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1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4         relocate_spawnpoint();
5 }
6
7 void info_player_deathmatch (void)
8 {
9         relocate_spawnpoint();
10 }
11
12 float spawn_allbad;
13 float spawn_allgood;
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
15 {
16         local entity spot, player, nextspot, previousspot, newfirstspot;
17         local float pcount;
18         spot = firstspot;
19         newfirstspot = world;
20         previousspot = world;
21         spawn_allgood = TRUE;
22         spawn_allbad = TRUE;
23         while (spot)
24         {
25                 nextspot = spot.chain;
26                 // count team mismatches as bad spots
27                 if (spot.team == teamcheck)
28                 {
29                         pcount = 0;
30                         player = playerlist;
31                         while (player)
32                         {
33                                 if (player != self)
34                                 if (vlen(player.origin - spot.origin) < mindist)
35                                         pcount = pcount + 1;
36                                 player = player.chain;
37                         }
38                         if (!pcount)
39                         {
40                                 spawn_allbad = FALSE;
41                                 if (newfirstspot)
42                                         previousspot.chain = spot;
43                                 else
44                                         newfirstspot = spot;
45                                 previousspot = spot;
46                                 spot.chain = world;
47                         }
48                         else
49                                 spawn_allgood = FALSE;
50                 }
51                 spot = nextspot;
52         }
53         // if we couldn't find ANY good points, return the original list
54         if (!newfirstspot)
55                 newfirstspot = firstspot;
56         return newfirstspot;
57 }
58
59 entity Spawn_RandomPoint(entity firstspot)
60 {
61         local entity spot;
62         local float numspots;
63         // count number of spots
64         numspots = 0;
65         spot = firstspot;
66         while (spot)
67         {
68                 numspots = numspots + 1;
69                 spot = spot.chain;
70         }
71         // pick a random one
72         numspots = numspots * random();
73         spot = firstspot;
74         while (spot.chain && numspots >= 1)
75         {
76                 numspots = numspots - 1;
77                 spot = spot.chain;
78         }
79         return spot;
80 }
81
82 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
83 {
84         local entity best, spot, player;
85         local float bestrating, rating;
86         best = world;
87         bestrating = -1000000;
88         spot = firstspot;
89         while (spot)
90         {
91                 rating = 1000000000;
92                 player = playerlist;
93                 while (player)
94                 {
95                         if (player != self)
96                                 rating = min(rating, vlen(player.origin - spot.origin));
97                         player = player.chain;
98                 }
99                 rating = rating + random() * 16;
100                 if (bestrating < rating)
101                 {
102                         best = spot;
103                         bestrating = rating;
104                 }
105                 spot = spot.chain;
106         }
107         return best;
108 }
109
110 /*
111 =============
112 SelectSpawnPoint
113
114 Finds a point to respawn
115 =============
116 */
117 entity SelectSpawnPoint (float anypoint)
118 {
119         local float teamcheck;
120         local entity spot, firstspot, playerlist;
121
122         spot = find (world, classname, "testplayerstart");
123         if (spot)
124                 return spot;
125
126         teamcheck = 0;
127
128         if(!anypoint && cvar("g_ctf") )
129                 teamcheck = self.team;
130
131         // get the list of players
132         playerlist = findchain(classname, "player");
133         // get the entire list of spots
134         firstspot = findchain(classname, "info_player_deathmatch");
135         // filter out the bad ones
136         // (note this returns the original list if none survived)
137         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
138
139         // there is 50/50 chance of choosing a random spot or the furthest spot
140         // (this means that roughly every other spawn will be furthest, so you
141         // usually won't get fragged at spawn twice in a row)
142         if (arena_roundbased)
143         {
144                 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
145                 spot = Spawn_RandomPoint(firstspot);
146         }
147         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
148                 spot = Spawn_RandomPoint(firstspot);
149         else
150                 spot = Spawn_FurthestPoint(firstspot, playerlist);
151
152         if (!spot)
153         {
154                 if(cvar("spawn_debug"))
155                         GotoNextMap();
156                 else
157                         error ("PutClientInServer: no start points on level");
158         }
159
160         return spot;
161 }
162
163 /*
164 =============
165 CheckPlayerModel
166
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
169 =============
170 */
171 string FallbackPlayerModel = "models/player/marine.zym";
172 string CheckPlayerModel(string plyermodel) {
173         if(strlen(plyermodel) < 4)
174                 return FallbackPlayerModel;
175         if( substring(plyermodel,0,14) != "models/player/")
176                 return FallbackPlayerModel;
177         else if(cvar("sv_servermodelsonly"))
178         {
179                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
180                         return FallbackPlayerModel;
181                 if(!fexists(plyermodel))
182                         return FallbackPlayerModel;
183         }
184         return plyermodel;
185 }
186
187 /*
188 =============
189 Client_customizeentityforclient
190
191 LOD reduction
192 =============
193 */
194 float Client_customizeentityforclient()
195 {
196 #ifdef ALLOW_VARIABLE_LOD
197         // self: me
198         // other: the player viewing me
199         float distance;
200         float f;
201
202         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
203                 return TRUE;
204
205         if(other.cvar_cl_playerdetailreduction <= 0)
206         {
207                 if(other.cvar_cl_playerdetailreduction <= -2)
208                         self.modelindex = self.modelindex_lod2;
209                 else if(other.cvar_cl_playerdetailreduction <= -1)
210                         self.modelindex = self.modelindex_lod1;
211                 else
212                         self.modelindex = self.modelindex_lod0;
213         }
214         else
215         {
216                 distance = vlen(self.origin - other.origin);
217                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
218                 if(f > 10000)
219                         self.modelindex = self.modelindex_lod2;
220                 else if(f > 5000)
221                         self.modelindex = self.modelindex_lod1;
222                 else
223                         self.modelindex = self.modelindex_lod0;
224         }
225 #endif
226
227         return TRUE;
228 }
229
230 void setmodel_lod(entity e, string modelname)
231 {
232 #ifdef ALLOW_VARIABLE_LOD
233         string s;
234
235         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
236         if(fexists(s))
237         {
238                 precache_model(s);
239                 setmodel(e, s);
240                 self.modelindex_lod1 = self.modelindex;
241         }
242         else
243                 self.modelindex_lod1 = -1;
244
245         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
246         if(fexists(s))
247         {
248                 precache_model(s);
249                 setmodel(e, s);
250                 self.modelindex_lod2 = self.modelindex;
251         }
252         else
253                 self.modelindex_lod2 = -1;
254
255         precache_model(modelname);
256         setmodel(e, modelname);
257         self.modelindex_lod0 = self.modelindex;
258
259         if(self.modelindex_lod1 < 0)
260                 self.modelindex_lod1 = self.modelindex;
261
262         if(self.modelindex_lod2 < 0)
263                 self.modelindex_lod2 = self.modelindex;
264 #else
265         precache_model(modelname);
266         setmodel(e, modelname);
267 #endif
268 }
269
270 /*
271 =============
272 PutObserverInServer
273
274 putting a client as observer in the server
275 =============
276 */
277 void PutObserverInServer (void)
278 {
279         entity  spot;
280         spot = SelectSpawnPoint (FALSE);
281         RemoveGrapplingHook(self); // Wazat's Grappling Hook
282
283         if(clienttype(self) == CLIENTTYPE_REAL)
284         {
285                 msg_entity = self;
286                 WriteByte(MSG_ONE, SVC_SETVIEW);
287                 WriteEntity(MSG_ONE, self);
288         }
289
290         if (cvar("g_runematch"))
291                 DropAllRunes(self);
292
293         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
294                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
295         else if(self.killcount != -666)
296                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
297
298         self.classname = "observer";
299         self.health = -666;
300         self.takedamage = DAMAGE_NO;
301         self.solid = SOLID_NOT;
302         self.movetype = MOVETYPE_NOCLIP;
303         self.flags = FL_CLIENT | FL_NOTARGET;
304         self.armorvalue = 666;
305         self.effects = 0;
306         self.armorvalue = cvar("g_balance_armor_start");
307         self.pauserotarmor_finished = 0;
308         self.pauserothealth_finished = 0;
309         self.pauseregen_finished = 0;
310         self.damageforcescale = 0;
311         self.death_time = 0;
312         self.dead_time = 0;
313         self.dead_frame = 0;
314         self.die_frame = 0;
315         self.deaths = 0;
316         self.alpha = 0;
317         self.scale = 0;
318         self.fade_time = 0;
319         self.pain_frame = 0;
320         self.pain_finished = 0;
321         self.strength_finished = 0;
322         self.invincible_finished = 0;
323         self.pushltime = 0;
324         self.think = SUB_Null;
325         self.nextthink = 0;
326         self.hook_time = 0;
327         self.runes = 0;
328         self.deadflag = DEAD_NO;
329         self.angles = spot.angles;
330         self.angles_z = 0;
331         self.fixangle = TRUE;
332         self.crouch = FALSE;
333
334         self.view_ofs = PL_VIEW_OFS;
335         setorigin (self, spot.origin);
336         setsize (self, '0 0 0', '0 0 0');
337         self.oldorigin = self.origin;
338         self.items = 0;
339         self.model = "";
340         self.modelindex = 0;
341         self.weapon = 0;
342         self.weaponmodel = "";
343         self.weaponentity = world;
344         self.killcount = -666;
345         self.velocity = '0 0 0';
346         self.avelocity = '0 0 0';
347         self.punchangle = '0 0 0';
348         self.punchvector = '0 0 0';
349         self.oldvelocity = self.velocity;
350         self.customizeentityforclient = Client_customizeentityforclient;
351
352         if(cvar("g_arena"))
353         {
354                 if(self.frags != -2)
355                 {
356                         Spawnqueue_Insert(self);
357                 }
358                 else
359                 {
360                         Spawnqueue_Unmark(self);
361                         Spawnqueue_Remove(self);
362                 }
363         }
364         else if(!cvar("g_lms"))
365                 self.frags = -666;
366 }
367
368
369 /*
370 =============
371 PutClientInServer
372
373 Called when a client spawns in the server
374 =============
375 */
376 void PutClientInServer (void)
377 {
378         if(clienttype(self) == CLIENTTYPE_BOT)
379         {
380                 self.classname = "player";
381         }
382         else if(clienttype(self) == CLIENTTYPE_REAL)
383         {
384                 msg_entity = self;
385                 WriteByte(MSG_ONE, SVC_SETVIEW);
386                 WriteEntity(MSG_ONE, self);
387         }
388
389         // player is dead and becomes observer
390         if(cvar("g_lms") && self.frags < 1)
391                 self.classname = "observer";
392
393         if(cvar("g_arena"))
394         if(!self.spawned)
395                 self.classname = "observer";
396
397         if(self.classname == "player") {
398                 entity  spot;
399
400                 spot = SelectSpawnPoint (FALSE);
401
402                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
403
404                 self.classname = "player";
405                 self.iscreature = TRUE;
406                 self.movetype = MOVETYPE_WALK;
407                 self.solid = SOLID_SLIDEBOX;
408                 self.flags = FL_CLIENT;
409                 self.takedamage = DAMAGE_AIM;
410                 self.effects = 0;
411                 self.health = cvar("g_balance_health_start");
412                 self.armorvalue = cvar("g_balance_armor_start");
413                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
414                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
415                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
416                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
417                 self.damageforcescale = 2;
418                 self.death_time = 0;
419                 self.dead_time = 0;
420                 self.dead_frame = 0;
421                 self.die_frame = 0;
422                 self.alpha = 0;
423                 self.scale = 0;
424                 self.fade_time = 0;
425                 self.pain_frame = 0;
426                 self.pain_finished = 0;
427                 self.strength_finished = 0;
428                 self.invincible_finished = 0;
429                 self.pushltime = 0;
430                 //self.speed_finished = 0;
431                 //self.slowmo_finished = 0;
432                 // players have no think function
433                 self.think = SUB_Null;
434                 self.nextthink = 0;
435                 self.weapon = 0;
436                 self.switchweapon = 0;
437                 self.hook_time = 0;
438
439                 self.runes = 0;
440
441                 self.deadflag = DEAD_NO;
442
443                 self.angles = spot.angles;
444
445                 self.angles_z = 0; // never spawn tilted even if the spot says to
446                 self.fixangle = TRUE; // turn this way immediately
447                 self.velocity = '0 0 0';
448                 self.avelocity = '0 0 0';
449                 self.punchangle = '0 0 0';
450                 self.punchvector = '0 0 0';
451                 self.oldvelocity = self.velocity;
452
453                 self.viewzoom = 0.6;
454
455                 self.customizeentityforclient = Client_customizeentityforclient;
456
457                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
458                         local string defaultmodel;
459                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
460                         setmodel_lod (self, defaultmodel);
461                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
462                 } else {
463                         self.playermodel = CheckPlayerModel(self.playermodel);
464                         setmodel_lod (self, self.playermodel);
465                         self.skin = stof(self.playerskin);
466
467                 }
468
469                 self.crouch = FALSE;
470                 self.view_ofs = PL_VIEW_OFS;
471                 setsize (self, PL_MIN, PL_MAX);
472                 self.spawnorigin = spot.origin;
473                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
474                 // don't reset back to last position, even if new position is stuck in solid
475                 self.oldorigin = self.origin;
476
477                 if(cvar("g_lms"))
478                 {
479                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
480                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
481                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
482                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
483                         self.health = cvar("g_lms_start_health");
484                         self.armorvalue = cvar("g_lms_start_armor");
485                 }
486                 else if (cvar("g_use_ammunition")) {
487                         self.ammo_shells = cvar("g_start_ammo_shells");
488                         self.ammo_nails = cvar("g_start_ammo_nails");
489                         self.ammo_rockets = cvar("g_start_ammo_rockets");
490                         self.ammo_cells = cvar("g_start_ammo_cells");
491                 } else {
492                         self.ammo_shells = 999;
493                         self.ammo_nails = 999;
494                         self.ammo_rockets = 999;
495                         self.ammo_cells = 999;
496                 }
497
498                 self.items = 0;
499                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
500                 {
501                         self.items = self.items | IT_LASER;
502                         self.switchweapon = WEP_LASER;
503                 }
504                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
505                 {
506                         self.items = self.items | IT_SHOTGUN;
507                         self.switchweapon = WEP_SHOTGUN;
508                 }
509                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
510                 {
511                         self.items = self.items | IT_UZI;
512                         self.switchweapon = WEP_UZI;
513                 }
514                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
515                 {
516                         self.items = self.items | IT_GRENADE_LAUNCHER;
517                         self.switchweapon = WEP_GRENADE_LAUNCHER;
518                 }
519                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
520                 {
521                         self.items = self.items | IT_ELECTRO;
522                         self.switchweapon = WEP_ELECTRO;
523                 }
524                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
525                 {
526                         self.items = self.items | IT_CRYLINK;
527                         self.switchweapon = WEP_CRYLINK;
528                 }
529                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
530                 {
531                         self.items = self.items | IT_NEX;
532                         self.switchweapon = WEP_NEX;
533                 }
534                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
535                 {
536                         self.items = self.items | IT_HAGAR;
537                         self.switchweapon = WEP_HAGAR;
538                 }
539                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
540                 {
541                         self.items = self.items | IT_ROCKET_LAUNCHER;
542                         self.switchweapon = WEP_ROCKET_LAUNCHER;
543                 }
544
545                 if(cvar("g_instagib"))
546                 {
547                         self.items = IT_NEX;
548                         self.switchweapon = WEP_NEX;
549                         self.ammo_cells = 999;
550                 }
551
552                 if(cvar("g_rocketarena"))
553                 {
554                         self.items = IT_ROCKET_LAUNCHER;
555                         self.switchweapon = WEP_ROCKET_LAUNCHER;
556                         self.ammo_rockets = 999;
557                 }
558
559                 if(cvar("g_nixnex"))
560                 {
561                         self.items = 0;
562                         // will be done later
563                 }
564
565                 if(cvar("g_minstagib"))
566                 {
567                         self.health = 100;
568                         self.armorvalue = 0;
569                         self.items = IT_NEX;
570                         self.switchweapon = WEP_NEX;
571                         self.ammo_cells = cvar("g_minstagib_ammo_start");
572                         self.extralives = 0;
573                         self.jump_interval = time;
574                 }
575
576                 if(cvar("g_arena"))
577                 {
578                         Spawnqueue_Remove(self);
579                         Spawnqueue_Mark(self);
580                 }
581
582                 self.event_damage = PlayerDamage;
583
584                 self.bot_attack = TRUE;
585
586                 self.statdraintime = time + 5;
587                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
588
589                 if(self.killcount == -666) {
590                         self.killcount = 0;
591                         if(!cvar("g_arena"))
592                         if(!cvar("g_lms"))
593                                 self.frags = 0;
594                 }
595
596                 self.cnt = WEP_LASER;
597                 self.nixnex_lastchange_id = -1;
598
599                 CL_SpawnWeaponentity();
600                 self.alpha = default_player_alpha;
601                 self.exteriorweaponentity.alpha = default_player_alpha;
602
603                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
604                 self.lms_traveled_distance = 0;
605
606                 if(cvar("spawn_debug"))
607                 {
608                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
609                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
610                 }
611
612                 //stuffcmd(self, "chase_active 0");
613                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
614         } else if(self.classname == "observer") {
615                 PutObserverInServer ();
616         }
617 }
618
619 /*
620 =============
621 SetNewParms
622 =============
623 */
624 void SetNewParms (void)
625 {
626
627 }
628
629 /*
630 =============
631 SetChangeParms
632 =============
633 */
634 void SetChangeParms (void)
635 {
636
637 }
638
639 /*
640 =============
641 ClientKill
642
643 Called when a client types 'kill' in the console
644 =============
645 */
646 void ClientKill (void)
647 {
648         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
649 }
650
651 /*
652 =============
653 ClientConnect
654
655 Called when a client connects to the server
656 =============
657 */
658 string ColoredTeamName(float t);
659 //void dom_player_join_team(entity pl);
660 void ClientConnect (void)
661 {
662         self.classname = "player_joining";
663         self.flags = self.flags | FL_CLIENT;
664
665         if(player_count<0) player_count = 0;
666
667         bot_clientconnect();
668
669         //if(cvar("g_domination"))
670         //      dom_player_join_team(self);
671
672         //JoinBestTeam(self, FALSE);
673
674         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
675                 self.classname = "observer";
676         } else {
677                 self.classname = "player";
678                 campaign_bots_may_start = 1;
679         }
680
681         self.playerid = (playerid_last = playerid_last + 1);
682         if(cvar("sv_eventlog"))
683         {
684                 string s;
685                 if(clienttype(self) == CLIENTTYPE_REAL)
686                         s = "player";
687                 else
688                         s = "bot";
689                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
690                 s = strcat(":team:", ftos(self.playerid), ":");
691                 s = strcat(s, ftos(self.team));
692                 GameLogEcho(s, FALSE);
693         }
694
695         //stuffcmd(self, "set tmpviewsize $viewsize \n");
696
697         bprint ("^4",self.netname);
698         bprint ("^4 connected");
699
700         if(cvar("g_domination") || cvar("g_ctf"))
701         {
702                 bprint(" and joined the ");
703                 bprint(ColoredTeamName(self.team));
704         }
705
706         bprint("\n");
707
708         self.welcomemessage_time = time + cvar("welcome_message_time");
709         self.welcomemessage_time2 = 0;
710
711         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
712         // send prediction settings to the client
713         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
714         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
715         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
716         stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
717         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
718         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
719         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
720         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
721         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
722         stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
723         stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
724         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
725         // Wazat's grappling hook
726         SetGrappleHookBindings();
727
728         // get autoswitch state from player
729         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
730         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
731
732         // get version info from player
733         stuffcmd(self, "cmd clientversion $gameversion\n");
734
735         // get other cvars from player
736         GetCvars(0);
737
738         // set cvar for team scoreboard
739         if (teams_matter)
740         {
741                 local float t;
742                 t = cvar("teamplay");
743                 // we have to stuff the correct teamplay value because if this is a listen server, this changes the teamplay mode of the server itself, which is bad
744                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
745         }
746         else
747                 stuffcmd(self, strcat("set teamplay 0\n"));
748
749         if(cvar("g_lms"))
750         {
751                 self.frags = cvar("fraglimit");
752                 // no fraglimit was set, so player gets 999 lives
753                 if(self.frags < 1)
754                         self.frags = 999;
755
756                 // disallow player to join after the worst player has lost g_lms_last_join lives
757                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
758                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
759                 {
760                         self.frags = -666;
761                         lms_dead_count += 1;
762                 }
763                 else if(cvar("fraglimit") > lms_lowest_lives)
764                 {
765                         self.frags = lms_lowest_lives;
766                 }
767         }
768         else if(cvar("g_arena"))
769         {
770                 self.classname = "observer";
771                 Spawnqueue_Insert(self);
772         }
773
774         bot_relinkplayerlist();
775
776         self.jointime = time;
777 }
778
779 /*
780 =============
781 ClientDisconnect
782
783 Called when a client disconnects from the server
784 =============
785 */
786 void(entity e) DropFlag;
787 .entity chatbubbleentity;
788 .entity teambubbleentity;
789 void ClientDisconnect (void)
790 {
791         float save;
792         if(cvar("sv_eventlog"))
793                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
794         bprint ("^4",self.netname);
795         bprint ("^4 disconnected\n");
796
797         if (self.chatbubbleentity)
798         {
799                 remove (self.chatbubbleentity);
800                 self.chatbubbleentity = world;
801         }
802
803         if (self.teambubbleentity)
804         {
805                 remove (self.teambubbleentity);
806                 self.teambubbleentity = world;
807         }
808
809         DropAllRunes(self);
810
811         if(self.flagcarried)
812                 DropFlag(self.flagcarried);
813
814         save = self.flags;
815         self.flags = self.flags - (self.flags & FL_CLIENT);
816         bot_relinkplayerlist();
817         self.flags = save;
818
819         // player was dead, decrease dead count
820         if(cvar("g_lms") && self.frags < 1)
821                 lms_dead_count -= 1;
822         else if(cvar("g_arena"))
823         {
824                 Spawnqueue_Unmark(self);
825                 Spawnqueue_Remove(self);
826         }
827 }
828
829 .float buttonchat;
830 void() ChatBubbleThink =
831 {
832         self.nextthink = time;
833         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
834         {
835                 self.owner.chatbubbleentity = world;
836                 remove(self);
837                 return;
838         }
839         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
840         if (self.owner.buttonchat && !self.owner.deadflag)
841                 self.model = self.mdl;
842         else
843                 self.model = "";
844 };
845
846 void() UpdateChatBubble =
847 {
848         if (!self.modelindex)
849                 return;
850         // spawn a chatbubble entity if needed
851         if (!self.chatbubbleentity)
852         {
853                 self.chatbubbleentity = spawn();
854                 self.chatbubbleentity.owner = self;
855                 self.chatbubbleentity.exteriormodeltoclient = self;
856                 self.chatbubbleentity.think = ChatBubbleThink;
857                 self.chatbubbleentity.nextthink = time;
858                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
859                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
860                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
861                 self.chatbubbleentity.model = "";
862         }
863 }
864
865
866 void() TeamBubbleThink =
867 {
868         self.nextthink = time;
869         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
870         {
871                 self.owner.teambubbleentity = world;
872                 remove(self);
873                 return;
874         }
875 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
876         if (self.owner.buttonchat || self.owner.deadflag)
877                 self.model = "";
878         else
879                 self.model = self.mdl;
880
881 };
882
883 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
884
885 void() UpdateTeamBubble =
886 {
887         if (!self.modelindex || !cvar("teamplay"))
888                 return;
889         // spawn a teambubble entity if needed
890         if (!self.teambubbleentity && cvar("teamplay"))
891         {
892                 self.teambubbleentity = spawn();
893                 self.teambubbleentity.owner = self;
894                 self.teambubbleentity.exteriormodeltoclient = self;
895                 self.teambubbleentity.think = TeamBubbleThink;
896                 self.teambubbleentity.nextthink = time;
897                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
898 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
899                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
900                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
901                 self.teambubbleentity.mdl = self.teambubbleentity.model;
902                 self.teambubbleentity.model = self.teambubbleentity.mdl;
903                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
904         }
905 }
906
907 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
908 // added to the model skins
909 /*void() UpdateColorModHack =
910 {
911         local float c;
912         c = self.clientcolors & 15;
913         // LordHavoc: only bothering to support white, green, red, yellow, blue
914              if (teamplay == 0) self.colormod = '0 0 0';
915         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
916         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
917         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
918         else if (c == 12) self.colormod = '1.22 1.22 0.10';
919         else if (c == 13) self.colormod = '0.10 0.10 1.73';
920         else self.colormod = '1 1 1';
921 };*/
922
923 /*
924 =============
925 PlayerJump
926
927 When you press the jump key
928 =============
929 */
930 void PlayerJump (void)
931 {
932         float mjumpheight;
933
934         mjumpheight = cvar("g_balance_jumpheight");
935         if (self.waterlevel >= 2)
936         {
937                 if (self.watertype == CONTENT_WATER)
938                         self.velocity_z = 200;
939                 else if (self.watertype == CONTENT_SLIME)
940                         self.velocity_z = 80;
941                 else
942                         self.velocity_z = 50;
943
944                 return;
945         }
946
947
948         if (!(self.flags & FL_ONGROUND))
949                 return;
950
951         if (!(self.flags & FL_JUMPRELEASED))
952                 return;
953
954         if(cvar("g_runematch"))
955         {
956                 if(self.runes & RUNE_SPEED)
957                 {
958                         if(self.runes & CURSE_SLOW)
959                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
960                         else
961                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
962                 }
963                 else if(self.runes & CURSE_SLOW)
964                 {
965                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
966                 }
967         }
968
969         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
970         {
971                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
972         }
973
974         self.velocity_z = self.velocity_z + mjumpheight;
975         self.oldvelocity_z = self.velocity_z;
976
977         self.flags = self.flags - FL_ONGROUND;
978         self.flags = self.flags - FL_JUMPRELEASED;
979 }
980
981 void() CheckWaterJump =
982 {
983         local vector start, end;
984
985 // check for a jump-out-of-water
986         makevectors (self.angles);
987         start = self.origin;
988         start_z = start_z + 8;
989         v_forward_z = 0;
990         normalize(v_forward);
991         end = start + v_forward*24;
992         traceline (start, end, TRUE, self);
993         if (trace_fraction < 1)
994         {       // solid at waist
995                 start_z = start_z + self.maxs_z - 8;
996                 end = start + v_forward*24;
997                 self.movedir = trace_plane_normal * -50;
998                 traceline (start, end, TRUE, self);
999                 if (trace_fraction == 1)
1000                 {       // open at eye level
1001                         self.flags = self.flags | FL_WATERJUMP;
1002                         self.velocity_z = 225;
1003                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
1004                         self.teleport_time = time + 2;  // safety net
1005                         return;
1006                 }
1007         }
1008 };
1009
1010
1011 void respawn(void)
1012 {
1013         CopyBody(1);
1014         PutClientInServer();
1015 }
1016
1017 void player_powerups (void)
1018 {
1019         if (cvar("g_minstagib"))
1020         {
1021                 self.effects = EF_FULLBRIGHT;
1022                 if (self.items & IT_STRENGTH)
1023                 {
1024                         if (time > self.strength_finished)
1025                         {
1026                                 self.alpha = default_player_alpha;
1027                                 self.exteriorweaponentity.alpha = default_player_alpha;
1028                                 self.items = self.items - (self.items & IT_STRENGTH);
1029                                 sprint(self, "^3Invisibility has worn off\n");
1030                         }
1031                 }
1032                 else
1033                 {
1034                         if (time < self.strength_finished)
1035                         {
1036                                 self.alpha = cvar("g_minstagib_invis_alpha");
1037                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1038                                 self.items = self.items | IT_STRENGTH;
1039                                 sprint(self, "^3You are invisible\n");
1040                         }
1041                 }
1042
1043                 if (self.items & IT_INVINCIBLE)
1044                 {
1045                         if (time > self.invincible_finished)
1046                         {
1047                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1048                                 sprint(self, "^3Speed has worn off\n");
1049                         }
1050                 }
1051                 else
1052                 {
1053                         if (time < self.invincible_finished)
1054                         {
1055                                 self.items = self.items | IT_INVINCIBLE;
1056                                 sprint(self, "^3You are on speed\n");
1057                         }
1058                 }
1059                 return;
1060         }
1061
1062         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1063         if (self.items & IT_STRENGTH)
1064         {
1065                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1066                 if (time > self.strength_finished)
1067                 {
1068                         self.items = self.items - (self.items & IT_STRENGTH);
1069                         sprint(self, "^3Strength has worn off\n");
1070                 }
1071         }
1072         else
1073         {
1074                 if (time < self.strength_finished)
1075                 {
1076                         self.items = self.items | IT_STRENGTH;
1077                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1078                 }
1079         }
1080         if (self.items & IT_INVINCIBLE)
1081         {
1082                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1083                 if (time > self.invincible_finished)
1084                 {
1085                         self.items = self.items - (self.items & IT_INVINCIBLE);
1086                         sprint(self, "^3Shield has worn off\n");
1087                 }
1088         }
1089         else
1090         {
1091                 if (time < self.invincible_finished)
1092                 {
1093                         self.items = self.items | IT_INVINCIBLE;
1094                         sprint(self, "^3Shield surrounds you\n");
1095                 }
1096         }
1097
1098         if (cvar("g_fullbrightplayers"))
1099                 self.effects = self.effects | EF_FULLBRIGHT;
1100
1101         // midair gamemode: damage only while in the air
1102         // if in midair mode, being on ground grants temporary invulnerability
1103         // (this is so that multishot weapon don't clear the ground flag on the
1104         // first damage in the frame, leaving the player vulnerable to the
1105         // remaining hits in the same frame)
1106         if (self.flags & FL_ONGROUND)
1107         if (cvar("g_midair"))
1108                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1109
1110         if (time < self.spawnshieldtime)
1111                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1112 }
1113
1114 void player_regen (void)
1115 {
1116         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1117         maxh = cvar("g_balance_health_stable");
1118         maxa = cvar("g_balance_armor_stable");
1119         limith = cvar("g_balance_health_limit");
1120         limita = cvar("g_balance_armor_limit");
1121
1122         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1123                 return;
1124
1125         if(cvar("g_runematch"))
1126         {
1127                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1128                 if (self.runes & RUNE_REGEN)
1129                 {
1130                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1131                         {
1132                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1133                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1134                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1135                         }
1136                         else
1137                         {
1138                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1139                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1140                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1141                         }
1142                 }
1143                 else if (self.runes & CURSE_VENOM)
1144                 {
1145                         max_mod = cvar("g_balance_curse_venom_hpmod");
1146                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1147                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1148                         else
1149                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1150                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1151                         //if (!self.runes & RUNE_REGEN)
1152                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1153                 }
1154                 maxh = maxh * max_mod;
1155                 //maxa = maxa * max_mod;
1156
1157                 if (time > self.pauserotarmor_finished)
1158                 {
1159                         if (self.armorvalue > maxa)
1160                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1161                 }
1162                 if (time > self.pauserothealth_finished)
1163                 {
1164                         if (self.health > maxh)
1165                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1166                 }
1167                 if (time > self.pauseregen_finished)
1168                 {
1169                         if (self.health < maxh)
1170                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime  + 0.001, 1000);
1171                         if (self.armorvalue < maxa)
1172                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime  + 0.001, 1000);
1173                 }
1174         }
1175         else
1176         {
1177                 if (time > self.pauserothealth_finished)
1178                 if (self.health > maxh)
1179                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1180                 if (time > self.pauserotarmor_finished)
1181                 if (self.armorvalue > maxa)
1182                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1183                 if (time > self.pauseregen_finished)
1184                 {
1185                         if (self.health < maxh)
1186                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1187                         if (self.armorvalue < maxa)
1188                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1189                 }
1190         }
1191
1192         if (self.health > limith)
1193                 self.health = limith;
1194         if(self.health < 1)
1195                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1196         if (self.armorvalue > limita)
1197                 self.armorvalue = limita;
1198 }
1199
1200 /*
1201 ======================
1202 spectate mode routines
1203 ======================
1204 */
1205 void SpectateCopy(entity spectatee) {
1206         self.armortype = spectatee.armortype;
1207         self.armorvalue = spectatee.armorvalue;
1208         self.currentammo = spectatee.currentammo;
1209         self.effects = spectatee.effects;
1210         self.health = spectatee.health;
1211         self.impulse = 0;
1212         self.items = spectatee.items;
1213         self.punchangle = spectatee.punchangle;
1214         self.view_ofs = spectatee.view_ofs;
1215         self.v_angle = spectatee.v_angle;
1216         self.viewzoom = spectatee.viewzoom;
1217         setorigin(self, spectatee.origin);
1218         setsize(self, spectatee.mins, spectatee.maxs);
1219 }
1220
1221 void SpectateUpdate() {
1222         if(!self.enemy)
1223                         PutObserverInServer();
1224
1225         if (self != self.enemy) {
1226                 if(self.enemy.flags & FL_NOTARGET)
1227                         PutObserverInServer();
1228                 SpectateCopy(self.enemy);
1229                 self.dmg_take = self.enemy.dmg_take;
1230                 self.dmg_save = self.enemy.dmg_save;
1231                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1232                 self.fixangle = TRUE;
1233                 self.angles = self.enemy.v_angle;
1234                 //msg_entity = self;
1235                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1236                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1237                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1238                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1239         }
1240 }
1241
1242 float SpectateNext() {
1243         other = find(self.enemy, classname, "player");
1244         if (!other) {
1245                 other = find(other, classname, "player");
1246         }
1247         if (other) {
1248                 self.enemy = other;
1249         }
1250         if(self.enemy.classname == "player") {
1251                 msg_entity = self;
1252                 WriteByte(MSG_ONE, SVC_SETVIEW);
1253                 WriteEntity(MSG_ONE, self.enemy);
1254                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1255                 SpectateUpdate();
1256                 return 1;
1257         } else {
1258                 return 0;
1259         }
1260 }
1261
1262 /*
1263 =============
1264 PlayerPreThink
1265
1266 Called every frame for each client before the physics are run
1267 =============
1268 */
1269 void PlayerPreThink (void)
1270 {
1271         if(self.classname == "player") {
1272                 local vector m1, m2;
1273
1274 //              if(self.netname == "Wazat")
1275 //                      bprint(strcat(self.classname, "\n"));
1276
1277                 CheckRules_Player();
1278
1279                 Nixnex_GiveCurrentWeapon();
1280
1281                 if(self.button7)
1282                         PrintWelcomeMessage(self);
1283
1284                 if(cvar("g_lms") || !cvar("sv_spectate"))
1285                 if((time - self.jointime) <= cvar("welcome_message_time"))
1286                         PrintWelcomeMessage(self);
1287
1288                 if (intermission_running)
1289                 {
1290                         IntermissionThink ();   // otherwise a button could be missed between
1291                         return;                                 // the think tics
1292                 }
1293
1294                 if (self.deadflag != DEAD_NO)
1295                 {
1296                         player_anim();
1297                         if (self.deadflag == DEAD_DYING)
1298                         {
1299                                 if (time > self.dead_time)
1300                                         self.deadflag = DEAD_DEAD;
1301                         }
1302                         else if (self.deadflag == DEAD_DEAD)
1303                         {
1304                                 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1305                                         self.deadflag = DEAD_RESPAWNABLE;
1306                                 else if (!self.button0 && !self.button2 && !self.button3)
1307                                         self.deadflag = DEAD_RESPAWNABLE;
1308                         }
1309                         else if (self.deadflag == DEAD_RESPAWNABLE)
1310                         {
1311                                 if (self.button0  ||
1312                                     self.button2  ||
1313                                     self.button3  ||
1314                                     self.button4  ||
1315                                     self.button5  ||
1316                                     self.button6  ||
1317                                     self.button7  ||
1318                                     self.button8  ||
1319                                     self.buttonuse ||
1320                                     cvar("g_lms") ||
1321                                     cvar("g_forced_respawn"))
1322                                         respawn();
1323                         }
1324                         return;
1325                 }
1326
1327                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1328                 {
1329                         vector dist;
1330
1331                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1332                         dist = self.oldorigin - self.origin;
1333                         dist_z = 0;
1334                         self.lms_traveled_distance += fabs(vlen(dist));
1335
1336                         if(cvar("g_campaign"))
1337                         if(!campaign_bots_may_start)
1338                         {
1339                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1340                                 self.lms_traveled_distance = 0;
1341                         }
1342
1343                         if(time > self.lms_nextcheck)
1344                         {
1345                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1346                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1347                                 {
1348                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1349                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1350                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1351                                         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');
1352                                 }
1353                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1354                                 self.lms_traveled_distance = 0;
1355                         }
1356                 }
1357
1358                 if (self.button5 && !self.hook.state)
1359                 {
1360                         if (!self.crouch)
1361                         {
1362                                 self.crouch = TRUE;
1363                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1364                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1365                         }
1366                 }
1367                 else
1368                 {
1369                         if (self.crouch)
1370                         {
1371                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1372                                 if (!trace_startsolid)
1373                                 {
1374                                         self.crouch = FALSE;
1375                                         self.view_ofs = PL_VIEW_OFS;
1376                                         setsize (self, PL_MIN, PL_MAX);
1377                                 }
1378                         }
1379                 }
1380
1381                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1382                         local string defaultmodel;
1383                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1384
1385                         if (defaultmodel != self.model)
1386                         {
1387                                 m1 = self.mins;
1388                                 m2 = self.maxs;
1389                                 setmodel_lod (self, defaultmodel);
1390                                 setsize (self, m1, m2);
1391                         }
1392
1393                         if (self.skin != cvar("sv_defaultplayerskin"))
1394                                 self.skin = cvar("sv_defaultplayerskin");
1395                 } else {
1396                         if (self.playermodel != self.model)
1397                         {
1398                                 self.playermodel = CheckPlayerModel(self.playermodel);
1399                                 m1 = self.mins;
1400                                 m2 = self.maxs;
1401                                 setmodel_lod (self, self.playermodel);
1402                                 setsize (self, m1, m2);
1403                         }
1404
1405                         if (self.skin != stof(self.playerskin))
1406                                 self.skin = stof(self.playerskin);
1407                 }
1408                 // Savage: Check for nameless players
1409                 if (strlen(self.netname) < 1) {
1410                         self.netname = "Player";
1411                         stuffcmd(self, "name Player\n");
1412                 }
1413
1414                 GrapplingHookFrame();
1415
1416                 W_WeaponFrame();
1417
1418                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1419                 {
1420                         if (cvar("g_minstagib") && self.button3)
1421                         {
1422                                 if (self.jump_interval <= (time + 0.1))
1423                                 {
1424                                         self.jump_interval = time + 1;
1425                                         W_Laser_Attack();
1426                                 }
1427                         }
1428                         else if (self.viewzoom > 0.4)
1429                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1430                 }
1431                 else if (self.viewzoom < 1.0)
1432                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1433
1434
1435                 if (self.button2)
1436                         PlayerJump ();
1437                 else
1438                         self.flags = self.flags | FL_JUMPRELEASED;
1439
1440                 player_powerups();
1441                 player_regen();
1442                 player_anim();
1443
1444                 if (cvar("g_minstagib"))
1445                         minstagib_ammocheck();
1446
1447                 //self.angles_y=self.v_angle_y + 90;   // temp
1448
1449                 if (self.waterlevel == 2)
1450                         CheckWaterJump ();
1451
1452                 //if (TetrisPreFrame()) return;
1453         } else if(gameover) {
1454                 if (intermission_running)
1455                         IntermissionThink ();   // otherwise a button could be missed between
1456                 return;
1457         } else if(self.classname == "observer") {
1458
1459                 if (self.flags & FL_JUMPRELEASED) {
1460                         if (self.button2 && self.version == cvar("gameversion")) {
1461                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1462                                         self.flags = self.flags & !FL_JUMPRELEASED;
1463                                         self.classname = "player";
1464                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1465                                                 JoinBestTeam(self, 0);
1466                                         if(cvar("g_campaign"))
1467                                                 campaign_bots_may_start = 1;
1468                                         PutClientInServer();
1469                                         if(self.flags & !FL_NOTARGET)
1470                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1471                                         centerprint(self,"");
1472                                         return;
1473                                 } else {
1474                                         self.flags = self.flags & !FL_JUMPRELEASED;
1475                                         stuffcmd(self,"menu_showteamselect\n");
1476                                         return;
1477                                 }
1478                         } else if(self.button0 && self.version == cvar("gameversion")) {
1479                                 self.flags = self.flags & !FL_JUMPRELEASED;
1480                                 if(SpectateNext() == 1) {
1481                                         self.classname = "spectator";
1482                                 }
1483                         }
1484                 } else {
1485                         if (!(self.button0 || self.button2)) {
1486                                 self.flags = self.flags | FL_JUMPRELEASED;
1487                         }
1488                 }
1489                 PrintWelcomeMessage(self);
1490         } else if(self.classname == "spectator") {
1491                 if (self.flags & FL_JUMPRELEASED) {
1492                         if (self.button2 && self.version == cvar("gameversion")) {
1493                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1494                                         self.flags = self.flags & !FL_JUMPRELEASED;
1495                                         self.classname = "player";
1496                                         if(!cvar("g_lms"))
1497                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1498
1499                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1500                                                 JoinBestTeam(self, 0);
1501                                         if(cvar("g_campaign"))
1502                                                 campaign_bots_may_start = 1;
1503                                         PutClientInServer();
1504                                         centerprint(self,"");
1505                                         return;
1506                                 } else {
1507                                         self.flags = self.flags & !FL_JUMPRELEASED;
1508                                         stuffcmd(self,"menu_showteamselect\n");
1509                                         return;
1510                                 }
1511                         } else if(self.button0) {
1512                                 self.flags = self.flags & !FL_JUMPRELEASED;
1513                                 if(SpectateNext() == 1) {
1514                                         self.classname = "spectator";
1515                                 } else {
1516                                         self.classname = "observer";
1517                                         PutClientInServer();
1518                                 }
1519                         } else if (self.button3) {
1520                                 self.flags = self.flags & !FL_JUMPRELEASED;
1521                                 self.classname = "observer";
1522                                 PutClientInServer();
1523                         } else {
1524                                 SpectateUpdate();
1525                         }
1526                 } else {
1527                         if (!(self.button0 || self.button3)) {
1528                                 self.flags = self.flags | FL_JUMPRELEASED;
1529                         }
1530                 }
1531                 PrintWelcomeMessage(self);
1532                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1533         }
1534 }
1535
1536
1537 /*
1538 =============
1539 PlayerPostThink
1540
1541 Called every frame for each client after the physics are run
1542 =============
1543 */
1544 void PlayerPostThink (void)
1545 {
1546         if(self.classname == "player") {
1547                 CheckRules_Player();
1548                 UpdateChatBubble();
1549                 UpdateTeamBubble();
1550                 if (self.deadflag == DEAD_NO)
1551                 if (self.impulse)
1552                         ImpulseCommands ();
1553                 if (intermission_running)
1554                         return;         // intermission or finale
1555
1556                 //PrintWelcomeMessage(self);
1557                 //if (TetrisPostFrame()) return;
1558         } else if (self.classname == "observer") {
1559                 //do nothing
1560         } else if (self.classname == "spectator") {
1561                 //do nothing
1562         }
1563         Arena_Warmup();
1564 }