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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         DropAllRunes(self);
291
292         if(self.flagcarried)
293                 DropFlag(self.flagcarried);
294
295         DistributeFragsAmongTeam(self, self.team, 1);
296
297         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
298                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
299         else if(self.killcount != -666)
300                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
301
302         self.classname = "observer";
303         self.health = -666;
304         self.takedamage = DAMAGE_NO;
305         self.solid = SOLID_NOT;
306         self.movetype = MOVETYPE_NOCLIP;
307         self.flags = FL_CLIENT | FL_NOTARGET;
308         self.armorvalue = 666;
309         self.effects = 0;
310         self.armorvalue = cvar("g_balance_armor_start");
311         self.pauserotarmor_finished = 0;
312         self.pauserothealth_finished = 0;
313         self.pauseregen_finished = 0;
314         self.damageforcescale = 0;
315         self.death_time = 0;
316         self.dead_time = 0;
317         self.dead_frame = 0;
318         self.die_frame = 0;
319         self.deaths = 0;
320         self.alpha = 0;
321         self.scale = 0;
322         self.fade_time = 0;
323         self.pain_frame = 0;
324         self.pain_finished = 0;
325         self.strength_finished = 0;
326         self.invincible_finished = 0;
327         self.pushltime = 0;
328         self.think = SUB_Null;
329         self.nextthink = 0;
330         self.hook_time = 0;
331         self.runes = 0;
332         self.deadflag = DEAD_NO;
333         self.angles = spot.angles;
334         self.angles_z = 0;
335         self.fixangle = TRUE;
336         self.crouch = FALSE;
337
338         self.view_ofs = PL_VIEW_OFS;
339         setorigin (self, spot.origin);
340         setsize (self, '0 0 0', '0 0 0');
341         self.oldorigin = self.origin;
342         self.items = 0;
343         self.model = "";
344         self.modelindex = 0;
345         self.weapon = 0;
346         self.weaponmodel = "";
347         self.weaponentity = world;
348         self.killcount = -666;
349         self.velocity = '0 0 0';
350         self.avelocity = '0 0 0';
351         self.punchangle = '0 0 0';
352         self.punchvector = '0 0 0';
353         self.oldvelocity = self.velocity;
354         self.customizeentityforclient = Client_customizeentityforclient;
355
356         if(cvar("g_arena"))
357         {
358                 if(self.frags != -2)
359                 {
360                         Spawnqueue_Insert(self);
361                 }
362                 else
363                 {
364                         Spawnqueue_Unmark(self);
365                         Spawnqueue_Remove(self);
366                 }
367         }
368         else if(!cvar("g_lms"))
369                 self.frags = -666;
370 }
371
372
373 /*
374 =============
375 PutClientInServer
376
377 Called when a client spawns in the server
378 =============
379 */
380 void PutClientInServer (void)
381 {
382         if(clienttype(self) == CLIENTTYPE_BOT)
383         {
384                 self.classname = "player";
385         }
386         else if(clienttype(self) == CLIENTTYPE_REAL)
387         {
388                 msg_entity = self;
389                 WriteByte(MSG_ONE, SVC_SETVIEW);
390                 WriteEntity(MSG_ONE, self);
391         }
392
393         // player is dead and becomes observer
394         if(cvar("g_lms") && self.frags < 1)
395                 self.classname = "observer";
396
397         if(cvar("g_arena"))
398         if(!self.spawned)
399                 self.classname = "observer";
400
401         if(self.classname == "player") {
402                 entity  spot;
403
404                 spot = SelectSpawnPoint (FALSE);
405
406                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
407
408                 self.classname = "player";
409                 self.iscreature = TRUE;
410                 self.movetype = MOVETYPE_WALK;
411                 self.solid = SOLID_SLIDEBOX;
412                 self.flags = FL_CLIENT;
413                 self.takedamage = DAMAGE_AIM;
414                 self.effects = 0;
415                 self.health = cvar("g_balance_health_start");
416                 self.armorvalue = cvar("g_balance_armor_start");
417                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
418                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
419                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
420                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
421                 self.damageforcescale = 2;
422                 self.death_time = 0;
423                 self.dead_time = 0;
424                 self.dead_frame = 0;
425                 self.die_frame = 0;
426                 self.alpha = 0;
427                 self.scale = 0;
428                 self.fade_time = 0;
429                 self.pain_frame = 0;
430                 self.pain_finished = 0;
431                 self.strength_finished = 0;
432                 self.invincible_finished = 0;
433                 self.pushltime = 0;
434                 //self.speed_finished = 0;
435                 //self.slowmo_finished = 0;
436                 // players have no think function
437                 self.think = SUB_Null;
438                 self.nextthink = 0;
439                 self.weapon = 0;
440                 self.switchweapon = 0;
441                 self.hook_time = 0;
442
443                 self.runes = 0;
444
445                 self.deadflag = DEAD_NO;
446
447                 self.angles = spot.angles;
448
449                 self.angles_z = 0; // never spawn tilted even if the spot says to
450                 self.fixangle = TRUE; // turn this way immediately
451                 self.velocity = '0 0 0';
452                 self.avelocity = '0 0 0';
453                 self.punchangle = '0 0 0';
454                 self.punchvector = '0 0 0';
455                 self.oldvelocity = self.velocity;
456
457                 self.viewzoom = 0.6;
458
459                 self.customizeentityforclient = Client_customizeentityforclient;
460
461                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
462                         local string defaultmodel;
463                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
464                         setmodel_lod (self, defaultmodel);
465                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
466                 } else {
467                         self.playermodel = CheckPlayerModel(self.playermodel);
468                         setmodel_lod (self, self.playermodel);
469                         if(teams_matter)
470                                 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
471                         else
472                                 self.skin = stof(self.playerskin);
473                 }
474
475                 self.crouch = FALSE;
476                 self.view_ofs = PL_VIEW_OFS;
477                 setsize (self, PL_MIN, PL_MAX);
478                 self.spawnorigin = spot.origin;
479                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
480                 // don't reset back to last position, even if new position is stuck in solid
481                 self.oldorigin = self.origin;
482
483                 if(cvar("g_lms"))
484                 {
485                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
486                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
487                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
488                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
489                         self.health = cvar("g_lms_start_health");
490                         self.armorvalue = cvar("g_lms_start_armor");
491                 }
492                 else if (cvar("g_use_ammunition")) {
493                         self.ammo_shells = cvar("g_start_ammo_shells");
494                         self.ammo_nails = cvar("g_start_ammo_nails");
495                         self.ammo_rockets = cvar("g_start_ammo_rockets");
496                         self.ammo_cells = cvar("g_start_ammo_cells");
497                 } else {
498                         self.ammo_shells = 999;
499                         self.ammo_nails = 999;
500                         self.ammo_rockets = 999;
501                         self.ammo_cells = 999;
502                 }
503
504                 self.items = 0;
505                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
506                 {
507                         self.items = self.items | IT_LASER;
508                         self.switchweapon = WEP_LASER;
509                 }
510                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
511                 {
512                         self.items = self.items | IT_SHOTGUN;
513                         self.switchweapon = WEP_SHOTGUN;
514                 }
515                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
516                 {
517                         self.items = self.items | IT_UZI;
518                         self.switchweapon = WEP_UZI;
519                 }
520                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
521                 {
522                         self.items = self.items | IT_GRENADE_LAUNCHER;
523                         self.switchweapon = WEP_GRENADE_LAUNCHER;
524                 }
525                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
526                 {
527                         self.items = self.items | IT_ELECTRO;
528                         self.switchweapon = WEP_ELECTRO;
529                 }
530                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
531                 {
532                         self.items = self.items | IT_CRYLINK;
533                         self.switchweapon = WEP_CRYLINK;
534                 }
535                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
536                 {
537                         self.items = self.items | IT_NEX;
538                         self.switchweapon = WEP_NEX;
539                 }
540                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
541                 {
542                         self.items = self.items | IT_HAGAR;
543                         self.switchweapon = WEP_HAGAR;
544                 }
545                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
546                 {
547                         self.items = self.items | IT_ROCKET_LAUNCHER;
548                         self.switchweapon = WEP_ROCKET_LAUNCHER;
549                 }
550
551                 if(cvar("g_instagib"))
552                 {
553                         self.items = IT_NEX;
554                         self.switchweapon = WEP_NEX;
555                         self.ammo_cells = 999;
556                 }
557
558                 if(cvar("g_rocketarena"))
559                 {
560                         self.items = IT_ROCKET_LAUNCHER;
561                         self.switchweapon = WEP_ROCKET_LAUNCHER;
562                         self.ammo_rockets = 999;
563                 }
564
565                 if(cvar("g_nixnex"))
566                 {
567                         self.items = 0;
568                         // will be done later
569                 }
570
571                 if(cvar("g_minstagib"))
572                 {
573                         self.health = 100;
574                         self.armorvalue = 0;
575                         self.items = IT_NEX;
576                         self.switchweapon = WEP_NEX;
577                         self.ammo_cells = cvar("g_minstagib_ammo_start");
578                         self.jump_interval = time;
579                 }
580
581                 if(cvar("g_arena"))
582                 {
583                         Spawnqueue_Remove(self);
584                         Spawnqueue_Mark(self);
585                 }
586
587                 self.event_damage = PlayerDamage;
588
589                 self.bot_attack = TRUE;
590
591                 self.statdraintime = time + 5;
592                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
593
594                 if(self.killcount == -666) {
595                         self.killcount = 0;
596                         if(!cvar("g_arena"))
597                         if(!cvar("g_lms"))
598                                 self.frags = 0;
599                 }
600
601                 self.cnt = WEP_LASER;
602                 self.nixnex_lastchange_id = -1;
603
604                 CL_SpawnWeaponentity();
605                 self.alpha = default_player_alpha;
606                 self.exteriorweaponentity.alpha = default_weapon_alpha;
607
608                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
609                 self.lms_traveled_distance = 0;
610
611                 if(cvar("spawn_debug"))
612                 {
613                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
614                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
615                 }
616
617                 //stuffcmd(self, "chase_active 0");
618                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
619         } else if(self.classname == "observer") {
620                 PutObserverInServer ();
621         }
622 }
623
624 /*
625 =============
626 SetNewParms
627 =============
628 */
629 void SetNewParms (void)
630 {
631
632 }
633
634 /*
635 =============
636 SetChangeParms
637 =============
638 */
639 void SetChangeParms (void)
640 {
641
642 }
643
644 /*
645 =============
646 ClientKill
647
648 Called when a client types 'kill' in the console
649 =============
650 */
651 void ClientKill (void)
652 {
653         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
654 }
655
656 void FixClientCvars(entity e)
657 {
658         // send prediction settings to the client
659         stuffcmd(e, "\nin_bindmap 0 0\n");
660         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
661         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
662         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
663         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
664         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
665         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
666         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
667         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
668         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
669         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
670         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
671         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
672         stuffcmd(e, strcat("cl_movement_edgefriction 0\n"));
673 }
674
675 /*
676 =============
677 ClientConnect
678
679 Called when a client connects to the server
680 =============
681 */
682 string ColoredTeamName(float t);
683 //void dom_player_join_team(entity pl);
684 void ClientConnect (void)
685 {
686         local string s;
687         
688         self.classname = "player_joining";
689         self.flags = self.flags | FL_CLIENT;
690         self.version_nagtime = time + 10 + random() * 10;
691
692         if(player_count<0)
693         {
694                 dprint("BUG player count is lower than zero, this cannot happen!\n");
695                 player_count = 0;
696         }
697
698         bot_clientconnect();
699
700         //if(cvar("g_domination"))
701         //      dom_player_join_team(self);
702
703         //JoinBestTeam(self, FALSE);
704
705         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
706                 self.classname = "observer";
707         } else {
708                 self.classname = "player";
709                 campaign_bots_may_start = 1;
710         }
711
712         self.playerid = (playerid_last = playerid_last + 1);
713         if(cvar("sv_eventlog"))
714         {
715                 if(clienttype(self) == CLIENTTYPE_REAL)
716                         s = "player";
717                 else
718                         s = "bot";
719                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
720                 s = strcat(":team:", ftos(self.playerid), ":");
721                 s = strcat(s, ftos(self.team));
722                 GameLogEcho(s, FALSE);
723         }
724
725         //stuffcmd(self, "set tmpviewsize $viewsize \n");
726
727         bprint ("^4",self.netname);
728         bprint ("^4 connected");
729
730         if(cvar("g_domination") || cvar("g_ctf"))
731         {
732                 bprint(" and joined the ");
733                 bprint(ColoredTeamName(self.team));
734         }
735
736         bprint("\n");
737
738         self.welcomemessage_time = 0;
739
740         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
741         // TODO: is this being used for anything else than cd tracks?
742         // Remember: SVC_CDTRACK exists. Maybe it should be used.
743         
744         FixClientCvars(self);
745
746         // Wazat's grappling hook
747         SetGrappleHookBindings();
748
749         // get autoswitch state from player
750         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
751         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
752
753         // get version info from player
754         stuffcmd(self, "cmd clientversion $gameversion\n");
755
756         // get other cvars from player
757         GetCvars(0);
758
759         // set cvar for team scoreboard
760         if (teams_matter)
761         {
762                 local float t;
763                 t = cvar("teamplay");
764                 // 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
765                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
766         }
767         else
768                 stuffcmd(self, strcat("set teamplay 0\n"));
769
770         if(cvar("g_lms"))
771         {
772                 self.frags = cvar("fraglimit");
773                 // no fraglimit was set, so player gets 999 lives
774                 if(self.frags < 1)
775                         self.frags = 999;
776
777                 self.frags = LMS_NewPlayerLives();
778                 if(!self.frags)
779                 {
780                         self.frags = -666;
781                 }
782         }
783         else if(cvar("g_arena"))
784         {
785                 self.classname = "observer";
786                 Spawnqueue_Insert(self);
787         }
788
789         bot_relinkplayerlist();
790
791         self.jointime = time;
792 }
793
794 /*
795 =============
796 ClientDisconnect
797
798 Called when a client disconnects from the server
799 =============
800 */
801 void(entity e) DropFlag;
802 .entity chatbubbleentity;
803 .entity teambubbleentity;
804 void ClientDisconnect (void)
805 {
806         float save;
807         if(cvar("sv_eventlog"))
808                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
809         bprint ("^4",self.netname);
810         bprint ("^4 disconnected\n");
811
812         if (self.chatbubbleentity)
813         {
814                 remove (self.chatbubbleentity);
815                 self.chatbubbleentity = world;
816         }
817
818         if (self.teambubbleentity)
819         {
820                 remove (self.teambubbleentity);
821                 self.teambubbleentity = world;
822         }
823
824         DropAllRunes(self);
825
826         if(self.flagcarried)
827                 DropFlag(self.flagcarried);
828
829         DistributeFragsAmongTeam(self, self.team, 1);
830
831         save = self.flags;
832         self.flags = self.flags - (self.flags & FL_CLIENT);
833         bot_relinkplayerlist();
834         self.flags = save;
835
836         // remove laserdot
837         if(self.weaponentity)
838                 if(self.weaponentity.lasertarget)
839                         remove(self.weaponentity.lasertarget);
840
841         if(cvar("g_arena"))
842         {
843                 Spawnqueue_Unmark(self);
844                 Spawnqueue_Remove(self);
845         }
846
847         // free cvars
848         GetCvars(-1);
849 }
850
851 .float buttonchat;
852 void() ChatBubbleThink =
853 {
854         self.nextthink = time;
855         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
856         {
857                 self.owner.chatbubbleentity = world;
858                 remove(self);
859                 return;
860         }
861         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
862         if (self.owner.buttonchat && !self.owner.deadflag)
863                 self.model = self.mdl;
864         else
865                 self.model = "";
866 };
867
868 void() UpdateChatBubble =
869 {
870         if (!self.modelindex)
871                 return;
872         // spawn a chatbubble entity if needed
873         if (!self.chatbubbleentity)
874         {
875                 self.chatbubbleentity = spawn();
876                 self.chatbubbleentity.owner = self;
877                 self.chatbubbleentity.exteriormodeltoclient = self;
878                 self.chatbubbleentity.think = ChatBubbleThink;
879                 self.chatbubbleentity.nextthink = time;
880                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
881                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
882                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
883                 self.chatbubbleentity.model = "";
884         }
885 }
886
887
888 void() TeamBubbleThink =
889 {
890         self.nextthink = time;
891         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
892         {
893                 self.owner.teambubbleentity = world;
894                 remove(self);
895                 return;
896         }
897 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
898         if (self.owner.buttonchat || self.owner.deadflag)
899                 self.model = "";
900         else
901                 self.model = self.mdl;
902
903 };
904
905 float() TeamBubble_customizeentityforclient
906 {
907         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
908 }
909
910 void() UpdateTeamBubble =
911 {
912         if (!self.modelindex || !cvar("teamplay"))
913                 return;
914         // spawn a teambubble entity if needed
915         if (!self.teambubbleentity && cvar("teamplay"))
916         {
917                 self.teambubbleentity = spawn();
918                 self.teambubbleentity.owner = self;
919                 self.teambubbleentity.exteriormodeltoclient = self;
920                 self.teambubbleentity.think = TeamBubbleThink;
921                 self.teambubbleentity.nextthink = time;
922                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
923 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
924                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
925                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
926                 self.teambubbleentity.mdl = self.teambubbleentity.model;
927                 self.teambubbleentity.model = self.teambubbleentity.mdl;
928                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
929         }
930 }
931
932 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
933 // added to the model skins
934 /*void() UpdateColorModHack =
935 {
936         local float c;
937         c = self.clientcolors & 15;
938         // LordHavoc: only bothering to support white, green, red, yellow, blue
939              if (teamplay == 0) self.colormod = '0 0 0';
940         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
941         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
942         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
943         else if (c == 12) self.colormod = '1.22 1.22 0.10';
944         else if (c == 13) self.colormod = '0.10 0.10 1.73';
945         else self.colormod = '1 1 1';
946 };*/
947
948 /*
949 =============
950 PlayerJump
951
952 When you press the jump key
953 =============
954 */
955 void PlayerJump (void)
956 {
957         float mjumpheight;
958
959         mjumpheight = cvar("g_balance_jumpheight");
960         if (self.waterlevel >= 2)
961         {
962                 if (self.watertype == CONTENT_WATER)
963                         self.velocity_z = 200;
964                 else if (self.watertype == CONTENT_SLIME)
965                         self.velocity_z = 80;
966                 else
967                         self.velocity_z = 50;
968
969                 return;
970         }
971
972
973         if (!(self.flags & FL_ONGROUND))
974                 return;
975
976         if (!(self.flags & FL_JUMPRELEASED))
977                 return;
978
979         if(cvar("g_runematch"))
980         {
981                 if(self.runes & RUNE_SPEED)
982                 {
983                         if(self.runes & CURSE_SLOW)
984                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
985                         else
986                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
987                 }
988                 else if(self.runes & CURSE_SLOW)
989                 {
990                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
991                 }
992         }
993
994         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
995         {
996                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
997         }
998
999         self.velocity_z = self.velocity_z + mjumpheight;
1000         self.oldvelocity_z = self.velocity_z;
1001
1002         self.flags = self.flags - FL_ONGROUND;
1003         self.flags = self.flags - FL_JUMPRELEASED;
1004 }
1005
1006 void() CheckWaterJump =
1007 {
1008         local vector start, end;
1009
1010 // check for a jump-out-of-water
1011         makevectors (self.angles);
1012         start = self.origin;
1013         start_z = start_z + 8;
1014         v_forward_z = 0;
1015         normalize(v_forward);
1016         end = start + v_forward*24;
1017         traceline (start, end, TRUE, self);
1018         if (trace_fraction < 1)
1019         {       // solid at waist
1020                 start_z = start_z + self.maxs_z - 8;
1021                 end = start + v_forward*24;
1022                 self.movedir = trace_plane_normal * -50;
1023                 traceline (start, end, TRUE, self);
1024                 if (trace_fraction == 1)
1025                 {       // open at eye level
1026                         self.flags = self.flags | FL_WATERJUMP;
1027                         self.velocity_z = 225;
1028                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
1029                         self.teleport_time = time + 2;  // safety net
1030                         return;
1031                 }
1032         }
1033 };
1034
1035
1036 void respawn(void)
1037 {
1038         CopyBody(1);
1039         PutClientInServer();
1040 }
1041
1042 void player_powerups (void)
1043 {
1044         if (cvar("g_minstagib"))
1045         {
1046                 self.effects = EF_FULLBRIGHT;
1047                 if (self.items & IT_STRENGTH)
1048                 {
1049                         if (time > self.strength_finished)
1050                         {
1051                                 self.alpha = default_player_alpha;
1052                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1053                                 self.items = self.items - (self.items & IT_STRENGTH);
1054                                 sprint(self, "^3Invisibility has worn off\n");
1055                         }
1056                 }
1057                 else
1058                 {
1059                         if (time < self.strength_finished)
1060                         {
1061                                 self.alpha = cvar("g_minstagib_invis_alpha");
1062                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1063                                 self.items = self.items | IT_STRENGTH;
1064                                 sprint(self, "^3You are invisible\n");
1065                         }
1066                 }
1067
1068                 if (self.items & IT_INVINCIBLE)
1069                 {
1070                         if (time > self.invincible_finished)
1071                         {
1072                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1073                                 sprint(self, "^3Speed has worn off\n");
1074                         }
1075                 }
1076                 else
1077                 {
1078                         if (time < self.invincible_finished)
1079                         {
1080                                 self.items = self.items | IT_INVINCIBLE;
1081                                 sprint(self, "^3You are on speed\n");
1082                         }
1083                 }
1084                 return;
1085         }
1086
1087         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1088         if (self.items & IT_STRENGTH)
1089         {
1090                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1091                 if (time > self.strength_finished)
1092                 {
1093                         self.items = self.items - (self.items & IT_STRENGTH);
1094                         sprint(self, "^3Strength has worn off\n");
1095                 }
1096         }
1097         else
1098         {
1099                 if (time < self.strength_finished)
1100                 {
1101                         self.items = self.items | IT_STRENGTH;
1102                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1103                 }
1104         }
1105         if (self.items & IT_INVINCIBLE)
1106         {
1107                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1108                 if (time > self.invincible_finished)
1109                 {
1110                         self.items = self.items - (self.items & IT_INVINCIBLE);
1111                         sprint(self, "^3Shield has worn off\n");
1112                 }
1113         }
1114         else
1115         {
1116                 if (time < self.invincible_finished)
1117                 {
1118                         self.items = self.items | IT_INVINCIBLE;
1119                         sprint(self, "^3Shield surrounds you\n");
1120                 }
1121         }
1122
1123         if (cvar("g_fullbrightplayers"))
1124                 self.effects = self.effects | EF_FULLBRIGHT;
1125
1126         // midair gamemode: damage only while in the air
1127         // if in midair mode, being on ground grants temporary invulnerability
1128         // (this is so that multishot weapon don't clear the ground flag on the
1129         // first damage in the frame, leaving the player vulnerable to the
1130         // remaining hits in the same frame)
1131         if (self.flags & FL_ONGROUND)
1132         if (cvar("g_midair"))
1133                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1134
1135         if (time < self.spawnshieldtime)
1136                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1137 }
1138
1139 float CalcRegen(float current, float stable, float maxv, float regenfactor)
1140 {
1141         if(current > stable)
1142                 return current;
1143         else if(current > stable - 0.25) // when close enough, "snap"
1144                 return stable;
1145         else
1146                 return bound(0, current + (stable - current) * regenfactor * frametime, maxv);
1147 }
1148
1149 void player_regen (void)
1150 {
1151         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1152         maxh = cvar("g_balance_health_stable");
1153         maxa = cvar("g_balance_armor_stable");
1154         limith = cvar("g_balance_health_limit");
1155         limita = cvar("g_balance_armor_limit");
1156
1157         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1158                 return;
1159
1160         if(cvar("g_runematch"))
1161         {
1162                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1163                 if (self.runes & RUNE_REGEN)
1164                 {
1165                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1166                         {
1167                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1168                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1169                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1170                         }
1171                         else
1172                         {
1173                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1174                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1175                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1176                         }
1177                 }
1178                 else if (self.runes & CURSE_VENOM)
1179                 {
1180                         max_mod = cvar("g_balance_curse_venom_hpmod");
1181                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1182                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1183                         else
1184                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1185                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1186                         //if (!self.runes & RUNE_REGEN)
1187                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1188                 }
1189                 maxh = maxh * max_mod;
1190                 //maxa = maxa * max_mod;
1191
1192                 if (time > self.pauserotarmor_finished)
1193                 {
1194                         if (self.armorvalue > maxa)
1195                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1196                 }
1197                 if (time > self.pauserothealth_finished)
1198                 {
1199                         if (self.health > maxh)
1200                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1201                 }
1202                 if (time > self.pauseregen_finished)
1203                 {
1204                         self.health = CalcRegen(self.health, maxh, 1000, regen_mod * cvar("g_balance_health_regen"));
1205                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1206                 }
1207         }
1208         else
1209         {
1210                 if (time > self.pauserothealth_finished)
1211                 if (self.health > maxh)
1212                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1213                 if (time > self.pauserotarmor_finished)
1214                 if (self.armorvalue > maxa)
1215                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1216                 if (time > self.pauseregen_finished)
1217                 {
1218                         self.health = CalcRegen(self.health, maxh, 1000, cvar("g_balance_health_regen"));
1219                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1220                 }
1221         }
1222
1223         if (self.health > limith)
1224                 self.health = limith;
1225         if(self.health < 1)
1226                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1227         if (self.armorvalue > limita)
1228                 self.armorvalue = limita;
1229 }
1230
1231 /*
1232 ======================
1233 spectate mode routines
1234 ======================
1235 */
1236 void SpectateCopy(entity spectatee) {
1237         self.armortype = spectatee.armortype;
1238         self.armorvalue = spectatee.armorvalue;
1239         self.currentammo = spectatee.currentammo;
1240         self.effects = spectatee.effects;
1241         self.health = spectatee.health;
1242         self.impulse = 0;
1243         self.items = spectatee.items;
1244         self.punchangle = spectatee.punchangle;
1245         self.view_ofs = spectatee.view_ofs;
1246         self.v_angle = spectatee.v_angle;
1247         self.viewzoom = spectatee.viewzoom;
1248         setorigin(self, spectatee.origin);
1249         setsize(self, spectatee.mins, spectatee.maxs);
1250 }
1251
1252 void SpectateUpdate() {
1253         if(!self.enemy)
1254                         PutObserverInServer();
1255
1256         if (self != self.enemy) {
1257                 if(self.enemy.flags & FL_NOTARGET)
1258                         PutObserverInServer();
1259                 SpectateCopy(self.enemy);
1260                 self.dmg_take = self.enemy.dmg_take;
1261                 self.dmg_save = self.enemy.dmg_save;
1262                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1263                 self.fixangle = TRUE;
1264                 self.angles = self.enemy.v_angle;
1265                 //msg_entity = self;
1266                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1267                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1268                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1269                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1270         }
1271 }
1272
1273 float SpectateNext() {
1274         other = find(self.enemy, classname, "player");
1275         if (!other) {
1276                 other = find(other, classname, "player");
1277         }
1278         if (other) {
1279                 self.enemy = other;
1280         }
1281         if(self.enemy.classname == "player") {
1282                 msg_entity = self;
1283                 WriteByte(MSG_ONE, SVC_SETVIEW);
1284                 WriteEntity(MSG_ONE, self.enemy);
1285                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1286                 SpectateUpdate();
1287                 return 1;
1288         } else {
1289                 return 0;
1290         }
1291 }
1292
1293 /*
1294 =============
1295 ShowRespawnCountdown()
1296
1297 Update a respawn countdown display.
1298 =============
1299 */
1300 void ShowRespawnCountdown()
1301 {
1302         float number;
1303         if(self.deadflag == DEAD_NO) // just respawned?
1304                 return;
1305         else
1306         {
1307                 number = ceil(self.death_time - time);
1308                 if(number <= 0)
1309                         return;
1310                 if(number <= self.respawn_countdown)
1311                 {
1312                         self.respawn_countdown = number - 1;
1313                         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
1314                                 stuffcmd(self, strcat("play2 announcer/robotic/", ftos(number), ".ogg\n"));
1315                 }
1316         }
1317 }
1318
1319 void LeaveSpectatorMode()
1320 {
1321         if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1322                 self.classname = "player";
1323                 if(cvar("g_campaign") || cvar("g_balance_teams"))
1324                         JoinBestTeam(self, 0);
1325                 if(cvar("g_campaign"))
1326                         campaign_bots_may_start = 1;
1327                 PutClientInServer();
1328                 if(!(self.flags & FL_NOTARGET))
1329                         bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1330                 centerprint(self,"");
1331                 return;
1332         } else {
1333                 stuffcmd(self,"menu_showteamselect\n");
1334                 return;
1335         }
1336 }
1337
1338 /*
1339 =============
1340 PlayerPreThink
1341
1342 Called every frame for each client before the physics are run
1343 =============
1344 */
1345 void() ctf_setstatus;
1346 .float vote_nagtime;
1347 void PlayerPreThink (void)
1348 {
1349         // version nagging
1350         if(self.version_nagtime)
1351                 if(self.cvar_g_nexuizversion)
1352                         if(time > self.version_nagtime)
1353                         {
1354                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1355                                         if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1356                                         {
1357                                                 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");
1358                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1359                                         }
1360                                 self.version_nagtime = 0;
1361                         }
1362
1363         // vote nagging
1364         if(self.cvar_scr_centertime)
1365                 if(time > self.vote_nagtime)
1366                 {
1367                         VoteNag();
1368                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1369                 }
1370
1371         if(self.classname == "player") {
1372                 local vector m1, m2;
1373
1374 //              if(self.netname == "Wazat")
1375 //                      bprint(strcat(self.classname, "\n"));
1376
1377                 CheckRules_Player();
1378
1379                 Nixnex_GiveCurrentWeapon();
1380
1381                 if(self.button7)
1382                         PrintWelcomeMessage(self);
1383
1384                 if(cvar("g_lms") || !cvar("sv_spectate"))
1385                 if((time - self.jointime) <= cvar("welcome_message_time"))
1386                         PrintWelcomeMessage(self);
1387
1388                 if (intermission_running)
1389                 {
1390                         IntermissionThink ();   // otherwise a button could be missed between
1391                         return;                                 // the think tics
1392                 }
1393
1394                 if (self.deadflag != DEAD_NO)
1395                 {
1396                         float button_pressed, force_respawn;
1397                         player_anim();
1398                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1399                         force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1400                         if (self.deadflag == DEAD_DYING)
1401                         {
1402                                 if(force_respawn)
1403                                         self.deadflag = DEAD_RESPAWNING;
1404                                 else if(!button_pressed)
1405                                         self.deadflag = DEAD_DEAD;
1406                         }
1407                         else if (self.deadflag == DEAD_DEAD)
1408                         {
1409                                 if(button_pressed)
1410                                         self.deadflag = DEAD_RESPAWNABLE;
1411                         }
1412                         else if (self.deadflag == DEAD_RESPAWNABLE)
1413                         {
1414                                 if(!button_pressed)
1415                                         self.deadflag = DEAD_RESPAWNING;
1416                         }
1417                         else if (self.deadflag == DEAD_RESPAWNING)
1418                         {
1419                                 if(time > self.death_time)
1420                                         respawn();
1421                         }
1422                         ShowRespawnCountdown();
1423                         return;
1424                 }
1425
1426                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1427                 {
1428                         vector dist;
1429
1430                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1431                         dist = self.oldorigin - self.origin;
1432                         dist_z = 0;
1433                         self.lms_traveled_distance += fabs(vlen(dist));
1434
1435                         if(cvar("g_campaign"))
1436                         if(!campaign_bots_may_start)
1437                         {
1438                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1439                                 self.lms_traveled_distance = 0;
1440                         }
1441
1442                         if(time > self.lms_nextcheck)
1443                         {
1444                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1445                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1446                                 {
1447                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1448                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1449                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1450                                         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');
1451                                 }
1452                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1453                                 self.lms_traveled_distance = 0;
1454                         }
1455                 }
1456
1457                 if (self.button5 && !self.hook.state)
1458                 {
1459                         if (!self.crouch)
1460                         {
1461                                 self.crouch = TRUE;
1462                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1463                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1464                         }
1465                 }
1466                 else
1467                 {
1468                         if (self.crouch)
1469                         {
1470                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1471                                 if (!trace_startsolid)
1472                                 {
1473                                         self.crouch = FALSE;
1474                                         self.view_ofs = PL_VIEW_OFS;
1475                                         setsize (self, PL_MIN, PL_MAX);
1476                                 }
1477                         }
1478                 }
1479
1480                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1481                         local string defaultmodel;
1482                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1483
1484                         if (defaultmodel != self.model)
1485                         {
1486                                 m1 = self.mins;
1487                                 m2 = self.maxs;
1488                                 setmodel_lod (self, defaultmodel);
1489                                 setsize (self, m1, m2);
1490                         }
1491
1492                         if (self.skin != cvar("sv_defaultplayerskin"))
1493                                 self.skin = cvar("sv_defaultplayerskin");
1494                 } else {
1495                         if (self.playermodel != self.model)
1496                         {
1497                                 self.playermodel = CheckPlayerModel(self.playermodel);
1498                                 m1 = self.mins;
1499                                 m2 = self.maxs;
1500                                 setmodel_lod (self, self.playermodel);
1501                                 setsize (self, m1, m2);
1502                         }
1503
1504                         if(teams_matter)
1505                         {
1506                                 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1507                                         self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1508                         }
1509                         else
1510                         {
1511                                 if (self.skin != stof(self.playerskin))
1512                                         self.skin = stof(self.playerskin);
1513                         }
1514                 }
1515
1516                 GrapplingHookFrame();
1517
1518                 W_WeaponFrame();
1519
1520                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1521                 {
1522                         if (cvar("g_minstagib") && self.button3)
1523                         {
1524                                 if (self.jump_interval <= (time + 0.1))
1525                                 {
1526                                         self.jump_interval = time + 1;
1527                                         W_Laser_Attack();
1528                                 }
1529                         }
1530                         else if (self.viewzoom > 0.4)
1531                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1532                 }
1533                 else if (self.viewzoom < 1.0)
1534                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1535
1536
1537                 if (self.button2)
1538                         PlayerJump ();
1539                 else
1540                         self.flags = self.flags | FL_JUMPRELEASED;
1541
1542                 player_powerups();
1543                 player_regen();
1544                 player_anim();
1545
1546                 if (cvar("g_minstagib"))
1547                         minstagib_ammocheck();
1548
1549                 ctf_setstatus();
1550
1551                 //self.angles_y=self.v_angle_y + 90;   // temp
1552
1553                 if (self.waterlevel == 2)
1554                         CheckWaterJump ();
1555
1556                 //if (TetrisPreFrame()) return;
1557         } else if(gameover) {
1558                 if (intermission_running)
1559                         IntermissionThink ();   // otherwise a button could be missed between
1560                 return;
1561         } else if(self.classname == "observer") {
1562
1563                 if (self.flags & FL_JUMPRELEASED) {
1564                         if (self.button2 && self.version == cvar("gameversion")) {
1565                                 self.welcomemessage_time = 0;
1566                                 self.flags = self.flags - FL_JUMPRELEASED;
1567                                 LeaveSpectatorMode();
1568                                 return;
1569                         } else if(self.button0 && self.version == cvar("gameversion")) {
1570                                 self.welcomemessage_time = 0;
1571                                 self.flags = self.flags - FL_JUMPRELEASED;
1572                                 if(SpectateNext() == 1) {
1573                                         self.classname = "spectator";
1574                                 }
1575                         }
1576                 } else {
1577                         if (!(self.button0 || self.button2)) {
1578                                 self.flags = self.flags | FL_JUMPRELEASED;
1579                         }
1580                 }
1581                 PrintWelcomeMessage(self);
1582         } else if(self.classname == "spectator") {
1583                 if (self.flags & FL_JUMPRELEASED) {
1584                         if (self.button2 && self.version == cvar("gameversion")) {
1585                                 self.welcomemessage_time = 0;
1586                                 self.flags = self.flags - FL_JUMPRELEASED;
1587                                 LeaveSpectatorMode();
1588                                 return;
1589                         } else if(self.button0) {
1590                                 self.welcomemessage_time = 0;
1591                                 self.flags = self.flags - FL_JUMPRELEASED;
1592                                 if(SpectateNext() == 1) {
1593                                         self.classname = "spectator";
1594                                 } else {
1595                                         self.classname = "observer";
1596                                         PutClientInServer();
1597                                 }
1598                         } else if (self.button3) {
1599                                 self.welcomemessage_time = 0;
1600                                 self.flags = self.flags - FL_JUMPRELEASED;
1601                                 self.classname = "observer";
1602                                 PutClientInServer();
1603                         } else {
1604                                 SpectateUpdate();
1605                         }
1606                 } else {
1607                         if (!(self.button0 || self.button3)) {
1608                                 self.flags = self.flags | FL_JUMPRELEASED;
1609                         }
1610                 }
1611                 PrintWelcomeMessage(self);
1612                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1613         }
1614 }
1615
1616
1617 /*
1618 =============
1619 PlayerPostThink
1620
1621 Called every frame for each client after the physics are run
1622 =============
1623 */
1624 void PlayerPostThink (void)
1625 {
1626         // Savage: Check for nameless players
1627         if (strlen(self.netname) < 1) {
1628                 self.netname = "Player";
1629                 stuffcmd(self, "seta _cl_name Player\n");
1630         }
1631
1632         if(self.classname == "player") {
1633                 CheckRules_Player();
1634                 UpdateChatBubble();
1635                 UpdateTeamBubble();
1636                 if (self.deadflag == DEAD_NO)
1637                 if (self.impulse)
1638                         ImpulseCommands ();
1639                 if (intermission_running)
1640                         return;         // intermission or finale
1641
1642                 //PrintWelcomeMessage(self);
1643                 //if (TetrisPostFrame()) return;
1644         } else if (self.classname == "observer") {
1645                 //do nothing
1646         } else if (self.classname == "spectator") {
1647                 //do nothing
1648         }
1649         Arena_Warmup();
1650 }