]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
engine update fixed zooming; so now 3.1x is the equivalent to the old
[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         WaypointSprite_PlayerDead();
291
292         DropAllRunes(self);
293
294         if(self.flagcarried)
295                 DropFlag(self.flagcarried);
296
297         DistributeFragsAmongTeam(self, self.team, 1);
298
299         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
300                 bprint ("^4", self.netname, "^4 has no more lives left\n");
301         else if(self.killcount != -666)
302                 bprint ("^4", self.netname, "^4 is spectating now\n");
303
304         self.classname = "observer";
305         self.health = -666;
306         self.takedamage = DAMAGE_NO;
307         self.solid = SOLID_NOT;
308         self.movetype = MOVETYPE_NOCLIP;
309         self.flags = FL_CLIENT | FL_NOTARGET;
310         self.armorvalue = 666;
311         self.effects = 0;
312         self.armorvalue = cvar("g_balance_armor_start");
313         self.pauserotarmor_finished = 0;
314         self.pauserothealth_finished = 0;
315         self.pauseregen_finished = 0;
316         self.damageforcescale = 0;
317         self.death_time = 0;
318         self.dead_time = 0;
319         self.dead_frame = 0;
320         self.die_frame = 0;
321         self.deaths = 0;
322         self.alpha = 0;
323         self.scale = 0;
324         self.fade_time = 0;
325         self.pain_frame = 0;
326         self.pain_finished = 0;
327         self.strength_finished = 0;
328         self.invincible_finished = 0;
329         self.pushltime = 0;
330         self.think = SUB_Null;
331         self.nextthink = 0;
332         self.hook_time = 0;
333         self.runes = 0;
334         self.deadflag = DEAD_NO;
335         self.angles = spot.angles;
336         self.angles_z = 0;
337         self.fixangle = TRUE;
338         self.crouch = FALSE;
339
340         self.view_ofs = PL_VIEW_OFS;
341         setorigin (self, spot.origin);
342         setsize (self, '0 0 0', '0 0 0');
343         self.oldorigin = self.origin;
344         self.items = 0;
345         self.model = "";
346         self.modelindex = 0;
347         self.weapon = 0;
348         self.weaponmodel = "";
349         self.weaponentity = world;
350         self.killcount = -666;
351         self.velocity = '0 0 0';
352         self.avelocity = '0 0 0';
353         self.punchangle = '0 0 0';
354         self.punchvector = '0 0 0';
355         self.oldvelocity = self.velocity;
356         self.customizeentityforclient = Client_customizeentityforclient;
357
358         if(cvar("g_arena"))
359         {
360                 if(self.frags != -2)
361                 {
362                         Spawnqueue_Insert(self);
363                 }
364                 else
365                 {
366                         Spawnqueue_Unmark(self);
367                         Spawnqueue_Remove(self);
368                 }
369         }
370         else if(!cvar("g_lms"))
371                 self.frags = -666;
372 }
373
374
375 /*
376 =============
377 PutClientInServer
378
379 Called when a client spawns in the server
380 =============
381 */
382 void PutClientInServer (void)
383 {
384         if(clienttype(self) == CLIENTTYPE_BOT)
385         {
386                 self.classname = "player";
387         }
388         else if(clienttype(self) == CLIENTTYPE_REAL)
389         {
390                 msg_entity = self;
391                 WriteByte(MSG_ONE, SVC_SETVIEW);
392                 WriteEntity(MSG_ONE, self);
393         }
394
395         // player is dead and becomes observer
396         if(cvar("g_lms") && self.frags < 1)
397                 self.classname = "observer";
398
399         if(cvar("g_arena"))
400         if(!self.spawned)
401                 self.classname = "observer";
402
403         if(self.classname == "player") {
404                 entity  spot;
405
406                 spot = SelectSpawnPoint (FALSE);
407
408                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
409
410                 self.classname = "player";
411                 self.iscreature = TRUE;
412                 self.movetype = MOVETYPE_WALK;
413                 self.solid = SOLID_SLIDEBOX;
414                 self.flags = FL_CLIENT;
415                 self.takedamage = DAMAGE_AIM;
416                 self.effects = 0;
417                 self.health = cvar("g_balance_health_start");
418                 self.air_finished = time + 12;
419                 self.dmg = 2;
420                 self.armorvalue = cvar("g_balance_armor_start");
421                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
422                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
423                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
424                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
425                 self.damageforcescale = 2;
426                 self.death_time = 0;
427                 self.dead_time = 0;
428                 self.dead_frame = 0;
429                 self.die_frame = 0;
430                 self.alpha = 0;
431                 self.scale = 0;
432                 self.fade_time = 0;
433                 self.pain_frame = 0;
434                 self.pain_finished = 0;
435                 self.strength_finished = 0;
436                 self.invincible_finished = 0;
437                 self.pushltime = 0;
438                 //self.speed_finished = 0;
439                 //self.slowmo_finished = 0;
440                 // players have no think function
441                 self.think = SUB_Null;
442                 self.nextthink = 0;
443                 self.weapon = 0;
444                 self.switchweapon = 0;
445                 self.hook_time = 0;
446
447                 self.runes = 0;
448
449                 self.deadflag = DEAD_NO;
450
451                 self.angles = spot.angles;
452
453                 self.angles_z = 0; // never spawn tilted even if the spot says to
454                 self.fixangle = TRUE; // turn this way immediately
455                 self.velocity = '0 0 0';
456                 self.avelocity = '0 0 0';
457                 self.punchangle = '0 0 0';
458                 self.punchvector = '0 0 0';
459                 self.oldvelocity = self.velocity;
460
461                 self.viewzoom = 0.6;
462                 self.has_zoomed = 0;
463
464                 self.customizeentityforclient = Client_customizeentityforclient;
465
466                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
467                         local string defaultmodel;
468                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
469                         setmodel_lod (self, defaultmodel);
470                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
471                 } else {
472                         self.playermodel = CheckPlayerModel(self.playermodel);
473                         setmodel_lod (self, self.playermodel);
474                         if(teams_matter)
475                                 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
476                         else
477                                 self.skin = stof(self.playerskin);
478                 }
479
480                 self.crouch = FALSE;
481                 self.view_ofs = PL_VIEW_OFS;
482                 setsize (self, PL_MIN, PL_MAX);
483                 self.spawnorigin = spot.origin;
484                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
485                 // don't reset back to last position, even if new position is stuck in solid
486                 self.oldorigin = self.origin;
487
488                 if(cvar("g_lms"))
489                 {
490                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
491                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
492                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
493                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
494                         self.health = cvar("g_lms_start_health");
495                         self.armorvalue = cvar("g_lms_start_armor");
496                 }
497                 else if (cvar("g_use_ammunition")) {
498                         self.ammo_shells = cvar("g_start_ammo_shells");
499                         self.ammo_nails = cvar("g_start_ammo_nails");
500                         self.ammo_rockets = cvar("g_start_ammo_rockets");
501                         self.ammo_cells = cvar("g_start_ammo_cells");
502                 } else {
503                         self.ammo_shells = 999;
504                         self.ammo_nails = 999;
505                         self.ammo_rockets = 999;
506                         self.ammo_cells = 999;
507                 }
508
509                 self.items = 0;
510                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
511                 {
512                         self.items = self.items | IT_LASER;
513                         self.switchweapon = WEP_LASER;
514                 }
515                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
516                 {
517                         self.items = self.items | IT_SHOTGUN;
518                         self.switchweapon = WEP_SHOTGUN;
519                 }
520                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
521                 {
522                         self.items = self.items | IT_UZI;
523                         self.switchweapon = WEP_UZI;
524                 }
525                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
526                 {
527                         self.items = self.items | IT_GRENADE_LAUNCHER;
528                         self.switchweapon = WEP_GRENADE_LAUNCHER;
529                 }
530                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
531                 {
532                         self.items = self.items | IT_ELECTRO;
533                         self.switchweapon = WEP_ELECTRO;
534                 }
535                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
536                 {
537                         self.items = self.items | IT_CRYLINK;
538                         self.switchweapon = WEP_CRYLINK;
539                 }
540                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
541                 {
542                         self.items = self.items | IT_NEX;
543                         self.switchweapon = WEP_NEX;
544                 }
545                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
546                 {
547                         self.items = self.items | IT_HAGAR;
548                         self.switchweapon = WEP_HAGAR;
549                 }
550                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
551                 {
552                         self.items = self.items | IT_ROCKET_LAUNCHER;
553                         self.switchweapon = WEP_ROCKET_LAUNCHER;
554                 }
555
556                 if(cvar("g_instagib"))
557                 {
558                         self.items = IT_NEX;
559                         self.switchweapon = WEP_NEX;
560                         self.ammo_cells = 999;
561                 }
562
563                 if(cvar("g_rocketarena"))
564                 {
565                         self.items = IT_ROCKET_LAUNCHER;
566                         self.switchweapon = WEP_ROCKET_LAUNCHER;
567                         self.ammo_rockets = 999;
568                 }
569
570                 if(cvar("g_nixnex"))
571                 {
572                         self.items = 0;
573                         // will be done later
574                 }
575
576                 if(cvar("g_minstagib"))
577                 {
578                         self.health = 100;
579                         self.armorvalue = 0;
580                         self.items = IT_NEX;
581                         self.switchweapon = WEP_NEX;
582                         self.ammo_cells = cvar("g_minstagib_ammo_start");
583                         self.jump_interval = time;
584                 }
585
586                 if(cvar("g_arena"))
587                 {
588                         Spawnqueue_Remove(self);
589                         Spawnqueue_Mark(self);
590                 }
591
592                 self.event_damage = PlayerDamage;
593
594                 self.bot_attack = TRUE;
595
596                 self.statdraintime = time + 5;
597                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
598
599                 if(self.killcount == -666) {
600                         self.killcount = 0;
601                         if(!cvar("g_arena"))
602                         if(!cvar("g_lms"))
603                                 self.frags = 0;
604                 }
605
606                 self.cnt = WEP_LASER;
607                 self.nixnex_lastchange_id = -1;
608
609                 CL_SpawnWeaponentity();
610                 self.alpha = default_player_alpha;
611                 self.exteriorweaponentity.alpha = default_weapon_alpha;
612
613                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
614                 self.lms_traveled_distance = 0;
615
616                 if(cvar("spawn_debug"))
617                 {
618                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
619                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
620                 }
621
622                 //stuffcmd(self, "chase_active 0");
623                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
624         } else if(self.classname == "observer") {
625                 PutObserverInServer ();
626         }
627 }
628
629 /*
630 =============
631 SetNewParms
632 =============
633 */
634 void SetNewParms (void)
635 {
636
637 }
638
639 /*
640 =============
641 SetChangeParms
642 =============
643 */
644 void SetChangeParms (void)
645 {
646
647 }
648
649 /*
650 =============
651 ClientKill
652
653 Called when a client types 'kill' in the console
654 =============
655 */
656 void ClientKill (void)
657 {
658         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
659 }
660
661 void FixClientCvars(entity e)
662 {
663         // send prediction settings to the client
664         stuffcmd(e, "\nin_bindmap 0 0\n");
665         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
666         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
667         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
668         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
669         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
670         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
671         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
672         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
673         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
674         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
675         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
676         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
677         stuffcmd(e, "cl_movement_edgefriction 1\n");
678 }
679
680 /*
681 =============
682 ClientConnect
683
684 Called when a client connects to the server
685 =============
686 */
687 string ColoredTeamName(float t);
688 //void dom_player_join_team(entity pl);
689 void ClientConnect (void)
690 {
691         local string s;
692
693         self.classname = "player_joining";
694         self.flags = self.flags | FL_CLIENT;
695         self.version_nagtime = time + 10 + random() * 10;
696
697         if(player_count<0)
698         {
699                 dprint("BUG player count is lower than zero, this cannot happen!\n");
700                 player_count = 0;
701         }
702
703         bot_clientconnect();
704
705         //if(cvar("g_domination"))
706         //      dom_player_join_team(self);
707
708         //JoinBestTeam(self, FALSE);
709
710         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
711                 self.classname = "observer";
712         } else {
713                 self.classname = "player";
714                 campaign_bots_may_start = 1;
715         }
716
717         self.playerid = (playerid_last = playerid_last + 1);
718         if(cvar("sv_eventlog"))
719         {
720                 if(clienttype(self) == CLIENTTYPE_REAL)
721                         s = "player";
722                 else
723                         s = "bot";
724                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
725                 s = strcat(":team:", ftos(self.playerid), ":");
726                 s = strcat(s, ftos(self.team));
727                 GameLogEcho(s, FALSE);
728         }
729
730         //stuffcmd(self, "set tmpviewsize $viewsize \n");
731
732         bprint ("^4",self.netname);
733         bprint ("^4 connected");
734
735         if(cvar("g_domination") || cvar("g_ctf"))
736         {
737                 bprint(" and joined the ");
738                 bprint(ColoredTeamName(self.team));
739         }
740
741         bprint("\n");
742
743         self.welcomemessage_time = 0;
744
745         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
746         // TODO: is this being used for anything else than cd tracks?
747         // Remember: SVC_CDTRACK exists. Maybe it should be used.
748
749         FixClientCvars(self);
750
751         // waypoint sprites
752         WaypointSprite_InitClient(self);
753
754         // Wazat's grappling hook
755         SetGrappleHookBindings();
756
757         // get autoswitch state from player when he toggles it
758         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
759
760         // get version info from player
761         stuffcmd(self, "cmd clientversion $gameversion\n");
762
763         // get other cvars from player
764         GetCvars(0);
765
766         // set cvar for team scoreboard
767         if (teams_matter)
768         {
769                 local float t;
770                 t = cvar("teamplay");
771                 // 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
772                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
773         }
774         else
775                 stuffcmd(self, "set teamplay 0\n");
776
777         if(cvar("g_lms"))
778         {
779                 self.frags = cvar("fraglimit");
780                 // no fraglimit was set, so player gets 999 lives
781                 if(self.frags < 1)
782                         self.frags = 999;
783
784                 self.frags = LMS_NewPlayerLives();
785                 if(!self.frags)
786                 {
787                         self.frags = -666;
788                 }
789         }
790         else if(cvar("g_arena"))
791         {
792                 self.classname = "observer";
793                 Spawnqueue_Insert(self);
794         }
795
796         bot_relinkplayerlist();
797
798         self.jointime = time;
799 }
800
801 /*
802 =============
803 ClientDisconnect
804
805 Called when a client disconnects from the server
806 =============
807 */
808 void(entity e) DropFlag;
809 .entity chatbubbleentity;
810 .entity teambubbleentity;
811 void ClientDisconnect (void)
812 {
813         float save;
814         if(cvar("sv_eventlog"))
815                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
816         bprint ("^4",self.netname);
817         bprint ("^4 disconnected\n");
818
819         if (self.chatbubbleentity)
820         {
821                 remove (self.chatbubbleentity);
822                 self.chatbubbleentity = world;
823         }
824
825         if (self.teambubbleentity)
826         {
827                 remove (self.teambubbleentity);
828                 self.teambubbleentity = world;
829         }
830
831         WaypointSprite_PlayerGone();
832
833         DropAllRunes(self);
834
835         if(self.flagcarried)
836                 DropFlag(self.flagcarried);
837
838         DistributeFragsAmongTeam(self, self.team, 1);
839
840         save = self.flags;
841         self.flags = self.flags - (self.flags & FL_CLIENT);
842         bot_relinkplayerlist();
843         self.flags = save;
844
845         // remove laserdot
846         if(self.weaponentity)
847                 if(self.weaponentity.lasertarget)
848                         remove(self.weaponentity.lasertarget);
849
850         if(cvar("g_arena"))
851         {
852                 Spawnqueue_Unmark(self);
853                 Spawnqueue_Remove(self);
854         }
855
856         // free cvars
857         GetCvars(-1);
858 }
859
860 .float buttonchat;
861 void() ChatBubbleThink =
862 {
863         self.nextthink = time;
864         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
865         {
866                 self.owner.chatbubbleentity = world;
867                 remove(self);
868                 return;
869         }
870         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
871         if (self.owner.buttonchat && !self.owner.deadflag)
872                 self.model = self.mdl;
873         else
874                 self.model = "";
875 };
876
877 void() UpdateChatBubble =
878 {
879         if (!self.modelindex)
880                 return;
881         // spawn a chatbubble entity if needed
882         if (!self.chatbubbleentity)
883         {
884                 self.chatbubbleentity = spawn();
885                 self.chatbubbleentity.owner = self;
886                 self.chatbubbleentity.exteriormodeltoclient = self;
887                 self.chatbubbleentity.think = ChatBubbleThink;
888                 self.chatbubbleentity.nextthink = time;
889                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
890                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
891                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
892                 self.chatbubbleentity.model = "";
893         }
894 }
895
896
897 void() TeamBubbleThink =
898 {
899         self.nextthink = time;
900         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
901         {
902                 self.owner.teambubbleentity = world;
903                 remove(self);
904                 return;
905         }
906 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
907         if (self.owner.buttonchat || self.owner.deadflag)
908                 self.model = "";
909         else
910                 self.model = self.mdl;
911
912 };
913
914 float() TeamBubble_customizeentityforclient
915 {
916         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
917 }
918
919 void() UpdateTeamBubble =
920 {
921         if (!self.modelindex || !cvar("teamplay"))
922                 return;
923         // spawn a teambubble entity if needed
924         if (!self.teambubbleentity && cvar("teamplay"))
925         {
926                 self.teambubbleentity = spawn();
927                 self.teambubbleentity.owner = self;
928                 self.teambubbleentity.exteriormodeltoclient = self;
929                 self.teambubbleentity.think = TeamBubbleThink;
930                 self.teambubbleentity.nextthink = time;
931                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
932 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
933                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
934                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
935                 self.teambubbleentity.mdl = self.teambubbleentity.model;
936                 self.teambubbleentity.model = self.teambubbleentity.mdl;
937                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
938         }
939 }
940
941 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
942 // added to the model skins
943 /*void() UpdateColorModHack =
944 {
945         local float c;
946         c = self.clientcolors & 15;
947         // LordHavoc: only bothering to support white, green, red, yellow, blue
948              if (teamplay == 0) self.colormod = '0 0 0';
949         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
950         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
951         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
952         else if (c == 12) self.colormod = '1.22 1.22 0.10';
953         else if (c == 13) self.colormod = '0.10 0.10 1.73';
954         else self.colormod = '1 1 1';
955 };*/
956
957 void respawn(void)
958 {
959         CopyBody(1);
960         PutClientInServer();
961 }
962
963 void player_powerups (void)
964 {
965         if (cvar("g_minstagib"))
966         {
967                 self.effects = EF_FULLBRIGHT;
968                 if (self.items & IT_STRENGTH)
969                 {
970                         if (time > self.strength_finished)
971                         {
972                                 self.alpha = default_player_alpha;
973                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
974                                 self.items = self.items - (self.items & IT_STRENGTH);
975                                 sprint(self, "^3Invisibility has worn off\n");
976                         }
977                 }
978                 else
979                 {
980                         if (time < self.strength_finished)
981                         {
982                                 self.alpha = cvar("g_minstagib_invis_alpha");
983                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
984                                 self.items = self.items | IT_STRENGTH;
985                                 sprint(self, "^3You are invisible\n");
986                         }
987                 }
988
989                 if (self.items & IT_INVINCIBLE)
990                 {
991                         if (time > self.invincible_finished)
992                         {
993                                 self.items = self.items - (self.items & IT_INVINCIBLE);
994                                 sprint(self, "^3Speed has worn off\n");
995                         }
996                 }
997                 else
998                 {
999                         if (time < self.invincible_finished)
1000                         {
1001                                 self.items = self.items | IT_INVINCIBLE;
1002                                 sprint(self, "^3You are on speed\n");
1003                         }
1004                 }
1005                 return;
1006         }
1007
1008         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1009         if (self.items & IT_STRENGTH)
1010         {
1011                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1012                 if (time > self.strength_finished)
1013                 {
1014                         self.items = self.items - (self.items & IT_STRENGTH);
1015                         sprint(self, "^3Strength has worn off\n");
1016                 }
1017         }
1018         else
1019         {
1020                 if (time < self.strength_finished)
1021                 {
1022                         self.items = self.items | IT_STRENGTH;
1023                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1024                 }
1025         }
1026         if (self.items & IT_INVINCIBLE)
1027         {
1028                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1029                 if (time > self.invincible_finished)
1030                 {
1031                         self.items = self.items - (self.items & IT_INVINCIBLE);
1032                         sprint(self, "^3Shield has worn off\n");
1033                 }
1034         }
1035         else
1036         {
1037                 if (time < self.invincible_finished)
1038                 {
1039                         self.items = self.items | IT_INVINCIBLE;
1040                         sprint(self, "^3Shield surrounds you\n");
1041                 }
1042         }
1043
1044         if (cvar("g_fullbrightplayers"))
1045                 self.effects = self.effects | EF_FULLBRIGHT;
1046
1047         // midair gamemode: damage only while in the air
1048         // if in midair mode, being on ground grants temporary invulnerability
1049         // (this is so that multishot weapon don't clear the ground flag on the
1050         // first damage in the frame, leaving the player vulnerable to the
1051         // remaining hits in the same frame)
1052         if (self.flags & FL_ONGROUND)
1053         if (cvar("g_midair"))
1054                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1055
1056         if (time < self.spawnshieldtime)
1057                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1058 }
1059
1060 float CalcRegen(float current, float stable, float regenfactor)
1061 {
1062         if(current > stable)
1063                 return current;
1064         else if(current > stable - 0.25) // when close enough, "snap"
1065                 return stable;
1066         else
1067                 return min(stable, current + (stable - current) * regenfactor * frametime);
1068 }
1069
1070 void player_regen (void)
1071 {
1072         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1073         maxh = cvar("g_balance_health_stable");
1074         maxa = cvar("g_balance_armor_stable");
1075         limith = cvar("g_balance_health_limit");
1076         limita = cvar("g_balance_armor_limit");
1077
1078         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1079                 return;
1080
1081         max_mod = regen_mod = rot_mod = limit_mod = 1;
1082
1083         if (self.runes & RUNE_REGEN)
1084         {
1085                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1086                 {
1087                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1088                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1089                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1090                 }
1091                 else
1092                 {
1093                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1094                         max_mod = cvar("g_balance_rune_regen_hpmod");
1095                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1096                 }
1097         }
1098         else if (self.runes & CURSE_VENOM)
1099         {
1100                 max_mod = cvar("g_balance_curse_venom_hpmod");
1101                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1102                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1103                 else
1104                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1105                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1106                 //if (!self.runes & RUNE_REGEN)
1107                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1108         }
1109         maxh = maxh * max_mod;
1110         //maxa = maxa * max_mod;
1111         limith = limith * limit_mod;
1112         limita = limita * limit_mod;
1113
1114         if (self.armorvalue > maxa)
1115         {
1116                 if (time > self.pauserotarmor_finished)
1117                 {
1118                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1119                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1120                 }
1121         }
1122         else if (self.armorvalue < maxa)
1123         {
1124                 if (time > self.pauseregen_finished)
1125                 {
1126                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1127                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1128                 }
1129         }
1130         if (self.health > maxh)
1131         {
1132                 if (time > self.pauserothealth_finished)
1133                 {
1134                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1135                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1136                 }
1137         }
1138         else if (self.health < maxh)
1139         {
1140                 if (time > self.pauseregen_finished)
1141                 {
1142                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1143                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1144                 }
1145         }
1146
1147         if (self.health > limith)
1148                 self.health = limith;
1149         if (self.armorvalue > limita)
1150                 self.armorvalue = limita;
1151
1152         // if player rotted to death...  die!
1153         if(self.health < 1)
1154                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1155 }
1156
1157 /*
1158 ======================
1159 spectate mode routines
1160 ======================
1161 */
1162 void SpectateCopy(entity spectatee) {
1163         self.armortype = spectatee.armortype;
1164         self.armorvalue = spectatee.armorvalue;
1165         self.currentammo = spectatee.currentammo;
1166         self.effects = spectatee.effects;
1167         self.health = spectatee.health;
1168         self.impulse = 0;
1169         self.items = spectatee.items;
1170         self.punchangle = spectatee.punchangle;
1171         self.view_ofs = spectatee.view_ofs;
1172         self.v_angle = spectatee.v_angle;
1173         self.viewzoom = spectatee.viewzoom;
1174         setorigin(self, spectatee.origin);
1175         setsize(self, spectatee.mins, spectatee.maxs);
1176 }
1177
1178 void SpectateUpdate() {
1179         if(!self.enemy)
1180                         PutObserverInServer();
1181
1182         if (self != self.enemy) {
1183                 if(self.enemy.flags & FL_NOTARGET)
1184                         PutObserverInServer();
1185                 SpectateCopy(self.enemy);
1186                 self.dmg_take = self.enemy.dmg_take;
1187                 self.dmg_save = self.enemy.dmg_save;
1188                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1189                 self.fixangle = TRUE;
1190                 self.angles = self.enemy.v_angle;
1191                 //msg_entity = self;
1192                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1193                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1194                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1195                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1196         }
1197 }
1198
1199 float SpectateNext() {
1200         other = find(self.enemy, classname, "player");
1201         if (!other) {
1202                 other = find(other, classname, "player");
1203         }
1204         if (other) {
1205                 self.enemy = other;
1206         }
1207         if(self.enemy.classname == "player") {
1208                 msg_entity = self;
1209                 WriteByte(MSG_ONE, SVC_SETVIEW);
1210                 WriteEntity(MSG_ONE, self.enemy);
1211                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1212                 SpectateUpdate();
1213                 return 1;
1214         } else {
1215                 return 0;
1216         }
1217 }
1218
1219 /*
1220 =============
1221 ShowRespawnCountdown()
1222
1223 Update a respawn countdown display.
1224 =============
1225 */
1226 void ShowRespawnCountdown()
1227 {
1228         float number;
1229         if(self.deadflag == DEAD_NO) // just respawned?
1230                 return;
1231         else
1232         {
1233                 number = ceil(self.death_time - time);
1234                 if(number <= 0)
1235                         return;
1236                 if(number <= self.respawn_countdown)
1237                 {
1238                         self.respawn_countdown = number - 1;
1239                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1240                                 stuffcmd(self, strcat("play2 announcer/robotic/", ftos(number), ".ogg\n"));
1241                 }
1242         }
1243 }
1244
1245 void LeaveSpectatorMode()
1246 {
1247         if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1248                 self.classname = "player";
1249                 if(cvar("g_campaign") || cvar("g_balance_teams"))
1250                         JoinBestTeam(self, 0);
1251                 if(cvar("g_campaign"))
1252                         campaign_bots_may_start = 1;
1253                 PutClientInServer();
1254                 if(!(self.flags & FL_NOTARGET))
1255                         bprint ("^4", self.netname, "^4 is playing now\n");
1256                 centerprint(self,"");
1257                 return;
1258         } else {
1259                 stuffcmd(self,"menu_showteamselect\n");
1260                 return;
1261         }
1262 }
1263
1264 /*
1265 =============
1266 PlayerPreThink
1267
1268 Called every frame for each client before the physics are run
1269 =============
1270 */
1271 void() ctf_setstatus;
1272 .float vote_nagtime;
1273 void PlayerPreThink (void)
1274 {
1275         if(strlen(self.netname) > 0)
1276                 if(substring(self.netname, strlen(self.netname) - 1, 1) == "^")
1277                         self.netname = strzone(strcat(substring(self.netname, 0, strlen(self.netname) - 1), " ")); // BROKEN COLORS can be annoying!
1278
1279         // version nagging
1280         if(self.version_nagtime)
1281                 if(self.cvar_g_nexuizversion)
1282                         if(time > self.version_nagtime)
1283                         {
1284                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1285                                         if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1286                                         {
1287                                                 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");
1288                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1289                                         }
1290                                 self.version_nagtime = 0;
1291                         }
1292
1293         // vote nagging
1294         if(self.cvar_scr_centertime)
1295                 if(time > self.vote_nagtime)
1296                 {
1297                         VoteNag();
1298                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1299                 }
1300
1301         if(self.classname == "player") {
1302                 local vector m1, m2;
1303
1304 //              if(self.netname == "Wazat")
1305 //                      bprint(self.classname, "\n");
1306
1307                 CheckRules_Player();
1308
1309                 if(self.button7)
1310                         PrintWelcomeMessage(self);
1311
1312                 if(cvar("g_lms") || !cvar("sv_spectate"))
1313                 if((time - self.jointime) <= cvar("welcome_message_time"))
1314                         PrintWelcomeMessage(self);
1315
1316                 if (intermission_running)
1317                 {
1318                         IntermissionThink ();   // otherwise a button could be missed between
1319                         return;                                 // the think tics
1320                 }
1321
1322                 if(time > self.teleport_time)
1323                 {
1324                         self.effects = self.effects - (self.effects & EF_NODRAW);
1325                         if(self.weaponentity)
1326                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1327                 }
1328
1329                 Nixnex_GiveCurrentWeapon();
1330                 UpdateSelectedPlayer();
1331
1332                 if (self.deadflag != DEAD_NO)
1333                 {
1334                         float button_pressed, force_respawn;
1335                         player_anim();
1336                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1337                         force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1338                         if (self.deadflag == DEAD_DYING)
1339                         {
1340                                 if(force_respawn)
1341                                         self.deadflag = DEAD_RESPAWNING;
1342                                 else if(!button_pressed)
1343                                         self.deadflag = DEAD_DEAD;
1344                         }
1345                         else if (self.deadflag == DEAD_DEAD)
1346                         {
1347                                 if(button_pressed)
1348                                         self.deadflag = DEAD_RESPAWNABLE;
1349                         }
1350                         else if (self.deadflag == DEAD_RESPAWNABLE)
1351                         {
1352                                 if(!button_pressed)
1353                                         self.deadflag = DEAD_RESPAWNING;
1354                         }
1355                         else if (self.deadflag == DEAD_RESPAWNING)
1356                         {
1357                                 if(time > self.death_time)
1358                                         respawn();
1359                         }
1360                         ShowRespawnCountdown();
1361                         return;
1362                 }
1363
1364                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1365                 {
1366                         vector dist;
1367
1368                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1369                         dist = self.oldorigin - self.origin;
1370                         dist_z = 0;
1371                         self.lms_traveled_distance += fabs(vlen(dist));
1372
1373                         if(cvar("g_campaign"))
1374                         if(!campaign_bots_may_start)
1375                         {
1376                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1377                                 self.lms_traveled_distance = 0;
1378                         }
1379
1380                         if(time > self.lms_nextcheck)
1381                         {
1382                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1383                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1384                                 {
1385                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1386                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1387                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1388                                         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');
1389                                 }
1390                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1391                                 self.lms_traveled_distance = 0;
1392                         }
1393                 }
1394
1395                 if (self.button5 && !self.hook.state)
1396                 {
1397                         if (!self.crouch)
1398                         {
1399                                 self.crouch = TRUE;
1400                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1401                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1402                         }
1403                 }
1404                 else
1405                 {
1406                         if (self.crouch)
1407                         {
1408                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1409                                 if (!trace_startsolid)
1410                                 {
1411                                         self.crouch = FALSE;
1412                                         self.view_ofs = PL_VIEW_OFS;
1413                                         setsize (self, PL_MIN, PL_MAX);
1414                                 }
1415                         }
1416                 }
1417
1418                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1419                         local string defaultmodel;
1420                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1421
1422                         if (defaultmodel != self.model)
1423                         {
1424                                 m1 = self.mins;
1425                                 m2 = self.maxs;
1426                                 setmodel_lod (self, defaultmodel);
1427                                 setsize (self, m1, m2);
1428                         }
1429
1430                         if (self.skin != cvar("sv_defaultplayerskin"))
1431                                 self.skin = cvar("sv_defaultplayerskin");
1432                 } else {
1433                         if (self.playermodel != self.model)
1434                         {
1435                                 self.playermodel = CheckPlayerModel(self.playermodel);
1436                                 m1 = self.mins;
1437                                 m2 = self.maxs;
1438                                 setmodel_lod (self, self.playermodel);
1439                                 setsize (self, m1, m2);
1440                         }
1441
1442                         if(teams_matter)
1443                         {
1444                                 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1445                                         self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1446                         }
1447                         else
1448                         {
1449                                 if (self.skin != stof(self.playerskin))
1450                                         self.skin = stof(self.playerskin);
1451                         }
1452                 }
1453
1454                 GrapplingHookFrame();
1455
1456                 W_WeaponFrame();
1457
1458                 {
1459                         float zoomfactor, zoomspeed, zoomdir;
1460                         zoomfactor = self.cvar_cl_zoomfactor;
1461                         if(zoomfactor < 1 || zoomfactor > 16)
1462                                 zoomfactor = 3.1;
1463                         zoomspeed = self.cvar_cl_zoomspeed;
1464                         if(zoomspeed >= 0) // < 0 is instant zoom
1465                                 if(zoomspeed < 0.5 || zoomspeed > 16)
1466                                         zoomspeed = 3.5;
1467
1468                         zoomdir = self.button4;
1469                         if(self.button3)
1470                                 if(self.weapon == WEP_NEX)
1471                                         if(!cvar("g_minstagib"))
1472                                                 zoomdir = 1;
1473
1474                         if(zoomdir)
1475                                 self.has_zoomed = 1;
1476
1477                         if(self.has_zoomed)
1478                         {
1479                                 if(zoomspeed <= 0) // instant zoom
1480                                 {
1481                                         if(zoomdir)
1482                                                 self.viewzoom = 1 / zoomfactor;
1483                                         else
1484                                                 self.viewzoom = 1;
1485                                 }
1486                                 else
1487                                 {
1488                                         // geometric zoom would be:
1489                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1490                                         // however, testing showed that arithmetic/harmonic zoom works better
1491                                         if(zoomdir)
1492                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1493                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1494                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1495                                         else
1496                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1497                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1498                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1499                                 }
1500                         }
1501                         else
1502                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1503                 }
1504
1505                 player_powerups();
1506                 player_regen();
1507                 player_anim();
1508
1509                 if (cvar("g_minstagib"))
1510                         minstagib_ammocheck();
1511
1512                 ctf_setstatus();
1513
1514                 //self.angles_y=self.v_angle_y + 90;   // temp
1515
1516                 //if (TetrisPreFrame()) return;
1517         } else if(gameover) {
1518                 if (intermission_running)
1519                         IntermissionThink ();   // otherwise a button could be missed between
1520                 return;
1521         } else if(self.classname == "observer") {
1522
1523                 if (self.flags & FL_JUMPRELEASED) {
1524                         if (self.button2 && self.version == cvar("gameversion")) {
1525                                 self.welcomemessage_time = 0;
1526                                 self.flags = self.flags - FL_JUMPRELEASED;
1527                                 LeaveSpectatorMode();
1528                                 return;
1529                         } else if(self.button0 && self.version == cvar("gameversion")) {
1530                                 self.welcomemessage_time = 0;
1531                                 self.flags = self.flags - FL_JUMPRELEASED;
1532                                 if(SpectateNext() == 1) {
1533                                         self.classname = "spectator";
1534                                 }
1535                         }
1536                 } else {
1537                         if (!(self.button0 || self.button2)) {
1538                                 self.flags = self.flags | FL_JUMPRELEASED;
1539                         }
1540                 }
1541                 PrintWelcomeMessage(self);
1542         } else if(self.classname == "spectator") {
1543                 if (self.flags & FL_JUMPRELEASED) {
1544                         if (self.button2 && self.version == cvar("gameversion")) {
1545                                 self.welcomemessage_time = 0;
1546                                 self.flags = self.flags - FL_JUMPRELEASED;
1547                                 LeaveSpectatorMode();
1548                                 return;
1549                         } else if(self.button0) {
1550                                 self.welcomemessage_time = 0;
1551                                 self.flags = self.flags - FL_JUMPRELEASED;
1552                                 if(SpectateNext() == 1) {
1553                                         self.classname = "spectator";
1554                                 } else {
1555                                         self.classname = "observer";
1556                                         PutClientInServer();
1557                                 }
1558                         } else if (self.button3) {
1559                                 self.welcomemessage_time = 0;
1560                                 self.flags = self.flags - FL_JUMPRELEASED;
1561                                 self.classname = "observer";
1562                                 PutClientInServer();
1563                         } else {
1564                                 SpectateUpdate();
1565                         }
1566                 } else {
1567                         if (!(self.button0 || self.button3)) {
1568                                 self.flags = self.flags | FL_JUMPRELEASED;
1569                         }
1570                 }
1571                 PrintWelcomeMessage(self);
1572                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1573         }
1574 }
1575
1576
1577 /*
1578 =============
1579 PlayerPostThink
1580
1581 Called every frame for each client after the physics are run
1582 =============
1583 */
1584 void PlayerPostThink (void)
1585 {
1586         // Savage: Check for nameless players
1587         if (strlen(self.netname) < 1) {
1588                 self.netname = "Player";
1589                 stuffcmd(self, "seta _cl_name Player\n");
1590         }
1591
1592         if(self.classname == "player") {
1593                 CheckRules_Player();
1594                 UpdateChatBubble();
1595                 UpdateTeamBubble();
1596                 if (self.impulse)
1597                         ImpulseCommands ();
1598                 if (intermission_running)
1599                         return;         // intermission or finale
1600
1601                 //PrintWelcomeMessage(self);
1602                 //if (TetrisPostFrame()) return;
1603         } else if (self.classname == "observer") {
1604                 //do nothing
1605         } else if (self.classname == "spectator") {
1606                 //do nothing
1607         }
1608         Arena_Warmup();
1609 }