]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/cl_client.c
g_balance_teams fixed and defaults to 0 again. If the team selection dialog disappear...
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_client.c
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         string spotname;
122
123         spot = find (world, classname, "testplayerstart");
124         if (spot)
125                 return spot;
126
127         spotname = "info_player_deathmatch";
128         teamcheck = 0;
129
130         if(!anypoint && cvar("g_ctf") )
131                 teamcheck = self.team;
132
133         // get the list of players
134         playerlist = findchain(classname, "player");
135         // get the entire list of spots
136         firstspot = findchain(classname, "info_player_deathmatch");
137         // filter out the bad ones
138         // (note this returns the original list if none survived)
139         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
140
141         // there is 50/50 chance of choosing a random spot or the furthest spot
142         // (this means that roughly every other spawn will be furthest, so you
143         // usually won't get fragged at spawn twice in a row)
144         if (random() > 0.5 || spawn_allbad || spawn_allgood)
145                 spot = Spawn_RandomPoint(firstspot);
146         else
147                 spot = Spawn_FurthestPoint(firstspot, playerlist);
148
149         if (!spot)
150         {
151                 if(cvar("spawn_debug"))
152                         GotoNextMap();
153                 else
154                         error ("PutClientInServer: no start points on level");
155         }
156
157         return spot;
158 }
159
160 /*
161 =============
162 CheckPlayerModel
163
164 Checks if the argument string can be a valid playermodel.
165 Returns a valid one in doubt.
166 =============
167 */
168 string CheckPlayerModel(string plyermodel) {
169         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
170
171         /* Possible Fixme: Check if server can open the model?
172            This would kill custom models, however. */
173
174         return plyermodel;
175 }
176
177 /*
178 =============
179 PutObserverInServer
180
181 putting a client as observer in the server
182 =============
183 */
184 void PutObserverInServer (void)
185 {
186         entity  spot;
187         spot = SelectSpawnPoint (FALSE);
188         RemoveGrapplingHook(self); // Wazat's Grappling Hook
189
190         if(clienttype(self) == CLIENTTYPE_REAL)
191         {
192                 msg_entity = self;
193                 WriteByte(MSG_ONE, SVC_SETVIEW);
194                 WriteEntity(MSG_ONE, self);
195         }
196
197         if (cvar("g_runematch"))
198                 DropAllRunes(self);
199
200         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
201                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
202         else if(self.killcount != -666)
203                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
204
205         self.classname = "observer";
206         self.health = -666;
207         self.takedamage = DAMAGE_NO;
208         self.solid = SOLID_NOT;
209         self.movetype = MOVETYPE_NOCLIP;
210         self.flags = FL_CLIENT | FL_NOTARGET;
211         self.armorvalue = 666;
212         self.effects = 0;
213         self.armorvalue = cvar("g_balance_armor_start");
214         self.pauserotarmor_finished = 0;
215         self.pauserothealth_finished = 0;
216         self.pauseregen_finished = 0;
217         self.damageforcescale = 0;
218         self.death_time = 0;
219         self.dead_time = 0;
220         self.dead_frame = 0;
221         self.die_frame = 0;
222         self.deaths = 0;
223         self.alpha = 0;
224         self.scale = 0;
225         self.fade_time = 0;
226         self.pain_frame = 0;
227         self.pain_finished = 0;
228         self.strength_finished = 0;
229         self.invincible_finished = 0;
230         self.pushltime = 0;
231         self.think = SUB_Null;
232         self.nextthink = 0;
233         self.hook_time = 0;
234         self.runes = 0;
235         self.deadflag = DEAD_NO;
236         self.angles = spot.angles;
237         self.angles_z = 0;
238         self.fixangle = TRUE;
239         self.crouch = FALSE;
240         self.view_ofs = PL_VIEW_OFS;
241         setorigin (self, spot.origin);
242         setsize (self, '0 0 0', '0 0 0');
243         self.oldorigin = self.origin;
244         self.items = 0;
245         self.model = "";
246         self.modelindex = 0;
247         self.weapon = 0;
248         self.weaponmodel = "";
249         self.weaponframe = 0;
250         self.weaponentity = world;
251         self.killcount = -666;
252         self.velocity = '0 0 0';
253         self.avelocity = '0 0 0';
254         self.punchangle = '0 0 0';
255         self.punchvector = '0 0 0';
256         self.oldvelocity = self.velocity;
257
258         if(cvar("g_arena"))
259         {
260                 if(self.frags != -2)
261                 {
262                         Spawnqueue_Insert(self);
263                 }
264                 else
265                 {
266                         Spawnqueue_Unmark(self);
267                         Spawnqueue_Remove(self);
268                 }
269         }
270         else if(!cvar("g_lms"))
271                 self.frags = -666;
272 }
273
274
275 /*
276 =============
277 PutClientInServer
278
279 Called when a client spawns in the server
280 =============
281 */
282 void PutClientInServer (void)
283 {
284         if(clienttype(self) == CLIENTTYPE_BOT)
285         {
286                 self.classname = "player";
287         }
288         else if(clienttype(self) == CLIENTTYPE_REAL)
289         {
290                 msg_entity = self;
291                 WriteByte(MSG_ONE, SVC_SETVIEW);
292                 WriteEntity(MSG_ONE, self);
293         }
294
295         // player is dead and becomes observer
296         if(cvar("g_lms") && self.frags < 1)
297                 self.classname = "observer";
298
299         if(cvar("g_arena"))
300         if(!self.spawned)
301                 self.classname = "observer";
302
303         if(self.classname == "player") {
304                 entity  spot;
305
306                 spot = SelectSpawnPoint (FALSE);
307
308                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
309
310                 self.classname = "player";
311                 self.iscreature = TRUE;
312                 self.movetype = MOVETYPE_WALK;
313                 self.solid = SOLID_SLIDEBOX;
314                 self.flags = FL_CLIENT;
315                 self.takedamage = DAMAGE_AIM;
316                 self.effects = 0;
317                 self.health = cvar("g_balance_health_start");
318                 self.armorvalue = cvar("g_balance_armor_start");
319                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
320                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
321                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
322                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
323                 self.damageforcescale = 2;
324                 self.death_time = 0;
325                 self.dead_time = 0;
326                 self.dead_frame = 0;
327                 self.die_frame = 0;
328                 self.alpha = 0;
329                 self.scale = 0;
330                 self.fade_time = 0;
331                 self.pain_frame = 0;
332                 self.pain_finished = 0;
333                 self.strength_finished = 0;
334                 self.invincible_finished = 0;
335                 self.pushltime = 0;
336                 //self.speed_finished = 0;
337                 //self.slowmo_finished = 0;
338                 // players have no think function
339                 self.think = SUB_Null;
340                 self.nextthink = 0;
341                 self.weapon = 0;
342                 self.switchweapon = 0;
343                 self.hook_time = 0;
344
345                 self.runes = 0;
346
347                 self.deadflag = DEAD_NO;
348
349                 self.angles = spot.angles;
350
351                 self.angles_z = 0; // never spawn tilted even if the spot says to
352                 self.fixangle = TRUE; // turn this way immediately
353                 self.velocity = '0 0 0';
354                 self.avelocity = '0 0 0';
355                 self.punchangle = '0 0 0';
356                 self.punchvector = '0 0 0';
357                 self.oldvelocity = self.velocity;
358
359                 self.viewzoom = 0.6;
360
361                 if(cvar("sv_defaultcharacter") == 1) {
362                         local string defaultmodel;
363                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
364
365                         precache_model (defaultmodel);
366                         setmodel (self, defaultmodel);
367                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
368                 } else {
369                         self.playermodel = CheckPlayerModel(self.playermodel);
370
371                         precache_model (self.playermodel);
372                         setmodel (self, self.playermodel);
373                         self.skin = stof(self.playerskin);
374
375                 }
376
377                 self.crouch = FALSE;
378                 self.view_ofs = PL_VIEW_OFS;
379                 setsize (self, PL_MIN, PL_MAX);
380                 self.spawnorigin = spot.origin;
381                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
382                 // don't reset back to last position, even if new position is stuck in solid
383                 self.oldorigin = self.origin;
384
385                 if(cvar("g_lms"))
386                 {
387                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
388                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
389                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
390                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
391                         self.health = cvar("g_lms_start_health");
392                         self.armorvalue = cvar("g_lms_start_armor");
393                 }
394                 else if (cvar("g_use_ammunition")) {
395                         self.ammo_shells = cvar("g_start_ammo_shells");
396                         self.ammo_nails = cvar("g_start_ammo_nails");
397                         self.ammo_rockets = cvar("g_start_ammo_rockets");
398                         self.ammo_cells = cvar("g_start_ammo_cells");
399                 } else {
400                         self.ammo_shells = 999;
401                         self.ammo_nails = 999;
402                         self.ammo_rockets = 999;
403                         self.ammo_cells = 999;
404                 }
405
406                 self.items = 0;
407                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
408                 {
409                         self.items = self.items | IT_LASER;
410                         self.switchweapon = WEP_LASER;
411                 }
412                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
413                 {
414                         self.items = self.items | IT_SHOTGUN;
415                         self.switchweapon = WEP_SHOTGUN;
416                 }
417                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
418                 {
419                         self.items = self.items | IT_UZI;
420                         self.switchweapon = WEP_UZI;
421                 }
422                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
423                 {
424                         self.items = self.items | IT_GRENADE_LAUNCHER;
425                         self.switchweapon = WEP_GRENADE_LAUNCHER;
426                 }
427                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
428                 {
429                         self.items = self.items | IT_ELECTRO;
430                         self.switchweapon = WEP_ELECTRO;
431                 }
432                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
433                 {
434                         self.items = self.items | IT_CRYLINK;
435                         self.switchweapon = WEP_CRYLINK;
436                 }
437                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
438                 {
439                         self.items = self.items | IT_NEX;
440                         self.switchweapon = WEP_NEX;
441                 }
442                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
443                 {
444                         self.items = self.items | IT_HAGAR;
445                         self.switchweapon = WEP_HAGAR;
446                 }
447                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
448                 {
449                         self.items = self.items | IT_ROCKET_LAUNCHER;
450                         self.switchweapon = WEP_ROCKET_LAUNCHER;
451                 }
452
453                 if(cvar("g_instagib"))
454                 {
455                         self.items = IT_NEX;
456                         self.switchweapon = WEP_NEX;
457                         self.ammo_cells = 999;
458                 }
459
460                 if(cvar("g_rocketarena"))
461                 {
462                         self.items = IT_ROCKET_LAUNCHER;
463                         self.switchweapon = WEP_ROCKET_LAUNCHER;
464                         self.ammo_rockets = 999;
465                 }
466
467                 if(cvar("g_nixnex"))
468                 {
469                         self.items = 0;
470                         // will be done later
471                 }
472
473                 if(cvar("g_minstagib"))
474                 {
475                         self.health = 100;
476                         self.armorvalue = 0;
477                         self.items = IT_NEX;
478                         self.switchweapon = WEP_NEX;
479                         self.ammo_cells = cvar("g_minstagib_ammo_start");
480                         self.extralives = 0;
481                         self.jump_interval = time;
482                 }
483
484                 if(cvar("g_arena"))
485                         Spawnqueue_Remove(self);
486
487                 self.event_damage = PlayerDamage;
488
489                 self.bot_attack = TRUE;
490
491                 self.statdraintime = time + 5;
492                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
493
494                 if(self.killcount == -666) {
495                         self.killcount = 0;
496                         if(!cvar("g_arena"))
497                                 self.frags = 0;
498                 }
499
500                 self.cnt = WEP_LASER;
501                 self.nixnex_lastchange_id = -1;
502
503                 /*
504                 W_UpdateWeapon();
505                 W_UpdateAmmo();
506                 */
507                 CL_SpawnWeaponentity();
508                 self.alpha = default_player_alpha;
509                 self.exteriorweaponentity.alpha = default_player_alpha;
510
511                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
512                 self.lms_traveled_distance = 0;
513
514                 if(cvar("spawn_debug"))
515                 {
516                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
517                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
518                 }
519
520                 //stuffcmd(self, "chase_active 0");
521                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
522         } else if(self.classname == "observer") {
523                 PutObserverInServer ();
524         }
525 }
526
527 /*
528 =============
529 SetNewParms
530 =============
531 */
532 void SetNewParms (void)
533 {
534
535 }
536
537 /*
538 =============
539 SetChangeParms
540 =============
541 */
542 void SetChangeParms (void)
543 {
544
545 }
546
547 /*
548 =============
549 ClientKill
550
551 Called when a client types 'kill' in the console
552 =============
553 */
554 void ClientKill (void)
555 {
556         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
557 }
558
559 /*
560 =============
561 ClientConnect
562
563 Called when a client connects to the server
564 =============
565 */
566 string ColoredTeamName(float t);
567 //void dom_player_join_team(entity pl);
568 void ClientConnect (void)
569 {
570         self.classname = "player_joining";
571         self.flags = self.flags | FL_CLIENT;
572
573         if(player_count<0) player_count = 0;
574
575         bot_clientconnect();
576
577         //if(cvar("g_domination"))
578         //      dom_player_join_team(self);
579
580         //JoinBestTeam(self, FALSE);
581
582         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
583                 self.classname = "observer";
584         } else {
585                 self.classname = "player";
586         }
587
588         self.playerid = (playerid_last = playerid_last + 1);
589         if(cvar("sv_eventlog"))
590         {
591                 string s;
592                 if(clienttype(self) == CLIENTTYPE_REAL)
593                         s = "player";
594                 else
595                         s = "bot";
596                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
597                 s = strcat(":team:", ftos(self.playerid), ":");
598                 s = strcat(s, ftos(self.team));
599                 GameLogEcho(s, FALSE);
600         }
601
602         //stuffcmd(self, "set tmpviewsize $viewsize \n");
603
604         bprint ("^4",self.netname);
605         bprint ("^4 connected");
606
607         if(cvar("g_domination") || cvar("g_ctf"))
608         {
609                 bprint(" and joined the ");
610                 bprint(ColoredTeamName(self.team));
611         }
612
613         bprint("\n");
614
615         self.welcomemessage_time = time + cvar("welcome_message_time");
616         self.welcomemessage_time2 = 0;
617
618         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
619         // send prediction settings to the client
620         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
621         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
622         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
623         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
624         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
625         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
626         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
627         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
628         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
629         // Wazat's grappling hook
630         SetGrappleHookBindings();
631
632         // get autoswitch state from player
633         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
634         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
635
636         // get version info from player
637         stuffcmd(self, "cmd clientversion $gameversion\n");
638
639         // set cvar for team scoreboard
640         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
641
642         if(cvar("g_lms"))
643         {
644                 self.frags = cvar("fraglimit");
645                 // no fraglimit was set, so player gets 999 lives
646                 if(self.frags < 1)
647                         self.frags = 999;
648
649                 // disallow player to join after the worst player has lost g_lms_last_join lives
650                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
651                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
652                 {
653                         self.frags = -666;
654                         lms_dead_count += 1;
655                 }
656                 else if(cvar("fraglimit") > lms_lowest_lives)
657                 {
658                         self.frags = lms_lowest_lives;
659                 }
660         }
661         else if(cvar("g_arena"))
662         {
663                 self.classname = "observer";
664                 Spawnqueue_Insert(self);
665         }
666
667         bot_relinkplayerlist();
668
669         self.jointime = time;
670 }
671
672 /*
673 =============
674 ClientDisconnect
675
676 Called when a client disconnects from the server
677 =============
678 */
679 void(entity e) DropFlag;
680 .entity chatbubbleentity;
681 .entity teambubbleentity;
682 void ClientDisconnect (void)
683 {
684         float save;
685         if(cvar("sv_eventlog"))
686                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
687         bprint ("^4",self.netname);
688         bprint ("^4 disconnected\n");
689
690         if (self.chatbubbleentity)
691         {
692                 remove (self.chatbubbleentity);
693                 self.chatbubbleentity = world;
694         }
695
696         if (self.teambubbleentity)
697         {
698                 remove (self.teambubbleentity);
699                 self.teambubbleentity = world;
700         }
701
702         DropAllRunes(self);
703
704         if(self.flagcarried)
705                 DropFlag(self.flagcarried);
706
707         save = self.flags;
708         self.flags = self.flags - (self.flags & FL_CLIENT);
709         bot_relinkplayerlist();
710         self.flags = save;
711
712         // player was dead, decrease dead count
713         if(cvar("g_lms") && self.frags < 1)
714                 lms_dead_count -= 1;
715         else if(cvar("g_arena"))
716         {
717                 Spawnqueue_Unmark(self);
718                 Spawnqueue_Remove(self);
719         }
720 }
721
722 .float buttonchat;
723 void() ChatBubbleThink =
724 {
725         self.nextthink = time;
726         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
727         {
728                 remove(self);
729                 return;
730         }
731         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
732         if (self.owner.buttonchat && !self.owner.deadflag)
733                 self.model = self.mdl;
734         else
735                 self.model = "";
736 };
737
738 void() UpdateChatBubble =
739 {
740         if (!self.modelindex)
741                 return;
742         // spawn a chatbubble entity if needed
743         if (!self.chatbubbleentity)
744         {
745                 self.chatbubbleentity = spawn();
746                 self.chatbubbleentity.owner = self;
747                 self.chatbubbleentity.exteriormodeltoclient = self;
748                 self.chatbubbleentity.think = ChatBubbleThink;
749                 self.chatbubbleentity.nextthink = time;
750                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
751                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
752                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
753                 self.chatbubbleentity.model = "";
754         }
755 }
756
757
758 void() TeamBubbleThink =
759 {
760         self.nextthink = time;
761         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
762         {
763                 remove(self);
764                 return;
765         }
766 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
767         if (self.owner.buttonchat || self.owner.deadflag)
768                 self.model = "";
769         else
770                 self.model = self.mdl;
771
772 };
773
774 .float() customizeentityforclient;
775 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
776
777 void() UpdateTeamBubble =
778 {
779         if (!self.modelindex || !cvar("teamplay"))
780                 return;
781         // spawn a teambubble entity if needed
782         if (!self.teambubbleentity && cvar("teamplay"))
783         {
784                 self.teambubbleentity = spawn();
785                 self.teambubbleentity.owner = self;
786                 self.teambubbleentity.exteriormodeltoclient = self;
787                 self.teambubbleentity.think = TeamBubbleThink;
788                 self.teambubbleentity.nextthink = time;
789                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
790 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
791                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
792                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
793                 self.teambubbleentity.mdl = self.teambubbleentity.model;
794                 self.teambubbleentity.model = self.teambubbleentity.mdl;
795                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
796         }
797 }
798
799 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
800 // added to the model skins
801 /*void() UpdateColorModHack =
802 {
803         local float c;
804         c = self.clientcolors & 15;
805         // LordHavoc: only bothering to support white, green, red, yellow, blue
806              if (teamplay == 0) self.colormod = '0 0 0';
807         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
808         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
809         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
810         else if (c == 12) self.colormod = '1.22 1.22 0.10';
811         else if (c == 13) self.colormod = '0.10 0.10 1.73';
812         else self.colormod = '1 1 1';
813 };*/
814
815 void UpdatePlayerColors () {
816         if(self.weaponentity) {
817                 self.weaponentity.colormap = self.colormap;
818                 self.exteriorweaponentity.colormap = self.colormap;
819         }
820 }
821 /*
822 =============
823 PlayerJump
824
825 When you press the jump key
826 =============
827 */
828 void PlayerJump (void)
829 {
830         float mjumpheight;
831
832         mjumpheight = cvar("g_balance_jumpheight");
833         if (self.waterlevel >= 2)
834         {
835                 if (self.watertype == CONTENT_WATER)
836                         self.velocity_z = 200;
837                 else if (self.watertype == CONTENT_SLIME)
838                         self.velocity_z = 80;
839                 else
840                         self.velocity_z = 50;
841
842                 return;
843         }
844
845
846         if (!(self.flags & FL_ONGROUND))
847                 return;
848
849         if (!(self.flags & FL_JUMPRELEASED))
850                 return;
851
852         if(cvar("g_runematch"))
853         {
854                 if(self.runes & RUNE_SPEED)
855                 {
856                         if(self.runes & CURSE_SLOW)
857                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
858                         else
859                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
860                 }
861                 else if(self.runes & CURSE_SLOW)
862                 {
863                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
864                 }
865         }
866
867         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
868         {
869                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
870         }
871
872         self.velocity_z = self.velocity_z + mjumpheight;
873         self.oldvelocity_z = self.velocity_z;
874
875         self.flags = self.flags - FL_ONGROUND;
876         self.flags = self.flags - FL_JUMPRELEASED;
877 }
878
879 void() CheckWaterJump =
880 {
881         local vector start, end;
882
883 // check for a jump-out-of-water
884         makevectors (self.angles);
885         start = self.origin;
886         start_z = start_z + 8;
887         v_forward_z = 0;
888         normalize(v_forward);
889         end = start + v_forward*24;
890         traceline (start, end, TRUE, self);
891         if (trace_fraction < 1)
892         {       // solid at waist
893                 start_z = start_z + self.maxs_z - 8;
894                 end = start + v_forward*24;
895                 self.movedir = trace_plane_normal * -50;
896                 traceline (start, end, TRUE, self);
897                 if (trace_fraction == 1)
898                 {       // open at eye level
899                         self.flags = self.flags | FL_WATERJUMP;
900                         self.velocity_z = 225;
901                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
902                         self.teleport_time = time + 2;  // safety net
903                         return;
904                 }
905         }
906 };
907
908
909 void respawn(void)
910 {
911         CopyBody(1);
912         PutClientInServer();
913 }
914
915 void player_powerups (void)
916 {
917         if (cvar("g_minstagib"))
918         {
919                 self.effects = EF_FULLBRIGHT;
920                 if (self.items & IT_STRENGTH)
921                 {
922                         if (time > self.strength_finished)
923                         {
924                                 self.alpha = default_player_alpha;
925                                 self.exteriorweaponentity.alpha = default_player_alpha;
926                                 self.items = self.items - (self.items & IT_STRENGTH);
927                                 sprint(self, "^3Invisibility has worn off\n");
928                         }
929                 }
930                 else
931                 {
932                         if (time < self.strength_finished)
933                         {
934                                 self.alpha = cvar("g_minstagib_invis_alpha");
935                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
936                                 self.items = self.items | IT_STRENGTH;
937                                 sprint(self, "^3You are invisible\n");
938                         }
939                 }
940
941                 if (self.items & IT_INVINCIBLE)
942                 {
943                         if (time > self.invincible_finished)
944                         {
945                                 self.items = self.items - (self.items & IT_INVINCIBLE);
946                                 sprint(self, "^3Speed has worn off\n");
947                         }
948                 }
949                 else
950                 {
951                         if (time < self.invincible_finished)
952                         {
953                                 self.items = self.items | IT_INVINCIBLE;
954                                 sprint(self, "^3You are on speed\n");
955                         }
956                 }
957                 return;
958         }
959
960         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
961         if (self.items & IT_STRENGTH)
962         {
963                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
964                 if (time > self.strength_finished)
965                 {
966                         self.items = self.items - (self.items & IT_STRENGTH);
967                         sprint(self, "^3Strength has worn off\n");
968                 }
969         }
970         else
971         {
972                 if (time < self.strength_finished)
973                 {
974                         self.items = self.items | IT_STRENGTH;
975                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
976                 }
977         }
978         if (self.items & IT_INVINCIBLE)
979         {
980                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
981                 if (time > self.invincible_finished)
982                 {
983                         self.items = self.items - (self.items & IT_INVINCIBLE);
984                         sprint(self, "^3Shield has worn off\n");
985                 }
986         }
987         else
988         {
989                 if (time < self.invincible_finished)
990                 {
991                         self.items = self.items | IT_INVINCIBLE;
992                         sprint(self, "^3Shield surrounds you\n");
993                 }
994         }
995
996         if (cvar("g_fullbrightplayers"))
997                 self.effects = self.effects | EF_FULLBRIGHT;
998
999         // midair gamemode: damage only while in the air
1000         // if in midair mode, being on ground grants temporary invulnerability
1001         // (this is so that multishot weapon don't clear the ground flag on the
1002         // first damage in the frame, leaving the player vulnerable to the
1003         // remaining hits in the same frame)
1004         if (self.flags & FL_ONGROUND)
1005         if (cvar("g_midair"))
1006                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1007
1008         if (time < self.spawnshieldtime)
1009                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1010 }
1011
1012 void player_regen (void)
1013 {
1014         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1015         maxh = cvar("g_balance_health_stable");
1016         maxa = cvar("g_balance_armor_stable");
1017         limith = cvar("g_balance_health_limit");
1018         limita = cvar("g_balance_armor_limit");
1019
1020         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1021                 return;
1022
1023         if(cvar("g_runematch"))
1024         {
1025                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1026                 if (self.runes & RUNE_REGEN)
1027                 {
1028                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1029                         {
1030                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1031                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1032                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1033                         }
1034                         else
1035                         {
1036                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1037                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1038                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1039                         }
1040                 }
1041                 else if (self.runes & CURSE_VENOM)
1042                 {
1043                         max_mod = cvar("g_balance_curse_venom_hpmod");
1044                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1045                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1046                         else
1047                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1048                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1049                         //if (!self.runes & RUNE_REGEN)
1050                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1051                 }
1052                 maxh = maxh * max_mod;
1053                 //maxa = maxa * max_mod;
1054
1055                 if (time > self.pauserotarmor_finished)
1056                 {
1057                         if (self.armorvalue > maxa)
1058                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1059                 }
1060                 if (time > self.pauserothealth_finished)
1061                 {
1062                         if (self.health > maxh)
1063                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1064                 }
1065                 if (time > self.pauseregen_finished)
1066                 {
1067                         if (self.health < maxh)
1068                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
1069                         if (self.armorvalue < maxa)
1070                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
1071                 }
1072         }
1073         else
1074         {
1075                 if (time > self.pauserothealth_finished)
1076                 if (self.health > maxh)
1077                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1078                 if (time > self.pauserotarmor_finished)
1079                 if (self.armorvalue > maxa)
1080                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1081                 if (time > self.pauseregen_finished)
1082                 {
1083                         if (self.health < maxh)
1084                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1085                         if (self.armorvalue < maxa)
1086                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1087                 }
1088         }
1089         if (self.health > limith)
1090                 self.health = limith;
1091         if (self.armorvalue > limita)
1092                 self.armorvalue = limita;
1093 }
1094
1095 /*
1096 ======================
1097 spectate mode routines
1098 ======================
1099 */
1100 void SpectateCopy(entity spectatee) {
1101         self.armortype = spectatee.armortype;
1102         self.armorvalue = spectatee.armorvalue;
1103         self.currentammo = spectatee.currentammo;
1104         self.effects = spectatee.effects;
1105         self.health = spectatee.health;
1106         self.impulse = 0;
1107         self.items = spectatee.items;
1108         self.punchangle = spectatee.punchangle;
1109         self.view_ofs = spectatee.view_ofs;
1110         self.v_angle = spectatee.v_angle;
1111         self.viewzoom = spectatee.viewzoom;
1112         setorigin(self, spectatee.origin);
1113         setsize(self, spectatee.mins, spectatee.maxs);
1114 }
1115
1116 void SpectateUpdate() {
1117         if (self != self.enemy) {
1118                 if(self.enemy.flags & FL_NOTARGET)
1119                         PutObserverInServer();
1120                 SpectateCopy(self.enemy);
1121                 self.dmg_take = self.enemy.dmg_take;
1122                 self.dmg_save = self.enemy.dmg_save;
1123                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1124                 self.fixangle = TRUE;
1125                 self.angles = self.enemy.v_angle;
1126                 //msg_entity = self;
1127                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1128                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1129                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1130                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1131         }
1132 }
1133
1134 float SpectateNext() {
1135         other = find(self.enemy, classname, "player");
1136         if (!other) {
1137                 other = find(other, classname, "player");
1138         }
1139         if (other) {
1140                 self.enemy = other;
1141         }
1142         if(self.enemy.classname == "player") {
1143                 msg_entity = self;
1144                 WriteByte(MSG_ONE, SVC_SETVIEW);
1145                 WriteEntity(MSG_ONE, self.enemy);
1146                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1147                 SpectateUpdate();
1148                 return 1;
1149         } else {
1150                 return 0;
1151         }
1152 }
1153
1154 /*
1155 =============
1156 PlayerPreThink
1157
1158 Called every frame for each client before the physics are run
1159 =============
1160 */
1161 void PlayerPreThink (void)
1162 {
1163         if(self.classname == "player") {
1164                 local vector m1, m2;
1165
1166 //              if(self.netname == "Wazat")
1167 //                      bprint(strcat(self.classname, "\n"));
1168
1169                 CheckRules_Player();
1170
1171                 if(self.button7)
1172                         PrintWelcomeMessage(self);
1173
1174                 if(cvar("g_lms") || !cvar("sv_spectate"))
1175                 if((time - self.jointime) <= cvar("welcome_message_time"))
1176                         PrintWelcomeMessage(self);
1177
1178                 if (intermission_running)
1179                 {
1180                         IntermissionThink ();   // otherwise a button could be missed between
1181                         return;                                 // the think tics
1182                 }
1183
1184                 if (self.deadflag != DEAD_NO)
1185                 {
1186                         player_anim();
1187                         weapon_freeze();
1188                         if (self.deadflag == DEAD_DYING)
1189                         {
1190                                 if (time > self.dead_time)
1191                                         self.deadflag = DEAD_DEAD;
1192                         }
1193                         else if (self.deadflag == DEAD_DEAD)
1194                         {
1195                                 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1196                                         self.deadflag = DEAD_RESPAWNABLE;
1197                                 else if (!self.button0 && !self.button2 && !self.button3)
1198                                         self.deadflag = DEAD_RESPAWNABLE;
1199                         }
1200                         else if (self.deadflag == DEAD_RESPAWNABLE)
1201                         {
1202                                 if (self.button0  ||
1203                                     self.button2  ||
1204                                     self.button3  ||
1205                                     self.button4  ||
1206                                     self.button5  ||
1207                                     self.button6  ||
1208                                     self.button7  ||
1209                                     self.button8  ||
1210                                     self.buttonuse ||
1211                                     cvar("g_lms") ||
1212                                     cvar("g_forced_respawn"))
1213                                         respawn();
1214                         }
1215                         return;
1216                 }
1217
1218                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1219                 {
1220                         vector dist;
1221
1222                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1223                         dist = self.oldorigin - self.origin;
1224                         dist_z = 0;
1225                         self.lms_traveled_distance += fabs(vlen(dist));
1226
1227                         if(time > self.lms_nextcheck)
1228                         {
1229                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1230                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1231                                 {
1232                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1233                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1234                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1235                                         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');
1236                                 }
1237                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1238                                 self.lms_traveled_distance = 0;
1239                         }
1240                 }
1241
1242                 if (self.button5 && !self.hook.state)
1243                 {
1244                         if (!self.crouch)
1245                         {
1246                                 self.crouch = TRUE;
1247                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1248                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1249                         }
1250                 }
1251                 else
1252                 {
1253                         if (self.crouch)
1254                         {
1255                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1256                                 if (!trace_startsolid)
1257                                 {
1258                                         self.crouch = FALSE;
1259                                         self.view_ofs = PL_VIEW_OFS;
1260                                         setsize (self, PL_MIN, PL_MAX);
1261                                 }
1262                         }
1263                 }
1264
1265                 if(cvar("sv_defaultcharacter") == 1) {
1266                         local string defaultmodel;
1267                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1268
1269                         if (defaultmodel != self.model)
1270                         {
1271                                 m1 = self.mins;
1272                                 m2 = self.maxs;
1273                                 precache_model (defaultmodel);
1274                                 setmodel (self, defaultmodel);
1275                                 setsize (self, m1, m2);
1276                         }
1277
1278                         if (self.skin != cvar("sv_defaultplayerskin"))
1279                                 self.skin = cvar("sv_defaultplayerskin");
1280                 } else {
1281                         if (self.playermodel != self.model)
1282                         {
1283                                 self.playermodel = CheckPlayerModel(self.playermodel);
1284                                 m1 = self.mins;
1285                                 m2 = self.maxs;
1286                                 precache_model (self.playermodel);
1287                                 setmodel (self, self.playermodel);
1288                                 setsize (self, m1, m2);
1289                         }
1290
1291                         if (self.skin != stof(self.playerskin))
1292                                 self.skin = stof(self.playerskin);
1293                 }
1294                 // Savage: Check for nameless players
1295                 if (strlen(self.netname) < 1) {
1296                         self.netname = "Player";
1297                         stuffcmd(self, "name Player\n");
1298                 }
1299
1300                 GrapplingHookFrame();
1301
1302                 W_WeaponFrame();
1303
1304                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1305                 {
1306                         if (cvar("g_minstagib") && self.button3)
1307                         {
1308                                 if (self.jump_interval <= (time + 0.1))
1309                                 {
1310                                         self.jump_interval = time + 1;
1311                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1312                                 }
1313                         }
1314                         else if (self.viewzoom > 0.4)
1315                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1316                 }
1317                 else if (self.viewzoom < 1.0)
1318                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1319
1320
1321                 if (self.button2)
1322                         PlayerJump ();
1323                 else
1324                         self.flags = self.flags | FL_JUMPRELEASED;
1325
1326                 player_powerups();
1327                 player_regen();
1328                 player_anim();
1329
1330                 //self.angles_y=self.v_angle_y + 90;   // temp
1331
1332                 if (self.waterlevel == 2)
1333                         CheckWaterJump ();
1334
1335                 //if (TetrisPreFrame()) return;
1336         } else if(gameover) {
1337                 if (intermission_running)
1338                         IntermissionThink ();   // otherwise a button could be missed between
1339                 return;
1340         } else if(self.classname == "observer") {
1341
1342                 if (self.flags & FL_JUMPRELEASED) {
1343                         if (self.button2 && self.version == cvar("gameversion")) {
1344                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1345                                         self.flags = self.flags & !FL_JUMPRELEASED;
1346                                         self.classname = "player";
1347                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1348                                                 JoinBestTeam(self, 0);
1349                                         if(cvar("g_campaign"))
1350                                                 campaign_bots_may_start = 1;
1351                                         PutClientInServer();
1352                                         if(self.flags & !FL_NOTARGET)
1353                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1354                                         centerprint(self,"");
1355                                         return;
1356                                 } else {
1357                                         self.flags = self.flags & !FL_JUMPRELEASED;
1358                                         stuffcmd(self,"menu_showteamselect\n");
1359                                         return;
1360                                 }
1361                         } else if(self.button0 && self.version == cvar("gameversion")) {
1362                                 self.flags = self.flags & !FL_JUMPRELEASED;
1363                                 if(SpectateNext() == 1) {
1364                                         self.classname = "spectator";
1365                                 }
1366                         }
1367                 } else {
1368                         if (!(self.button0 || self.button2)) {
1369                                 self.flags = self.flags | FL_JUMPRELEASED;
1370                         }
1371                 }
1372                 PrintWelcomeMessage(self);
1373         } else if(self.classname == "spectator") {
1374
1375                 if (self.flags & FL_JUMPRELEASED) {
1376                         if (self.button2 && self.version == cvar("gameversion")) {
1377                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1378                                         self.flags = self.flags & !FL_JUMPRELEASED;
1379                                         self.classname = "player";
1380                                         if(!cvar("g_lms"))
1381                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1382
1383                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1384                                                 JoinBestTeam(self, 0);
1385                                         if(cvar("g_campaign"))
1386                                                 campaign_bots_may_start = 1;
1387                                         PutClientInServer();
1388                                         centerprint(self,"");
1389                                         return;
1390                                 } else {
1391                                         self.flags = self.flags & !FL_JUMPRELEASED;
1392                                         stuffcmd(self,"menu_showteamselect\n");
1393                                         return;
1394                                 }
1395                         } else if(self.button0) {
1396                                 self.flags = self.flags & !FL_JUMPRELEASED;
1397                                 if(SpectateNext() == 1) {
1398                                         self.classname = "spectator";
1399                                 } else {
1400                                         self.classname = "observer";
1401                                         PutClientInServer();
1402                                 }
1403                         } else if (self.button3) {
1404                                 self.flags = self.flags & !FL_JUMPRELEASED;
1405                                 self.classname = "observer";
1406                                 PutClientInServer();
1407                         } else {
1408                                 SpectateUpdate();
1409                         }
1410         } else {
1411                 if (!(self.button0 || self.button3)) {
1412                         self.flags = self.flags | FL_JUMPRELEASED;
1413                 }
1414                 }
1415                 PrintWelcomeMessage(self);
1416         }
1417 }
1418
1419
1420 /*
1421 =============
1422 PlayerPostThink
1423
1424 Called every frame for each client after the physics are run
1425 =============
1426 */
1427 void PlayerPostThink (void)
1428 {
1429         if(self.classname == "player") {
1430                 CheckRules_Player();
1431                 UpdateChatBubble();
1432                 UpdateTeamBubble();
1433                 UpdatePlayerColors();
1434                 if (self.deadflag == DEAD_NO)
1435                 if (self.impulse)
1436                         ImpulseCommands ();
1437                 if (intermission_running)
1438                         return;         // intermission or finale
1439
1440                 //PrintWelcomeMessage(self);
1441                 //if (TetrisPostFrame()) return;
1442         } else if (self.classname == "observer") {
1443                 //do nothing
1444         } else if (self.classname == "spectator") {
1445                 //do nothing
1446         }
1447         Arena_Warmup();
1448 }