cvars from player
752         GetCvars(0);
753
754         // set cvar for team scoreboard
755         if (teams_matter)
756         {
757                 local float t;
758                 t = cvar("teamplay");
759                 // we have to stuff the correct teamplay value because if this is a listen server, this changes the teamplay mode of the server itself, which is bad
760                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
761         }
762         else
763                 stuffcmd(self, strcat("set teamplay 0\n"));
764
765         if(cvar("g_lms"))
766         {
767                 self.frags = cvar("fraglimit");
768                 // no fraglimit was set, so player gets 999 lives
769                 if(self.frags < 1)
770                         self.frags = 999;
771
772                 // disallow player to join after the worst player has lost g_lms_last_join lives
773                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
774                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
775                 {
776                         self.frags = -666;
777                         lms_dead_count += 1;
778                 }
779                 else if(cvar("fraglimit") > lms_lowest_lives)
780                 {
781                         self.frags = lms_lowest_lives;
782                 }
783         }
784         else if(cvar("g_arena"))
785         {
786                 self.classname = "observer";
787                 Spawnqueue_Insert(self);
788         }
789
790         bot_relinkplayerlist();
791
792         self.jointime = time;
793 }
794
795 /*
796 =============
797 ClientDisconnect
798
799 Called when a client disconnects from the server
800 =============
801 */
802 void(entity e) DropFlag;
803 .entity chatbubbleentity;
804 .entity teambubbleentity;
805 void ClientDisconnect (void)
806 {
807         float save;
808         if(cvar("sv_eventlog"))
809                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
810         bprint ("^4",self.netname);
811         bprint ("^4 disconnected\n");
812
813         if (self.chatbubbleentity)
814         {
815                 remove (self.chatbubbleentity);
816                 self.chatbubbleentity = world;
817         }
818
819         if (self.teambubbleentity)
820         {
821                 remove (self.teambubbleentity);
822                 self.teambubbleentity = world;
823         }
824
825         DropAllRunes(self);
826
827         if(self.flagcarried)
828                 DropFlag(self.flagcarried);
829
830         DistributeFragsAmongTeam(self, self.team, 1);
831
832         save = self.flags;
833         self.flags = self.flags - (self.flags & FL_CLIENT);
834         bot_relinkplayerlist();
835         self.flags = save;
836
837         // remove laserdot
838         if(self.weaponentity)
839                 if(self.weaponentity.lasertarget)
840                         remove(self.weaponentity.lasertarget);
841
842         // player was dead, decrease dead count
843         if(cvar("g_lms") && self.frags < 1)
844                 lms_dead_count -= 1;
845         else if(cvar("g_arena"))
846         {
847                 Spawnqueue_Unmark(self);
848                 Spawnqueue_Remove(self);
849         }
850 }
851
852 .float buttonchat;
853 void() ChatBubbleThink =
854 {
855         self.nextthink = time;
856         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
857         {
858                 self.owner.chatbubbleentity = world;
859                 remove(self);
860                 return;
861         }
862         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
863         if (self.owner.buttonchat && !self.owner.deadflag)
864                 self.model = self.mdl;
865         else
866                 self.model = "";
867 };
868
869 void() UpdateChatBubble =
870 {
871         if (!self.modelindex)
872                 return;
873         // spawn a chatbubble entity if needed
874         if (!self.chatbubbleentity)
875         {
876                 self.chatbubbleentity = spawn();
877                 self.chatbubbleentity.owner = self;
878                 self.chatbubbleentity.exteriormodeltoclient = self;
879                 self.chatbubbleentity.think = ChatBubbleThink;
880                 self.chatbubbleentity.nextthink = time;
881                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
882                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
883                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
884                 self.chatbubbleentity.model = "";
885         }
886 }
887
888
889 void() TeamBubbleThink =
890 {
891         self.nextthink = time;
892         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
893         {
894                 self.owner.teambubbleentity = world;
895                 remove(self);
896                 return;
897         }
898 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
899         if (self.owner.buttonchat || self.owner.deadflag)
900                 self.model = "";
901         else
902                 self.model = self.mdl;
903
904 };
905
906 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
907
908 void() UpdateTeamBubble =
909 {
910         if (!self.modelindex || !cvar("teamplay"))
911                 return;
912         // spawn a teambubble entity if needed
913         if (!self.teambubbleentity && cvar("teamplay"))
914         {
915                 self.teambubbleentity = spawn();
916                 self.teambubbleentity.owner = self;
917                 self.teambubbleentity.exteriormodeltoclient = self;
918                 self.teambubbleentity.think = TeamBubbleThink;
919                 self.teambubbleentity.nextthink = time;
920                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
921 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
922                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
923                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
924                 self.teambubbleentity.mdl = self.teambubbleentity.model;
925                 self.teambubbleentity.model = self.teambubbleentity.mdl;
926                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
927         }
928 }
929
930 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
931 // added to the model skins
932 /*void() UpdateColorModHack =
933 {
934         local float c;
935         c = self.clientcolors & 15;
936         // LordHavoc: only bothering to support white, green, red, yellow, blue
937              if (teamplay == 0) self.colormod = '0 0 0';
938         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
939         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
940         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
941         else if (c == 12) self.colormod = '1.22 1.22 0.10';
942         else if (c == 13) self.colormod = '0.10 0.10 1.73';
943         else self.colormod = '1 1 1';
944 };*/
945
946 /*
947 =============
948 PlayerJump
949
950 When you press the jump key
951 =============
952 */
953 void PlayerJump (void)
954 {
955         float mjumpheight;
956
957         mjumpheight = cvar("g_balance_jumpheight");
958         if (self.waterlevel >= 2)
959         {
960                 if (self.watertype == CONTENT_WATER)
961                         self.velocity_z = 200;
962                 else if (self.watertype == CONTENT_SLIME)
963                         self.velocity_z = 80;
964                 else
965                         self.velocity_z = 50;
966
967                 return;
968         }
969
970
971         if (!(self.flags & FL_ONGROUND))
972                 return;
973
974         if (!(self.flags & FL_JUMPRELEASED))
975                 return;
976
977         if(cvar("g_runematch"))
978         {
979                 if(self.runes & RUNE_SPEED)
980                 {
981                         if(self.runes & CURSE_SLOW)
982                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
983                         else
984                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
985                 }
986                 else if(self.runes & CURSE_SLOW)
987                 {
988                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
989                 }
990         }
991
992         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
993         {
994                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
995         }
996
997         self.velocity_z = self.velocity_z + mjumpheight;
998         self.oldvelocity_z = self.velocity_z;
999
1000         self.flags = self.flags - FL_ONGROUND;
1001         self.flags = self.flags - FL_JUMPRELEASED;
1002 }
1003
1004 void() CheckWaterJump =
1005 {
1006         local vector start, end;
1007
1008 // check for a jump-out-of-water
1009         makevectors (self.angles);
1010         start = self.origin;
1011         start_z = start_z + 8;
1012         v_forward_z = 0;
1013         normalize(v_forward);
1014         end = start + v_forward*24;
1015         traceline (start, end, TRUE, self);
1016         if (trace_fraction < 1)
1017         {       // solid at waist
1018                 start_z = start_z + self.maxs_z - 8;
1019                 end = start + v_forward*24;
1020                 self.movedir = trace_plane_normal * -50;
1021                 traceline (start, end, TRUE, self);
1022                 if (trace_fraction == 1)
1023                 {       // open at eye level
1024                         self.flags = self.flags | FL_WATERJUMP;
1025                         self.velocity_z = 225;
1026                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
1027                         self.teleport_time = time + 2;  // safety net
1028                         return;
1029                 }
1030         }
1031 };
1032
1033
1034 void respawn(void)
1035 {
1036         CopyBody(1);
1037         PutClientInServer();
1038 }
1039
1040 void player_powerups (void)
1041 {
1042         if (cvar("g_minstagib"))
1043         {
1044                 self.effects = EF_FULLBRIGHT;
1045                 if (self.items & IT_STRENGTH)
1046                 {
1047                         if (time > self.strength_finished)
1048                         {
1049                                 self.alpha = default_player_alpha;
1050                                 self.exteriorweaponentity.alpha = default_player_alpha;
1051                                 self.items = self.items - (self.items & IT_STRENGTH);
1052                                 sprint(self, "^3Invisibility has worn off\n");
1053                         }
1054                 }
1055                 else
1056                 {
1057                         if (time < self.strength_finished)
1058                         {
1059                                 self.alpha = cvar("g_minstagib_invis_alpha");
1060                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1061                                 self.items = self.items | IT_STRENGTH;
1062                                 sprint(self, "^3You are invisible\n");
1063                         }
1064                 }
1065
1066                 if (self.items & IT_INVINCIBLE)
1067                 {
1068                         if (time > self.invincible_finished)
1069                         {
1070                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1071                                 sprint(self, "^3Speed has worn off\n");
1072                         }
1073                 }
1074                 else
1075                 {
1076                         if (time < self.invincible_finished)
1077                         {
1078                                 self.items = self.items | IT_INVINCIBLE;
1079                                 sprint(self, "^3You are on speed\n");
1080                         }
1081                 }
1082                 return;
1083         }
1084
1085         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1086         if (self.items & IT_STRENGTH)
1087         {
1088                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1089                 if (time > self.strength_finished)
1090                 {
1091                         self.items = self.items - (self.items & IT_STRENGTH);
1092                         sprint(self, "^3Strength has worn off\n");
1093                 }
1094         }
1095         else
1096         {
1097                 if (time < self.strength_finished)
1098                 {
1099                         self.items = self.items | IT_STRENGTH;
1100                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1101                 }
1102         }
1103         if (self.items & IT_INVINCIBLE)
1104         {
1105                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1106                 if (time > self.invincible_finished)
1107                 {
1108                         self.items = self.items - (self.items & IT_INVINCIBLE);
1109                         sprint(self, "^3Shield has worn off\n");
1110                 }
1111         }
1112         else
1113         {
1114                 if (time < self.invincible_finished)
1115                 {
1116                         self.items = self.items | IT_INVINCIBLE;
1117                         sprint(self, "^3Shield surrounds you\n");
1118                 }
1119         }
1120
1121         if (cvar("g_fullbrightplayers"))
1122                 self.effects = self.effects | EF_FULLBRIGHT;
1123
1124         // midair gamemode: damage only while in the air
1125         // if in midair mode, being on ground grants temporary invulnerability
1126         // (this is so that multishot weapon don't clear the ground flag on the
1127         // first damage in the frame, leaving the player vulnerable to the
1128         // remaining hits in the same frame)
1129         if (self.flags & FL_ONGROUND)
1130         if (cvar("g_midair"))
1131                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1132
1133         if (time < self.spawnshieldtime)
1134                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1135 }
1136
1137 void player_regen (void)
1138 {
1139         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1140         maxh = cvar("g_balance_health_stable");
1141         maxa = cvar("g_balance_armor_stable");
1142         limith = cvar("g_balance_health_limit");
1143         limita = cvar("g_balance_armor_limit");
1144
1145         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1146                 return;
1147
1148         if(cvar("g_runematch"))
1149         {
1150                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1151                 if (self.runes & RUNE_REGEN)
1152                 {
1153                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1154                         {
1155                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1156                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1157                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1158                         }
1159                         else
1160                         {
1161                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1162                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1163                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1164                         }
1165                 }
1166                 else if (self.runes & CURSE_VENOM)
1167                 {
1168                         max_mod = cvar("g_balance_curse_venom_hpmod");
1169                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1170                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1171                         else
1172                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1173                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1174                         //if (!self.runes & RUNE_REGEN)
1175                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1176                 }
1177                 maxh = maxh * max_mod;
1178                 //maxa = maxa * max_mod;
1179
1180                 if (time > self.pauserotarmor_finished)
1181                 {
1182                         if (self.armorvalue > maxa)
1183                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1184                 }
1185                 if (time > self.pauserothealth_finished)
1186                 {
1187                         if (self.health > maxh)
1188                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1189                 }
1190                 if (time > self.pauseregen_finished)
1191                 {
1192                         if (self.health < maxh)
1193                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime  + 0.001, 1000);
1194                         if (self.armorvalue < maxa)
1195                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime  + 0.001, 1000);
1196                 }
1197         }
1198         else
1199         {
1200                 if (time > self.pauserothealth_finished)
1201                 if (self.health > maxh)
1202                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1203                 if (time > self.pauserotarmor_finished)
1204                 if (self.armorvalue > maxa)
1205                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1206                 if (time > self.pauseregen_finished)
1207                 {
1208                         if (self.health < maxh)
1209                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1210                         if (self.armorvalue < maxa)
1211                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1212                 }
1213         }
1214
1215         if (self.health > limith)
1216                 self.health = limith;
1217         if(self.health < 1)
1218                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1219         if (self.armorvalue > limita)
1220                 self.armorvalue = limita;
1221 }
1222
1223 /*
1224 ======================
1225 spectate mode routines
1226 ======================
1227 */
1228 void SpectateCopy(entity spectatee) {
1229         self.armortype = spectatee.armortype;
1230         self.armorvalue = spectatee.armorvalue;
1231         self.currentammo = spectatee.currentammo;
1232         self.effects = spectatee.effects;
1233         self.health = spectatee.health;
1234         self.impulse = 0;
1235         self.items = spectatee.items;
1236         self.punchangle = spectatee.punchangle;
1237         self.view_ofs = spectatee.view_ofs;
1238         self.v_angle = spectatee.v_angle;
1239         self.viewzoom = spectatee.viewzoom;
1240         setorigin(self, spectatee.origin);
1241         setsize(self, spectatee.mins, spectatee.maxs);
1242 }
1243
1244 void SpectateUpdate() {
1245         if(!self.enemy)
1246                         PutObserverInServer();
1247
1248         if (self != self.enemy) {
1249                 if(self.enemy.flags & FL_NOTARGET)
1250                         PutObserverInServer();
1251                 SpectateCopy(self.enemy);
1252                 self.dmg_take = self.enemy.dmg_take;
1253                 self.dmg_save = self.enemy.dmg_save;
1254                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1255                 self.fixangle = TRUE;
1256                 self.angles = self.enemy.v_angle;
1257                 //msg_entity = self;
1258                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1259                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1260                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1261                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1262         }
1263 }
1264
1265 float SpectateNext() {
1266         other = find(self.enemy, classname, "player");
1267         if (!other) {
1268                 other = find(other, classname, "player");
1269         }
1270         if (other) {
1271                 self.enemy = other;
1272         }
1273         if(self.enemy.classname == "player") {
1274                 msg_entity = self;
1275                 WriteByte(MSG_ONE, SVC_SETVIEW);
1276                 WriteEntity(MSG_ONE, self.enemy);
1277                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1278                 SpectateUpdate();
1279                 return 1;
1280         } else {
1281                 return 0;
1282         }
1283 }
1284
1285 /*
1286 =============
1287 PlayerPreThink
1288
1289 Called every frame for each client before the physics are run
1290 =============
1291 */
1292 void PlayerPreThink (void)
1293 {
1294         if(self.classname == "player") {
1295                 local vector m1, m2;
1296
1297 //              if(self.netname == "Wazat")
1298 //                      bprint(strcat(self.classname, "\n"));
1299
1300                 CheckRules_Player();
1301
1302                 Nixnex_GiveCurrentWeapon();
1303
1304                 if(self.button7)
1305                         PrintWelcomeMessage(self);
1306
1307                 if(cvar("g_lms") || !cvar("sv_spectate"))
1308                 if((time - self.jointime) <= cvar("welcome_message_time"))
1309                         PrintWelcomeMessage(self);
1310
1311                 if (intermission_running)
1312                 {
1313                         IntermissionThink ();   // otherwise a button could be missed between
1314                         return;                                 // the think tics
1315                 }
1316
1317                 if (self.deadflag != DEAD_NO)
1318                 {
1319                         player_anim();
1320                         if (self.deadflag == DEAD_DYING)
1321                         {
1322                                 if (time > self.dead_time)
1323                                         self.deadflag = DEAD_DEAD;
1324                         }
1325                         else if (self.deadflag == DEAD_DEAD)
1326                         {
1327                                 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1328                                         self.deadflag = DEAD_RESPAWNABLE;
1329                                 else if (!self.button0 && !self.button2 && !self.button3)
1330                                         self.deadflag = DEAD_RESPAWNABLE;
1331                         }
1332                         else if (self.deadflag == DEAD_RESPAWNABLE)
1333                         {
1334                                 if (self.button0  ||
1335                                     self.button2  ||
1336                                     self.button3  ||
1337                                     self.button4  ||
1338                                     self.button5  ||
1339                                     self.button6  ||
1340                                     self.button7  ||
1341                                     self.button8  ||
1342                                     self.buttonuse ||
1343                                     cvar("g_lms") ||
1344                                     cvar("g_forced_respawn"))
1345                                         respawn();
1346                         }
1347                         return;
1348                 }
1349
1350                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1351                 {
1352                         vector dist;
1353
1354                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1355                         dist = self.oldorigin - self.origin;
1356                         dist_z = 0;
1357                         self.lms_traveled_distance += fabs(vlen(dist));
1358
1359                         if(cvar("g_campaign"))
1360                         if(!campaign_bots_may_start)
1361                         {
1362                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1363                                 self.lms_traveled_distance = 0;
1364                         }
1365
1366                         if(time > self.lms_nextcheck)
1367                         {
1368                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1369                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1370                                 {
1371                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1372                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1373                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1374                                         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');
1375                                 }
1376                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1377                                 self.lms_traveled_distance = 0;
1378                         }
1379                 }
1380
1381                 if (self.button5 && !self.hook.state)
1382                 {
1383                         if (!self.crouch)
1384                         {
1385                                 self.crouch = TRUE;
1386                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1387                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1388                         }
1389                 }
1390                 else
1391                 {
1392                         if (self.crouch)
1393                         {
1394                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1395                                 if (!trace_startsolid)
1396                                 {
1397                                         self.crouch = FALSE;
1398                                         self.view_ofs = PL_VIEW_OFS;
1399                                         setsize (self, PL_MIN, PL_MAX);
1400                                 }
1401                         }
1402                 }
1403
1404                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1405                         local string defaultmodel;
1406                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1407
1408                         if (defaultmodel != self.model)
1409                         {
1410                                 m1 = self.mins;
1411                                 m2 = self.maxs;
1412                                 setmodel_lod (self, defaultmodel);
1413                                 setsize (self, m1, m2);
1414                         }
1415
1416                         if (self.skin != cvar("sv_defaultplayerskin"))
1417                                 self.skin = cvar("sv_defaultplayerskin");
1418                 } else {
1419                         if (self.playermodel != self.model)
1420                         {
1421                                 self.playermodel = CheckPlayerModel(self.playermodel);
1422                                 m1 = self.mins;
1423                                 m2 = self.maxs;
1424                                 setmodel_lod (self, self.playermodel);
1425                                 setsize (self, m1, m2);
1426                         }
1427
1428                         if (self.skin != stof(self.playerskin))
1429                                 self.skin = stof(self.playerskin);
1430                 }
1431                 // Savage: Check for nameless players
1432                 if (strlen(self.netname) < 1) {
1433                         self.netname = "Player";
1434                         stuffcmd(self, "name Player\n");
1435                 }
1436
1437                 GrapplingHookFrame();
1438
1439                 W_WeaponFrame();
1440
1441                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1442                 {
1443                         if (cvar("g_minstagib") && self.button3)
1444                         {
1445                                 if (self.jump_interval <= (time + 0.1))
1446                                 {
1447                                         self.jump_interval = time + 1;
1448                                         W_Laser_Attack();
1449                                 }
1450                         }
1451                         else if (self.viewzoom > 0.4)
1452                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1453                 }
1454                 else if (self.viewzoom < 1.0)
1455                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1456
1457
1458                 if (self.button2)
1459                         PlayerJump ();
1460                 else
1461                         self.flags = self.flags | FL_JUMPRELEASED;
1462
1463                 player_powerups();
1464                 player_regen();
1465                 player_anim();
1466
1467                 if (cvar("g_minstagib"))
1468                         minstagib_ammocheck();
1469
1470                 //self.angles_y=self.v_angle_y + 90;   // temp
1471
1472                 if (self.waterlevel == 2)
1473                         CheckWaterJump ();
1474
1475                 //if (TetrisPreFrame()) return;
1476         } else if(gameover) {
1477                 if (intermission_running)
1478                         IntermissionThink ();   // otherwise a button could be missed between
1479                 return;
1480         } else if(self.classname == "observer") {
1481
1482                 if (self.flags & FL_JUMPRELEASED) {
1483                         if (self.button2 && self.version == cvar("gameversion")) {
1484                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1485                                         self.flags = self.flags & !FL_JUMPRELEASED;
1486                                         self.classname = "player";
1487                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1488                                                 JoinBestTeam(self, 0);
1489                                         if(cvar("g_campaign"))
1490                                                 campaign_bots_may_start = 1;
1491                                         PutClientInServer();
1492                                         if(self.flags & !FL_NOTARGET)
1493                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1494                                         centerprint(self,"");
1495                                         return;
1496                                 } else {
1497                                         self.flags = self.flags & !FL_JUMPRELEASED;
1498                                         stuffcmd(self,"menu_showteamselect\n");
1499                                         return;
1500                                 }
1501                         } else if(self.button0 && self.version == cvar("gameversion")) {
1502                                 self.flags = self.flags & !FL_JUMPRELEASED;
1503                                 if(SpectateNext() == 1) {
1504                                         self.classname = "spectator";
1505                                 }
1506                         }
1507                 } else {
1508                         if (!(self.button0 || self.button2)) {
1509                                 self.flags = self.flags | FL_JUMPRELEASED;
1510                         }
1511                 }
1512                 PrintWelcomeMessage(self);
1513         } else if(self.classname == "spectator") {
1514                 if (self.flags & FL_JUMPRELEASED) {
1515                         if (self.button2 && self.version == cvar("gameversion")) {
1516                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1517                                         self.flags = self.flags & !FL_JUMPRELEASED;
1518                                         self.classname = "player";
1519                                         if(!cvar("g_lms"))
1520                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1521
1522                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1523                                                 JoinBestTeam(self, 0);
1524                                         if(cvar("g_campaign"))
1525                                                 campaign_bots_may_start = 1;
1526                                         PutClientInServer();
1527                                         centerprint(self,"");
1528                                         return;
1529                                 } else {
1530                                         self.flags = self.flags & !FL_JUMPRELEASED;
1531                                         stuffcmd(self,"menu_showteamselect\n");
1532                                         return;
1533                                 }
1534                         } else if(self.button0) {
1535                                 self.flags = self.flags & !FL_JUMPRELEASED;
1536                                 if(SpectateNext() == 1) {
1537                                         self.classname = "spectator";
1538                                 } else {
1539                                         self.classname = "observer";
1540                                         PutClientInServer();
1541                                 }
1542                         } else if (self.button3) {
1543                                 self.flags = self.flags & !FL_JUMPRELEASED;
1544                                 self.classname = "observer";
1545                                 PutClientInServer();
1546                         } else {
1547                                 SpectateUpdate();
1548                         }
1549                 } else {
1550                         if (!(self.button0 || self.button3)) {
1551                                 self.flags = self.flags | FL_JUMPRELEASED;
1552                         }
1553                 }
1554                 PrintWelcomeMessage(self);
1555                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1556         }
1557 }
1558
1559
1560 /*
1561 =============
1562 PlayerPostThink
1563
1564 Called every frame for each client after the physics are run
1565 =============
1566 */
1567 void PlayerPostThink (void)
1568 {
1569         if(self.classname == "player") {
1570                 CheckRules_Player();
1571                 UpdateChatBubble();
1572                 UpdateTeamBubble();
1573                 if (self.deadflag == DEAD_NO)
1574                 if (self.impulse)
1575                         ImpulseCommands ();
1576                 if (intermission_running)
1577                         return;         // intermission or finale
1578
1579                 //PrintWelcomeMessage(self);
1580                 //if (TetrisPostFrame()) return;
1581         } else if (self.classname == "observer") {
1582                 //do nothing
1583         } else if (self.classname == "spectator") {
1584                 //do nothing
1585         }
1586         Arena_Warmup();
1587 }