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lms fix
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1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4         relocate_spawnpoint();
5 }
6
7 void info_player_deathmatch (void)
8 {
9         relocate_spawnpoint();
10 }
11
12 float spawn_allbad;
13 float spawn_allgood;
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
15 {
16         local entity spot, player, nextspot, previousspot, newfirstspot;
17         local float pcount;
18         spot = firstspot;
19         newfirstspot = world;
20         previousspot = world;
21         spawn_allgood = TRUE;
22         spawn_allbad = TRUE;
23         while (spot)
24         {
25                 nextspot = spot.chain;
26                 // count team mismatches as bad spots
27                 if (spot.team == teamcheck)
28                 {
29                         pcount = 0;
30                         player = playerlist;
31                         while (player)
32                         {
33                                 if (player != self)
34                                 if (vlen(player.origin - spot.origin) < mindist)
35                                         pcount = pcount + 1;
36                                 player = player.chain;
37                         }
38                         if (!pcount)
39                         {
40                                 spawn_allbad = FALSE;
41                                 if (newfirstspot)
42                                         previousspot.chain = spot;
43                                 else
44                                         newfirstspot = spot;
45                                 previousspot = spot;
46                                 spot.chain = world;
47                         }
48                         else
49                                 spawn_allgood = FALSE;
50                 }
51                 spot = nextspot;
52         }
53         // if we couldn't find ANY good points, return the original list
54         if (!newfirstspot)
55                 newfirstspot = firstspot;
56         return newfirstspot;
57 }
58
59 entity Spawn_RandomPoint(entity firstspot)
60 {
61         local entity spot;
62         local float numspots;
63         // count number of spots
64         numspots = 0;
65         spot = firstspot;
66         while (spot)
67         {
68                 numspots = numspots + 1;
69                 spot = spot.chain;
70         }
71         // pick a random one
72         numspots = numspots * random();
73         spot = firstspot;
74         while (spot.chain && numspots >= 1)
75         {
76                 numspots = numspots - 1;
77                 spot = spot.chain;
78         }
79         return spot;
80 }
81
82 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
83 {
84         local entity best, spot, player;
85         local float bestrating, rating;
86         best = world;
87         bestrating = -1000000;
88         spot = firstspot;
89         while (spot)
90         {
91                 rating = 1000000000;
92                 player = playerlist;
93                 while (player)
94                 {
95                         if (player != self)
96                                 rating = min(rating, vlen(player.origin - spot.origin));
97                         player = player.chain;
98                 }
99                 rating = rating + random() * 16;
100                 if (bestrating < rating)
101                 {
102                         best = spot;
103                         bestrating = rating;
104                 }
105                 spot = spot.chain;
106         }
107         return best;
108 }
109
110 /*
111 =============
112 SelectSpawnPoint
113
114 Finds a point to respawn
115 =============
116 */
117 entity SelectSpawnPoint (float anypoint)
118 {
119         local float teamcheck;
120         local entity spot, firstspot, playerlist;
121
122         spot = find (world, classname, "testplayerstart");
123         if (spot)
124                 return spot;
125
126         teamcheck = 0;
127
128         if(!anypoint && cvar("g_ctf") )
129                 teamcheck = self.team;
130
131         // get the list of players
132         playerlist = findchain(classname, "player");
133         // get the entire list of spots
134         firstspot = findchain(classname, "info_player_deathmatch");
135         // filter out the bad ones
136         // (note this returns the original list if none survived)
137         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
138
139         // there is 50/50 chance of choosing a random spot or the furthest spot
140         // (this means that roughly every other spawn will be furthest, so you
141         // usually won't get fragged at spawn twice in a row)
142         if (arena_roundbased)
143         {
144                 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
145                 spot = Spawn_RandomPoint(firstspot);
146         }
147         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
148                 spot = Spawn_RandomPoint(firstspot);
149         else
150                 spot = Spawn_FurthestPoint(firstspot, playerlist);
151
152         if (!spot)
153         {
154                 if(cvar("spawn_debug"))
155                         GotoNextMap();
156                 else
157                         error ("PutClientInServer: no start points on level");
158         }
159
160         return spot;
161 }
162
163 /*
164 =============
165 CheckPlayerModel
166
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
169 =============
170 */
171 string FallbackPlayerModel = "models/player/marine.zym";
172 string CheckPlayerModel(string plyermodel) {
173         if(strlen(plyermodel) < 4)
174                 return FallbackPlayerModel;
175         if( substring(plyermodel,0,14) != "models/player/")
176                 return FallbackPlayerModel;
177         else if(cvar("sv_servermodelsonly"))
178         {
179                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
180                         return FallbackPlayerModel;
181                 if(!fexists(plyermodel))
182                         return FallbackPlayerModel;
183         }
184         return plyermodel;
185 }
186
187 /*
188 =============
189 Client_customizeentityforclient
190
191 LOD reduction
192 =============
193 */
194 float Client_customizeentityforclient()
195 {
196 #ifdef ALLOW_VARIABLE_LOD
197         // self: me
198         // other: the player viewing me
199         float distance;
200         float f;
201
202         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
203                 return TRUE;
204
205         if(other.cvar_cl_playerdetailreduction <= 0)
206         {
207                 if(other.cvar_cl_playerdetailreduction <= -2)
208                         self.modelindex = self.modelindex_lod2;
209                 else if(other.cvar_cl_playerdetailreduction <= -1)
210                         self.modelindex = self.modelindex_lod1;
211                 else
212                         self.modelindex = self.modelindex_lod0;
213         }
214         else
215         {
216                 distance = vlen(self.origin - other.origin);
217                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
218                 if(f > 10000)
219                         self.modelindex = self.modelindex_lod2;
220                 else if(f > 5000)
221                         self.modelindex = self.modelindex_lod1;
222                 else
223                         self.modelindex = self.modelindex_lod0;
224         }
225 #endif
226
227         return TRUE;
228 }
229
230 void setmodel_lod(entity e, string modelname)
231 {
232 #ifdef ALLOW_VARIABLE_LOD
233         string s;
234
235         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
236         if(fexists(s))
237         {
238                 precache_model(s);
239                 setmodel(e, s);
240                 self.modelindex_lod1 = self.modelindex;
241         }
242         else
243                 self.modelindex_lod1 = -1;
244
245         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
246         if(fexists(s))
247         {
248                 precache_model(s);
249                 setmodel(e, s);
250                 self.modelindex_lod2 = self.modelindex;
251         }
252         else
253                 self.modelindex_lod2 = -1;
254
255         precache_model(modelname);
256         setmodel(e, modelname);
257         self.modelindex_lod0 = self.modelindex;
258
259         if(self.modelindex_lod1 < 0)
260                 self.modelindex_lod1 = self.modelindex;
261
262         if(self.modelindex_lod2 < 0)
263                 self.modelindex_lod2 = self.modelindex;
264 #else
265         precache_model(modelname);
266         setmodel(e, modelname);
267 #endif
268 }
269
270 /*
271 =============
272 PutObserverInServer
273
274 putting a client as observer in the server
275 =============
276 */
277 void PutObserverInServer (void)
278 {
279         entity  spot;
280         spot = SelectSpawnPoint (FALSE);
281         RemoveGrapplingHook(self); // Wazat's Grappling Hook
282
283         if(clienttype(self) == CLIENTTYPE_REAL)
284         {
285                 msg_entity = self;
286                 WriteByte(MSG_ONE, SVC_SETVIEW);
287                 WriteEntity(MSG_ONE, self);
288         }
289
290         if (cvar("g_runematch"))
291                 DropAllRunes(self);
292
293         DistributeFragsAmongTeam(self, self.team, 1);
294
295         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
296                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
297         else if(self.killcount != -666)
298                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
299
300         self.classname = "observer";
301         self.health = -666;
302         self.takedamage = DAMAGE_NO;
303         self.solid = SOLID_NOT;
304         self.movetype = MOVETYPE_NOCLIP;
305         self.flags = FL_CLIENT | FL_NOTARGET;
306         self.armorvalue = 666;
307         self.effects = 0;
308         self.armorvalue = cvar("g_balance_armor_start");
309         self.pauserotarmor_finished = 0;
310         self.pauserothealth_finished = 0;
311         self.pauseregen_finished = 0;
312         self.damageforcescale = 0;
313         self.death_time = 0;
314         self.dead_time = 0;
315         self.dead_frame = 0;
316         self.die_frame = 0;
317         self.deaths = 0;
318         self.alpha = 0;
319         self.scale = 0;
320         self.fade_time = 0;
321         self.pain_frame = 0;
322         self.pain_finished = 0;
323         self.strength_finished = 0;
324         self.invincible_finished = 0;
325         self.pushltime = 0;
326         self.think = SUB_Null;
327         self.nextthink = 0;
328         self.hook_time = 0;
329         self.runes = 0;
330         self.deadflag = DEAD_NO;
331         self.angles = spot.angles;
332         self.angles_z = 0;
333         self.fixangle = TRUE;
334         self.crouch = FALSE;
335
336         self.view_ofs = PL_VIEW_OFS;
337         setorigin (self, spot.origin);
338         setsize (self, '0 0 0', '0 0 0');
339         self.oldorigin = self.origin;
340         self.items = 0;
341         self.model = "";
342         self.modelindex = 0;
343         self.weapon = 0;
344         self.weaponmodel = "";
345         self.weaponentity = world;
346         self.killcount = -666;
347         self.velocity = '0 0 0';
348         self.avelocity = '0 0 0';
349         self.punchangle = '0 0 0';
350         self.punchvector = '0 0 0';
351         self.oldvelocity = self.velocity;
352         self.customizeentityforclient = Client_customizeentityforclient;
353
354         if(cvar("g_arena"))
355         {
356                 if(self.frags != -2)
357                 {
358                         Spawnqueue_Insert(self);
359                 }
360                 else
361                 {
362                         Spawnqueue_Unmark(self);
363                         Spawnqueue_Remove(self);
364                 }
365         }
366         else if(!cvar("g_lms"))
367                 self.frags = -666;
368 }
369
370
371 /*
372 =============
373 PutClientInServer
374
375 Called when a client spawns in the server
376 =============
377 */
378 void PutClientInServer (void)
379 {
380         if(clienttype(self) == CLIENTTYPE_BOT)
381         {
382                 self.classname = "player";
383         }
384         else if(clienttype(self) == CLIENTTYPE_REAL)
385         {
386                 msg_entity = self;
387                 WriteByte(MSG_ONE, SVC_SETVIEW);
388                 WriteEntity(MSG_ONE, self);
389         }
390
391         // player is dead and becomes observer
392         if(cvar("g_lms") && self.frags < 1)
393                 self.classname = "observer";
394
395         if(cvar("g_arena"))
396         if(!self.spawned)
397                 self.classname = "observer";
398
399         if(self.classname == "player") {
400                 entity  spot;
401
402                 spot = SelectSpawnPoint (FALSE);
403
404                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
405
406                 self.classname = "player";
407                 self.iscreature = TRUE;
408                 self.movetype = MOVETYPE_WALK;
409                 self.solid = SOLID_SLIDEBOX;
410                 self.flags = FL_CLIENT;
411                 self.takedamage = DAMAGE_AIM;
412                 self.effects = 0;
413                 self.health = cvar("g_balance_health_start");
414                 self.armorvalue = cvar("g_balance_armor_start");
415                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
416                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
417                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
418                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
419                 self.damageforcescale = 2;
420                 self.death_time = 0;
421                 self.dead_time = 0;
422                 self.dead_frame = 0;
423                 self.die_frame = 0;
424                 self.alpha = 0;
425                 self.scale = 0;
426                 self.fade_time = 0;
427                 self.pain_frame = 0;
428                 self.pain_finished = 0;
429                 self.strength_finished = 0;
430                 self.invincible_finished = 0;
431                 self.pushltime = 0;
432                 //self.speed_finished = 0;
433                 //self.slowmo_finished = 0;
434                 // players have no think function
435                 self.think = SUB_Null;
436                 self.nextthink = 0;
437                 self.weapon = 0;
438                 self.switchweapon = 0;
439                 self.hook_time = 0;
440
441                 self.runes = 0;
442
443                 self.deadflag = DEAD_NO;
444
445                 self.angles = spot.angles;
446
447                 self.angles_z = 0; // never spawn tilted even if the spot says to
448                 self.fixangle = TRUE; // turn this way immediately
449                 self.velocity = '0 0 0';
450                 self.avelocity = '0 0 0';
451                 self.punchangle = '0 0 0';
452                 self.punchvector = '0 0 0';
453                 self.oldvelocity = self.velocity;
454
455                 self.viewzoom = 0.6;
456
457                 self.customizeentityforclient = Client_customizeentityforclient;
458
459                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
460                         local string defaultmodel;
461                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
462                         setmodel_lod (self, defaultmodel);
463                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
464                 } else {
465                         self.playermodel = CheckPlayerModel(self.playermodel);
466                         setmodel_lod (self, self.playermodel);
467                         if(teams_matter)
468                                 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
469                         else
470                                 self.skin = stof(self.playerskin);
471                 }
472
473                 self.crouch = FALSE;
474                 self.view_ofs = PL_VIEW_OFS;
475                 setsize (self, PL_MIN, PL_MAX);
476                 self.spawnorigin = spot.origin;
477                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
478                 // don't reset back to last position, even if new position is stuck in solid
479                 self.oldorigin = self.origin;
480
481                 if(cvar("g_lms"))
482                 {
483                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
484                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
485                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
486                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
487                         self.health = cvar("g_lms_start_health");
488                         self.armorvalue = cvar("g_lms_start_armor");
489                 }
490                 else if (cvar("g_use_ammunition")) {
491                         self.ammo_shells = cvar("g_start_ammo_shells");
492                         self.ammo_nails = cvar("g_start_ammo_nails");
493                         self.ammo_rockets = cvar("g_start_ammo_rockets");
494                         self.ammo_cells = cvar("g_start_ammo_cells");
495                 } else {
496                         self.ammo_shells = 999;
497                         self.ammo_nails = 999;
498                         self.ammo_rockets = 999;
499                         self.ammo_cells = 999;
500                 }
501
502                 self.items = 0;
503                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
504                 {
505                         self.items = self.items | IT_LASER;
506                         self.switchweapon = WEP_LASER;
507                 }
508                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
509                 {
510                         self.items = self.items | IT_SHOTGUN;
511                         self.switchweapon = WEP_SHOTGUN;
512                 }
513                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
514                 {
515                         self.items = self.items | IT_UZI;
516                         self.switchweapon = WEP_UZI;
517                 }
518                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
519                 {
520                         self.items = self.items | IT_GRENADE_LAUNCHER;
521                         self.switchweapon = WEP_GRENADE_LAUNCHER;
522                 }
523                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
524                 {
525                         self.items = self.items | IT_ELECTRO;
526                         self.switchweapon = WEP_ELECTRO;
527                 }
528                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
529                 {
530                         self.items = self.items | IT_CRYLINK;
531                         self.switchweapon = WEP_CRYLINK;
532                 }
533                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
534                 {
535                         self.items = self.items | IT_NEX;
536                         self.switchweapon = WEP_NEX;
537                 }
538                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
539                 {
540                         self.items = self.items | IT_HAGAR;
541                         self.switchweapon = WEP_HAGAR;
542                 }
543                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
544                 {
545                         self.items = self.items | IT_ROCKET_LAUNCHER;
546                         self.switchweapon = WEP_ROCKET_LAUNCHER;
547                 }
548
549                 if(cvar("g_instagib"))
550                 {
551                         self.items = IT_NEX;
552                         self.switchweapon = WEP_NEX;
553                         self.ammo_cells = 999;
554                 }
555
556                 if(cvar("g_rocketarena"))
557                 {
558                         self.items = IT_ROCKET_LAUNCHER;
559                         self.switchweapon = WEP_ROCKET_LAUNCHER;
560                         self.ammo_rockets = 999;
561                 }
562
563                 if(cvar("g_nixnex"))
564                 {
565                         self.items = 0;
566                         // will be done later
567                 }
568
569                 if(cvar("g_minstagib"))
570                 {
571                         self.health = 100;
572                         self.armorvalue = 0;
573                         self.items = IT_NEX;
574                         self.switchweapon = WEP_NEX;
575                         self.ammo_cells = cvar("g_minstagib_ammo_start");
576                         self.jump_interval = time;
577                 }
578
579                 if(cvar("g_arena"))
580                 {
581                         Spawnqueue_Remove(self);
582                         Spawnqueue_Mark(self);
583                 }
584
585                 self.event_damage = PlayerDamage;
586
587                 self.bot_attack = TRUE;
588
589                 self.statdraintime = time + 5;
590                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
591
592                 if(self.killcount == -666) {
593                         self.killcount = 0;
594                         if(!cvar("g_arena"))
595                         if(!cvar("g_lms"))
596                                 self.frags = 0;
597                 }
598
599                 self.cnt = WEP_LASER;
600                 self.nixnex_lastchange_id = -1;
601
602                 CL_SpawnWeaponentity();
603                 self.alpha = default_player_alpha;
604                 self.exteriorweaponentity.alpha = default_weapon_alpha;
605
606                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
607                 self.lms_traveled_distance = 0;
608
609                 if(cvar("spawn_debug"))
610                 {
611                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
612                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
613                 }
614
615                 //stuffcmd(self, "chase_active 0");
616                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
617         } else if(self.classname == "observer") {
618                 PutObserverInServer ();
619         }
620 }
621
622 /*
623 =============
624 SetNewParms
625 =============
626 */
627 void SetNewParms (void)
628 {
629
630 }
631
632 /*
633 =============
634 SetChangeParms
635 =============
636 */
637 void SetChangeParms (void)
638 {
639
640 }
641
642 /*
643 =============
644 ClientKill
645
646 Called when a client types 'kill' in the console
647 =============
648 */
649 void ClientKill (void)
650 {
651         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
652 }
653
654 /*
655 =============
656 ClientConnect
657
658 Called when a client connects to the server
659 =============
660 */
661 string ColoredTeamName(float t);
662 //void dom_player_join_team(entity pl);
663 void ClientConnect (void)
664 {
665         //local float fh;
666         local string s;
667         
668         self.classname = "player_joining";
669         self.flags = self.flags | FL_CLIENT;
670
671         if(player_count<0) player_count = 0;
672
673         bot_clientconnect();
674
675         //if(cvar("g_domination"))
676         //      dom_player_join_team(self);
677
678         //JoinBestTeam(self, FALSE);
679
680         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
681                 self.classname = "observer";
682         } else {
683                 self.classname = "player";
684                 campaign_bots_may_start = 1;
685         }
686
687         self.playerid = (playerid_last = playerid_last + 1);
688         if(cvar("sv_eventlog"))
689         {
690                 if(clienttype(self) == CLIENTTYPE_REAL)
691                         s = "player";
692                 else
693                         s = "bot";
694                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
695                 s = strcat(":team:", ftos(self.playerid), ":");
696                 s = strcat(s, ftos(self.team));
697                 GameLogEcho(s, FALSE);
698         }
699
700         //stuffcmd(self, "set tmpviewsize $viewsize \n");
701
702         bprint ("^4",self.netname);
703         bprint ("^4 connected");
704
705         if(cvar("g_domination") || cvar("g_ctf"))
706         {
707                 bprint(" and joined the ");
708                 bprint(ColoredTeamName(self.team));
709         }
710
711         bprint("\n");
712
713         self.welcomemessage_time = time + cvar("welcome_message_time");
714         self.welcomemessage_time2 = 0;
715
716         /*
717         // the client might not have his maps/%s.cfg file yet!
718         // so send the one from the server...
719         fh = fopen(strcat("maps/", mapname, ".cfg"), FILE_READ);
720         if(fh >= 0)
721         {
722                 while((s = fgets(fh)))
723                         stuffcmd(self, strcat(s, "\n"));
724                 fclose(fh);
725         }
726         // and then execute the client's so he can still override CD tracks
727
728         not needed any more: current map download system disconnects and reconnects
729         after the download, and then the file will be there
730         */
731         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
732
733         // TODO: is this being used for anything else than cd tracks?
734         // Remember: SVC_CDTRACK exists. Maybe it should be used.
735         
736         // send prediction settings to the client
737         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
738         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
739         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
740         stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
741         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
742         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
743         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
744         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
745         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
746         stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
747         stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
748         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
749         // Wazat's grappling hook
750         SetGrappleHookBindings();
751
752         // get autoswitch state from player
753         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
754         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
755
756         // get version info from player
757         stuffcmd(self, "cmd clientversion $gameversion\n");
758
759         // get other cvars from player
760         GetCvars(0);
761
762         // set cvar for team scoreboard
763         if (teams_matter)
764         {
765                 local float t;
766                 t = cvar("teamplay");
767                 // we have to stuff the correct teamplay value because if this is a listen server, this changes the teamplay mode of the server itself, which is bad
768                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
769         }
770         else
771                 stuffcmd(self, strcat("set teamplay 0\n"));
772
773         if(cvar("g_lms"))
774         {
775                 self.frags = cvar("fraglimit");
776                 // no fraglimit was set, so player gets 999 lives
777                 if(self.frags < 1)
778                         self.frags = 999;
779
780                 // disallow player to join after the worst player has lost g_lms_last_join lives
781                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
782                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
783                 {
784                         self.frags = -666;
785                         lms_dead_count += 1;
786                 }
787                 else if(cvar("fraglimit") > lms_lowest_lives)
788                 {
789                         self.frags = lms_lowest_lives;
790                 }
791         }
792         else if(cvar("g_arena"))
793         {
794                 self.classname = "observer";
795                 Spawnqueue_Insert(self);
796         }
797
798         bot_relinkplayerlist();
799
800         self.jointime = time;
801 }
802
803 /*
804 =============
805 ClientDisconnect
806
807 Called when a client disconnects from the server
808 =============
809 */
810 void(entity e) DropFlag;
811 .entity chatbubbleentity;
812 .entity teambubbleentity;
813 void ClientDisconnect (void)
814 {
815         float save;
816         if(cvar("sv_eventlog"))
817                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
818         bprint ("^4",self.netname);
819         bprint ("^4 disconnected\n");
820
821         if (self.chatbubbleentity)
822         {
823                 remove (self.chatbubbleentity);
824                 self.chatbubbleentity = world;
825         }
826
827         if (self.teambubbleentity)
828         {
829                 remove (self.teambubbleentity);
830                 self.teambubbleentity = world;
831         }
832
833         DropAllRunes(self);
834
835         if(self.flagcarried)
836                 DropFlag(self.flagcarried);
837
838         DistributeFragsAmongTeam(self, self.team, 1);
839
840         save = self.flags;
841         self.flags = self.flags - (self.flags & FL_CLIENT);
842         bot_relinkplayerlist();
843         self.flags = save;
844
845         // remove laserdot
846         if(self.weaponentity)
847                 if(self.weaponentity.lasertarget)
848                         remove(self.weaponentity.lasertarget);
849
850         // player was dead, decrease dead count
851         if(cvar("g_lms") && self.frags < 0)
852                 lms_dead_count -= 1;
853         else if(cvar("g_arena"))
854         {
855                 Spawnqueue_Unmark(self);
856                 Spawnqueue_Remove(self);
857         }
858 }
859
860 .float buttonchat;
861 void() ChatBubbleThink =
862 {
863         self.nextthink = time;
864         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
865         {
866                 self.owner.chatbubbleentity = world;
867                 remove(self);
868                 return;
869         }
870         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
871         if (self.owner.buttonchat && !self.owner.deadflag)
872                 self.model = self.mdl;
873         else
874                 self.model = "";
875 };
876
877 void() UpdateChatBubble =
878 {
879         if (!self.modelindex)
880                 return;
881         // spawn a chatbubble entity if needed
882         if (!self.chatbubbleentity)
883         {
884                 self.chatbubbleentity = spawn();
885                 self.chatbubbleentity.owner = self;
886                 self.chatbubbleentity.exteriormodeltoclient = self;
887                 self.chatbubbleentity.think = ChatBubbleThink;
888                 self.chatbubbleentity.nextthink = time;
889                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
890                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
891                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
892                 self.chatbubbleentity.model = "";
893         }
894 }
895
896
897 void() TeamBubbleThink =
898 {
899         self.nextthink = time;
900         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
901         {
902                 self.owner.teambubbleentity = world;
903                 remove(self);
904                 return;
905         }
906 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
907         if (self.owner.buttonchat || self.owner.deadflag)
908                 self.model = "";
909         else
910                 self.model = self.mdl;
911
912 };
913
914 float() TeamBubble_customizeentityforclient
915 {
916         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
917 }
918
919 void() UpdateTeamBubble =
920 {
921         if (!self.modelindex || !cvar("teamplay"))
922                 return;
923         // spawn a teambubble entity if needed
924         if (!self.teambubbleentity && cvar("teamplay"))
925         {
926                 self.teambubbleentity = spawn();
927                 self.teambubbleentity.owner = self;
928                 self.teambubbleentity.exteriormodeltoclient = self;
929                 self.teambubbleentity.think = TeamBubbleThink;
930                 self.teambubbleentity.nextthink = time;
931                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
932 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
933                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
934                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
935                 self.teambubbleentity.mdl = self.teambubbleentity.model;
936                 self.teambubbleentity.model = self.teambubbleentity.mdl;
937                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
938         }
939 }
940
941 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
942 // added to the model skins
943 /*void() UpdateColorModHack =
944 {
945         local float c;
946         c = self.clientcolors & 15;
947         // LordHavoc: only bothering to support white, green, red, yellow, blue
948              if (teamplay == 0) self.colormod = '0 0 0';
949         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
950         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
951         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
952         else if (c == 12) self.colormod = '1.22 1.22 0.10';
953         else if (c == 13) self.colormod = '0.10 0.10 1.73';
954         else self.colormod = '1 1 1';
955 };*/
956
957 /*
958 =============
959 PlayerJump
960
961 When you press the jump key
962 =============
963 */
964 void PlayerJump (void)
965 {
966         float mjumpheight;
967
968         mjumpheight = cvar("g_balance_jumpheight");
969         if (self.waterlevel >= 2)
970         {
971                 if (self.watertype == CONTENT_WATER)
972                         self.velocity_z = 200;
973                 else if (self.watertype == CONTENT_SLIME)
974                         self.velocity_z = 80;
975                 else
976                         self.velocity_z = 50;
977
978                 return;
979         }
980
981
982         if (!(self.flags & FL_ONGROUND))
983                 return;
984
985         if (!(self.flags & FL_JUMPRELEASED))
986                 return;
987
988         if(cvar("g_runematch"))
989         {
990                 if(self.runes & RUNE_SPEED)
991                 {
992                         if(self.runes & CURSE_SLOW)
993                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
994                         else
995                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
996                 }
997                 else if(self.runes & CURSE_SLOW)
998                 {
999                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
1000                 }
1001         }
1002
1003         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
1004         {
1005                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
1006         }
1007
1008         self.velocity_z = self.velocity_z + mjumpheight;
1009         self.oldvelocity_z = self.velocity_z;
1010
1011         self.flags = self.flags - FL_ONGROUND;
1012         self.flags = self.flags - FL_JUMPRELEASED;
1013 }
1014
1015 void() CheckWaterJump =
1016 {
1017         local vector start, end;
1018
1019 // check for a jump-out-of-water
1020         makevectors (self.angles);
1021         start = self.origin;
1022         start_z = start_z + 8;
1023         v_forward_z = 0;
1024         normalize(v_forward);
1025         end = start + v_forward*24;
1026         traceline (start, end, TRUE, self);
1027         if (trace_fraction < 1)
1028         {       // solid at waist
1029                 start_z = start_z + self.maxs_z - 8;
1030                 end = start + v_forward*24;
1031                 self.movedir = trace_plane_normal * -50;
1032                 traceline (start, end, TRUE, self);
1033                 if (trace_fraction == 1)
1034                 {       // open at eye level
1035                         self.flags = self.flags | FL_WATERJUMP;
1036                         self.velocity_z = 225;
1037                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
1038                         self.teleport_time = time + 2;  // safety net
1039                         return;
1040                 }
1041         }
1042 };
1043
1044
1045 void respawn(void)
1046 {
1047         CopyBody(1);
1048         PutClientInServer();
1049 }
1050
1051 void player_powerups (void)
1052 {
1053         if (cvar("g_minstagib"))
1054         {
1055                 self.effects = EF_FULLBRIGHT;
1056                 if (self.items & IT_STRENGTH)
1057                 {
1058                         if (time > self.strength_finished)
1059                         {
1060                                 self.alpha = default_player_alpha;
1061                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1062                                 self.items = self.items - (self.items & IT_STRENGTH);
1063                                 sprint(self, "^3Invisibility has worn off\n");
1064                         }
1065                 }
1066                 else
1067                 {
1068                         if (time < self.strength_finished)
1069                         {
1070                                 self.alpha = cvar("g_minstagib_invis_alpha");
1071                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1072                                 self.items = self.items | IT_STRENGTH;
1073                                 sprint(self, "^3You are invisible\n");
1074                         }
1075                 }
1076
1077                 if (self.items & IT_INVINCIBLE)
1078                 {
1079                         if (time > self.invincible_finished)
1080                         {
1081                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1082                                 sprint(self, "^3Speed has worn off\n");
1083                         }
1084                 }
1085                 else
1086                 {
1087                         if (time < self.invincible_finished)
1088                         {
1089                                 self.items = self.items | IT_INVINCIBLE;
1090                                 sprint(self, "^3You are on speed\n");
1091                         }
1092                 }
1093                 return;
1094         }
1095
1096         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1097         if (self.items & IT_STRENGTH)
1098         {
1099                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1100                 if (time > self.strength_finished)
1101                 {
1102                         self.items = self.items - (self.items & IT_STRENGTH);
1103                         sprint(self, "^3Strength has worn off\n");
1104                 }
1105         }
1106         else
1107         {
1108                 if (time < self.strength_finished)
1109                 {
1110                         self.items = self.items | IT_STRENGTH;
1111                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1112                 }
1113         }
1114         if (self.items & IT_INVINCIBLE)
1115         {
1116                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1117                 if (time > self.invincible_finished)
1118                 {
1119                         self.items = self.items - (self.items & IT_INVINCIBLE);
1120                         sprint(self, "^3Shield has worn off\n");
1121                 }
1122         }
1123         else
1124         {
1125                 if (time < self.invincible_finished)
1126                 {
1127                         self.items = self.items | IT_INVINCIBLE;
1128                         sprint(self, "^3Shield surrounds you\n");
1129                 }
1130         }
1131
1132         if (cvar("g_fullbrightplayers"))
1133                 self.effects = self.effects | EF_FULLBRIGHT;
1134
1135         // midair gamemode: damage only while in the air
1136         // if in midair mode, being on ground grants temporary invulnerability
1137         // (this is so that multishot weapon don't clear the ground flag on the
1138         // first damage in the frame, leaving the player vulnerable to the
1139         // remaining hits in the same frame)
1140         if (self.flags & FL_ONGROUND)
1141         if (cvar("g_midair"))
1142                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1143
1144         if (time < self.spawnshieldtime)
1145                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1146 }
1147
1148 float CalcRegen(float current, float stable, float maxv, float regenfactor)
1149 {
1150         if(current > stable)
1151                 return current;
1152         else if(current > stable - 0.25) // when close enough, "snap"
1153                 return stable;
1154         else
1155                 return bound(0, current + (stable - current) * regenfactor * frametime, maxv);
1156 }
1157
1158 void player_regen (void)
1159 {
1160         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1161         maxh = cvar("g_balance_health_stable");
1162         maxa = cvar("g_balance_armor_stable");
1163         limith = cvar("g_balance_health_limit");
1164         limita = cvar("g_balance_armor_limit");
1165
1166         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1167                 return;
1168
1169         if(cvar("g_runematch"))
1170         {
1171                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1172                 if (self.runes & RUNE_REGEN)
1173                 {
1174                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1175                         {
1176                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1177                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1178                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1179                         }
1180                         else
1181                         {
1182                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1183                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1184                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1185                         }
1186                 }
1187                 else if (self.runes & CURSE_VENOM)
1188                 {
1189                         max_mod = cvar("g_balance_curse_venom_hpmod");
1190                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1191                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1192                         else
1193                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1194                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1195                         //if (!self.runes & RUNE_REGEN)
1196                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1197                 }
1198                 maxh = maxh * max_mod;
1199                 //maxa = maxa * max_mod;
1200
1201                 if (time > self.pauserotarmor_finished)
1202                 {
1203                         if (self.armorvalue > maxa)
1204                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1205                 }
1206                 if (time > self.pauserothealth_finished)
1207                 {
1208                         if (self.health > maxh)
1209                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1210                 }
1211                 if (time > self.pauseregen_finished)
1212                 {
1213                         self.health = CalcRegen(self.health, maxh, 1000, regen_mod * cvar("g_balance_health_regen"));
1214                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1215                 }
1216         }
1217         else
1218         {
1219                 if (time > self.pauserothealth_finished)
1220                 if (self.health > maxh)
1221                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1222                 if (time > self.pauserotarmor_finished)
1223                 if (self.armorvalue > maxa)
1224                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1225                 if (time > self.pauseregen_finished)
1226                 {
1227                         self.health = CalcRegen(self.health, maxh, 1000, cvar("g_balance_health_regen"));
1228                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1229                 }
1230         }
1231
1232         if (self.health > limith)
1233                 self.health = limith;
1234         if(self.health < 1)
1235                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1236         if (self.armorvalue > limita)
1237                 self.armorvalue = limita;
1238 }
1239
1240 /*
1241 ======================
1242 spectate mode routines
1243 ======================
1244 */
1245 void SpectateCopy(entity spectatee) {
1246         self.armortype = spectatee.armortype;
1247         self.armorvalue = spectatee.armorvalue;
1248         self.currentammo = spectatee.currentammo;
1249         self.effects = spectatee.effects;
1250         self.health = spectatee.health;
1251         self.impulse = 0;
1252         self.items = spectatee.items;
1253         self.punchangle = spectatee.punchangle;
1254         self.view_ofs = spectatee.view_ofs;
1255         self.v_angle = spectatee.v_angle;
1256         self.viewzoom = spectatee.viewzoom;
1257         setorigin(self, spectatee.origin);
1258         setsize(self, spectatee.mins, spectatee.maxs);
1259 }
1260
1261 void SpectateUpdate() {
1262         if(!self.enemy)
1263                         PutObserverInServer();
1264
1265         if (self != self.enemy) {
1266                 if(self.enemy.flags & FL_NOTARGET)
1267                         PutObserverInServer();
1268                 SpectateCopy(self.enemy);
1269                 self.dmg_take = self.enemy.dmg_take;
1270                 self.dmg_save = self.enemy.dmg_save;
1271                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1272                 self.fixangle = TRUE;
1273                 self.angles = self.enemy.v_angle;
1274                 //msg_entity = self;
1275                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1276                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1277                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1278                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1279         }
1280 }
1281
1282 float SpectateNext() {
1283         other = find(self.enemy, classname, "player");
1284         if (!other) {
1285                 other = find(other, classname, "player");
1286         }
1287         if (other) {
1288                 self.enemy = other;
1289         }
1290         if(self.enemy.classname == "player") {
1291                 msg_entity = self;
1292                 WriteByte(MSG_ONE, SVC_SETVIEW);
1293                 WriteEntity(MSG_ONE, self.enemy);
1294                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1295                 SpectateUpdate();
1296                 return 1;
1297         } else {
1298                 return 0;
1299         }
1300 }
1301
1302 /*
1303 =============
1304 PlayerPreThink
1305
1306 Called every frame for each client before the physics are run
1307 =============
1308 */
1309 void() ctf_setstatus;
1310 void PlayerPreThink (void)
1311 {
1312         if(self.classname == "player") {
1313                 local vector m1, m2;
1314
1315 //              if(self.netname == "Wazat")
1316 //                      bprint(strcat(self.classname, "\n"));
1317
1318                 CheckRules_Player();
1319
1320                 Nixnex_GiveCurrentWeapon();
1321
1322                 if(self.button7)
1323                         PrintWelcomeMessage(self);
1324
1325                 if(cvar("g_lms") || !cvar("sv_spectate"))
1326                 if((time - self.jointime) <= cvar("welcome_message_time"))
1327                         PrintWelcomeMessage(self);
1328
1329                 if (intermission_running)
1330                 {
1331                         IntermissionThink ();   // otherwise a button could be missed between
1332                         return;                                 // the think tics
1333                 }
1334
1335                 if (self.deadflag != DEAD_NO)
1336                 {
1337                         player_anim();
1338                         if (self.deadflag == DEAD_DYING)
1339                         {
1340                                 if (time > self.dead_time)
1341                                         self.deadflag = DEAD_DEAD;
1342                         }
1343                         else if (self.deadflag == DEAD_DEAD)
1344                         {
1345                                 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1346                                         self.deadflag = DEAD_RESPAWNABLE;
1347                                 else if (!self.button0 && !self.button2 && !self.button3)
1348                                         self.deadflag = DEAD_RESPAWNABLE;
1349                         }
1350                         else if (self.deadflag == DEAD_RESPAWNABLE)
1351                         {
1352                                 if (self.button0  ||
1353                                     self.button2  ||
1354                                     self.button3  ||
1355                                     self.button4  ||
1356                                     self.button5  ||
1357                                     self.button6  ||
1358                                     self.button7  ||
1359                                     self.button8  ||
1360                                     self.buttonuse ||
1361                                     cvar("g_lms") ||
1362                                     cvar("g_forced_respawn"))
1363                                         respawn();
1364                         }
1365                         return;
1366                 }
1367
1368                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1369                 {
1370                         vector dist;
1371
1372                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1373                         dist = self.oldorigin - self.origin;
1374                         dist_z = 0;
1375                         self.lms_traveled_distance += fabs(vlen(dist));
1376
1377                         if(cvar("g_campaign"))
1378                         if(!campaign_bots_may_start)
1379                         {
1380                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1381                                 self.lms_traveled_distance = 0;
1382                         }
1383
1384                         if(time > self.lms_nextcheck)
1385                         {
1386                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1387                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1388                                 {
1389                                         centermsg_set(CENTERMSG_CAMP, cvar_string("g_lms_campcheck_message"));
1390                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1391                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1392                                         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');
1393                                 }
1394                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1395                                 self.lms_traveled_distance = 0;
1396                         }
1397                 }
1398
1399                 if (self.button5 && !self.hook.state)
1400                 {
1401                         if (!self.crouch)
1402                         {
1403                                 self.crouch = TRUE;
1404                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1405                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1406                         }
1407                 }
1408                 else
1409                 {
1410                         if (self.crouch)
1411                         {
1412                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1413                                 if (!trace_startsolid)
1414                                 {
1415                                         self.crouch = FALSE;
1416                                         self.view_ofs = PL_VIEW_OFS;
1417                                         setsize (self, PL_MIN, PL_MAX);
1418                                 }
1419                         }
1420                 }
1421
1422                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1423                         local string defaultmodel;
1424                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1425
1426                         if (defaultmodel != self.model)
1427                         {
1428                                 m1 = self.mins;
1429                                 m2 = self.maxs;
1430                                 setmodel_lod (self, defaultmodel);
1431                                 setsize (self, m1, m2);
1432                         }
1433
1434                         if (self.skin != cvar("sv_defaultplayerskin"))
1435                                 self.skin = cvar("sv_defaultplayerskin");
1436                 } else {
1437                         if (self.playermodel != self.model)
1438                         {
1439                                 self.playermodel = CheckPlayerModel(self.playermodel);
1440                                 m1 = self.mins;
1441                                 m2 = self.maxs;
1442                                 setmodel_lod (self, self.playermodel);
1443                                 setsize (self, m1, m2);
1444                         }
1445
1446                         if(teams_matter)
1447                         {
1448                                 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1449                                         self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1450                         }
1451                         else
1452                         {
1453                                 if (self.skin != stof(self.playerskin))
1454                                         self.skin = stof(self.playerskin);
1455                         }
1456                 }
1457                 // Savage: Check for nameless players
1458                 if (strlen(self.netname) < 1) {
1459                         self.netname = "Player";
1460                         stuffcmd(self, "name Player\n");
1461                 }
1462
1463                 GrapplingHookFrame();
1464
1465                 W_WeaponFrame();
1466
1467                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1468                 {
1469                         if (cvar("g_minstagib") && self.button3)
1470                         {
1471                                 if (self.jump_interval <= (time + 0.1))
1472                                 {
1473                                         self.jump_interval = time + 1;
1474                                         W_Laser_Attack();
1475                                 }
1476                         }
1477                         else if (self.viewzoom > 0.4)
1478                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1479                 }
1480                 else if (self.viewzoom < 1.0)
1481                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1482
1483
1484                 if (self.button2)
1485                         PlayerJump ();
1486                 else
1487                         self.flags = self.flags | FL_JUMPRELEASED;
1488
1489                 player_powerups();
1490                 player_regen();
1491                 player_anim();
1492
1493                 if (cvar("g_minstagib"))
1494                         minstagib_ammocheck();
1495
1496                 ctf_setstatus();
1497
1498                 //self.angles_y=self.v_angle_y + 90;   // temp
1499
1500                 if (self.waterlevel == 2)
1501                         CheckWaterJump ();
1502
1503                 //if (TetrisPreFrame()) return;
1504         } else if(gameover) {
1505                 if (intermission_running)
1506                         IntermissionThink ();   // otherwise a button could be missed between
1507                 return;
1508         } else if(self.classname == "observer") {
1509
1510                 if (self.flags & FL_JUMPRELEASED) {
1511                         if (self.button2 && self.version == cvar("gameversion")) {
1512                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1513                                         self.flags = self.flags & !FL_JUMPRELEASED;
1514                                         self.classname = "player";
1515                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1516                                                 JoinBestTeam(self, 0);
1517                                         if(cvar("g_campaign"))
1518                                                 campaign_bots_may_start = 1;
1519                                         PutClientInServer();
1520                                         if(self.flags & !FL_NOTARGET)
1521                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1522                                         centermsg_reset();
1523                                         return;
1524                                 } else {
1525                                         self.flags = self.flags & !FL_JUMPRELEASED;
1526                                         stuffcmd(self,"menu_showteamselect\n");
1527                                         return;
1528                                 }
1529                         } else if(self.button0 && self.version == cvar("gameversion")) {
1530                                 self.flags = self.flags & !FL_JUMPRELEASED;
1531                                 if(SpectateNext() == 1) {
1532                                         self.classname = "spectator";
1533                                 }
1534                         }
1535                 } else {
1536                         if (!(self.button0 || self.button2)) {
1537                                 self.flags = self.flags | FL_JUMPRELEASED;
1538                         }
1539                 }
1540                 PrintWelcomeMessage(self);
1541         } else if(self.classname == "spectator") {
1542                 if (self.flags & FL_JUMPRELEASED) {
1543                         if (self.button2 && self.version == cvar("gameversion")) {
1544                                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1545                                         self.flags = self.flags & !FL_JUMPRELEASED;
1546                                         self.classname = "player";
1547                                         if(!cvar("g_lms"))
1548                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1549
1550                                         if(cvar("g_campaign") || cvar("g_balance_teams"))
1551                                                 JoinBestTeam(self, 0);
1552                                         if(cvar("g_campaign"))
1553                                                 campaign_bots_may_start = 1;
1554                                         PutClientInServer();
1555                                         centermsg_reset();
1556                                         return;
1557                                 } else {
1558                                         self.flags = self.flags & !FL_JUMPRELEASED;
1559                                         stuffcmd(self,"menu_showteamselect\n");
1560                                         return;
1561                                 }
1562                         } else if(self.button0) {
1563                                 self.flags = self.flags & !FL_JUMPRELEASED;
1564                                 if(SpectateNext() == 1) {
1565                                         self.classname = "spectator";
1566                                 } else {
1567                                         self.classname = "observer";
1568                                         PutClientInServer();
1569                                 }
1570                         } else if (self.button3) {
1571                                 self.flags = self.flags & !FL_JUMPRELEASED;
1572                                 self.classname = "observer";
1573                                 PutClientInServer();
1574                         } else {
1575                                 SpectateUpdate();
1576                         }
1577                 } else {
1578                         if (!(self.button0 || self.button3)) {
1579                                 self.flags = self.flags | FL_JUMPRELEASED;
1580                         }
1581                 }
1582                 PrintWelcomeMessage(self);
1583                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1584         }
1585 }
1586
1587
1588 /*
1589 =============
1590 PlayerPostThink
1591
1592 Called every frame for each client after the physics are run
1593 =============
1594 */
1595 void PlayerPostThink (void)
1596 {
1597         if(self.classname == "player") {
1598                 CheckRules_Player();
1599                 UpdateChatBubble();
1600                 UpdateTeamBubble();
1601                 if (self.deadflag == DEAD_NO)
1602                 if (self.impulse)
1603                         ImpulseCommands ();
1604                 if (intermission_running)
1605                         return;         // intermission or finale
1606
1607                 //PrintWelcomeMessage(self);
1608                 //if (TetrisPostFrame()) return;
1609         } else if (self.classname == "observer") {
1610                 //do nothing
1611         } else if (self.classname == "spectator") {
1612                 //do nothing
1613         }
1614         Arena_Warmup();
1615 }