]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/cl_client.c
event log now shows who's a player and who's a bot
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_client.c
1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4 }
5
6 void info_player_deathmatch (void)
7 {
8 }
9
10 float spawn_allbad;
11 float spawn_allgood;
12 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
13 {
14         local entity spot, player, nextspot, previousspot, newfirstspot;
15         local float pcount;
16         spot = firstspot;
17         newfirstspot = world;
18         previousspot = world;
19         spawn_allgood = TRUE;
20         spawn_allbad = TRUE;
21         while (spot)
22         {
23                 nextspot = spot.chain;
24                 // count team mismatches as bad spots
25                 if (spot.team == teamcheck)
26                 {
27                         pcount = 0;
28                         player = playerlist;
29                         while (player)
30                         {
31                                 if (player != self)
32                                 if (vlen(player.origin - spot.origin) < mindist)
33                                         pcount = pcount + 1;
34                                 player = player.chain;
35                         }
36                         if (!pcount)
37                         {
38                                 spawn_allbad = FALSE;
39                                 if (newfirstspot)
40                                         previousspot.chain = spot;
41                                 else
42                                         newfirstspot = spot;
43                                 previousspot = spot;
44                                 spot.chain = world;
45                         }
46                         else
47                                 spawn_allgood = FALSE;
48                 }
49                 spot = nextspot;
50         }
51         // if we couldn't find ANY good points, return the original list
52         if (!newfirstspot)
53                 newfirstspot = firstspot;
54         return newfirstspot;
55 }
56
57 entity Spawn_RandomPoint(entity firstspot)
58 {
59         local entity spot;
60         local float numspots;
61         // count number of spots
62         numspots = 0;
63         spot = firstspot;
64         while (spot)
65         {
66                 numspots = numspots + 1;
67                 spot = spot.chain;
68         }
69         // pick a random one
70         numspots = numspots * random();
71         spot = firstspot;
72         while (spot.chain && numspots >= 1)
73         {
74                 numspots = numspots - 1;
75                 spot = spot.chain;
76         }
77         return spot;
78 }
79
80 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
81 {
82         local entity best, spot, player;
83         local float bestrating, rating;
84         best = world;
85         bestrating = -1000000;
86         spot = firstspot;
87         while (spot)
88         {
89                 rating = 1000000000;
90                 player = playerlist;
91                 while (player)
92                 {
93                         if (player != self)
94                                 rating = min(rating, vlen(player.origin - spot.origin));
95                         player = player.chain;
96                 }
97                 rating = rating + random() * 16;
98                 if (bestrating < rating)
99                 {
100                         best = spot;
101                         bestrating = rating;
102                 }
103                 spot = spot.chain;
104         }
105         return best;
106 }
107
108 /*
109 =============
110 SelectSpawnPoint
111
112 Finds a point to respawn
113 =============
114 */
115 entity SelectSpawnPoint (float anypoint)
116 {
117         local float teamcheck;
118         local entity spot, firstspot, playerlist;
119         string spotname;
120
121         spot = find (world, classname, "testplayerstart");
122         if (spot)
123                 return spot;
124
125         spotname = "info_player_deathmatch";
126         teamcheck = 0;
127
128         if(!anypoint && cvar("g_ctf") )
129                 teamcheck = self.team;
130
131         // get the list of players
132         playerlist = findchain(classname, "player");
133         // get the entire list of spots
134         firstspot = findchain(classname, "info_player_deathmatch");
135         // filter out the bad ones
136         // (note this returns the original list if none survived)
137         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
138
139         // there is 50/50 chance of choosing a random spot or the furthest spot
140         // (this means that roughly every other spawn will be furthest, so you
141         // usually won't get fragged at spawn twice in a row)
142         if (random() > 0.5 || spawn_allbad || spawn_allgood)
143                 spot = Spawn_RandomPoint(firstspot);
144         else
145                 spot = Spawn_FurthestPoint(firstspot, playerlist);
146
147         if (!spot)
148                 error ("PutClientInServer: no start points on level");
149
150         return spot;
151 }
152
153 /*
154 =============
155 CheckPlayerModel
156
157 Checks if the argument string can be a valid playermodel.
158 Returns a valid one in doubt.
159 =============
160 */
161 string CheckPlayerModel(string plyermodel) {
162         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
163
164         /* Possible Fixme: Check if server can open the model?
165            This would kill custom models, however. */
166
167         return plyermodel;
168 }
169
170 /*
171 =============
172 PutObserverInServer
173
174 putting a client as observer in the server
175 =============
176 */
177 void PutObserverInServer (void)
178 {
179         entity  spot;
180         spot = SelectSpawnPoint (FALSE);
181         RemoveGrapplingHook(self); // Wazat's Grappling Hook
182
183         if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
184                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
185         else if(self.killcount != -666)
186                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
187
188         self.classname = "observer";
189         self.health = -666;
190         self.takedamage = DAMAGE_NO;
191         self.solid = SOLID_NOT;
192         self.movetype = MOVETYPE_NOCLIP;
193         self.flags = FL_CLIENT | FL_NOTARGET;
194         self.armorvalue = 666;
195         self.effects = 0;
196         self.armorvalue = cvar("g_balance_armor_start");
197         self.pauserotarmor_finished = 0;
198         self.pauserothealth_finished = 0;
199         self.pauseregen_finished = 0;
200         self.damageforcescale = 0;
201         self.death_time = 0;
202         self.dead_time = 0;
203         self.dead_frame = 0;
204         self.die_frame = 0;
205         self.deaths = 0;
206         self.alpha = 0;
207         self.scale = 0;
208         self.fade_time = 0;
209         self.pain_frame = 0;
210         self.pain_finished = 0;
211         self.strength_finished = 0;
212         self.invincible_finished = 0;
213         self.pushltime = 0;
214         self.think = SUB_Null;
215         self.nextthink = 0;
216         self.hook_time = 0;
217         self.runes = 0;
218         self.deadflag = DEAD_NO;
219         self.angles = spot.angles;
220         self.angles_z = 0;
221         self.fixangle = TRUE;
222         self.crouch = FALSE;
223         self.view_ofs = PL_VIEW_OFS;
224         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
225         self.oldorigin = self.origin;
226         self.items = 0;
227         self.model = "";
228         self.modelindex = 0;
229         self.weapon = 0;
230         self.weaponmodel = "";
231         self.weaponframe = 0;
232         self.weaponentity = world;
233         self.killcount = -666;
234         if(!cvar("g_lms"))
235                 self.frags = -666;
236         //stuffcmd(self, "set viewsize 120 \n");
237 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
238 }
239
240
241 /*
242 =============
243 PutClientInServer
244
245 Called when a client spawns in the server
246 =============
247 */
248 void PutClientInServer (void)
249 {
250         if(clienttype(self) ==  CLIENTTYPE_BOT)
251         {
252                 self.classname = "player";
253         }
254
255         // player is dead and becomes observer
256         if(cvar("g_lms") && self.frags < 1)
257                 self.classname = "observer";
258
259         if(self.classname == "player") {
260                 entity  spot;
261
262                 spot = SelectSpawnPoint (FALSE);
263
264                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
265
266                 self.classname = "player";
267                 self.iscreature = TRUE;
268                 self.movetype = MOVETYPE_WALK;
269                 self.solid = SOLID_SLIDEBOX;
270                 self.flags = FL_CLIENT;
271                 self.takedamage = DAMAGE_AIM;
272                 self.effects = 0;
273                 self.health = cvar("g_balance_health_start");
274                 self.armorvalue = cvar("g_balance_armor_start");
275                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
276                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
277                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
278                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
279                 self.damageforcescale = 2;
280                 self.death_time = 0;
281                 self.dead_time = 0;
282                 self.dead_frame = 0;
283                 self.die_frame = 0;
284                 self.alpha = 0;
285                 self.scale = 0;
286                 self.fade_time = 0;
287                 self.pain_frame = 0;
288                 self.pain_finished = 0;
289                 self.strength_finished = 0;
290                 self.invincible_finished = 0;
291                 self.pushltime = 0;
292                 //self.speed_finished = 0;
293                 //self.slowmo_finished = 0;
294                 // players have no think function
295                 self.think = SUB_Null;
296                 self.nextthink = 0;
297                 self.weapon = 0;
298                 self.switchweapon = 0;
299                 self.hook_time = 0;
300
301                 self.runes = 0;
302
303                 self.deadflag = DEAD_NO;
304
305                 self.angles = spot.angles;
306
307                 self.angles_z = 0; // never spawn tilted even if the spot says to
308                 self.fixangle = TRUE; // turn this way immediately
309                 self.velocity = '0 0 0';
310                 self.avelocity = '0 0 0';
311                 self.punchangle = '0 0 0';
312                 self.punchvector = '0 0 0';
313                 self.oldvelocity = self.velocity;
314
315                 self.viewzoom = 0.6;
316
317                 if(cvar("sv_defaultcharacter") == 1) {
318                         local string defaultmodel;
319                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
320
321                         precache_model (defaultmodel);
322                         setmodel (self, defaultmodel);
323                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
324                 } else {
325                         self.playermodel = CheckPlayerModel(self.playermodel);
326
327                         precache_model (self.playermodel);
328                         setmodel (self, self.playermodel);
329                         self.skin = stof(self.playerskin);
330
331                 }
332
333                 self.crouch = FALSE;
334                 self.view_ofs = PL_VIEW_OFS;
335                 setsize (self, PL_MIN, PL_MAX);
336                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
337                 // don't reset back to last position, even if new position is stuck in solid
338                 self.oldorigin = self.origin;
339
340                 if(cvar("g_lms"))
341                 {
342                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
343                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
344                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
345                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
346                         self.health = cvar("g_lms_start_health");
347                         self.armorvalue = cvar("g_lms_start_armor");
348                 }
349                 else if (cvar("g_use_ammunition")) {
350                         self.ammo_shells = cvar("g_start_ammo_shells");
351                         self.ammo_nails = cvar("g_start_ammo_nails");
352                         self.ammo_rockets = cvar("g_start_ammo_rockets");
353                         self.ammo_cells = cvar("g_start_ammo_cells");
354                 } else {
355                         self.ammo_shells = 999;
356                         self.ammo_nails = 999;
357                         self.ammo_rockets = 999;
358                         self.ammo_cells = 999;
359                 }
360
361                 self.items = 0;
362                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
363                 {
364                         self.items = self.items | IT_LASER;
365                         self.switchweapon = WEP_LASER;
366                 }
367                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
368                 {
369                         self.items = self.items | IT_SHOTGUN;
370                         self.switchweapon = WEP_SHOTGUN;
371                 }
372                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
373                 {
374                         self.items = self.items | IT_UZI;
375                         self.switchweapon = WEP_UZI;
376                 }
377                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
378                 {
379                         self.items = self.items | IT_GRENADE_LAUNCHER;
380                         self.switchweapon = WEP_GRENADE_LAUNCHER;
381                 }
382                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
383                 {
384                         self.items = self.items | IT_ELECTRO;
385                         self.switchweapon = WEP_ELECTRO;
386                 }
387                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
388                 {
389                         self.items = self.items | IT_CRYLINK;
390                         self.switchweapon = WEP_CRYLINK;
391                 }
392                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
393                 {
394                         self.items = self.items | IT_NEX;
395                         self.switchweapon = WEP_NEX;
396                 }
397                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
398                 {
399                         self.items = self.items | IT_HAGAR;
400                         self.switchweapon = WEP_HAGAR;
401                 }
402                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
403                 {
404                         self.items = self.items | IT_ROCKET_LAUNCHER;
405                         self.switchweapon = WEP_ROCKET_LAUNCHER;
406                 }
407
408                 if(cvar("g_instagib"))
409                 {
410                         self.items = IT_NEX;
411                         self.switchweapon = WEP_NEX;
412                         self.ammo_cells = 999;
413                 }
414
415                 if(cvar("g_rocketarena"))
416                 {
417                         self.items = IT_ROCKET_LAUNCHER;
418                         self.switchweapon = WEP_ROCKET_LAUNCHER;
419                         self.ammo_rockets = 999;
420                 }
421
422                 if(cvar("g_nixnex"))
423                 {
424                         self.items = 0;
425                         // will be done later
426                 }
427
428                 if(cvar("g_minstagib"))
429                 {
430                         self.health = 100;
431                         self.armorvalue = 0;
432                         self.items = IT_NEX;
433                         self.switchweapon = WEP_NEX;
434                         self.ammo_cells = cvar("g_minstagib_ammo_start");
435                         self.extralives = 0;
436                         self.jump_interval = time;
437                 }
438
439                 self.event_damage = PlayerDamage;
440
441                 self.statdraintime = time + 5;
442                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
443
444                 if(self.killcount == -666) {
445                         self.killcount = 0;
446                         self.frags = 0;
447                 }
448
449                 self.cnt = WEP_LASER;
450                 self.nixnex_lastchange_id = -1;
451
452                 /*
453                 W_UpdateWeapon();
454                 W_UpdateAmmo();
455                 */
456                 CL_SpawnWeaponentity();
457                 self.alpha = 1;
458                 self.exteriorweaponentity.alpha = 1;
459
460                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
461                 self.lms_traveled_distance = 0;
462
463                 if(cvar("spawn_debug"))
464                 {
465                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
466                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
467                 }
468
469                 //stuffcmd(self, "chase_active 0");
470                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
471         } else if(self.classname == "observer") {
472                 PutObserverInServer ();
473         }
474 }
475
476 /*
477 =============
478 SetNewParms
479 =============
480 */
481 void SetNewParms (void)
482 {
483
484 }
485
486 /*
487 =============
488 SetChangeParms
489 =============
490 */
491 void SetChangeParms (void)
492 {
493
494 }
495
496 /*
497 =============
498 ClientKill
499
500 Called when a client types 'kill' in the console
501 =============
502 */
503 void ClientKill (void)
504 {
505         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
506 }
507
508 /*
509 =============
510 ClientConnect
511
512 Called when a client connects to the server
513 =============
514 */
515 string ColoredTeamName(float t);
516 //void dom_player_join_team(entity pl);
517 void ClientConnect (void)
518 {
519         self.classname = "player_joining";
520
521         if(player_count<0) player_count = 0;
522
523         //if(cvar("g_domination"))
524         //      dom_player_join_team(self);
525
526         //JoinBestTeam(self, FALSE);
527
528         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
529                 self.classname = "observer";
530         } else {
531                 self.classname = "player";
532         }
533
534         self.playerid = (playerid_last = playerid_last + 1);
535         if(cvar("sv_eventlog"))
536         {
537                 string s;
538                 if(clienttype(self) == CLIENTTYPE_REAL)
539                         s = "player";
540                 else
541                         s = "bot";
542                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
543                 s = strcat(":team:", ftos(self.playerid), ":");
544                 s = strcat(s, ftos(self.team));
545                 GameLogEcho(s, FALSE);
546         }
547
548         //stuffcmd(self, "set tmpviewsize $viewsize \n");
549
550         bprint ("^4",self.netname);
551         bprint ("^4 connected");
552
553         if(cvar("g_domination") || cvar("g_ctf"))
554         {
555                 bprint(" and joined the ");
556                 bprint(ColoredTeamName(self.team));
557         }
558
559         bprint("\n");
560
561         self.welcomemessage_time = time + cvar("welcome_message_time");
562         self.welcomemessage_time2 = 0;
563
564         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
565         // send prediction settings to the client
566         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
567         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
568         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
569         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
570         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
571         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
572         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
573         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
574         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
575         // Wazat's grappling hook
576         SetGrappleHookBindings();
577
578         // get autoswitch state from player
579         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
580         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
581
582         // get version info from player
583         stuffcmd(self, "cmd clientversion $gameversion\n");
584
585         // set cvar for team scoreboard
586         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
587
588         if(cvar("g_lms"))
589         {
590                 self.frags = cvar("fraglimit");
591                 // no fraglimit was set, so player gets 999 lives
592                 if(self.frags < 1)
593                         self.frags = 999;
594
595                 // disallow player to join after the worst player has lost g_lms_last_join lives
596                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
597                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
598                 {
599                         self.frags = -1;
600                         lms_dead_count += 1;
601                 }
602                 else if(cvar("fraglimit") > lms_lowest_lives)
603                 {
604                         self.frags = lms_lowest_lives;
605                 }
606         }
607
608         player_count += 1;
609         self.jointime = time;
610 }
611
612 /*
613 =============
614 ClientDisconnect
615
616 Called when a client disconnects from the server
617 =============
618 */
619 void(entity e) DropFlag;
620 .entity chatbubbleentity;
621 .entity teambubbleentity;
622 void ClientDisconnect (void)
623 {
624         if(cvar("sv_eventlog"))
625                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
626         bprint ("^4",self.netname);
627         bprint ("^4 disconnected\n");
628
629         if (self.chatbubbleentity)
630         {
631                 remove (self.chatbubbleentity);
632                 self.chatbubbleentity = world;
633         }
634
635         if (self.teambubbleentity)
636         {
637                 remove (self.teambubbleentity);
638                 self.teambubbleentity = world;
639         }
640
641         DropAllRunes(self);
642
643         if(self.flagcarried)
644                 DropFlag(self.flagcarried);
645
646         // decrease player count for lms
647         player_count -= 1;
648         // player was dead, decrease dead count
649         if(cvar("g_lms") && self.frags < 1)
650                 lms_dead_count -= 1;
651         //stuffcmd(self, "set viewsize $tmpviewsize \n");
652 }
653
654 .float buttonchat;
655 void() ChatBubbleThink =
656 {
657         self.nextthink = time;
658         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
659         {
660                 remove(self);
661                 return;
662         }
663         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
664         if (self.owner.buttonchat && !self.owner.deadflag)
665                 self.model = self.mdl;
666         else
667                 self.model = "";
668 };
669
670 void() UpdateChatBubble =
671 {
672         if (!self.modelindex)
673                 return;
674         // spawn a chatbubble entity if needed
675         if (!self.chatbubbleentity)
676         {
677                 self.chatbubbleentity = spawn();
678                 self.chatbubbleentity.owner = self;
679                 self.chatbubbleentity.exteriormodeltoclient = self;
680                 self.chatbubbleentity.think = ChatBubbleThink;
681                 self.chatbubbleentity.nextthink = time;
682                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
683                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
684                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
685                 self.chatbubbleentity.model = "";
686         }
687 }
688
689
690 void() TeamBubbleThink =
691 {
692         self.nextthink = time;
693         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
694         {
695                 remove(self);
696                 return;
697         }
698 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
699         if (self.owner.buttonchat || self.owner.deadflag)
700                 self.model = "";
701         else
702                 self.model = self.mdl;
703
704 };
705
706 .float() customizeentityforclient;
707 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
708
709 void() UpdateTeamBubble =
710 {
711         if (!self.modelindex || !cvar("teamplay"))
712                 return;
713         // spawn a teambubble entity if needed
714         if (!self.teambubbleentity && cvar("teamplay"))
715         {
716                 self.teambubbleentity = spawn();
717                 self.teambubbleentity.owner = self;
718                 self.teambubbleentity.exteriormodeltoclient = self;
719                 self.teambubbleentity.think = TeamBubbleThink;
720                 self.teambubbleentity.nextthink = time;
721                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
722 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
723                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
724                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
725                 self.teambubbleentity.mdl = self.teambubbleentity.model;
726                 self.teambubbleentity.model = self.teambubbleentity.mdl;
727                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
728         }
729 }
730
731 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
732 // added to the model skins
733 /*void() UpdateColorModHack =
734 {
735         local float c;
736         c = self.clientcolors & 15;
737         // LordHavoc: only bothering to support white, green, red, yellow, blue
738              if (teamplay == 0) self.colormod = '0 0 0';
739         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
740         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
741         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
742         else if (c == 12) self.colormod = '1.22 1.22 0.10';
743         else if (c == 13) self.colormod = '0.10 0.10 1.73';
744         else self.colormod = '1 1 1';
745 };*/
746
747 void UpdatePlayerColors () {
748         if(self.weaponentity) {
749                 self.weaponentity.colormap = self.colormap;
750                 self.exteriorweaponentity.colormap = self.colormap;
751         }
752 }
753 /*
754 =============
755 PlayerJump
756
757 When you press the jump key
758 =============
759 */
760 void PlayerJump (void)
761 {
762         float mjumpheight;
763
764         mjumpheight = cvar("g_balance_jumpheight");
765         if (self.waterlevel >= 2)
766         {
767                 if (self.watertype == CONTENT_WATER)
768                         self.velocity_z = 200;
769                 else if (self.watertype == CONTENT_SLIME)
770                         self.velocity_z = 80;
771                 else
772                         self.velocity_z = 50;
773
774                 return;
775         }
776
777
778         if (!(self.flags & FL_ONGROUND))
779                 return;
780
781         if (!(self.flags & FL_JUMPRELEASED))
782                 return;
783
784         if(cvar("g_runematch"))
785         {
786                 if(self.runes & RUNE_SPEED)
787                 {
788                         if(self.runes & CURSE_SLOW)
789                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
790                         else
791                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
792                 }
793                 else if(self.runes & CURSE_SLOW)
794                 {
795                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
796                 }
797         }
798
799         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
800         {
801                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
802         }
803
804         self.velocity_z = self.velocity_z + mjumpheight;
805         self.oldvelocity_z = self.velocity_z;
806
807         self.flags = self.flags - FL_ONGROUND;
808         self.flags = self.flags - FL_JUMPRELEASED;
809 }
810
811 void() CheckWaterJump =
812 {
813         local vector start, end;
814
815 // check for a jump-out-of-water
816         makevectors (self.angles);
817         start = self.origin;
818         start_z = start_z + 8;
819         v_forward_z = 0;
820         normalize(v_forward);
821         end = start + v_forward*24;
822         traceline (start, end, TRUE, self);
823         if (trace_fraction < 1)
824         {       // solid at waist
825                 start_z = start_z + self.maxs_z - 8;
826                 end = start + v_forward*24;
827                 self.movedir = trace_plane_normal * -50;
828                 traceline (start, end, TRUE, self);
829                 if (trace_fraction == 1)
830                 {       // open at eye level
831                         self.flags = self.flags | FL_WATERJUMP;
832                         self.velocity_z = 225;
833                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
834                         self.teleport_time = time + 2;  // safety net
835                         return;
836                 }
837         }
838 };
839
840
841 void respawn(void)
842 {
843         CopyBody(1);
844         PutClientInServer();
845 }
846
847 void player_powerups (void)
848 {
849         if (cvar("g_minstagib"))
850         {
851                 self.effects = EF_FULLBRIGHT;
852                 if (self.items & IT_STRENGTH)
853                 {
854                         if (time > self.strength_finished)
855                         {
856                                 self.alpha = 1;
857                                 self.exteriorweaponentity.alpha = 1;
858                                 self.items = self.items - (self.items & IT_STRENGTH);
859                                 sprint(self, "^3Invisibility has worn off\n");
860                         }
861                 }
862                 else
863                 {
864                         if (time < self.strength_finished)
865                         {
866                                 self.alpha = cvar("g_minstagib_invis_alpha");
867                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
868                                 self.items = self.items | IT_STRENGTH;
869                                 sprint(self, "^3You are invisible\n");
870                         }
871                 }
872
873                 if (self.items & IT_INVINCIBLE)
874                 {
875                         if (time > self.invincible_finished)
876                         {
877                                 self.items = self.items - (self.items & IT_INVINCIBLE);
878                                 sprint(self, "^3Speed has worn off\n");
879                         }
880                 }
881                 else
882                 {
883                         if (time < self.invincible_finished)
884                         {
885                                 self.items = self.items | IT_INVINCIBLE;
886                                 sprint(self, "^3You are on speed\n");
887                         }
888                 }
889                 return;
890         }
891
892         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
893         if (self.items & IT_STRENGTH)
894         {
895                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
896                 if (time > self.strength_finished)
897                 {
898                         self.items = self.items - (self.items & IT_STRENGTH);
899                         sprint(self, "^3Strength has worn off\n");
900                 }
901         }
902         else
903         {
904                 if (time < self.strength_finished)
905                 {
906                         self.items = self.items | IT_STRENGTH;
907                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
908                 }
909         }
910         if (self.items & IT_INVINCIBLE)
911         {
912                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
913                 if (time > self.invincible_finished)
914                 {
915                         self.items = self.items - (self.items & IT_INVINCIBLE);
916                         sprint(self, "^3Shield has worn off\n");
917                 }
918         }
919         else
920         {
921                 if (time < self.invincible_finished)
922                 {
923                         self.items = self.items | IT_INVINCIBLE;
924                         sprint(self, "^3Shield surrounds you\n");
925                 }
926         }
927
928         if (cvar("g_fullbrightplayers"))
929                 self.effects = self.effects | EF_FULLBRIGHT;
930
931         // midair gamemode: damage only while in the air
932         // if in midair mode, being on ground grants temporary invulnerability
933         // (this is so that multishot weapon don't clear the ground flag on the
934         // first damage in the frame, leaving the player vulnerable to the
935         // remaining hits in the same frame)
936         if (self.flags & FL_ONGROUND)
937         if (cvar("g_midair"))
938                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
939
940         if (time < self.spawnshieldtime)
941                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
942 }
943
944 void player_regen (void)
945 {
946         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
947         maxh = cvar("g_balance_health_stable");
948         maxa = cvar("g_balance_armor_stable");
949         limith = cvar("g_balance_health_limit");
950         limita = cvar("g_balance_armor_limit");
951
952         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
953                 return;
954
955         if(cvar("g_runematch"))
956         {
957                 max_mod = regen_mod = rot_mod = limit_mod = 1;
958                 if (self.runes & RUNE_REGEN)
959                 {
960                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
961                         {
962                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
963                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
964                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
965                         }
966                         else
967                         {
968                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
969                                 max_mod = cvar("g_balance_rune_regen_hpmod");
970                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
971                         }
972                 }
973                 else if (self.runes & CURSE_VENOM)
974                 {
975                         max_mod = cvar("g_balance_curse_venom_hpmod");
976                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
977                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
978                         else
979                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
980                         limit_mod = cvar("g_balance_curse_venom_limitmod");
981                         //if (!self.runes & RUNE_REGEN)
982                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
983                 }
984                 maxh = maxh * max_mod;
985                 //maxa = maxa * max_mod;
986
987                 if (time > self.pauserotarmor_finished)
988                 {
989                         if (self.armorvalue > maxa)
990                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
991                 }
992                 if (time > self.pauserothealth_finished)
993                 {
994                         if (self.health > maxh)
995                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
996                 }
997                 if (time > self.pauseregen_finished)
998                 {
999                         if (self.health < maxh)
1000                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
1001                         if (self.armorvalue < maxa)
1002                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
1003                 }
1004         }
1005         else
1006         {
1007                 if (time > self.pauserothealth_finished)
1008                 if (self.health > maxh)
1009                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1010                 if (time > self.pauserotarmor_finished)
1011                 if (self.armorvalue > maxa)
1012                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1013                 if (time > self.pauseregen_finished)
1014                 {
1015                         if (self.health < maxh)
1016                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1017                         if (self.armorvalue < maxa)
1018                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1019                 }
1020         }
1021         if (self.health > limith)
1022                 self.health = limith;
1023         if (self.armorvalue > limita)
1024                 self.armorvalue = limita;
1025 }
1026
1027 /*
1028 ======================
1029 spectate mode routines
1030 ======================
1031 */
1032 void SpectateCopy(entity spectatee) {
1033         self.armortype = spectatee.armortype;
1034         self.armorvalue = spectatee.armorvalue;
1035         self.currentammo = spectatee.currentammo;
1036         self.effects = spectatee.effects;
1037         self.health = spectatee.health;
1038         self.impulse = 0;
1039         self.items = spectatee.items;
1040         self.punchangle = spectatee.punchangle;
1041         self.view_ofs = spectatee.view_ofs;
1042         self.v_angle = spectatee.v_angle;
1043         self.viewzoom = spectatee.viewzoom;
1044         setorigin(self, spectatee.origin);
1045         setsize(self, spectatee.mins, spectatee.maxs);
1046 }
1047
1048 void SpectateUpdate() {
1049         if (self != self.enemy) {
1050                 SpectateCopy(self.enemy);
1051                 msg_entity = self;
1052                 WriteByte(MSG_ONE, SVC_SETANGLE);
1053                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1054                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1055                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1056         }
1057 }
1058
1059 float SpectateNext() {
1060         other = find(self.enemy, classname, "player");
1061         if (!other) {
1062                 other = find(other, classname, "player");
1063         }
1064         if (other) {
1065                 self.enemy = other;
1066         }
1067         if(self.enemy.classname == "player") {
1068                 msg_entity = self;
1069                 WriteByte(MSG_ONE, SVC_SETVIEW);
1070                 WriteEntity(MSG_ONE, self.enemy);
1071                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1072                 SpectateUpdate();
1073                 return 1;
1074         } else {
1075                 return 0;
1076         }
1077 }
1078
1079 /*
1080 =============
1081 PlayerPreThink
1082
1083 Called every frame for each client before the physics are run
1084 =============
1085 */
1086 void PlayerPreThink (void)
1087 {
1088         if(self.classname == "player") {
1089                 local vector m1, m2;
1090
1091 //              MauveBot_AI();
1092
1093 //              if(self.netname == "Wazat")
1094 //                      bprint(strcat(self.classname, "\n"));
1095
1096                 CheckRules_Player();
1097
1098                 if(self.button7)
1099                         PrintWelcomeMessage(self);
1100
1101                 if(cvar("g_lms") || !cvar("sv_spectate"))
1102                 if((time - self.jointime) <= cvar("welcome_message_time"))
1103                         PrintWelcomeMessage(self);
1104
1105                 if (intermission_running)
1106                 {
1107                         IntermissionThink ();   // otherwise a button could be missed between
1108                         return;                                 // the think tics
1109                 }
1110
1111                 if (self.deadflag != DEAD_NO)
1112                 {
1113                         player_anim();
1114                         weapon_freeze();
1115                         if (self.deadflag == DEAD_DYING)
1116                         {
1117                                 if (time > self.dead_time)
1118                                         self.deadflag = DEAD_DEAD;
1119                         }
1120                         else if (self.deadflag == DEAD_DEAD)
1121                         {
1122                                 if (cvar("g_lms") || cvar("g_forced_respawn"))
1123                                         self.button0 = self.button2 = self.button3 = 0;
1124
1125                                 if (!self.button0 && !self.button2 && !self.button3)
1126                                         self.deadflag = DEAD_RESPAWNABLE;
1127                         }
1128                         else if (self.deadflag == DEAD_RESPAWNABLE)
1129                         {
1130                                 if (self.button0  ||
1131                                     self.button2  ||
1132                                     self.button3  ||
1133                                     self.button4  ||
1134                                     cvar("g_lms") ||
1135                                     cvar("g_forced_respawn"))
1136                                         respawn();
1137                         }
1138                         return;
1139                 }
1140
1141                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1142                 {
1143                         vector dist;
1144
1145                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1146                         dist = self.oldorigin - self.origin;
1147                         dist_z = 0;
1148                         self.lms_traveled_distance += fabs(vlen(dist));
1149
1150                         if(time > self.lms_nextcheck)
1151                         {
1152                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1153                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1154                                 {
1155                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1156                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1157                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1158                                         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');
1159                                 }
1160                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1161                                 self.lms_traveled_distance = 0;
1162                         }
1163                 }
1164
1165                 if (self.button5)
1166                 {
1167                         if (!self.crouch)
1168                         {
1169                                 self.crouch = TRUE;
1170                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1171                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1172                         }
1173                 }
1174                 else
1175                 {
1176                         if (self.crouch)
1177                         {
1178                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1179                                 if (!trace_startsolid)
1180                                 {
1181                                         self.crouch = FALSE;
1182                                         self.view_ofs = PL_VIEW_OFS;
1183                                         setsize (self, PL_MIN, PL_MAX);
1184                                 }
1185                         }
1186                 }
1187
1188                 if(cvar("sv_defaultcharacter") == 1) {
1189                         local string defaultmodel;
1190                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1191
1192                         if (defaultmodel != self.model)
1193                         {
1194                                 m1 = self.mins;
1195                                 m2 = self.maxs;
1196                                 precache_model (defaultmodel);
1197                                 setmodel (self, defaultmodel);
1198                                 setsize (self, m1, m2);
1199                         }
1200
1201                         if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1202                                 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1203                 } else {
1204                         if (self.playermodel != self.model)
1205                         {
1206                                 self.playermodel = CheckPlayerModel(self.playermodel);
1207                                 m1 = self.mins;
1208                                 m2 = self.maxs;
1209                                 precache_model (self.playermodel);
1210                                 setmodel (self, self.playermodel);
1211                                 setsize (self, m1, m2);
1212                         }
1213
1214                         if (self.skin != stof(self.playerskin))
1215                                 self.skin = stof(self.playerskin);
1216                 }
1217                 // Savage: Check for nameless players
1218                 if (strlen(self.netname) < 1) {
1219                         self.netname = "Player";
1220                         stuffcmd(self, "name Player\n");
1221                 }
1222
1223                 GrapplingHookFrame();
1224
1225                 W_WeaponFrame();
1226
1227                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1228                 {
1229                         if (cvar("g_minstagib") && self.button3)
1230                         {
1231                                 if (self.jump_interval <= (time + 0.1))
1232                                 {
1233                                         self.jump_interval = time + 1;
1234                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1235                                 }
1236                         }
1237                         else if (self.viewzoom > 0.4)
1238                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1239                 }
1240                 else if (self.viewzoom < 1.0)
1241                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1242
1243
1244                 if (self.button2)
1245                         PlayerJump ();
1246                 else
1247                         self.flags = self.flags | FL_JUMPRELEASED;
1248
1249                 player_powerups();
1250                 player_regen();
1251                 player_anim();
1252
1253                 //self.angles_y=self.v_angle_y + 90;   // temp
1254
1255                 if (self.waterlevel == 2)
1256                         CheckWaterJump ();
1257
1258                 //if (TetrisPreFrame()) return;
1259         } else if(gameover) {
1260                 if (intermission_running)
1261                         IntermissionThink ();   // otherwise a button could be missed between
1262                 return;
1263         } else if(self.classname == "observer") {
1264
1265                 if (self.flags & FL_JUMPRELEASED) {
1266                         if (self.button2 && self.version == cvar("gameversion")) {
1267                                 if(!cvar("teamplay")) {
1268                                         self.flags = self.flags & !FL_JUMPRELEASED;
1269                                         self.classname = "player";
1270                                         if(!cvar("g_lms"))
1271                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1272                                         PutClientInServer();
1273                                         centerprint(self,"");
1274                                         return;
1275                                 } else {
1276                                         self.flags = self.flags & !FL_JUMPRELEASED;
1277                                         stuffcmd(self,"menu_showteamselect\n");
1278                                         return;
1279                                 }
1280                         } else if(self.button0 && self.version == cvar("gameversion")) {
1281                                 self.flags = self.flags & !FL_JUMPRELEASED;
1282                                 if(SpectateNext() == 1) {
1283                                         self.classname = "spectator";
1284                                 }
1285                         }
1286                 } else {
1287                         if (!(self.button0 || self.button2)) {
1288                                 self.flags = self.flags | FL_JUMPRELEASED;
1289                         }
1290                 }
1291                 if(cvar("g_lms") && self.frags == 0)
1292                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1293                 else if(cvar("g_lms") && self.frags == -1)
1294                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1295                 else
1296                         PrintWelcomeMessage(self);
1297                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1298         } else if(self.classname == "spectator") {
1299
1300                 if (self.flags & FL_JUMPRELEASED) {
1301                         if (self.button2 && self.version == cvar("gameversion")) {
1302                                 if(!cvar("teamplay")) {
1303                                         self.flags = self.flags & !FL_JUMPRELEASED;
1304                                         self.classname = "player";
1305                                         if(!cvar("g_lms"))
1306                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1307
1308                                         msg_entity = self;
1309                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1310                                         WriteEntity(MSG_ONE, self);
1311                                         PutClientInServer();
1312                                         centerprint(self,"");
1313                                         return;
1314                                 } else {
1315                                         self.flags = self.flags & !FL_JUMPRELEASED;
1316                                         stuffcmd(self,"menu_showteamselect\n");
1317                                         return;
1318                                 }
1319                         } else if(self.button0) {
1320                                 self.flags = self.flags & !FL_JUMPRELEASED;
1321                                 if(SpectateNext() == 1) {
1322                                         self.classname = "spectator";
1323                                 } else {
1324                                         self.classname = "observer";
1325                                         msg_entity = self;
1326                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1327                                         WriteEntity(MSG_ONE, self);
1328                                         PutClientInServer();
1329                                 }
1330                         } else if (self.button3) {
1331                                 self.flags = self.flags & !FL_JUMPRELEASED;
1332                                 self.classname = "observer";
1333                                 msg_entity = self;
1334                                 WriteByte(MSG_ONE, SVC_SETVIEW);
1335                                 WriteEntity(MSG_ONE, self);
1336                                 PutClientInServer();
1337                         } else {
1338                                 SpectateUpdate();
1339                         }
1340         } else {
1341                 if (!(self.button0 || self.button3)) {
1342                         self.flags = self.flags | FL_JUMPRELEASED;
1343                 }
1344                 }
1345                 if (cvar("g_lms") && self.frags < 1)
1346                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1347                 else
1348                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
1349
1350         }
1351 }
1352
1353
1354 /*
1355 =============
1356 PlayerPostThink
1357
1358 Called every frame for each client after the physics are run
1359 =============
1360 */
1361 void PlayerPostThink (void)
1362 {
1363         if(self.classname == "player") {
1364                 CheckRules_Player();
1365                 UpdateChatBubble();
1366                 UpdateTeamBubble();
1367                 UpdatePlayerColors();
1368                 if (self.deadflag == DEAD_NO)
1369                 if (self.impulse)
1370                         ImpulseCommands ();
1371                 if (intermission_running)
1372                         return;         // intermission or finale
1373
1374                 //PrintWelcomeMessage(self);
1375                 //if (TetrisPostFrame()) return;
1376         } else if (self.classname == "observer") {
1377                 //do nothing
1378         } else if (self.classname == "spectator") {
1379                 //do nothing
1380         }
1381 }