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1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4         relocate_spawnpoint();
5 }
6
7 void info_player_deathmatch (void)
8 {
9         relocate_spawnpoint();
10 }
11
12 float spawn_allbad;
13 float spawn_allgood;
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
15 {
16         local entity spot, player, nextspot, previousspot, newfirstspot;
17         local float pcount;
18         spot = firstspot;
19         newfirstspot = world;
20         previousspot = world;
21         spawn_allgood = TRUE;
22         spawn_allbad = TRUE;
23         while (spot)
24         {
25                 nextspot = spot.chain;
26                 // count team mismatches as bad spots
27                 if (spot.team == teamcheck)
28                 {
29                         pcount = 0;
30                         player = playerlist;
31                         while (player)
32                         {
33                                 if (player != self)
34                                 if (vlen(player.origin - spot.origin) < mindist)
35                                         pcount = pcount + 1;
36                                 player = player.chain;
37                         }
38                         if (!pcount)
39                         {
40                                 spawn_allbad = FALSE;
41                                 if (newfirstspot)
42                                         previousspot.chain = spot;
43                                 else
44                                         newfirstspot = spot;
45                                 previousspot = spot;
46                                 spot.chain = world;
47                         }
48                         else
49                                 spawn_allgood = FALSE;
50                 }
51                 spot = nextspot;
52         }
53         // if we couldn't find ANY good points, return the original list
54         if (!newfirstspot)
55                 newfirstspot = firstspot;
56         return newfirstspot;
57 }
58
59 entity Spawn_RandomPoint(entity firstspot)
60 {
61         local entity spot;
62         local float numspots;
63         // count number of spots
64         numspots = 0;
65         spot = firstspot;
66         while (spot)
67         {
68                 numspots = numspots + 1;
69                 spot = spot.chain;
70         }
71         // pick a random one
72         numspots = numspots * random();
73         spot = firstspot;
74         while (spot.chain && numspots >= 1)
75         {
76                 numspots = numspots - 1;
77                 spot = spot.chain;
78         }
79         return spot;
80 }
81
82 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
83 {
84         local entity best, spot, player;
85         local float bestrating, rating;
86         best = world;
87         bestrating = -1000000;
88         spot = firstspot;
89         while (spot)
90         {
91                 rating = 1000000000;
92                 player = playerlist;
93                 while (player)
94                 {
95                         if (player != self)
96                                 rating = min(rating, vlen(player.origin - spot.origin));
97                         player = player.chain;
98                 }
99                 rating = rating + random() * 16;
100                 if (bestrating < rating)
101                 {
102                         best = spot;
103                         bestrating = rating;
104                 }
105                 spot = spot.chain;
106         }
107         return best;
108 }
109
110 /*
111 =============
112 SelectSpawnPoint
113
114 Finds a point to respawn
115 =============
116 */
117 entity SelectSpawnPoint (float anypoint)
118 {
119         local float teamcheck;
120         local entity spot, firstspot, playerlist;
121
122         spot = find (world, classname, "testplayerstart");
123         if (spot)
124                 return spot;
125
126         teamcheck = 0;
127
128         if(!anypoint && cvar("g_ctf") )
129                 teamcheck = self.team;
130
131         // get the list of players
132         playerlist = findchain(classname, "player");
133         // get the entire list of spots
134         firstspot = findchain(classname, "info_player_deathmatch");
135         // filter out the bad ones
136         // (note this returns the original list if none survived)
137         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
138
139         // there is 50/50 chance of choosing a random spot or the furthest spot
140         // (this means that roughly every other spawn will be furthest, so you
141         // usually won't get fragged at spawn twice in a row)
142         if (arena_roundbased)
143         {
144                 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
145                 spot = Spawn_RandomPoint(firstspot);
146         }
147         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
148                 spot = Spawn_RandomPoint(firstspot);
149         else
150                 spot = Spawn_FurthestPoint(firstspot, playerlist);
151
152         if (!spot)
153         {
154                 if(cvar("spawn_debug"))
155                         GotoNextMap();
156                 else
157                         error ("PutClientInServer: no start points on level");
158         }
159
160         return spot;
161 }
162
163 /*
164 =============
165 CheckPlayerModel
166
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
169 =============
170 */
171 string FallbackPlayerModel = "models/player/marine.zym";
172 string CheckPlayerModel(string plyermodel) {
173         if(strlen(plyermodel) < 4)
174                 return FallbackPlayerModel;
175         if( substring(plyermodel,0,14) != "models/player/")
176                 return FallbackPlayerModel;
177         else if(cvar("sv_servermodelsonly"))
178         {
179                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
180                         return FallbackPlayerModel;
181                 if(!fexists(plyermodel))
182                         return FallbackPlayerModel;
183         }
184         return plyermodel;
185 }
186
187 /*
188 =============
189 Client_customizeentityforclient
190
191 LOD reduction
192 =============
193 */
194 float Client_customizeentityforclient()
195 {
196 #ifdef ALLOW_VARIABLE_LOD
197         // self: me
198         // other: the player viewing me
199         float distance;
200         float f;
201
202         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
203                 return TRUE;
204
205         if(other.cvar_cl_playerdetailreduction <= 0)
206         {
207                 if(other.cvar_cl_playerdetailreduction <= -2)
208                         self.modelindex = self.modelindex_lod2;
209                 else if(other.cvar_cl_playerdetailreduction <= -1)
210                         self.modelindex = self.modelindex_lod1;
211                 else
212                         self.modelindex = self.modelindex_lod0;
213         }
214         else
215         {
216                 distance = vlen(self.origin - other.origin);
217                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
218                 if(f > 10000)
219                         self.modelindex = self.modelindex_lod2;
220                 else if(f > 5000)
221                         self.modelindex = self.modelindex_lod1;
222                 else
223                         self.modelindex = self.modelindex_lod0;
224         }
225 #endif
226
227         return TRUE;
228 }
229
230 void setmodel_lod(entity e, string modelname)
231 {
232 #ifdef ALLOW_VARIABLE_LOD
233         string s;
234
235         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
236         if(fexists(s))
237         {
238                 precache_model(s);
239                 setmodel(e, s);
240                 self.modelindex_lod1 = self.modelindex;
241         }
242         else
243                 self.modelindex_lod1 = -1;
244
245         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
246         if(fexists(s))
247         {
248                 precache_model(s);
249                 setmodel(e, s);
250                 self.modelindex_lod2 = self.modelindex;
251         }
252         else
253                 self.modelindex_lod2 = -1;
254
255         precache_model(modelname);
256         setmodel(e, modelname);
257         self.modelindex_lod0 = self.modelindex;
258
259         if(self.modelindex_lod1 < 0)
260                 self.modelindex_lod1 = self.modelindex;
261
262         if(self.modelindex_lod2 < 0)
263                 self.modelindex_lod2 = self.modelindex;
264 #else
265         precache_model(modelname);
266         setmodel(e, modelname);
267 #endif
268 }
269
270 /*
271 =============
272 PutObserverInServer
273
274 putting a client as observer in the server
275 =============
276 */
277 void PutObserverInServer (void)
278 {
279         entity  spot;
280         spot = SelectSpawnPoint (FALSE);
281         RemoveGrapplingHook(self); // Wazat's Grappling Hook
282
283         if(clienttype(self) == CLIENTTYPE_REAL)
284         {
285                 msg_entity = self;
286                 WriteByte(MSG_ONE, SVC_SETVIEW);
287                 WriteEntity(MSG_ONE, self);
288         }
289
290         if (cvar("g_runematch"))
291                 DropAllRunes(self);
292
293         DistributeFragsAmongTeam(self, self.team, 1);
294
295         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
296                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
297         else if(self.killcount != -666)
298                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
299
300         self.classname = "observer";
301         self.health = -666;
302         self.takedamage = DAMAGE_NO;
303         self.solid = SOLID_NOT;
304         self.movetype = MOVETYPE_NOCLIP;
305         self.flags = FL_CLIENT | FL_NOTARGET;
306         self.armorvalue = 666;
307         self.effects = 0;
308         self.armorvalue = cvar("g_balance_armor_start");
309         self.pauserotarmor_finished = 0;
310         self.pauserothealth_finished = 0;
311         self.pauseregen_finished = 0;
312         self.damageforcescale = 0;
313         self.death_time = 0;
314         self.dead_time = 0;
315         self.dead_frame = 0;
316         self.die_frame = 0;
317         self.deaths = 0;
318         self.alpha = 0;
319         self.scale = 0;
320         self.fade_time = 0;
321         self.pain_frame = 0;
322         self.pain_finished = 0;
323         self.strength_finished = 0;
324         self.invincible_finished = 0;
325         self.pushltime = 0;
326         self.think = SUB_Null;
327         self.nextthink = 0;
328         self.hook_time = 0;
329         self.runes = 0;
330         self.deadflag = DEAD_NO;
331         self.angles = spot.angles;
332         self.angles_z = 0;
333         self.fixangle = TRUE;
334         self.crouch = FALSE;
335
336         self.view_ofs = PL_VIEW_OFS;
337         setorigin (self, spot.origin);
338         setsize (self, '0 0 0', '0 0 0');
339         self.oldorigin = self.origin;
340         self.items = 0;
341         self.model = "";
342         self.modelindex = 0;
343         self.weapon = 0;
344         self.weaponmodel = "";
345         self.weaponentity = world;
346         self.killcount = -666;
347         self.velocity = '0 0 0';
348         self.avelocity = '0 0 0';
349         self.punchangle = '0 0 0';
350         self.punchvector = '0 0 0';
351         self.oldvelocity = self.velocity;
352         self.customizeentityforclient = Client_customizeentityforclient;
353
354         if(cvar("g_arena"))
355         {
356                 if(self.frags != -2)
357                 {
358                         Spawnqueue_Insert(self);
359                 }
360                 else
361                 {
362                         Spawnqueue_Unmark(self);
363                         Spawnqueue_Remove(self);
364                 }
365         }
366         else if(!cvar("g_lms"))
367                 self.frags = -666;
368 }
369
370
371 /*
372 =============
373 PutClientInServer
374
375 Called when a client spawns in the server
376 =============
377 */
378 void PutClientInServer (void)
379 {
380         if(clienttype(self) == CLIENTTYPE_BOT)
381         {
382                 self.classname = "player";
383         }
384         else if(clienttype(self) == CLIENTTYPE_REAL)
385         {
386                 msg_entity = self;
387                 WriteByte(MSG_ONE, SVC_SETVIEW);
388                 WriteEntity(MSG_ONE, self);
389         }
390
391         // player is dead and becomes observer
392         if(cvar("g_lms") && self.frags < 1)
393                 self.classname = "observer";
394
395         if(cvar("g_arena"))
396         if(!self.spawned)
397                 self.classname = "observer";
398
399         if(self.classname == "player") {
400                 entity  spot;
401
402                 spot = SelectSpawnPoint (FALSE);
403
404                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
405
406                 self.classname = "player";
407                 self.iscreature = TRUE;
408                 self.movetype = MOVETYPE_WALK;
409                 self.solid = SOLID_SLIDEBOX;
410                 self.flags = FL_CLIENT;
411                 self.takedamage = DAMAGE_AIM;
412                 self.effects = 0;
413                 self.health = cvar("g_balance_health_start");
414                 self.armorvalue = cvar("g_balance_armor_start");
415                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
416                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
417                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
418                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
419                 self.damageforcescale = 2;
420                 self.death_time = 0;
421                 self.dead_time = 0;
422                 self.dead_frame = 0;
423                 self.die_frame = 0;
424                 self.alpha = 0;
425                 self.scale = 0;
426                 self.fade_time = 0;
427                 self.pain_frame = 0;
428                 self.pain_finished = 0;
429                 self.strength_finished = 0;
430                 self.invincible_finished = 0;
431                 self.pushltime = 0;
432                 //self.speed_finished = 0;
433                 //self.slowmo_finished = 0;
434                 // players have no think function
435                 self.think = SUB_Null;
436                 self.nextthink = 0;
437                 self.weapon = 0;
438                 self.switchweapon = 0;
439                 self.hook_time = 0;
440
441                 self.runes = 0;
442
443                 self.deadflag = DEAD_NO;
444
445                 self.angles = spot.angles;
446
447                 self.angles_z = 0; // never spawn tilted even if the spot says to
448                 self.fixangle = TRUE; // turn this way immediately
449                 self.velocity = '0 0 0';
450                 self.avelocity = '0 0 0';
451                 self.punchangle = '0 0 0';
452                 self.punchvector = '0 0 0';
453                 self.oldvelocity = self.velocity;
454
455                 self.viewzoom = 0.6;
456
457                 self.customizeentityforclient = Client_customizeentityforclient;
458
459                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
460                         local string defaultmodel;
461                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
462                         setmodel_lod (self, defaultmodel);
463                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
464                 } else {
465                         self.playermodel = CheckPlayerModel(self.playermodel);
466                         setmodel_lod (self, self.playermodel);
467                         self.skin = stof(self.playerskin);
468
469                 }
470
471                 self.crouch = FALSE;
472                 self.view_ofs = PL_VIEW_OFS;
473                 setsize (self, PL_MIN, PL_MAX);
474                 self.spawnorigin = spot.origin;
475                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
476                 // don't reset back to last position, even if new position is stuck in solid
477                 self.oldorigin = self.origin;
478
479                 if(cvar("g_lms"))
480                 {
481                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
482                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
483                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
484                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
485                         self.health = cvar("g_lms_start_health");
486                         self.armorvalue = cvar("g_lms_start_armor");
487                 }
488                 else if (cvar("g_use_ammunition")) {
489                         self.ammo_shells = cvar("g_start_ammo_shells");
490                         self.ammo_nails = cvar("g_start_ammo_nails");
491                         self.ammo_rockets = cvar("g_start_ammo_rockets");
492                         self.ammo_cells = cvar("g_start_ammo_cells");
493                 } else {
494                         self.ammo_shells = 999;
495                         self.ammo_nails = 999;
496                         self.ammo_rockets = 999;
497                         self.ammo_cells = 999;
498                 }
499
500                 self.items = 0;
501                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
502                 {
503                         self.items = self.items | IT_LASER;
504                         self.switchweapon = WEP_LASER;
505                 }
506                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
507                 {
508                         self.items = self.items | IT_SHOTGUN;
509                         self.switchweapon = WEP_SHOTGUN;
510                 }
511                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
512                 {
513                         self.items = self.items | IT_UZI;
514                         self.switchweapon = WEP_UZI;
515                 }
516                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
517                 {
518                         self.items = self.items | IT_GRENADE_LAUNCHER;
519                         self.switchweapon = WEP_GRENADE_LAUNCHER;
520                 }
521                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
522                 {
523                         self.items = self.items | IT_ELECTRO;
524                         self.switchweapon = WEP_ELECTRO;
525                 }
526                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
527                 {
528                         self.items = self.items | IT_CRYLINK;
529                         self.switchweapon = WEP_CRYLINK;
530                 }
531                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
532                 {
533                         self.items = self.items | IT_NEX;
534                         self.switchweapon = WEP_NEX;
535                 }
536                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
537                 {
538                         self.items = self.items | IT_HAGAR;
539                         self.switchweapon = WEP_HAGAR;
540                 }
541                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
542                 {
543                         self.items = self.items | IT_ROCKET_LAUNCHER;
544                         self.switchweapon = WEP_ROCKET_LAUNCHER;
545                 }
546
547                 if(cvar("g_instagib"))
548                 {
549                         self.items = IT_NEX;
550                         self.switchweapon = WEP_NEX;
551                         self.ammo_cells = 999;
552                 }
553
554                 if(cvar("g_rocketarena"))
555                 {
556                         self.items = IT_ROCKET_LAUNCHER;
557                         self.switchweapon = WEP_ROCKET_LAUNCHER;
558                         self.ammo_rockets = 999;
559                 }
560
561                 if(cvar("g_nixnex"))
562                 {
563                         self.items = 0;
564                         // will be done later
565                 }
566
567                 if(cvar("g_minstagib"))
568                 {
569                         self.health = 100;
570                         self.armorvalue = 0;
571                         self.items = IT_NEX;
572                         self.switchweapon = WEP_NEX;
573                         self.ammo_cells = cvar("g_minstagib_ammo_start");
574                         self.jump_interval = time;
575                 }
576
577                 if(cvar("g_arena"))
578                 {
579                         Spawnqueue_Remove(self);
580                         Spawnqueue_Mark(self);
581                 }
582
583                 self.event_damage = PlayerDamage;
584
585                 self.bot_attack = TRUE;
586
587                 self.statdraintime = time + 5;
588                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
589
590                 if(self.killcount == -666) {
591                         self.killcount = 0;
592                         if(!cvar("g_arena"))
593                         if(!cvar("g_lms"))
594                                 self.frags = 0;
595                 }
596
597                 self.cnt = WEP_LASER;
598                 self.nixnex_lastchange_id = -1;
599
600                 CL_SpawnWeaponentity();
601                 self.alpha = default_player_alpha;
602                 self.exteriorweaponentity.alpha = default_weapon_alpha;
603
604                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
605                 self.lms_traveled_distance = 0;
606
607                 if(cvar("spawn_debug"))
608                 {
609                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
610                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
611                 }
612
613                 //stuffcmd(self, "chase_active 0");
614                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
615         } else if(self.classname == "observer") {
616                 PutObserverInServer ();
617         }
618 }
619
620 /*
621 =============
622 SetNewParms
623 =============
624 */
625 void SetNewParms (void)
626 {
627
628 }
629
630 /*
631 =============
632 SetChangeParms
633 =============
634 */
635 void SetChangeParms (void)
636 {
637
638 }
639
640 /*
641 =============
642 ClientKill
643
644 Called when a client types 'kill' in the console
645 =============
646 */
647 void ClientKill (void)
648 {
649         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
650 }
651
652 /*
653 =============
654 ClientConnect
655
656 Called when a client connects to the server
657 =============
658 */
659 string ColoredTeamName(float t);
660 //void dom_player_join_team(entity pl);
661 void ClientConnect (void)
662 {
663         //local float fh;
664         local string s;
665         
666         self.classname = "player_joining";
667         self.flags = self.flags | FL_CLIENT;
668
669         if(player_count<0) player_count = 0;
670
671         bot_clientconnect();
672
673         //if(cvar("g_domination"))
674         //      dom_player_join_team(self);
675
676         //JoinBestTeam(self, FALSE);
677
678         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
679                 self.classname = "observer";
680         } else {
681                 self.classname = "player";
682                 campaign_bots_may_start = 1;
683         }
684
685         self.playerid = (playerid_last = playerid_last + 1);
686         if(cvar("sv_eventlog"))
687         {
688                 if(clienttype(self) == CLIENTTYPE_REAL)
689                         s = "player";
690                 else
691                         s = "bot";
692                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
693                 s = strcat(":team:", ftos(self.playerid), ":");
694                 s = strcat(s, ftos(self.team));
695                 GameLogEcho(s, FALSE);
696         }
697
698         //stuffcmd(self, "set tmpviewsize $viewsize \n");
699
700         bprint ("^4",self.netname);
701         bprint ("^4 connected");
702
703         if(cvar("g_domination") || cvar("g_ctf"))
704         {
705                 bprint(" and joined the ");
706                 bprint(ColoredTeamName(self.team));
707         }
708
709         bprint("\n");
710
711         self.welcomemessage_time = time + cvar("welcome_message_time");
712         self.welcomemessage_time2 = 0;
713
714         /*
715         // the client might not have his maps/%s.cfg file yet!
716         // so send the one from the server...
717         fh = fopen(strcat("maps/", mapname, ".cfg"), FILE_READ);
718         if(fh >= 0)
719         {
720                 while((s = fgets(fh)))
721                         stuffcmd(self, strcat(s, "\n"));
722                 fclose(fh);
723         }
724         // and then execute the client's so he can still override CD tracks
725
726         not needed any more: current map download system disconnects and reconnects
727         after the download, and then the file will be there
728         */
729         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
730
731         // TODO: is this being used for anything else than cd tracks?
732         // Remember: SVC_CDTRACK exists. Maybe it should be used.
733         
734         // send prediction settings to the client
735         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
736         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
737         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
738         stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
739         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
740         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
741         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
742         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
743         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
744         stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
745         stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
746         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
747         // Wazat's grappling hook
748         SetGrappleHookBindings();
749
750         // get autoswitch state from player
751         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
752         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
753
754         // get version info from player
755         stuffcmd(self, "cmd clientversion $gameversion\n");
756
757         // get other cvars from player
758         GetCvars(0);
759
760         // set cvar for team scoreboard
761         if (teams_matter)
762         {
763                 local float t;
764                 t = cvar("teamplay");
765                 // 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
766                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
767         }
768         else
769                 stuffcmd(self, strcat("set teamplay 0\n"));
770
771         if(cvar("g_lms"))
772         {
773                 self.frags = cvar("fraglimit");
774                 // no fraglimit was set, so player gets 999 lives
775                 if(self.frags < 1)
776                         self.frags = 999;
777
778                 // disallow player to join after the worst player has lost g_lms_last_join lives
779                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
780                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
781                 {
782                         self.frags = -666;
783                         lms_dead_count += 1;
784                 }
785                 else if(cvar("fraglimit") > lms_lowest_lives)
786                 {
787                         self.frags = lms_lowest_lives;
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         DropAllRunes(self);
832
833         if(self.flagcarried)
834                 DropFlag(self.flagcarried);
835
836         DistributeFragsAmongTeam(self, self.team, 1);
837
838         save = self.flags;
839         self.flags = self.flags - (self.flags & FL_CLIENT);
840         bot_relinkplayerlist();
841         self.flags = save;
842
843         // remove laserdot
844         if(self.weaponentity)
845                 if(self.weaponentity.lasertarget)
846                         remove(self.weaponentity.lasertarget);
847
848         // player was dead, decrease dead count
849         if(cvar("g_lms") && self.frags < 1)
850                 lms_dead_count -= 1;
851         else if(cvar("g_arena"))
852         {
853                 Spawnqueue_Unmark(self);
854                 Spawnqueue_Remove(self);
855         }
856 }
857
858 .float buttonchat;
859 void() ChatBubbleThink =
860 {
861         self.nextthink = time;
862         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
863         {
864                 self.owner.chatbubbleentity = world;
865                 remove(self);
866                 return;
867         }
868         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
869         if (self.owner.buttonchat && !self.owner.deadflag)
870                 self.model = self.mdl;
871         else
872                 self.model = "";
873 };
874
875 void() UpdateChatBubble =
876 {
877         if (!self.modelindex)
878                 return;
879         // spawn a chatbubble entity if needed
880         if (!self.chatbubbleentity)
881         {
882                 self.chatbubbleentity = spawn();
883                 self.chatbubbleentity.owner = self;
884                 self.chatbubbleentity.exteriormodeltoclient = self;
885                 self.chatbubbleentity.think = ChatBubbleThink;
886                 self.chatbubbleentity.nextthink = time;
887                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
888                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
889                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
890                 self.chatbubbleentity.model = "";
891         }
892 }
893
894
895 void() TeamBubbleThink =
896 {
897         self.nextthink = time;
898         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
899         {
900                 self.owner.teambubbleentity = world;
901                 remove(self);
902                 return;
903         }
904 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
905         if (self.owner.buttonchat || self.owner.deadflag)
906                 self.model = "";
907         else
908                 self.model = self.mdl;
909
910 };
911
912 float() TeamBubble_customizeentityforclient
913 {
914         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
915 }
916
917 void() UpdateTeamBubble =
918 {
919         if (!self.modelindex || !cvar("teamplay"))
920                 return;
921         // spawn a teambubble entity if needed
922         if (!self.teambubbleentity && cvar("teamplay"))
923         {
924                 self.teambubbleentity = spawn();
925                 self.teambubbleentity.owner = self;
926                 self.teambubbleentity.exteriormodeltoclient = self;
927                 self.teambubbleentity.think = TeamBubbleThink;
928                 self.teambubbleentity.nextthink = time;
929                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
930 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
931                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
932                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
933                 self.teambubbleentity.mdl = self.teambubbleentity.model;
934                 self.teambubbleentity.model = self.teambubbleentity.mdl;
935                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
936         }
937 }
938
939 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
940 // added to the model skins
941 /*void() UpdateColorModHack =
942 {
943         local float c;
944         c = self.clientcolors & 15;
945         // LordHavoc: only bothering to support white, green, red, yellow, blue
946              if (teamplay == 0) self.colormod = '0 0 0';
947         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
948         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
949         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
950         else if (c == 12) self.colormod = '1.22 1.22 0.10';
951         else if (c == 13) self.colormod = '0.10 0.10 1.73';
952         else self.colormod = '1 1 1';
953 };*/
954
955 /*
956 =============
957 PlayerJump
958
959 When you press the jump key
960 =============
961 */
962 void PlayerJump (void)
963 {
964         float mjumpheight;
965
966         mjumpheight = cvar("g_balance_jumpheight");
967         if (self.waterlevel >= 2)
968         {
969                 if (self.watertype == CONTENT_WATER)
970                         self.velocity_z = 200;
971                 else if (self.watertype == CONTENT_SLIME)
972                         self.velocity_z = 80;
973                 else
974                         self.velocity_z = 50;
975
976                 return;
977         }
978
979
980         if (!(self.flags & FL_ONGROUND))
981                 return;
982
983         if (!(self.flags & FL_JUMPRELEASED))
984                 return;
985
986         if(cvar("g_runematch"))
987         {
988                 if(self.runes & RUNE_SPEED)
989                 {
990                         if(self.runes & CURSE_SLOW)
991                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
992                         else
993                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
994                 }
995                 else if(self.runes & CURSE_SLOW)
996                 {
997                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
998                 }
999         }
1000
1001         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
1002         {
1003                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
1004         }
1005
1006         self.velocity_z = self.velocity_z + mjumpheight;
1007         self.oldvelocity_z = self.velocity_z;
1008
1009         self.flags = self.flags - FL_ONGROUND;
1010         self.flags = self.flags - FL_JUMPRELEASED;
1011 }
1012
1013 void() CheckWaterJump =
1014 {
1015         local vector start, end;
1016
1017 // check for a jump-out-of-water
1018         makevectors (self.angles);
1019         start = self.origin;
1020         start_z = start_z + 8;
1021         v_forward_z = 0;
1022         normalize(v_forward);
1023         end = start + v_forward*24;
1024         traceline (start, end, TRUE, self);
1025         if (trace_fraction < 1)
1026         {       // solid at waist
1027                 start_z = start_z + self.maxs_z - 8;
1028                 end = start + v_forward*24;
1029                 self.movedir = trace_plane_normal * -50;
1030                 traceline (start, end, TRUE, self);
1031                 if (trace_fraction == 1)
1032                 {       // open at eye level
1033                         self.flags = self.flags | FL_WATERJUMP;
1034                         self.velocity_z = 225;
1035                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
1036                         self.teleport_time = time + 2;  // safety net
1037                         return;
1038                 }
1039         }
1040 };
1041
1042
1043 void respawn(void)
1044 {
1045         CopyBody(1);
1046         PutClientInServer();
1047 }
1048
1049 void player_powerups (void)
1050 {
1051         if (cvar("g_minstagib"))
1052         {
1053                 self.effects = EF_FULLBRIGHT;
1054                 if (self.items & IT_STRENGTH)
1055                 {
1056                         if (time > self.strength_finished)
1057                         {
1058                                 self.alpha = default_player_alpha;
1059                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1060                                 self.items = self.items - (self.items & IT_STRENGTH);
1061                                 sprint(self, "^3Invisibility has worn off\n");
1062                         }
1063                 }
1064                 else
1065                 {
1066                         if (time < self.strength_finished)
1067                         {
1068                                 self.alpha = cvar("g_minstagib_invis_alpha");
1069                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1070                                 self.items = self.items | IT_STRENGTH;
1071                                 sprint(self, "^3You are invisible\n");
1072                         }
1073                 }
1074
1075                 if (self.items & IT_INVINCIBLE)
1076                 {
1077                         if (time > self.invincible_finished)
1078                         {
1079                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1080                                 sprint(self, "^3Speed has worn off\n");
1081                         }
1082                 }
1083                 else
1084                 {
1085                         if (time < self.invincible_finished)
1086                         {
1087                                 self.items = self.items | IT_INVINCIBLE;
1088                                 sprint(self, "^3You are on speed\n");
1089                         }
1090                 }
1091                 return;
1092         }
1093
1094         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1095         if (self.items & IT_STRENGTH)
1096         {
1097                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1098                 if (time > self.strength_finished)
1099                 {
1100                         self.items = self.items - (self.items & IT_STRENGTH);
1101                         sprint(self, "^3Strength has worn off\n");
1102                 }
1103         }
1104         else
1105         {
1106                 if (time < self.strength_finished)
1107                 {
1108                         self.items = self.items | IT_STRENGTH;
1109                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1110                 }
1111         }
1112         if (self.items & IT_INVINCIBLE)
1113         {
1114                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1115                 if (time > self.invincible_finished)
1116                 {
1117                         self.items = self.items - (self.items & IT_INVINCIBLE);
1118                         sprint(self, "^3Shield has worn off\n");
1119                 }
1120         }
1121         else
1122         {
1123                 if (time < self.invincible_finished)
1124                 {
1125                         self.items = self.items | IT_INVINCIBLE;
1126                         sprint(self, "^3Shield surrounds you\n");
1127                 }
1128         }
1129
1130         if (cvar("g_fullbrightplayers"))
1131                 self.effects = self.effects | EF_FULLBRIGHT;
1132
1133         // midair gamemode: damage only while in the air
1134         // if in midair mode, being on ground grants temporary invulnerability
1135         // (this is so that multishot weapon don't clear the ground flag on the
1136         // first damage in the frame, leaving the player vulnerable to the
1137         // remaining hits in the same frame)
1138         if (self.flags & FL_ONGROUND)
1139         if (cvar("g_midair"))
1140                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1141
1142         if (time < self.spawnshieldtime)
1143                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1144 }
1145
1146 float CalcRegen(float current, float stable, float maxv, float regenfactor)
1147 {
1148         if(current > stable)
1149                 return current;
1150         else if(current > stable - 0.25) // when close enough, "snap"
1151                 return stable;
1152         else
1153                 return bound(0, current + (stable - current) * regenfactor * frametime, maxv);
1154 }
1155
1156 void player_regen (void)
1157 {
1158         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1159         maxh = cvar("g_balance_health_stable");
1160         maxa = cvar("g_balance_armor_stable");
1161         limith = cvar("g_balance_health_limit");
1162         limita = cvar("g_balance_armor_limit");
1163
1164         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1165                 return;
1166
1167         if(cvar("g_runematch"))
1168         {
1169                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1170                 if (self.runes & RUNE_REGEN)
1171                 {
1172                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1173                         {
1174                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1175                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1176                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1177                         }
1178                         else
1179                         {
1180                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1181                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1182                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1183                         }
1184                 }
1185                 else if (self.runes & CURSE_VENOM)
1186                 {
1187                         max_mod = cvar("g_balance_curse_venom_hpmod");
1188                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1189                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1190                         else
1191                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1192                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1193                         //if (!self.runes & RUNE_REGEN)
1194                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1195                 }
1196                 maxh = maxh * max_mod;
1197                 //maxa = maxa * max_mod;
1198
1199                 if (time > self.pauserotarmor_finished)
1200                 {
1201                         if (self.armorvalue > maxa)
1202                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1203                 }
1204                 if (time > self.pauserothealth_finished)
1205                 {
1206                         if (self.health > maxh)
1207                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1208                 }
1209                 if (time > self.pauseregen_finished)
1210                 {
1211                         self.health = CalcRegen(self.health, maxh, 1000, regen_mod * cvar("g_balance_health_regen"));
1212                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1213                 }
1214         }
1215         else
1216         {
1217                 if (time > self.pauserothealth_finished)
1218                 if (self.health > maxh)
1219                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1220                 if (time > self.pauserotarmor_finished)
1221                 if (self.armorvalue > maxa)
1222                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1223                 if (time > self.pauseregen_finished)
1224                 {
1225                         self.health = CalcRegen(self.health, maxh, 1000, cvar("g_balance_health_regen"));
1226                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1227                 }
1228         }
1229
1230         if (self.health > limith)
1231                 self.health = limith;
1232         if(self.health < 1)
1233                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1234         if (self.armorvalue > limita)
1235                 self.armorvalue = limita;
1236 }
1237
1238 /*
1239 ======================
1240 spectate mode routines
1241 ======================
1242 */
1243 void SpectateCopy(entity spectatee) {
1244         self.armortype = spectatee.armortype;
1245         self.armorvalue = spectatee.armorvalue;
1246         self.currentammo = spectatee.currentammo;
1247         self.effects = spectatee.effects;
1248         self.health = spectatee.health;
1249         self.impulse = 0;
1250         self.items = spectatee.items;
1251         self.punchangle = spectatee.punchangle;
1252         self.view_ofs = spectatee.view_ofs;
1253         self.v_angle = spectatee.v_angle;
1254         self.viewzoom = spectatee.viewzoom;
1255         setorigin(self, spectatee.origin);
1256         setsize(self, spectatee.mins, spectatee.maxs);
1257 }
1258
1259 void SpectateUpdate() {
1260         if(!self.enemy)
1261                         PutObserverInServer();
1262
1263         if (self != self.enemy) {
1264                 if(self.enemy.flags & FL_NOTARGET)
1265                         PutObserverInServer();
1266                 SpectateCopy(self.enemy);
1267                 self.dmg_take = self.enemy.dmg_take;
1268                 self.dmg_save = self.enemy.dmg_save;
1269                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1270                 self.fixangle = TRUE;
1271                 self.angles = self.enemy.v_angle;
1272                 //msg_entity = self;
1273                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1274                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1275                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1276                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1277         }
1278 }
1279
1280 float SpectateNext() {
1281         other = find(self.enemy, classname, "player");
1282         if (!other) {
1283                 other = find(other, classname, "player");
1284         }
1285         if (other) {
1286                 self.enemy = other;
1287         }
1288         if(self.enemy.classname == "player") {
1289                 msg_entity = self;
1290                 WriteByte(MSG_ONE, SVC_SETVIEW);
1291                 WriteEntity(MSG_ONE, self.enemy);
1292                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1293                 SpectateUpdate();
1294                 return 1;
1295         } else {
1296                 return 0;
1297         }
1298 }
1299
1300 /*
1301 =============
1302 PlayerPreThink
1303
1304 Called every frame for each client before the physics are run
1305 =============
1306 */
1307 void() ctf_setstatus;
1308 void PlayerPreThink (void)
1309 {
1310         if(self.classname == "player") {
1311                 local vector m1, m2;
1312
1313 //              if(self.netname == "Wazat")
1314 //                      bprint(strcat(self.classname, "\n"));
1315
1316                 CheckRules_Player();
1317
1318                 Nixnex_GiveCurrentWeapon();
1319
1320                 if(self.button7)
1321                         PrintWelcomeMessage(self);
1322
1323                 if(cvar("g_lms") || !cvar("sv_spectate"))
1324                 if((time - self.jointime) <= cvar("welcome_message_time"))
1325                         PrintWelcomeMessage(self);
1326
1327                 if (intermission_running)
1328                 {
1329                         IntermissionThink ();   // otherwise a button could be missed between
1330                         return;                                 // the think tics
1331                 }
1332
1333                 if (self.deadflag != DEAD_NO)
1334                 {
1335                         player_anim();
1336                         if (self.deadflag == DEAD_DYING)
1337                         {
1338                                 if (time > self.dead_time)
1339                                         self.deadflag = DEAD_DEAD;
1340                         }
1341                         else if (self.deadflag == DEAD_DEAD)
1342                         {
1343                                 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1344                                         self.deadflag = DEAD_RESPAWNABLE;
1345                                 else if (!self.button0 && !self.button2 && !self.button3)
1346                                         self.deadflag = DEAD_RESPAWNABLE;
1347                         }
1348                         else if (self.deadflag == DEAD_RESPAWNABLE)
1349                         {
1350                                 if (self.button0  ||
1351                                     self.button2  ||
1352                                     self.button3  ||
1353                                     self.button4  ||
1354                                     self.button5  ||
1355                                     self.button6  ||
1356                                     self.button7  ||
1357                                     self.button8  ||
1358                                     self.buttonuse ||
1359                                     cvar("g_lms") ||
1360                                     cvar("g_forced_respawn"))
1361                                         respawn();
1362                         }
1363                         return;
1364                 }
1365
1366                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1367                 {
1368                         vector dist;
1369
1370                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1371                         dist = self.oldorigin - self.origin;
1372                         dist_z = 0;
1373                         self.lms_traveled_distance += fabs(vlen(dist));
1374
1375                         if(cvar("g_campaign"))
1376                         if(!campaign_bots_may_start)
1377                         {
1378                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1379                                 self.lms_traveled_distance = 0;
1380                         }
1381
1382                         if(time > self.lms_nextcheck)
1383                         {
1384                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1385                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1386                                 {
1387                                         centermsg_set(CENTERMSG_CAMP, cvar_string("g_lms_campcheck_message"));
1388                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1389                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1390                                         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');
1391                                 }
1392                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1393                                 self.lms_traveled_distance = 0;
1394                         }
1395                 }
1396
1397                 if (self.button5 && !self.hook.state)
1398                 {
1399                         if (!self.crouch)
1400                         {
1401                                 self.crouch = TRUE;
1402                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1403                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1404                         }
1405                 }
1406                 else
1407                 {
1408                         if (self.crouch)
1409                         {
1410                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1411                                 if (!trace_startsolid)
1412                                 {
1413                                         self.crouch = FALSE;
1414                                         self.view_ofs = PL_VIEW_OFS;
1415                                         setsize (self, PL_MIN, PL_MAX);
1416                                 }
1417                         }
1418                 }
1419
1420                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1421                         local string defaultmodel;
1422                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1423
1424                         if (defaultmodel != self.model)
1425                         {
1426                                 m1 = self.mins;
1427                                 m2 = self.maxs;
1428                                 setmodel_lod (self, defaultmodel);
1429                                 setsize (self, m1, m2);
1430                         }
1431
1432                         if (self.skin != cvar("sv_defaultplayerskin"))
1433                                 self.skin = cvar("sv_defaultplayerskin");
1434                 } else {
1435                         if (self.playermodel != self.model)
1436                         {
1437                                 self.playermodel = CheckPlayerModel(self.playermodel);
1438                                 m1 = self.mins;
1439                                 m2 = self.maxs;
1440                                 setmodel_lod (self, self.playermodel);
1441                                 setsize (self, m1, m2);
1442                         }
1443
1444                         if (self.skin != stof(self.playerskin))
1445                                 self.skin = stof(self.playerskin);
1446                 }
1447                 // Savage: Check for nameless players
1448                 if (strlen(self.netname) < 1) {
1449                         self.netname = "Player";
1450                         stuffcmd(self, "name Player\n");
1451                 }
1452
1453                 GrapplingHookFrame();
1454
1455                 W_WeaponFrame();
1456
1457                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1458                 {
1459                         if (cvar("g_minstagib") && self.button3)
1460                         {
1461                                 if (self.jump_interval <= (time + 0.1))
1462                                 {
1463                                         self.jump_interval = time + 1;
1464                                         W_Laser_Attack();
1465                                 }
1466                         }
1467                         else if (self.viewzoom > 0.4)
1468                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1469                 }
1470                 else if (self.viewzoom < 1.0)
1471                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1472
1473
1474                 if (self.button2)
1475                         PlayerJump ();
1476                 else
1477                         self.flags = self.flags | FL_JUMPRELEASED;
1478
1479                 player_powerups();
1480                 player_regen();
1481                 player_anim();
1482
1483                 if (cvar("g_minstagib"))
1484                         minstagib_ammocheck();
1485
1486                 ctf_setstatus();
1487
1488                 //self.angles_y=self.v_angle_y + 90;   // temp
1489
1490                 if (self.waterlevel == 2)
1491                         CheckWaterJump ();
1492
1493                 //if (TetrisPreFrame()) return;
1494         } else if(gameover) {
1495                 if (intermission_running)
1496                         IntermissionThink ();   // otherwise a button could be missed between
1497                 return;
1498         } else if(self.classname == "observer") {
1499
1500                 if (self.flags & FL_JUMPRELEASED) {
1501                         if (self.button2 && self.version == cvar("gameversion")) {
1502                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1503                                         self.flags = self.flags & !FL_JUMPRELEASED;
1504                                         self.classname = "player";
1505                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1506                                                 JoinBestTeam(self, 0);
1507                                         if(cvar("g_campaign"))
1508                                                 campaign_bots_may_start = 1;
1509                                         PutClientInServer();
1510                                         if(self.flags & !FL_NOTARGET)
1511                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1512                                         centermsg_reset();
1513                                         return;
1514                                 } else {
1515                                         self.flags = self.flags & !FL_JUMPRELEASED;
1516                                         stuffcmd(self,"menu_showteamselect\n");
1517                                         return;
1518                                 }
1519                         } else if(self.button0 && self.version == cvar("gameversion")) {
1520                                 self.flags = self.flags & !FL_JUMPRELEASED;
1521                                 if(SpectateNext() == 1) {
1522                                         self.classname = "spectator";
1523                                 }
1524                         }
1525                 } else {
1526                         if (!(self.button0 || self.button2)) {
1527                                 self.flags = self.flags | FL_JUMPRELEASED;
1528                         }
1529                 }
1530                 PrintWelcomeMessage(self);
1531         } else if(self.classname == "spectator") {
1532                 if (self.flags & FL_JUMPRELEASED) {
1533                         if (self.button2 && self.version == cvar("gameversion")) {
1534                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1535                                         self.flags = self.flags & !FL_JUMPRELEASED;
1536                                         self.classname = "player";
1537                                         if(!cvar("g_lms"))
1538                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1539
1540                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1541                                                 JoinBestTeam(self, 0);
1542                                         if(cvar("g_campaign"))
1543                                                 campaign_bots_may_start = 1;
1544                                         PutClientInServer();
1545                                         centermsg_reset();
1546                                         return;
1547                                 } else {
1548                                         self.flags = self.flags & !FL_JUMPRELEASED;
1549                                         stuffcmd(self,"menu_showteamselect\n");
1550                                         return;
1551                                 }
1552                         } else if(self.button0) {
1553                                 self.flags = self.flags & !FL_JUMPRELEASED;
1554                                 if(SpectateNext() == 1) {
1555                                         self.classname = "spectator";
1556                                 } else {
1557                                         self.classname = "observer";
1558                                         PutClientInServer();
1559                                 }
1560                         } else if (self.button3) {
1561                                 self.flags = self.flags & !FL_JUMPRELEASED;
1562                                 self.classname = "observer";
1563                                 PutClientInServer();
1564                         } else {
1565                                 SpectateUpdate();
1566                         }
1567                 } else {
1568                         if (!(self.button0 || self.button3)) {
1569                                 self.flags = self.flags | FL_JUMPRELEASED;
1570                         }
1571                 }
1572                 PrintWelcomeMessage(self);
1573                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1574         }
1575 }
1576
1577
1578 /*
1579 =============
1580 PlayerPostThink
1581
1582 Called every frame for each client after the physics are run
1583 =============
1584 */
1585 void PlayerPostThink (void)
1586 {
1587         if(self.classname == "player") {
1588                 CheckRules_Player();
1589                 UpdateChatBubble();
1590                 UpdateTeamBubble();
1591                 if (self.deadflag == DEAD_NO)
1592                 if (self.impulse)
1593                         ImpulseCommands ();
1594                 if (intermission_running)
1595                         return;         // intermission or finale
1596
1597                 //PrintWelcomeMessage(self);
1598                 //if (TetrisPostFrame()) return;
1599         } else if (self.classname == "observer") {
1600                 //do nothing
1601         } else if (self.classname == "spectator") {
1602                 //do nothing
1603         }
1604         Arena_Warmup();
1605 }