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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                         if(teams_matter)
468                                 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
469                         else
470                                 self.skin = stof(self.playerskin);
471                 }
472
473                 self.crouch = FALSE;
474                 self.view_ofs = PL_VIEW_OFS;
475                 setsize (self, PL_MIN, PL_MAX);
476                 self.spawnorigin = spot.origin;
477                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
478                 // don't reset back to last position, even if new position is stuck in solid
479                 self.oldorigin = self.origin;
480
481                 if(cvar("g_lms"))
482                 {
483                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
484                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
485                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
486                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
487                         self.health = cvar("g_lms_start_health");
488                         self.armorvalue = cvar("g_lms_start_armor");
489                 }
490                 else if (cvar("g_use_ammunition")) {
491                         self.ammo_shells = cvar("g_start_ammo_shells");
492                         self.ammo_nails = cvar("g_start_ammo_nails");
493                         self.ammo_rockets = cvar("g_start_ammo_rockets");
494                         self.ammo_cells = cvar("g_start_ammo_cells");
495                 } else {
496                         self.ammo_shells = 999;
497                         self.ammo_nails = 999;
498                         self.ammo_rockets = 999;
499                         self.ammo_cells = 999;
500                 }
501
502                 self.items = 0;
503                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
504                 {
505                         self.items = self.items | IT_LASER;
506                         self.switchweapon = WEP_LASER;
507                 }
508                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
509                 {
510                         self.items = self.items | IT_SHOTGUN;
511                         self.switchweapon = WEP_SHOTGUN;
512                 }
513                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
514                 {
515                         self.items = self.items | IT_UZI;
516                         self.switchweapon = WEP_UZI;
517                 }
518                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
519                 {
520                         self.items = self.items | IT_GRENADE_LAUNCHER;
521                         self.switchweapon = WEP_GRENADE_LAUNCHER;
522                 }
523                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
524                 {
525                         self.items = self.items | IT_ELECTRO;
526                         self.switchweapon = WEP_ELECTRO;
527                 }
528                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
529                 {
530                         self.items = self.items | IT_CRYLINK;
531                         self.switchweapon = WEP_CRYLINK;
532                 }
533                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
534                 {
535                         self.items = self.items | IT_NEX;
536                         self.switchweapon = WEP_NEX;
537                 }
538                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
539                 {
540                         self.items = self.items | IT_HAGAR;
541                         self.switchweapon = WEP_HAGAR;
542                 }
543                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
544                 {
545                         self.items = self.items | IT_ROCKET_LAUNCHER;
546                         self.switchweapon = WEP_ROCKET_LAUNCHER;
547                 }
548
549                 if(cvar("g_instagib"))
550                 {
551                         self.items = IT_NEX;
552                         self.switchweapon = WEP_NEX;
553                         self.ammo_cells = 999;
554                 }
555
556                 if(cvar("g_rocketarena"))
557                 {
558                         self.items = IT_ROCKET_LAUNCHER;
559                         self.switchweapon = WEP_ROCKET_LAUNCHER;
560                         self.ammo_rockets = 999;
561                 }
562
563                 if(cvar("g_nixnex"))
564                 {
565                         self.items = 0;
566                         // will be done later
567                 }
568
569                 if(cvar("g_minstagib"))
570                 {
571                         self.health = 100;
572                         self.armorvalue = 0;
573                         self.items = IT_NEX;
574                         self.switchweapon = WEP_NEX;
575                         self.ammo_cells = cvar("g_minstagib_ammo_start");
576                         self.jump_interval = time;
577                 }
578
579                 if(cvar("g_arena"))
580                 {
581                         Spawnqueue_Remove(self);
582                         Spawnqueue_Mark(self);
583                 }
584
585                 self.event_damage = PlayerDamage;
586
587                 self.bot_attack = TRUE;
588
589                 self.statdraintime = time + 5;
590                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
591
592                 if(self.killcount == -666) {
593                         self.killcount = 0;
594                         if(!cvar("g_arena"))
595                         if(!cvar("g_lms"))
596                                 self.frags = 0;
597                 }
598
599                 self.cnt = WEP_LASER;
600                 self.nixnex_lastchange_id = -1;
601
602                 CL_SpawnWeaponentity();
603                 self.alpha = default_player_alpha;
604                 self.exteriorweaponentity.alpha = default_weapon_alpha;
605
606                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
607                 self.lms_traveled_distance = 0;
608
609                 if(cvar("spawn_debug"))
610                 {
611                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
612                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
613                 }
614
615                 //stuffcmd(self, "chase_active 0");
616                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
617         } else if(self.classname == "observer") {
618                 PutObserverInServer ();
619         }
620 }
621
622 /*
623 =============
624 SetNewParms
625 =============
626 */
627 void SetNewParms (void)
628 {
629
630 }
631
632 /*
633 =============
634 SetChangeParms
635 =============
636 */
637 void SetChangeParms (void)
638 {
639
640 }
641
642 /*
643 =============
644 ClientKill
645
646 Called when a client types 'kill' in the console
647 =============
648 */
649 void ClientKill (void)
650 {
651         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
652 }
653
654 /*
655 =============
656 ClientConnect
657
658 Called when a client connects to the server
659 =============
660 */
661 string ColoredTeamName(float t);
662 //void dom_player_join_team(entity pl);
663 void ClientConnect (void)
664 {
665         //local float fh;
666         local string s;
667         
668         self.classname = "player_joining";
669         self.flags = self.flags | FL_CLIENT;
670         self.version_nagtime = time + 10 + random() * 10;
671
672         if(player_count<0) player_count = 0;
673
674         bot_clientconnect();
675
676         //if(cvar("g_domination"))
677         //      dom_player_join_team(self);
678
679         //JoinBestTeam(self, FALSE);
680
681         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
682                 self.classname = "observer";
683         } else {
684                 self.classname = "player";
685                 campaign_bots_may_start = 1;
686         }
687
688         self.playerid = (playerid_last = playerid_last + 1);
689         if(cvar("sv_eventlog"))
690         {
691                 if(clienttype(self) == CLIENTTYPE_REAL)
692                         s = "player";
693                 else
694                         s = "bot";
695                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
696                 s = strcat(":team:", ftos(self.playerid), ":");
697                 s = strcat(s, ftos(self.team));
698                 GameLogEcho(s, FALSE);
699         }
700
701         //stuffcmd(self, "set tmpviewsize $viewsize \n");
702
703         bprint ("^4",self.netname);
704         bprint ("^4 connected");
705
706         if(cvar("g_domination") || cvar("g_ctf"))
707         {
708                 bprint(" and joined the ");
709                 bprint(ColoredTeamName(self.team));
710         }
711
712         bprint("\n");
713
714         self.welcomemessage_time = time + cvar("welcome_message_time");
715         self.welcomemessage_time2 = 0;
716
717         /*
718         // the client might not have his maps/%s.cfg file yet!
719         // so send the one from the server...
720         fh = fopen(strcat("maps/", mapname, ".cfg"), FILE_READ);
721         if(fh >= 0)
722         {
723                 while((s = fgets(fh)))
724                         stuffcmd(self, strcat(s, "\n"));
725                 fclose(fh);
726         }
727         // and then execute the client's so he can still override CD tracks
728
729         not needed any more: current map download system disconnects and reconnects
730         after the download, and then the file will be there
731         */
732         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
733
734         // TODO: is this being used for anything else than cd tracks?
735         // Remember: SVC_CDTRACK exists. Maybe it should be used.
736         
737         // send prediction settings to the client
738         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
739         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
740         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
741         stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
742         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
743         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
744         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
745         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
746         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
747         stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
748         stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
749         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
750         // Wazat's grappling hook
751         SetGrappleHookBindings();
752
753         // get autoswitch state from player
754         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
755         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
756
757         // get version info from player
758         stuffcmd(self, "cmd clientversion $gameversion\n");
759
760         // get other cvars from player
761         GetCvars(0);
762
763         // set cvar for team scoreboard
764         if (teams_matter)
765         {
766                 local float t;
767                 t = cvar("teamplay");
768                 // 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
769                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
770         }
771         else
772                 stuffcmd(self, strcat("set teamplay 0\n"));
773
774         if(cvar("g_lms"))
775         {
776                 self.frags = cvar("fraglimit");
777                 // no fraglimit was set, so player gets 999 lives
778                 if(self.frags < 1)
779                         self.frags = 999;
780
781                 self.frags = LMS_NewPlayerLives();
782                 if(!self.frags)
783                 {
784                         self.frags = -666;
785                 }
786         }
787         else if(cvar("g_arena"))
788         {
789                 self.classname = "observer";
790                 Spawnqueue_Insert(self);
791         }
792
793         bot_relinkplayerlist();
794
795         self.jointime = time;
796 }
797
798 /*
799 =============
800 ClientDisconnect
801
802 Called when a client disconnects from the server
803 =============
804 */
805 void(entity e) DropFlag;
806 .entity chatbubbleentity;
807 .entity teambubbleentity;
808 void ClientDisconnect (void)
809 {
810         float save;
811         if(cvar("sv_eventlog"))
812                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
813         bprint ("^4",self.netname);
814         bprint ("^4 disconnected\n");
815
816         if (self.chatbubbleentity)
817         {
818                 remove (self.chatbubbleentity);
819                 self.chatbubbleentity = world;
820         }
821
822         if (self.teambubbleentity)
823         {
824                 remove (self.teambubbleentity);
825                 self.teambubbleentity = world;
826         }
827
828         DropAllRunes(self);
829
830         if(self.flagcarried)
831                 DropFlag(self.flagcarried);
832
833         DistributeFragsAmongTeam(self, self.team, 1);
834
835         save = self.flags;
836         self.flags = self.flags - (self.flags & FL_CLIENT);
837         bot_relinkplayerlist();
838         self.flags = save;
839
840         // remove laserdot
841         if(self.weaponentity)
842                 if(self.weaponentity.lasertarget)
843                         remove(self.weaponentity.lasertarget);
844
845         if(cvar("g_arena"))
846         {
847                 Spawnqueue_Unmark(self);
848                 Spawnqueue_Remove(self);
849         }
850
851         // free cvars
852         GetCvars(-1);
853 }
854
855 .float buttonchat;
856 void() ChatBubbleThink =
857 {
858         self.nextthink = time;
859         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
860         {
861                 self.owner.chatbubbleentity = world;
862                 remove(self);
863                 return;
864         }
865         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
866         if (self.owner.buttonchat && !self.owner.deadflag)
867                 self.model = self.mdl;
868         else
869                 self.model = "";
870 };
871
872 void() UpdateChatBubble =
873 {
874         if (!self.modelindex)
875                 return;
876         // spawn a chatbubble entity if needed
877         if (!self.chatbubbleentity)
878         {
879                 self.chatbubbleentity = spawn();
880                 self.chatbubbleentity.owner = self;
881                 self.chatbubbleentity.exteriormodeltoclient = self;
882                 self.chatbubbleentity.think = ChatBubbleThink;
883                 self.chatbubbleentity.nextthink = time;
884                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
885                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
886                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
887                 self.chatbubbleentity.model = "";
888         }
889 }
890
891
892 void() TeamBubbleThink =
893 {
894         self.nextthink = time;
895         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
896         {
897                 self.owner.teambubbleentity = world;
898                 remove(self);
899                 return;
900         }
901 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
902         if (self.owner.buttonchat || self.owner.deadflag)
903                 self.model = "";
904         else
905                 self.model = self.mdl;
906
907 };
908
909 float() TeamBubble_customizeentityforclient
910 {
911         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
912 }
913
914 void() UpdateTeamBubble =
915 {
916         if (!self.modelindex || !cvar("teamplay"))
917                 return;
918         // spawn a teambubble entity if needed
919         if (!self.teambubbleentity && cvar("teamplay"))
920         {
921                 self.teambubbleentity = spawn();
922                 self.teambubbleentity.owner = self;
923                 self.teambubbleentity.exteriormodeltoclient = self;
924                 self.teambubbleentity.think = TeamBubbleThink;
925                 self.teambubbleentity.nextthink = time;
926                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
927 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
928                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
929                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
930                 self.teambubbleentity.mdl = self.teambubbleentity.model;
931                 self.teambubbleentity.model = self.teambubbleentity.mdl;
932                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
933         }
934 }
935
936 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
937 // added to the model skins
938 /*void() UpdateColorModHack =
939 {
940         local float c;
941         c = self.clientcolors & 15;
942         // LordHavoc: only bothering to support white, green, red, yellow, blue
943              if (teamplay == 0) self.colormod = '0 0 0';
944         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
945         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
946         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
947         else if (c == 12) self.colormod = '1.22 1.22 0.10';
948         else if (c == 13) self.colormod = '0.10 0.10 1.73';
949         else self.colormod = '1 1 1';
950 };*/
951
952 /*
953 =============
954 PlayerJump
955
956 When you press the jump key
957 =============
958 */
959 void PlayerJump (void)
960 {
961         float mjumpheight;
962
963         mjumpheight = cvar("g_balance_jumpheight");
964         if (self.waterlevel >= 2)
965         {
966                 if (self.watertype == CONTENT_WATER)
967                         self.velocity_z = 200;
968                 else if (self.watertype == CONTENT_SLIME)
969                         self.velocity_z = 80;
970                 else
971                         self.velocity_z = 50;
972
973                 return;
974         }
975
976
977         if (!(self.flags & FL_ONGROUND))
978                 return;
979
980         if (!(self.flags & FL_JUMPRELEASED))
981                 return;
982
983         if(cvar("g_runematch"))
984         {
985                 if(self.runes & RUNE_SPEED)
986                 {
987                         if(self.runes & CURSE_SLOW)
988                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
989                         else
990                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
991                 }
992                 else if(self.runes & CURSE_SLOW)
993                 {
994                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
995                 }
996         }
997
998         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
999         {
1000                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
1001         }
1002
1003         self.velocity_z = self.velocity_z + mjumpheight;
1004         self.oldvelocity_z = self.velocity_z;
1005
1006         self.flags = self.flags - FL_ONGROUND;
1007         self.flags = self.flags - FL_JUMPRELEASED;
1008 }
1009
1010 void() CheckWaterJump =
1011 {
1012         local vector start, end;
1013
1014 // check for a jump-out-of-water
1015         makevectors (self.angles);
1016         start = self.origin;
1017         start_z = start_z + 8;
1018         v_forward_z = 0;
1019         normalize(v_forward);
1020         end = start + v_forward*24;
1021         traceline (start, end, TRUE, self);
1022         if (trace_fraction < 1)
1023         {       // solid at waist
1024                 start_z = start_z + self.maxs_z - 8;
1025                 end = start + v_forward*24;
1026                 self.movedir = trace_plane_normal * -50;
1027                 traceline (start, end, TRUE, self);
1028                 if (trace_fraction == 1)
1029                 {       // open at eye level
1030                         self.flags = self.flags | FL_WATERJUMP;
1031                         self.velocity_z = 225;
1032                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
1033                         self.teleport_time = time + 2;  // safety net
1034                         return;
1035                 }
1036         }
1037 };
1038
1039
1040 void respawn(void)
1041 {
1042         CopyBody(1);
1043         PutClientInServer();
1044 }
1045
1046 void player_powerups (void)
1047 {
1048         if (cvar("g_minstagib"))
1049         {
1050                 self.effects = EF_FULLBRIGHT;
1051                 if (self.items & IT_STRENGTH)
1052                 {
1053                         if (time > self.strength_finished)
1054                         {
1055                                 self.alpha = default_player_alpha;
1056                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1057                                 self.items = self.items - (self.items & IT_STRENGTH);
1058                                 sprint(self, "^3Invisibility has worn off\n");
1059                         }
1060                 }
1061                 else
1062                 {
1063                         if (time < self.strength_finished)
1064                         {
1065                                 self.alpha = cvar("g_minstagib_invis_alpha");
1066                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1067                                 self.items = self.items | IT_STRENGTH;
1068                                 sprint(self, "^3You are invisible\n");
1069                         }
1070                 }
1071
1072                 if (self.items & IT_INVINCIBLE)
1073                 {
1074                         if (time > self.invincible_finished)
1075                         {
1076                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1077                                 sprint(self, "^3Speed has worn off\n");
1078                         }
1079                 }
1080                 else
1081                 {
1082                         if (time < self.invincible_finished)
1083                         {
1084                                 self.items = self.items | IT_INVINCIBLE;
1085                                 sprint(self, "^3You are on speed\n");
1086                         }
1087                 }
1088                 return;
1089         }
1090
1091         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1092         if (self.items & IT_STRENGTH)
1093         {
1094                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1095                 if (time > self.strength_finished)
1096                 {
1097                         self.items = self.items - (self.items & IT_STRENGTH);
1098                         sprint(self, "^3Strength has worn off\n");
1099                 }
1100         }
1101         else
1102         {
1103                 if (time < self.strength_finished)
1104                 {
1105                         self.items = self.items | IT_STRENGTH;
1106                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1107                 }
1108         }
1109         if (self.items & IT_INVINCIBLE)
1110         {
1111                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1112                 if (time > self.invincible_finished)
1113                 {
1114                         self.items = self.items - (self.items & IT_INVINCIBLE);
1115                         sprint(self, "^3Shield has worn off\n");
1116                 }
1117         }
1118         else
1119         {
1120                 if (time < self.invincible_finished)
1121                 {
1122                         self.items = self.items | IT_INVINCIBLE;
1123                         sprint(self, "^3Shield surrounds you\n");
1124                 }
1125         }
1126
1127         if (cvar("g_fullbrightplayers"))
1128                 self.effects = self.effects | EF_FULLBRIGHT;
1129
1130         // midair gamemode: damage only while in the air
1131         // if in midair mode, being on ground grants temporary invulnerability
1132         // (this is so that multishot weapon don't clear the ground flag on the
1133         // first damage in the frame, leaving the player vulnerable to the
1134         // remaining hits in the same frame)
1135         if (self.flags & FL_ONGROUND)
1136         if (cvar("g_midair"))
1137                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1138
1139         if (time < self.spawnshieldtime)
1140                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1141 }
1142
1143 float CalcRegen(float current, float stable, float maxv, float regenfactor)
1144 {
1145         if(current > stable)
1146                 return current;
1147         else if(current > stable - 0.25) // when close enough, "snap"
1148                 return stable;
1149         else
1150                 return bound(0, current + (stable - current) * regenfactor * frametime, maxv);
1151 }
1152
1153 void player_regen (void)
1154 {
1155         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1156         maxh = cvar("g_balance_health_stable");
1157         maxa = cvar("g_balance_armor_stable");
1158         limith = cvar("g_balance_health_limit");
1159         limita = cvar("g_balance_armor_limit");
1160
1161         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1162                 return;
1163
1164         if(cvar("g_runematch"))
1165         {
1166                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1167                 if (self.runes & RUNE_REGEN)
1168                 {
1169                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1170                         {
1171                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1172                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1173                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1174                         }
1175                         else
1176                         {
1177                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1178                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1179                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1180                         }
1181                 }
1182                 else if (self.runes & CURSE_VENOM)
1183                 {
1184                         max_mod = cvar("g_balance_curse_venom_hpmod");
1185                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1186                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1187                         else
1188                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1189                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1190                         //if (!self.runes & RUNE_REGEN)
1191                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1192                 }
1193                 maxh = maxh * max_mod;
1194                 //maxa = maxa * max_mod;
1195
1196                 if (time > self.pauserotarmor_finished)
1197                 {
1198                         if (self.armorvalue > maxa)
1199                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1200                 }
1201                 if (time > self.pauserothealth_finished)
1202                 {
1203                         if (self.health > maxh)
1204                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1205                 }
1206                 if (time > self.pauseregen_finished)
1207                 {
1208                         self.health = CalcRegen(self.health, maxh, 1000, regen_mod * cvar("g_balance_health_regen"));
1209                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1210                 }
1211         }
1212         else
1213         {
1214                 if (time > self.pauserothealth_finished)
1215                 if (self.health > maxh)
1216                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1217                 if (time > self.pauserotarmor_finished)
1218                 if (self.armorvalue > maxa)
1219                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1220                 if (time > self.pauseregen_finished)
1221                 {
1222                         self.health = CalcRegen(self.health, maxh, 1000, cvar("g_balance_health_regen"));
1223                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1224                 }
1225         }
1226
1227         if (self.health > limith)
1228                 self.health = limith;
1229         if(self.health < 1)
1230                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1231         if (self.armorvalue > limita)
1232                 self.armorvalue = limita;
1233 }
1234
1235 /*
1236 ======================
1237 spectate mode routines
1238 ======================
1239 */
1240 void SpectateCopy(entity spectatee) {
1241         self.armortype = spectatee.armortype;
1242         self.armorvalue = spectatee.armorvalue;
1243         self.currentammo = spectatee.currentammo;
1244         self.effects = spectatee.effects;
1245         self.health = spectatee.health;
1246         self.impulse = 0;
1247         self.items = spectatee.items;
1248         self.punchangle = spectatee.punchangle;
1249         self.view_ofs = spectatee.view_ofs;
1250         self.v_angle = spectatee.v_angle;
1251         self.viewzoom = spectatee.viewzoom;
1252         setorigin(self, spectatee.origin);
1253         setsize(self, spectatee.mins, spectatee.maxs);
1254 }
1255
1256 void SpectateUpdate() {
1257         if(!self.enemy)
1258                         PutObserverInServer();
1259
1260         if (self != self.enemy) {
1261                 if(self.enemy.flags & FL_NOTARGET)
1262                         PutObserverInServer();
1263                 SpectateCopy(self.enemy);
1264                 self.dmg_take = self.enemy.dmg_take;
1265                 self.dmg_save = self.enemy.dmg_save;
1266                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1267                 self.fixangle = TRUE;
1268                 self.angles = self.enemy.v_angle;
1269                 //msg_entity = self;
1270                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1271                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1272                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1273                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1274         }
1275 }
1276
1277 float SpectateNext() {
1278         other = find(self.enemy, classname, "player");
1279         if (!other) {
1280                 other = find(other, classname, "player");
1281         }
1282         if (other) {
1283                 self.enemy = other;
1284         }
1285         if(self.enemy.classname == "player") {
1286                 msg_entity = self;
1287                 WriteByte(MSG_ONE, SVC_SETVIEW);
1288                 WriteEntity(MSG_ONE, self.enemy);
1289                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1290                 SpectateUpdate();
1291                 return 1;
1292         } else {
1293                 return 0;
1294         }
1295 }
1296
1297 /*
1298 =============
1299 PlayerPreThink
1300
1301 Called every frame for each client before the physics are run
1302 =============
1303 */
1304 void() ctf_setstatus;
1305 void PlayerPreThink (void)
1306 {
1307         // version nagging
1308         if(self.version_nagtime)
1309                 if(self.cvar_g_nexuizversion)
1310                         if(time > self.version_nagtime)
1311                         {
1312                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1313                                         if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1314                                         {
1315                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n");
1316                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1317                                         }
1318                                 self.version_nagtime = 0;
1319                         }
1320
1321         if(self.classname == "player") {
1322                 local vector m1, m2;
1323
1324 //              if(self.netname == "Wazat")
1325 //                      bprint(strcat(self.classname, "\n"));
1326
1327                 CheckRules_Player();
1328
1329                 Nixnex_GiveCurrentWeapon();
1330
1331                 if(self.button7)
1332                         PrintWelcomeMessage(self);
1333
1334                 if(cvar("g_lms") || !cvar("sv_spectate"))
1335                 if((time - self.jointime) <= cvar("welcome_message_time"))
1336                         PrintWelcomeMessage(self);
1337
1338                 if (intermission_running)
1339                 {
1340                         IntermissionThink ();   // otherwise a button could be missed between
1341                         return;                                 // the think tics
1342                 }
1343
1344                 if (self.deadflag != DEAD_NO)
1345                 {
1346                         player_anim();
1347                         if (self.deadflag == DEAD_DYING)
1348                         {
1349                                 if (time > self.dead_time)
1350                                         self.deadflag = DEAD_DEAD;
1351                         }
1352                         else if (self.deadflag == DEAD_DEAD)
1353                         {
1354                                 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1355                                         self.deadflag = DEAD_RESPAWNABLE;
1356                                 else if (!self.button0 && !self.button2 && !self.button3)
1357                                         self.deadflag = DEAD_RESPAWNABLE;
1358                         }
1359                         else if (self.deadflag == DEAD_RESPAWNABLE)
1360                         {
1361                                 if (self.button0  ||
1362                                     self.button2  ||
1363                                     self.button3  ||
1364                                     self.button4  ||
1365                                     self.button5  ||
1366                                     self.button6  ||
1367                                     self.button7  ||
1368                                     self.button8  ||
1369                                     self.buttonuse ||
1370                                     cvar("g_lms") ||
1371                                     cvar("g_forced_respawn"))
1372                                         respawn();
1373                         }
1374                         return;
1375                 }
1376
1377                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1378                 {
1379                         vector dist;
1380
1381                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1382                         dist = self.oldorigin - self.origin;
1383                         dist_z = 0;
1384                         self.lms_traveled_distance += fabs(vlen(dist));
1385
1386                         if(cvar("g_campaign"))
1387                         if(!campaign_bots_may_start)
1388                         {
1389                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1390                                 self.lms_traveled_distance = 0;
1391                         }
1392
1393                         if(time > self.lms_nextcheck)
1394                         {
1395                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1396                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1397                                 {
1398                                         centermsg_set(CENTERMSG_CAMP, cvar_string("g_lms_campcheck_message"));
1399                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1400                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1401                                         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');
1402                                 }
1403                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1404                                 self.lms_traveled_distance = 0;
1405                         }
1406                 }
1407
1408                 if (self.button5 && !self.hook.state)
1409                 {
1410                         if (!self.crouch)
1411                         {
1412                                 self.crouch = TRUE;
1413                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1414                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1415                         }
1416                 }
1417                 else
1418                 {
1419                         if (self.crouch)
1420                         {
1421                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1422                                 if (!trace_startsolid)
1423                                 {
1424                                         self.crouch = FALSE;
1425                                         self.view_ofs = PL_VIEW_OFS;
1426                                         setsize (self, PL_MIN, PL_MAX);
1427                                 }
1428                         }
1429                 }
1430
1431                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1432                         local string defaultmodel;
1433                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1434
1435                         if (defaultmodel != self.model)
1436                         {
1437                                 m1 = self.mins;
1438                                 m2 = self.maxs;
1439                                 setmodel_lod (self, defaultmodel);
1440                                 setsize (self, m1, m2);
1441                         }
1442
1443                         if (self.skin != cvar("sv_defaultplayerskin"))
1444                                 self.skin = cvar("sv_defaultplayerskin");
1445                 } else {
1446                         if (self.playermodel != self.model)
1447                         {
1448                                 self.playermodel = CheckPlayerModel(self.playermodel);
1449                                 m1 = self.mins;
1450                                 m2 = self.maxs;
1451                                 setmodel_lod (self, self.playermodel);
1452                                 setsize (self, m1, m2);
1453                         }
1454
1455                         if(teams_matter)
1456                         {
1457                                 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1458                                         self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1459                         }
1460                         else
1461                         {
1462                                 if (self.skin != stof(self.playerskin))
1463                                         self.skin = stof(self.playerskin);
1464                         }
1465                 }
1466                 // Savage: Check for nameless players
1467                 if (strlen(self.netname) < 1) {
1468                         self.netname = "Player";
1469                         stuffcmd(self, "name Player\n");
1470                 }
1471
1472                 GrapplingHookFrame();
1473
1474                 W_WeaponFrame();
1475
1476                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1477                 {
1478                         if (cvar("g_minstagib") && self.button3)
1479                         {
1480                                 if (self.jump_interval <= (time + 0.1))
1481                                 {
1482                                         self.jump_interval = time + 1;
1483                                         W_Laser_Attack();
1484                                 }
1485                         }
1486                         else if (self.viewzoom > 0.4)
1487                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1488                 }
1489                 else if (self.viewzoom < 1.0)
1490                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1491
1492
1493                 if (self.button2)
1494                         PlayerJump ();
1495                 else
1496                         self.flags = self.flags | FL_JUMPRELEASED;
1497
1498                 player_powerups();
1499                 player_regen();
1500                 player_anim();
1501
1502                 if (cvar("g_minstagib"))
1503                         minstagib_ammocheck();
1504
1505                 ctf_setstatus();
1506
1507                 //self.angles_y=self.v_angle_y + 90;   // temp
1508
1509                 if (self.waterlevel == 2)
1510                         CheckWaterJump ();
1511
1512                 //if (TetrisPreFrame()) return;
1513         } else if(gameover) {
1514                 if (intermission_running)
1515                         IntermissionThink ();   // otherwise a button could be missed between
1516                 return;
1517         } else if(self.classname == "observer") {
1518
1519                 if (self.flags & FL_JUMPRELEASED) {
1520                         if (self.button2 && self.version == cvar("gameversion")) {
1521                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1522                                         self.flags = self.flags & !FL_JUMPRELEASED;
1523                                         self.classname = "player";
1524                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1525                                                 JoinBestTeam(self, 0);
1526                                         if(cvar("g_campaign"))
1527                                                 campaign_bots_may_start = 1;
1528                                         PutClientInServer();
1529                                         if(self.flags & !FL_NOTARGET)
1530                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1531                                         centermsg_reset();
1532                                         return;
1533                                 } else {
1534                                         self.flags = self.flags & !FL_JUMPRELEASED;
1535                                         stuffcmd(self,"menu_showteamselect\n");
1536                                         return;
1537                                 }
1538                         } else if(self.button0 && self.version == cvar("gameversion")) {
1539                                 self.flags = self.flags & !FL_JUMPRELEASED;
1540                                 if(SpectateNext() == 1) {
1541                                         self.classname = "spectator";
1542                                 }
1543                         }
1544                 } else {
1545                         if (!(self.button0 || self.button2)) {
1546                                 self.flags = self.flags | FL_JUMPRELEASED;
1547                         }
1548                 }
1549                 PrintWelcomeMessage(self);
1550         } else if(self.classname == "spectator") {
1551                 if (self.flags & FL_JUMPRELEASED) {
1552                         if (self.button2 && self.version == cvar("gameversion")) {
1553                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1554                                         self.flags = self.flags & !FL_JUMPRELEASED;
1555                                         self.classname = "player";
1556                                         if(!cvar("g_lms"))
1557                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1558
1559                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1560                                                 JoinBestTeam(self, 0);
1561                                         if(cvar("g_campaign"))
1562                                                 campaign_bots_may_start = 1;
1563                                         PutClientInServer();
1564                                         centermsg_reset();
1565                                         return;
1566                                 } else {
1567                                         self.flags = self.flags & !FL_JUMPRELEASED;
1568                                         stuffcmd(self,"menu_showteamselect\n");
1569                                         return;
1570                                 }
1571                         } else if(self.button0) {
1572                                 self.flags = self.flags & !FL_JUMPRELEASED;
1573                                 if(SpectateNext() == 1) {
1574                                         self.classname = "spectator";
1575                                 } else {
1576                                         self.classname = "observer";
1577                                         PutClientInServer();
1578                                 }
1579                         } else if (self.button3) {
1580                                 self.flags = self.flags & !FL_JUMPRELEASED;
1581                                 self.classname = "observer";
1582                                 PutClientInServer();
1583                         } else {
1584                                 SpectateUpdate();
1585                         }
1586                 } else {
1587                         if (!(self.button0 || self.button3)) {
1588                                 self.flags = self.flags | FL_JUMPRELEASED;
1589                         }
1590                 }
1591                 PrintWelcomeMessage(self);
1592                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1593         }
1594 }
1595
1596
1597 /*
1598 =============
1599 PlayerPostThink
1600
1601 Called every frame for each client after the physics are run
1602 =============
1603 */
1604 void PlayerPostThink (void)
1605 {
1606         if(self.classname == "player") {
1607                 CheckRules_Player();
1608                 UpdateChatBubble();
1609                 UpdateTeamBubble();
1610                 if (self.deadflag == DEAD_NO)
1611                 if (self.impulse)
1612                         ImpulseCommands ();
1613                 if (intermission_running)
1614                         return;         // intermission or finale
1615
1616                 //PrintWelcomeMessage(self);
1617                 //if (TetrisPostFrame()) return;
1618         } else if (self.classname == "observer") {
1619                 //do nothing
1620         } else if (self.classname == "spectator") {
1621                 //do nothing
1622         }
1623         Arena_Warmup();
1624 }