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