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