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g_maplist fixed (was only set to the first map before); "spam logging" improved ...
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_client.c
1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4 }
5
6 void info_player_deathmatch (void)
7 {
8 }
9
10 float spawn_allbad;
11 float spawn_allgood;
12 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
13 {
14         local entity spot, player, nextspot, previousspot, newfirstspot;
15         local float pcount;
16         spot = firstspot;
17         newfirstspot = world;
18         previousspot = world;
19         spawn_allgood = TRUE;
20         spawn_allbad = TRUE;
21         while (spot)
22         {
23                 nextspot = spot.chain;
24                 // count team mismatches as bad spots
25                 if (spot.team == teamcheck)
26                 {
27                         pcount = 0;
28                         player = playerlist;
29                         while (player)
30                         {
31                                 if (player != self)
32                                 if (vlen(player.origin - spot.origin) < mindist)
33                                         pcount = pcount + 1;
34                                 player = player.chain;
35                         }
36                         if (!pcount)
37                         {
38                                 spawn_allbad = FALSE;
39                                 if (newfirstspot)
40                                         previousspot.chain = spot;
41                                 else
42                                         newfirstspot = spot;
43                                 previousspot = spot;
44                                 spot.chain = world;
45                         }
46                         else
47                                 spawn_allgood = FALSE;
48                 }
49                 spot = nextspot;
50         }
51         // if we couldn't find ANY good points, return the original list
52         if (!newfirstspot)
53                 newfirstspot = firstspot;
54         return newfirstspot;
55 }
56
57 entity Spawn_RandomPoint(entity firstspot)
58 {
59         local entity spot;
60         local float numspots;
61         // count number of spots
62         numspots = 0;
63         spot = firstspot;
64         while (spot)
65         {
66                 numspots = numspots + 1;
67                 spot = spot.chain;
68         }
69         // pick a random one
70         numspots = numspots * random();
71         spot = firstspot;
72         while (spot.chain && numspots >= 1)
73         {
74                 numspots = numspots - 1;
75                 spot = spot.chain;
76         }
77         return spot;
78 }
79
80 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
81 {
82         local entity best, spot, player;
83         local float bestrating, rating;
84         best = world;
85         bestrating = -1000000;
86         spot = firstspot;
87         while (spot)
88         {
89                 rating = 1000000000;
90                 player = playerlist;
91                 while (player)
92                 {
93                         if (player != self)
94                                 rating = min(rating, vlen(player.origin - spot.origin));
95                         player = player.chain;
96                 }
97                 rating = rating + random() * 16;
98                 if (bestrating < rating)
99                 {
100                         best = spot;
101                         bestrating = rating;
102                 }
103                 spot = spot.chain;
104         }
105         return best;
106 }
107
108 /*
109 =============
110 SelectSpawnPoint
111
112 Finds a point to respawn
113 =============
114 */
115 entity SelectSpawnPoint (float anypoint)
116 {
117         local float teamcheck;
118         local entity spot, firstspot, playerlist;
119         string spotname;
120
121         spot = find (world, classname, "testplayerstart");
122         if (spot)
123                 return spot;
124
125         spotname = "info_player_deathmatch";
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 (random() > 0.5 || spawn_allbad || spawn_allgood)
143                 spot = Spawn_RandomPoint(firstspot);
144         else
145                 spot = Spawn_FurthestPoint(firstspot, playerlist);
146
147         if (!spot)
148                 error ("PutClientInServer: no start points on level");
149
150         return spot;
151 }
152
153 /*
154 =============
155 CheckPlayerModel
156
157 Checks if the argument string can be a valid playermodel.
158 Returns a valid one in doubt.
159 =============
160 */
161 string CheckPlayerModel(string plyermodel) {
162         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
163
164         /* Possible Fixme: Check if server can open the model?
165            This would kill custom models, however. */
166
167         return plyermodel;
168 }
169
170 /*
171 =============
172 PutObserverInServer
173
174 putting a client as observer in the server
175 =============
176 */
177 void PutObserverInServer (void)
178 {
179         entity  spot;
180         spot = SelectSpawnPoint (FALSE);
181         RemoveGrapplingHook(self); // Wazat's Grappling Hook
182
183         if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
184                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
185         else if(self.killcount != -666)
186                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
187
188         self.classname = "observer";
189         self.health = -666;
190         self.takedamage = DAMAGE_NO;
191         self.solid = SOLID_NOT;
192         self.movetype = MOVETYPE_NOCLIP;
193         self.flags = FL_CLIENT | FL_NOTARGET;
194         self.armorvalue = 666;
195         self.effects = 0;
196         self.armorvalue = cvar("g_balance_armor_start");
197         self.pauserotarmor_finished = 0;
198         self.pauserothealth_finished = 0;
199         self.pauseregen_finished = 0;
200         self.damageforcescale = 0;
201         self.death_time = 0;
202         self.dead_time = 0;
203         self.dead_frame = 0;
204         self.die_frame = 0;
205         self.deaths = 0;
206         self.alpha = 0;
207         self.scale = 0;
208         self.fade_time = 0;
209         self.pain_frame = 0;
210         self.pain_finished = 0;
211         self.strength_finished = 0;
212         self.invincible_finished = 0;
213         self.pushltime = 0;
214         self.think = SUB_Null;
215         self.nextthink = 0;
216         self.hook_time = 0;
217         self.runes = 0;
218         self.deadflag = DEAD_NO;
219         self.angles = spot.angles;
220         self.angles_z = 0;
221         self.fixangle = TRUE;
222         self.crouch = FALSE;
223         self.view_ofs = PL_VIEW_OFS;
224         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
225         self.oldorigin = self.origin;
226         self.items = 0;
227         self.model = "";
228         self.modelindex = 0;
229         self.weapon = 0;
230         self.weaponmodel = "";
231         self.weaponframe = 0;
232         self.weaponentity = world;
233         self.killcount = -666;
234         if(!cvar("g_lms"))
235                 self.frags = -666;
236         //stuffcmd(self, "set viewsize 120 \n");
237 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
238 }
239
240
241 /*
242 =============
243 PutClientInServer
244
245 Called when a client spawns in the server
246 =============
247 */
248 void PutClientInServer (void)
249 {
250         if(clienttype(self) ==  CLIENTTYPE_BOT)
251         {
252                 self.classname = "player";
253         }
254
255         // player is dead and becomes observer
256         if(cvar("g_lms") && self.frags < 1)
257                 self.classname = "observer";
258
259         if(self.classname == "player") {
260                 entity  spot;
261
262                 spot = SelectSpawnPoint (FALSE);
263
264                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
265
266                 self.classname = "player";
267                 self.iscreature = TRUE;
268                 self.movetype = MOVETYPE_WALK;
269                 self.solid = SOLID_SLIDEBOX;
270                 self.flags = FL_CLIENT;
271                 self.takedamage = DAMAGE_AIM;
272                 self.effects = 0;
273                 self.health = cvar("g_balance_health_start");
274                 self.armorvalue = cvar("g_balance_armor_start");
275                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
276                 self.pauserotarmor_finished = time + 10;
277                 self.pauserothealth_finished = time + 10;
278                 self.pauseregen_finished = 0;
279                 self.damageforcescale = 2;
280                 self.death_time = 0;
281                 self.dead_time = 0;
282                 self.dead_frame = 0;
283                 self.die_frame = 0;
284                 self.alpha = 0;
285                 self.scale = 0;
286                 self.fade_time = 0;
287                 self.pain_frame = 0;
288                 self.pain_finished = 0;
289                 self.strength_finished = 0;
290                 self.invincible_finished = 0;
291                 self.pushltime = 0;
292                 //self.speed_finished = 0;
293                 //self.slowmo_finished = 0;
294                 // players have no think function
295                 self.think = SUB_Null;
296                 self.nextthink = 0;
297                 self.weapon = 0;
298                 self.switchweapon = 0;
299                 self.hook_time = 0;
300
301                 self.runes = 0;
302
303                 self.deadflag = DEAD_NO;
304
305                 self.angles = spot.angles;
306
307                 self.angles_z = 0; // never spawn tilted even if the spot says to
308                 self.fixangle = TRUE; // turn this way immediately
309                 self.velocity = '0 0 0';
310                 self.avelocity = '0 0 0';
311                 self.punchangle = '0 0 0';
312                 self.punchvector = '0 0 0';
313                 self.oldvelocity = self.velocity;
314
315                 self.viewzoom = 0.6;
316
317                 if(cvar("sv_defaultcharacter") == 1) {
318                         local string defaultmodel;
319                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
320
321                         precache_model (defaultmodel);
322                         setmodel (self, defaultmodel);
323                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
324                 } else {
325                         self.playermodel = CheckPlayerModel(self.playermodel);
326
327                         precache_model (self.playermodel);
328                         setmodel (self, self.playermodel);
329                         self.skin = stof(self.playerskin);
330
331                 }
332
333                 self.crouch = FALSE;
334                 self.view_ofs = PL_VIEW_OFS;
335                 setsize (self, PL_MIN, PL_MAX);
336                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
337                 // don't reset back to last position, even if new position is stuck in solid
338                 self.oldorigin = self.origin;
339
340                 if(cvar("g_lms"))
341                 {
342                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
343                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
344                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
345                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
346                         self.health = cvar("g_lms_start_health");
347                         self.armorvalue = cvar("g_lms_start_armor");
348                 }
349                 else if (cvar("g_use_ammunition")) {
350                         self.ammo_shells = cvar("g_start_ammo_shells");
351                         self.ammo_nails = cvar("g_start_ammo_nails");
352                         self.ammo_rockets = cvar("g_start_ammo_rockets");
353                         self.ammo_cells = cvar("g_start_ammo_cells");
354                 } else {
355                         self.ammo_shells = 999;
356                         self.ammo_nails = 999;
357                         self.ammo_rockets = 999;
358                         self.ammo_cells = 999;
359                 }
360
361                 self.items = 0;
362                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
363                 {
364                         self.items = self.items | IT_LASER;
365                         self.switchweapon = WEP_LASER;
366                 }
367                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
368                 {
369                         self.items = self.items | IT_SHOTGUN;
370                         self.switchweapon = WEP_SHOTGUN;
371                 }
372                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
373                 {
374                         self.items = self.items | IT_UZI;
375                         self.switchweapon = WEP_UZI;
376                 }
377                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
378                 {
379                         self.items = self.items | IT_GRENADE_LAUNCHER;
380                         self.switchweapon = WEP_GRENADE_LAUNCHER;
381                 }
382                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
383                 {
384                         self.items = self.items | IT_ELECTRO;
385                         self.switchweapon = WEP_ELECTRO;
386                 }
387                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
388                 {
389                         self.items = self.items | IT_CRYLINK;
390                         self.switchweapon = WEP_CRYLINK;
391                 }
392                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
393                 {
394                         self.items = self.items | IT_NEX;
395                         self.switchweapon = WEP_NEX;
396                 }
397                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
398                 {
399                         self.items = self.items | IT_HAGAR;
400                         self.switchweapon = WEP_HAGAR;
401                 }
402                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
403                 {
404                         self.items = self.items | IT_ROCKET_LAUNCHER;
405                         self.switchweapon = WEP_ROCKET_LAUNCHER;
406                 }
407
408                 if(cvar("g_instagib"))
409                 {
410                         self.items = IT_NEX;
411                         self.switchweapon = WEP_NEX;
412                         self.ammo_cells = 999;
413                 }
414
415                 if(cvar("g_rocketarena"))
416                 {
417                         self.items = IT_ROCKET_LAUNCHER;
418                         self.switchweapon = WEP_ROCKET_LAUNCHER;
419                         self.ammo_rockets = 999;
420                 }
421
422                 if(cvar("g_nixnex"))
423                 {
424                         self.items = 0;
425                         // will be done later
426                 }
427
428                 if(cvar("g_minstagib"))
429                 {
430                         self.health = 100;
431                         self.armorvalue = 0;
432                         self.items = IT_NEX;
433                         self.switchweapon = WEP_NEX;
434                         self.ammo_cells = cvar("g_minstagib_ammo_start");
435                         self.extralives = 0;
436                         self.jump_interval = time;
437                 }
438
439                 self.event_damage = PlayerDamage;
440
441                 self.statdraintime = time + 5;
442                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
443
444                 if(self.killcount == -666) {
445                         self.killcount = 0;
446                         self.frags = 0;
447                 }
448
449                 self.cnt = WEP_LASER;
450                 self.nixnex_lastchange_id = -1;
451
452                 /*
453                 W_UpdateWeapon();
454                 W_UpdateAmmo();
455                 */
456                 CL_SpawnWeaponentity();
457                 self.alpha = 1;
458                 self.exteriorweaponentity.alpha = 1;
459
460                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
461                 self.lms_traveled_distance = 0;
462
463                 if(cvar("spawn_debug"))
464                 {
465                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
466                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
467                 }
468
469                 //stuffcmd(self, "chase_active 0");
470                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
471         } else if(self.classname == "observer") {
472                 PutObserverInServer ();
473         }
474 }
475
476 /*
477 =============
478 SetNewParms
479 =============
480 */
481 void SetNewParms (void)
482 {
483
484 }
485
486 /*
487 =============
488 SetChangeParms
489 =============
490 */
491 void SetChangeParms (void)
492 {
493
494 }
495
496 /*
497 =============
498 ClientKill
499
500 Called when a client types 'kill' in the console
501 =============
502 */
503 void ClientKill (void)
504 {
505         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
506 }
507
508 /*
509 =============
510 ClientConnect
511
512 Called when a client connects to the server
513 =============
514 */
515 string ColoredTeamName(float t);
516 //void dom_player_join_team(entity pl);
517 void ClientConnect (void)
518 {
519         self.classname = "player_joining";
520
521         if(player_count<0) player_count = 0;
522
523         //if(cvar("g_domination"))
524         //      dom_player_join_team(self);
525
526         //JoinBestTeam(self, FALSE);
527
528         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
529                 self.classname = "observer";
530         } else {
531                 self.classname = "player";
532         }
533
534         self.playerid = (playerid_last = playerid_last + 1);
535         if(cvar("sv_logspam"))
536         {
537                 string s;
538                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", self.netname), TRUE);
539                 s = strcat(":team:", ftos(self.playerid), ":");
540                 s = strcat(s, ftos(self.team));
541                 GameLogEcho(s, FALSE);
542         }
543
544         //stuffcmd(self, "set tmpviewsize $viewsize \n");
545
546         bprint ("^4",self.netname);
547         bprint ("^4 connected");
548
549         if(cvar("g_domination") || cvar("g_ctf"))
550         {
551                 bprint(" and joined the ");
552                 bprint(ColoredTeamName(self.team));
553         }
554
555         bprint("\n");
556
557         self.welcomemessage_time = time + cvar("welcome_message_time");
558         self.welcomemessage_time2 = 0;
559
560         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
561         // send prediction settings to the client
562         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
563         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
564         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
565         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
566         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
567         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
568         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
569         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
570         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
571         // Wazat's grappling hook
572         SetGrappleHookBindings();
573
574         // get autoswitch state from player
575         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
576         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
577
578         // get version info from player
579         stuffcmd(self, "cmd clientversion $gameversion\n");
580
581         // set cvar for team scoreboard
582         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
583
584         if(cvar("g_lms"))
585         {
586                 self.frags = cvar("fraglimit");
587                 // no fraglimit was set, so player gets 999 lives
588                 if(self.frags < 1)
589                         self.frags = 999;
590
591                 // disallow player to join after the worst player has lost g_lms_last_join lives
592                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
593                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
594                 {
595                         self.frags = -1;
596                         lms_dead_count += 1;
597                 }
598                 else if(cvar("fraglimit") > lms_lowest_lives)
599                 {
600                         self.frags = lms_lowest_lives;
601                 }
602         }
603
604         player_count += 1;
605         self.jointime = time;
606 }
607
608 /*
609 =============
610 ClientDisconnect
611
612 Called when a client disconnects from the server
613 =============
614 */
615 void(entity e) DropFlag;
616 .entity chatbubbleentity;
617 .entity teambubbleentity;
618 void ClientDisconnect (void)
619 {
620         if(cvar("sv_logspam"))
621                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
622         bprint ("^4",self.netname);
623         bprint ("^4 disconnected\n");
624
625         if (self.chatbubbleentity)
626         {
627                 remove (self.chatbubbleentity);
628                 self.chatbubbleentity = world;
629         }
630
631         if (self.teambubbleentity)
632         {
633                 remove (self.teambubbleentity);
634                 self.teambubbleentity = world;
635         }
636
637         DropAllRunes(self);
638
639         if(self.flagcarried)
640                 DropFlag(self.flagcarried);
641
642         // decrease player count for lms
643         player_count -= 1;
644         // player was dead, decrease dead count
645         if(cvar("g_lms") && self.frags < 1)
646                 lms_dead_count -= 1;
647         //stuffcmd(self, "set viewsize $tmpviewsize \n");
648 }
649
650 .float buttonchat;
651 void() ChatBubbleThink =
652 {
653         self.nextthink = time;
654         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
655         {
656                 remove(self);
657                 return;
658         }
659         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
660         if (self.owner.buttonchat && !self.owner.deadflag)
661                 self.model = self.mdl;
662         else
663                 self.model = "";
664 };
665
666 void() UpdateChatBubble =
667 {
668         if (!self.modelindex)
669                 return;
670         // spawn a chatbubble entity if needed
671         if (!self.chatbubbleentity)
672         {
673                 self.chatbubbleentity = spawn();
674                 self.chatbubbleentity.owner = self;
675                 self.chatbubbleentity.exteriormodeltoclient = self;
676                 self.chatbubbleentity.think = ChatBubbleThink;
677                 self.chatbubbleentity.nextthink = time;
678                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
679                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
680                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
681                 self.chatbubbleentity.model = "";
682         }
683 }
684
685
686 void() TeamBubbleThink =
687 {
688         self.nextthink = time;
689         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
690         {
691                 remove(self);
692                 return;
693         }
694 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
695         if (self.owner.buttonchat || self.owner.deadflag)
696                 self.model = "";
697         else
698                 self.model = self.mdl;
699
700 };
701
702 .float() customizeentityforclient;
703 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
704
705 void() UpdateTeamBubble =
706 {
707         if (!self.modelindex || !cvar("teamplay"))
708                 return;
709         // spawn a teambubble entity if needed
710         if (!self.teambubbleentity && cvar("teamplay"))
711         {
712                 self.teambubbleentity = spawn();
713                 self.teambubbleentity.owner = self;
714                 self.teambubbleentity.exteriormodeltoclient = self;
715                 self.teambubbleentity.think = TeamBubbleThink;
716                 self.teambubbleentity.nextthink = time;
717                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
718 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
719                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
720                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
721                 self.teambubbleentity.mdl = self.teambubbleentity.model;
722                 self.teambubbleentity.model = self.teambubbleentity.mdl;
723                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
724         }
725 }
726
727 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
728 // added to the model skins
729 /*void() UpdateColorModHack =
730 {
731         local float c;
732         c = self.clientcolors & 15;
733         // LordHavoc: only bothering to support white, green, red, yellow, blue
734              if (teamplay == 0) self.colormod = '0 0 0';
735         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
736         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
737         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
738         else if (c == 12) self.colormod = '1.22 1.22 0.10';
739         else if (c == 13) self.colormod = '0.10 0.10 1.73';
740         else self.colormod = '1 1 1';
741 };*/
742
743 void UpdatePlayerColors () {
744         if(self.weaponentity) {
745                 self.weaponentity.colormap = self.colormap;
746                 self.exteriorweaponentity.colormap = self.colormap;
747         }
748 }
749 /*
750 =============
751 PlayerJump
752
753 When you press the jump key
754 =============
755 */
756 void PlayerJump (void)
757 {
758         float mjumpheight;
759
760         mjumpheight = cvar("g_balance_jumpheight");
761         if (self.waterlevel >= 2)
762         {
763                 if (self.watertype == CONTENT_WATER)
764                         self.velocity_z = 200;
765                 else if (self.watertype == CONTENT_SLIME)
766                         self.velocity_z = 80;
767                 else
768                         self.velocity_z = 50;
769
770                 return;
771         }
772
773
774         if (!(self.flags & FL_ONGROUND))
775                 return;
776
777         if (!(self.flags & FL_JUMPRELEASED))
778                 return;
779
780         if(cvar("g_runematch"))
781         {
782                 if(self.runes & RUNE_SPEED)
783                 {
784                         if(self.runes & CURSE_SLOW)
785                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
786                         else
787                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
788                 }
789                 else if(self.runes & CURSE_SLOW)
790                 {
791                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
792                 }
793         }
794
795         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
796         {
797                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
798         }
799
800         self.velocity_z = self.velocity_z + mjumpheight;
801         self.oldvelocity_z = self.velocity_z;
802
803         self.flags = self.flags - FL_ONGROUND;
804         self.flags = self.flags - FL_JUMPRELEASED;
805 }
806
807 void() CheckWaterJump =
808 {
809         local vector start, end;
810
811 // check for a jump-out-of-water
812         makevectors (self.angles);
813         start = self.origin;
814         start_z = start_z + 8;
815         v_forward_z = 0;
816         normalize(v_forward);
817         end = start + v_forward*24;
818         traceline (start, end, TRUE, self);
819         if (trace_fraction < 1)
820         {       // solid at waist
821                 start_z = start_z + self.maxs_z - 8;
822                 end = start + v_forward*24;
823                 self.movedir = trace_plane_normal * -50;
824                 traceline (start, end, TRUE, self);
825                 if (trace_fraction == 1)
826                 {       // open at eye level
827                         self.flags = self.flags | FL_WATERJUMP;
828                         self.velocity_z = 225;
829                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
830                         self.teleport_time = time + 2;  // safety net
831                         return;
832                 }
833         }
834 };
835
836
837 void respawn(void)
838 {
839         CopyBody(1);
840         PutClientInServer();
841 }
842
843 void player_powerups (void)
844 {
845         if (cvar("g_minstagib"))
846         {
847                 self.effects = EF_FULLBRIGHT;
848                 if (self.items & IT_STRENGTH)
849                 {
850                         if (time > self.strength_finished)
851                         {
852                                 self.alpha = 1;
853                                 self.exteriorweaponentity.alpha = 1;
854                                 self.items = self.items - (self.items & IT_STRENGTH);
855                                 sprint(self, "^3Invisibility has worn off\n");
856                         }
857                 }
858                 else
859                 {
860                         if (time < self.strength_finished)
861                         {
862                                 self.alpha = cvar("g_minstagib_invis_alpha");
863                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
864                                 self.items = self.items | IT_STRENGTH;
865                                 sprint(self, "^3You are invisible\n");
866                         }
867                 }
868
869                 if (self.items & IT_INVINCIBLE)
870                 {
871                         if (time > self.invincible_finished)
872                         {
873                                 self.items = self.items - (self.items & IT_INVINCIBLE);
874                                 sprint(self, "^3Speed has worn off\n");
875                         }
876                 }
877                 else
878                 {
879                         if (time < self.invincible_finished)
880                         {
881                                 self.items = self.items | IT_INVINCIBLE;
882                                 sprint(self, "^3You are on speed\n");
883                         }
884                 }
885                 return;
886         }
887
888         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
889         if (self.items & IT_STRENGTH)
890         {
891                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
892                 if (time > self.strength_finished)
893                 {
894                         self.items = self.items - (self.items & IT_STRENGTH);
895                         sprint(self, "^3Strength has worn off\n");
896                 }
897         }
898         else
899         {
900                 if (time < self.strength_finished)
901                 {
902                         self.items = self.items | IT_STRENGTH;
903                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
904                 }
905         }
906         if (self.items & IT_INVINCIBLE)
907         {
908                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
909                 if (time > self.invincible_finished)
910                 {
911                         self.items = self.items - (self.items & IT_INVINCIBLE);
912                         sprint(self, "^3Shield has worn off\n");
913                 }
914         }
915         else
916         {
917                 if (time < self.invincible_finished)
918                 {
919                         self.items = self.items | IT_INVINCIBLE;
920                         sprint(self, "^3Shield surrounds you\n");
921                 }
922         }
923
924         if (cvar("g_fullbrightplayers"))
925                 self.effects = self.effects | EF_FULLBRIGHT;
926
927         // midair gamemode: damage only while in the air
928         // if in midair mode, being on ground grants temporary invulnerability
929         // (this is so that multishot weapon don't clear the ground flag on the
930         // first damage in the frame, leaving the player vulnerable to the
931         // remaining hits in the same frame)
932         if (self.flags & FL_ONGROUND)
933         if (cvar("g_midair"))
934                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
935
936         if (time < self.spawnshieldtime)
937                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
938 }
939
940 void player_regen (void)
941 {
942         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
943         maxh = cvar("g_balance_health_stable");
944         maxa = cvar("g_balance_armor_stable");
945         limith = cvar("g_balance_health_limit");
946         limita = cvar("g_balance_armor_limit");
947
948         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
949                 return;
950
951         if(cvar("g_runematch"))
952         {
953                 max_mod = regen_mod = rot_mod = limit_mod = 1;
954                 if (self.runes & RUNE_REGEN)
955                 {
956                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
957                         {
958                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
959                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
960                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
961                         }
962                         else
963                         {
964                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
965                                 max_mod = cvar("g_balance_rune_regen_hpmod");
966                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
967                         }
968                 }
969                 else if (self.runes & CURSE_VENOM)
970                 {
971                         max_mod = cvar("g_balance_curse_venom_hpmod");
972                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
973                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
974                         else
975                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
976                         limit_mod = cvar("g_balance_curse_venom_limitmod");
977                         //if (!self.runes & RUNE_REGEN)
978                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
979                 }
980                 maxh = maxh * max_mod;
981                 //maxa = maxa * max_mod;
982
983                 if (time > self.pauserotarmor_finished)
984                 {
985                         if (self.armorvalue > maxa)
986                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
987                 }
988                 if (time > self.pauserothealth_finished)
989                 {
990                         if (self.health > maxh)
991                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
992                 }
993                 if (time > self.pauseregen_finished)
994                 {
995                         if (self.health < maxh)
996                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
997                         if (self.armorvalue < maxa)
998                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
999                 }
1000         }
1001         else
1002         {
1003                 if (time > self.pauserothealth_finished)
1004                 if (self.health > maxh)
1005                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1006                 if (time > self.pauserotarmor_finished)
1007                 if (self.armorvalue > maxa)
1008                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1009                 if (time > self.pauseregen_finished)
1010                 {
1011                         if (self.health < maxh)
1012                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1013                         if (self.armorvalue < maxa)
1014                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1015                 }
1016         }
1017         if (self.health > limith)
1018                 self.health = limith;
1019         if (self.armorvalue > limita)
1020                 self.armorvalue = limita;
1021 }
1022
1023 /*
1024 ======================
1025 spectate mode routines
1026 ======================
1027 */
1028 void SpectateCopy(entity spectatee) {
1029         self.armortype = spectatee.armortype;
1030         self.armorvalue = spectatee.armorvalue;
1031         self.currentammo = spectatee.currentammo;
1032         self.effects = spectatee.effects;
1033         self.health = spectatee.health;
1034         self.impulse = 0;
1035         self.items = spectatee.items;
1036         self.punchangle = spectatee.punchangle;
1037         self.view_ofs = spectatee.view_ofs;
1038         self.v_angle = spectatee.v_angle;
1039         self.viewzoom = spectatee.viewzoom;
1040         setorigin(self, spectatee.origin);
1041         setsize(self, spectatee.mins, spectatee.maxs);
1042 }
1043
1044 void SpectateUpdate() {
1045         if (self != self.enemy) {
1046                 SpectateCopy(self.enemy);
1047                 msg_entity = self;
1048                 WriteByte(MSG_ONE, SVC_SETANGLE);
1049                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1050                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1051                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1052         }
1053 }
1054
1055 float SpectateNext() {
1056         other = find(self.enemy, classname, "player");
1057         if (!other) {
1058                 other = find(other, classname, "player");
1059         }
1060         if (other) {
1061                 self.enemy = other;
1062         }
1063         if(self.enemy.classname == "player") {
1064                 msg_entity = self;
1065                 WriteByte(MSG_ONE, SVC_SETVIEW);
1066                 WriteEntity(MSG_ONE, self.enemy);
1067                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1068                 SpectateUpdate();
1069                 return 1;
1070         } else {
1071                 return 0;
1072         }
1073 }
1074
1075 /*
1076 =============
1077 PlayerPreThink
1078
1079 Called every frame for each client before the physics are run
1080 =============
1081 */
1082 void PlayerPreThink (void)
1083 {
1084         if(self.classname == "player") {
1085                 local vector m1, m2;
1086
1087 //              MauveBot_AI();
1088
1089 //              if(self.netname == "Wazat")
1090 //                      bprint(strcat(self.classname, "\n"));
1091
1092                 CheckRules_Player();
1093
1094                 if(self.button7)
1095                         PrintWelcomeMessage(self);
1096
1097                 if(cvar("g_lms") || !cvar("sv_spectate"))
1098                 if((time - self.jointime) <= cvar("welcome_message_time"))
1099                         PrintWelcomeMessage(self);
1100
1101                 if (intermission_running)
1102                 {
1103                         IntermissionThink ();   // otherwise a button could be missed between
1104                         return;                                 // the think tics
1105                 }
1106
1107                 if (self.deadflag != DEAD_NO)
1108                 {
1109                         player_anim();
1110                         weapon_freeze();
1111                         if (self.deadflag == DEAD_DYING)
1112                         {
1113                                 if (time > self.dead_time)
1114                                         self.deadflag = DEAD_DEAD;
1115                         }
1116                         else if (self.deadflag == DEAD_DEAD)
1117                         {
1118                                 if (cvar("g_lms") || cvar("g_forced_respawn"))
1119                                         self.button0 = self.button2 = self.button3 = 0;
1120
1121                                 if (!self.button0 && !self.button2 && !self.button3)
1122                                         self.deadflag = DEAD_RESPAWNABLE;
1123                         }
1124                         else if (self.deadflag == DEAD_RESPAWNABLE)
1125                         {
1126                                 if (self.button0  ||
1127                                     self.button2  ||
1128                                     self.button3  ||
1129                                     self.button4  ||
1130                                     cvar("g_lms") ||
1131                                     cvar("g_forced_respawn"))
1132                                         respawn();
1133                         }
1134                         return;
1135                 }
1136
1137                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1138                 {
1139                         vector dist;
1140
1141                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1142                         dist = self.oldorigin - self.origin;
1143                         dist_z = 0;
1144                         self.lms_traveled_distance += fabs(vlen(dist));
1145
1146                         if(time > self.lms_nextcheck)
1147                         {
1148                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1149                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1150                                 {
1151                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1152                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1153                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1154                                         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');
1155                                 }
1156                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1157                                 self.lms_traveled_distance = 0;
1158                         }
1159                 }
1160
1161                 if (self.button5)
1162                 {
1163                         if (!self.crouch)
1164                         {
1165                                 self.crouch = TRUE;
1166                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1167                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1168                         }
1169                 }
1170                 else
1171                 {
1172                         if (self.crouch)
1173                         {
1174                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1175                                 if (!trace_startsolid)
1176                                 {
1177                                         self.crouch = FALSE;
1178                                         self.view_ofs = PL_VIEW_OFS;
1179                                         setsize (self, PL_MIN, PL_MAX);
1180                                 }
1181                         }
1182                 }
1183
1184                 if(cvar("sv_defaultcharacter") == 1) {
1185                         local string defaultmodel;
1186                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1187
1188                         if (defaultmodel != self.model)
1189                         {
1190                                 m1 = self.mins;
1191                                 m2 = self.maxs;
1192                                 precache_model (defaultmodel);
1193                                 setmodel (self, defaultmodel);
1194                                 setsize (self, m1, m2);
1195                         }
1196
1197                         if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1198                                 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1199                 } else {
1200                         if (self.playermodel != self.model)
1201                         {
1202                                 self.playermodel = CheckPlayerModel(self.playermodel);
1203                                 m1 = self.mins;
1204                                 m2 = self.maxs;
1205                                 precache_model (self.playermodel);
1206                                 setmodel (self, self.playermodel);
1207                                 setsize (self, m1, m2);
1208                         }
1209
1210                         if (self.skin != stof(self.playerskin))
1211                                 self.skin = stof(self.playerskin);
1212                 }
1213                 // Savage: Check for nameless players
1214                 if (strlen(self.netname) < 1) {
1215                         self.netname = "Player";
1216                         stuffcmd(self, "name Player\n");
1217                 }
1218
1219                 GrapplingHookFrame();
1220
1221                 W_WeaponFrame();
1222
1223                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1224                 {
1225                         if (cvar("g_minstagib") && self.button3)
1226                         {
1227                                 if (self.jump_interval <= (time + 0.1))
1228                                 {
1229                                         self.jump_interval = time + 1;
1230                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1231                                 }
1232                         }
1233                         else if (self.viewzoom > 0.4)
1234                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1235                 }
1236                 else if (self.viewzoom < 1.0)
1237                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1238
1239
1240                 if (self.button2)
1241                         PlayerJump ();
1242                 else
1243                         self.flags = self.flags | FL_JUMPRELEASED;
1244
1245                 player_powerups();
1246                 player_regen();
1247                 player_anim();
1248
1249                 //self.angles_y=self.v_angle_y + 90;   // temp
1250
1251                 if (self.waterlevel == 2)
1252                         CheckWaterJump ();
1253
1254                 //if (TetrisPreFrame()) return;
1255         } else if(gameover) {
1256                 if (intermission_running)
1257                         IntermissionThink ();   // otherwise a button could be missed between
1258                 return;
1259         } else if(self.classname == "observer") {
1260
1261                 if (self.flags & FL_JUMPRELEASED) {
1262                         if (self.button2 && self.version == cvar("gameversion")) {
1263                                 if(!cvar("teamplay")) {
1264                                         self.flags = self.flags & !FL_JUMPRELEASED;
1265                                         self.classname = "player";
1266                                         if(!cvar("g_lms"))
1267                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1268                                         PutClientInServer();
1269                                         centerprint(self,"");
1270                                         return;
1271                                 } else {
1272                                         self.flags = self.flags & !FL_JUMPRELEASED;
1273                                         stuffcmd(self,"menu_showteamselect\n");
1274                                         return;
1275                                 }
1276                         } else if(self.button0 && self.version == cvar("gameversion")) {
1277                                 self.flags = self.flags & !FL_JUMPRELEASED;
1278                                 if(SpectateNext() == 1) {
1279                                         self.classname = "spectator";
1280                                 }
1281                         }
1282                 } else {
1283                         if (!(self.button0 || self.button2)) {
1284                                 self.flags = self.flags | FL_JUMPRELEASED;
1285                         }
1286                 }
1287                 if(cvar("g_lms") && self.frags == 0)
1288                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1289                 else if(cvar("g_lms") && self.frags == -1)
1290                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1291                 else
1292                         PrintWelcomeMessage(self);
1293                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1294         } else if(self.classname == "spectator") {
1295
1296                 if (self.flags & FL_JUMPRELEASED) {
1297                         if (self.button2 && self.version == cvar("gameversion")) {
1298                                 if(!cvar("teamplay")) {
1299                                         self.flags = self.flags & !FL_JUMPRELEASED;
1300                                         self.classname = "player";
1301                                         if(!cvar("g_lms"))
1302                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1303
1304                                         msg_entity = self;
1305                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1306                                         WriteEntity(MSG_ONE, self);
1307                                         PutClientInServer();
1308                                         centerprint(self,"");
1309                                         return;
1310                                 } else {
1311                                         self.flags = self.flags & !FL_JUMPRELEASED;
1312                                         stuffcmd(self,"menu_showteamselect\n");
1313                                         return;
1314                                 }
1315                         } else if(self.button0) {
1316                                 self.flags = self.flags & !FL_JUMPRELEASED;
1317                                 if(SpectateNext() == 1) {
1318                                         self.classname = "spectator";
1319                                 } else {
1320                                         self.classname = "observer";
1321                                         msg_entity = self;
1322                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1323                                         WriteEntity(MSG_ONE, self);
1324                                         PutClientInServer();
1325                                 }
1326                         } else if (self.button3) {
1327                                 self.flags = self.flags & !FL_JUMPRELEASED;
1328                                 self.classname = "observer";
1329                                 msg_entity = self;
1330                                 WriteByte(MSG_ONE, SVC_SETVIEW);
1331                                 WriteEntity(MSG_ONE, self);
1332                                 PutClientInServer();
1333                         } else {
1334                                 SpectateUpdate();
1335                         }
1336         } else {
1337                 if (!(self.button0 || self.button3)) {
1338                         self.flags = self.flags | FL_JUMPRELEASED;
1339                 }
1340                 }
1341                 if (cvar("g_lms") && self.frags < 1)
1342                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1343                 else
1344                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
1345
1346         }
1347 }
1348
1349
1350 /*
1351 =============
1352 PlayerPostThink
1353
1354 Called every frame for each client after the physics are run
1355 =============
1356 */
1357 void PlayerPostThink (void)
1358 {
1359         if(self.classname == "player") {
1360                 CheckRules_Player();
1361                 UpdateChatBubble();
1362                 UpdateTeamBubble();
1363                 UpdatePlayerColors();
1364                 if (self.deadflag == DEAD_NO)
1365                 if (self.impulse)
1366                         ImpulseCommands ();
1367                 if (intermission_running)
1368                         return;         // intermission or finale
1369
1370                 //PrintWelcomeMessage(self);
1371                 //if (TetrisPostFrame()) return;
1372         } else if (self.classname == "observer") {
1373                 //do nothing
1374         } else if (self.classname == "spectator") {
1375                 //do nothing
1376         }
1377 }