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-rw-r--r--src/game/server/entities/character.cpp105
-rw-r--r--src/game/server/entities/character.h3
-rw-r--r--src/game/server/entities/laser.cpp4
-rw-r--r--src/game/server/gamecontext.cpp322
-rw-r--r--src/game/server/gamecontext.h21
-rw-r--r--src/game/server/gamecontroller.h8
-rw-r--r--src/game/server/gamemodes/zcatch.cpp252
-rw-r--r--src/game/server/gamemodes/zcatch.h30
-rw-r--r--src/game/server/player.cpp87
-rw-r--r--src/game/server/player.h20
10 files changed, 808 insertions, 44 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp
index 6794429d..d7da2498 100644
--- a/src/game/server/entities/character.cpp
+++ b/src/game/server/entities/character.cpp
@@ -45,6 +45,7 @@ CCharacter::CCharacter(CGameWorld *pWorld)
 	m_ProximityRadius = ms_PhysSize;
 	m_Health = 0;
 	m_Armor = 0;
+	m_FreezeTicks = 0;
 }
 
 void CCharacter::Reset()
@@ -56,9 +57,29 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
 {
 	m_EmoteStop = -1;
 	m_LastAction = -1;
+	
+	/*zCatch */
+	switch(g_Config.m_SvMode)
+	{
+	case 1:
+		m_ActiveWeapon = WEAPON_RIFLE;
+		m_LastWeapon = WEAPON_RIFLE;
+		break;
+	case 3:
+		m_ActiveWeapon = WEAPON_HAMMER;
+		m_LastWeapon = WEAPON_HAMMER;
+		break;
+	case 4:
+		m_ActiveWeapon = WEAPON_GRENADE;
+		m_LastWeapon = WEAPON_GRENADE;
+		break;
+	default:
+		m_ActiveWeapon = WEAPON_GUN;
+		m_LastWeapon = WEAPON_HAMMER;
+	}
+    /* end zCatch */
+	
 	m_LastNoAmmoSound = -1;
-	m_ActiveWeapon = WEAPON_GUN;
-	m_LastWeapon = WEAPON_HAMMER;
 	m_QueuedWeapon = -1;
 
 	m_pPlayer = pPlayer;
@@ -116,6 +137,7 @@ void CCharacter::HandleNinja()
 	if(m_ActiveWeapon != WEAPON_NINJA)
 		return;
 
+	/* zCatch - Disable for Ninja-Mode
 	if ((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
 	{
 		// time's up, return
@@ -125,7 +147,8 @@ void CCharacter::HandleNinja()
 		SetWeapon(m_ActiveWeapon);
 		return;
 	}
-
+	*/
+	
 	// force ninja Weapon
 	SetWeapon(WEAPON_NINJA);
 
@@ -449,6 +472,17 @@ void CCharacter::HandleWeapons()
 
 	// ammo regen
 	int AmmoRegenTime = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Ammoregentime;
+	if(m_aWeapons[m_ActiveWeapon].m_Ammo > -1)
+	{
+		switch(m_ActiveWeapon)
+		{
+			case WEAPON_GUN: AmmoRegenTime = 125*5; break;
+			case WEAPON_GRENADE: AmmoRegenTime = 1000; break;
+			case WEAPON_RIFLE: AmmoRegenTime = 1200; break;
+			case WEAPON_SHOTGUN: AmmoRegenTime = 1000; break;
+		}
+	}
+
 	if(AmmoRegenTime)
 	{
 		// If equipped and not active, regen ammo?
@@ -460,7 +494,7 @@ void CCharacter::HandleWeapons()
 			if ((Server()->Tick() - m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart) >= AmmoRegenTime * Server()->TickSpeed() / 1000)
 			{
 				// Add some ammo
-				m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, 10);
+				m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, g_Config.m_SvWeaponsAmmo);
 				m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1;
 			}
 		}
@@ -504,6 +538,9 @@ void CCharacter::SetEmote(int Emote, int Tick)
 
 void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
 {
+	if(m_FreezeTicks)
+		return;
+
 	// check for changes
 	if(mem_comp(&m_Input, pNewInput, sizeof(CNetObj_PlayerInput)) != 0)
 		m_LastAction = Server()->Tick();
@@ -519,6 +556,9 @@ void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
 
 void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
 {
+	if(m_FreezeTicks)
+		return;
+
 	mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
 	mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput));
 
@@ -561,6 +601,23 @@ void CCharacter::Tick()
 	m_Core.m_Input = m_Input;
 	m_Core.Tick(true);
 
+	if(m_FreezeTicks)
+	{
+		if(Server()->Tick() % Server()->TickSpeed() == 0)
+		{
+			GameServer()->CreateDamageInd(m_Pos, 0, m_FreezeTicks/Server()->TickSpeed()+1);
+			GameServer()->CreateSound(m_Pos, SOUND_WEAPON_NOAMMO);
+		}
+		//Set weapon back to the last one
+		if(m_FreezeTicks == 1)
+			{
+				m_ActiveWeapon = m_LastWeapon;
+				GameServer()->SendBroadcast("", m_pPlayer->GetCID());
+			}
+		m_FreezeTicks--;
+	}
+
+
 	// handle death-tiles and leaving gamelayer
 	if(GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
 		GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
@@ -717,6 +774,8 @@ void CCharacter::Die(int Killer, int Weapon)
 
 	// this is for auto respawn after 3 secs
 	m_pPlayer->m_DieTick = Server()->Tick();
+	// unfreeze the player
+	m_FreezeTicks = 0;
 
 	m_Alive = false;
 	GameServer()->m_World.RemoveEntity(this);
@@ -730,25 +789,20 @@ bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
 
 	if(GameServer()->m_pController->IsFriendlyFire(m_pPlayer->GetCID(), From) && !g_Config.m_SvTeamdamage)
 		return false;
+	
+	/* zCatch */
+	if(From == m_pPlayer->GetCID() || Weapon == WEAPON_GAME)
+		return false;
 
-	// m_pPlayer only inflicts half damage on self
-	if(From == m_pPlayer->GetCID())
-		Dmg = max(1, Dmg/2);
+	if(g_Config.m_SvMode == 4 && Weapon == WEAPON_GRENADE && Dmg < g_Config.m_SvGrenadeMinDamage)
+		return false;
 
+	m_Health = 0;
+	m_Armor = 0;
+	/* end zCatch */
+	
 	m_DamageTaken++;
 
-	// create healthmod indicator
-	if(Server()->Tick() < m_DamageTakenTick+25)
-	{
-		// make sure that the damage indicators doesn't group together
-		GameServer()->CreateDamageInd(m_Pos, m_DamageTaken*0.25f, Dmg);
-	}
-	else
-	{
-		m_DamageTaken = 0;
-		GameServer()->CreateDamageInd(m_Pos, 0, Dmg);
-	}
-
 	if(Dmg)
 	{
 		if(m_Armor)
@@ -862,8 +916,8 @@ void CCharacter::Snap(int SnappingClient)
 	if(m_pPlayer->GetCID() == SnappingClient || SnappingClient == -1 ||
 		(!g_Config.m_SvStrictSpectateMode && m_pPlayer->GetCID() == GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID))
 	{
-		pCharacter->m_Health = m_Health;
-		pCharacter->m_Armor = m_Armor;
+		pCharacter->m_Health = (m_FreezeTicks) ? (m_FreezeTicks/Server()->TickSpeed())/10 : m_Health;
+		pCharacter->m_Armor = (m_FreezeTicks) ? (m_FreezeTicks/Server()->TickSpeed()) % 10 +1 : m_Armor;
 		if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0)
 			pCharacter->m_AmmoCount = m_aWeapons[m_ActiveWeapon].m_Ammo;
 	}
@@ -876,3 +930,12 @@ void CCharacter::Snap(int SnappingClient)
 
 	pCharacter->m_PlayerFlags = GetPlayer()->m_PlayerFlags;
 }
+
+void CCharacter::Freeze(int Ticks)
+{
+	m_FreezeTicks = Ticks;
+	m_LastWeapon = m_ActiveWeapon;
+	m_ActiveWeapon = WEAPON_NINJA;
+	ResetInput();
+	GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG);
+}
diff --git a/src/game/server/entities/character.h b/src/game/server/entities/character.h
index d799d8a7..8bd1d3da 100644
--- a/src/game/server/entities/character.h
+++ b/src/game/server/entities/character.h
@@ -64,6 +64,9 @@ public:
 	bool IsAlive() const { return m_Alive; }
 	class CPlayer *GetPlayer() { return m_pPlayer; }
 
+	void Freeze(int Tick);
+	int m_FreezeTicks;
+
 private:
 	// player controlling this character
 	class CPlayer *m_pPlayer;
diff --git a/src/game/server/entities/laser.cpp b/src/game/server/entities/laser.cpp
index eb40c4e1..eb1145c5 100644
--- a/src/game/server/entities/laser.cpp
+++ b/src/game/server/entities/laser.cpp
@@ -2,6 +2,7 @@
 /* If you are missing that file, acquire a complete release at teeworlds.com.                */
 #include <game/generated/protocol.h>
 #include <game/server/gamecontext.h>
+#include <engine/shared/config.h>
 #include "laser.h"
 
 CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner)
@@ -67,6 +68,9 @@ void CLaser::DoBounce()
 				m_Energy = -1;
 
 			GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE);
+
+			if(m_Bounces == 1 && g_Config.m_SvLaserjumps)
+				GameServer()->CreateExplosion(m_Pos, m_Owner, WEAPON_GAME, false);
 		}
 	}
 	else
diff --git a/src/game/server/gamecontext.cpp b/src/game/server/gamecontext.cpp
index bab48308..66829db2 100644
--- a/src/game/server/gamecontext.cpp
+++ b/src/game/server/gamecontext.cpp
@@ -9,10 +9,11 @@
 #include <game/version.h>
 #include <game/collision.h>
 #include <game/gamecore.h>
-#include "gamemodes/dm.h"
+/*#include "gamemodes/dm.h"
 #include "gamemodes/tdm.h"
 #include "gamemodes/ctf.h"
-#include "gamemodes/mod.h"
+#include "gamemodes/mod.h"*/
+#include "gamemodes/zcatch.h"
 
 enum
 {
@@ -37,6 +38,9 @@ void CGameContext::Construct(int Resetting)
 
 	if(Resetting==NO_RESET)
 		m_pVoteOptionHeap = new CHeap();
+	
+	for(int i = 0; i < MAX_MUTES; i++)
+		m_aMutes[i].m_aIP[0] = 0;
 }
 
 CGameContext::CGameContext(int Resetting)
@@ -257,7 +261,8 @@ void CGameContext::SendChat(int ChatterClientID, int Team, const char *pText)
 		// send to the clients
 		for(int i = 0; i < MAX_CLIENTS; i++)
 		{
-			if(m_apPlayers[i] && m_apPlayers[i]->GetTeam() == Team)
+			//if(m_apPlayers[i] && m_apPlayers[i]->GetTeam() == Team)
+			if(m_apPlayers[i] && ChatterClientID >= 0 && ChatterClientID < MAX_CLIENTS && m_apPlayers[ChatterClientID] && m_apPlayers[ChatterClientID]->m_SpecExplicit == m_apPlayers[i]->m_SpecExplicit)
 				Server()->SendPackMsg(&Msg, MSGFLAG_VITAL|MSGFLAG_NORECORD, i);
 		}
 	}
@@ -447,7 +452,10 @@ void CGameContext::OnTick()
 				bool aVoteChecked[MAX_CLIENTS] = {0};
 				for(int i = 0; i < MAX_CLIENTS; i++)
 				{
-					if(!m_apPlayers[i] || m_apPlayers[i]->GetTeam() == TEAM_SPECTATORS || aVoteChecked[i])	// don't count in votes by spectators
+					/* zCatch - Allow voting from players in spectators (needed or the last 2 players ingame can kick the whole server),
+					 * but deny votes from players who are explicit in spec
+					*/
+					if(!m_apPlayers[i] || m_apPlayers[i]->m_SpecExplicit == 1 || aVoteChecked[i])	// don't count in votes by spectators
 						continue;
 
 					int ActVote = m_apPlayers[i]->m_Vote;
@@ -535,6 +543,69 @@ void CGameContext::OnClientEnter(int ClientID)
 {
 	//world.insert_entity(&players[client_id]);
 	m_apPlayers[ClientID]->Respawn();
+	
+	/* begin zCatch */
+	int LeaderID = -1;
+	int StartTeam = m_pController->ClampTeam(1);
+	
+	int Num = 0;
+
+	for(int i = 0; i < MAX_CLIENTS; i++)
+	{
+		if(IsClientReady(i))
+			Num++;
+	}
+	if(Num < 3)
+		m_pController->EndRound();
+
+	if(g_Config.m_SvAllowJoin == 1)
+	{
+		m_apPlayers[ClientID]->m_CaughtBy = CPlayer::ZCATCH_NOT_CAUGHT;
+		m_apPlayers[ClientID]->m_SpecExplicit = (Num < 3) ? 0 : 1;
+		StartTeam = (Num < 3) ? m_pController->ClampTeam(1) : TEAM_SPECTATORS;
+		SendBroadcast("You can join the game", ClientID);
+	}
+	else if(g_Config.m_SvAllowJoin == 2)
+	{
+		int Num2 = 0, PrevNum = 0;
+
+		for(int i = 0; i < MAX_CLIENTS; i++)
+		{
+			if(m_apPlayers[i])
+			{
+				Num2 = 0;
+				for(int j = 0; j < MAX_CLIENTS; j++)
+					if(m_apPlayers[j] && m_apPlayers[j]->m_CaughtBy == i)
+						Num2++;
+
+				if(Num2 > PrevNum)
+				{
+					LeaderID = i;
+					PrevNum = Num2;
+				}
+			}
+		}
+
+		if(LeaderID > -1)
+		{
+			m_apPlayers[ClientID]->m_CaughtBy = LeaderID;
+			m_apPlayers[ClientID]->m_SpecExplicit = 0;
+			m_apPlayers[ClientID]->m_SpectatorID = LeaderID;
+			StartTeam = TEAM_SPECTATORS;
+		}
+		else
+		{
+			m_apPlayers[ClientID]->m_CaughtBy = CPlayer::ZCATCH_NOT_CAUGHT;
+			m_apPlayers[ClientID]->m_SpecExplicit = 0;
+		}
+	}
+	else
+		StartTeam = m_pController->GetAutoTeam(ClientID);
+	
+	m_apPlayers[ClientID]->SetTeamDirect(StartTeam);
+	
+	/* end zCatch */
+	
 	char aBuf[512];
 	str_format(aBuf, sizeof(aBuf), "'%s' entered and joined the %s", Server()->ClientName(ClientID), m_pController->GetTeamName(m_apPlayers[ClientID]->GetTeam()));
 	SendChat(-1, CGameContext::CHAT_ALL, aBuf);
@@ -543,6 +614,18 @@ void CGameContext::OnClientEnter(int ClientID)
 	Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
 
 	m_VoteUpdate = true;
+	
+	/* zCatch begin */
+	SendChatTarget(ClientID, "Welcome to zCatch!");
+	SendChatTarget(ClientID, "type /cmdlist to get all commands");
+	SendChatTarget(ClientID, "type /help for instructions");
+	if(g_Config.m_SvAllowJoin == 2 && LeaderID > -1)
+	{
+		char buf[128];
+		str_format(buf, sizeof(buf), "You will join the game when %s dies", Server()->ClientName(LeaderID));
+		SendChatTarget(ClientID, buf);
+	}
+	/* zCatch end */
 }
 
 void CGameContext::OnClientConnected(int ClientID)
@@ -631,7 +714,53 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
 			pMessage++;
 		}
 
-		SendChat(ClientID, Team, pMsg->m_pMessage);
+		/* begin zCatch*/
+		if(!str_comp("/info", pMsg->m_pMessage) || !str_comp("/about", pMsg->m_pMessage))
+		{
+			char aBuf[128];
+			str_format(aBuf, sizeof(aBuf), "zCatch version %s by erd and Teetime. Type /cmdlist for all commands.", ZCATCH_VERSION);
+			SendChatTarget(ClientID, " ");
+			SendChatTarget(ClientID, aBuf);
+		}
+		else if(!str_comp("/cmdlist", pMsg->m_pMessage))
+		{
+			SendChatTarget(ClientID, " ");
+			SendChatTarget(ClientID, "/info or /about - see information about author.");
+			SendChatTarget(ClientID, "/help - learn how to play.");
+		}
+		else if(!str_comp("/help", pMsg->m_pMessage))
+		{
+			SendChatTarget(ClientID, " ");
+			SendChatTarget(ClientID, "The winner is the tee which is left over at the end.");
+			SendChatTarget(ClientID, "If you die, all players that you killed will respawn.");
+			SendChatTarget(ClientID, "So the only way to win is to kill every player without beeing killed.");
+			SendChatTarget(ClientID, "Have fun!");
+		}
+		else if(!str_comp_num("/", pMsg->m_pMessage, 1))
+			SendChatTarget(ClientID, "Unknown command.");
+		else
+		{
+			//Check if muted
+			int Pos;
+			if((Pos = Muted(ClientID)) > -1)
+			{
+				char aBuf[128];
+				int Expires = (m_aMutes[Pos].m_Expires - Server()->Tick())/Server()->TickSpeed();
+				str_format(aBuf, sizeof(aBuf), "You are muted for %d minutes and %d seconds.", Expires/60, Expires%60);
+				SendChatTarget(ClientID, aBuf);
+				return;
+			}
+			//mute the player if he's spamming
+			else if(g_Config.m_SvMuteDuration && ((pPlayer->m_ChatTicks += g_Config.m_SvChatValue) > g_Config.m_SvChatThreshold))
+			{
+				AddMute(ClientID, g_Config.m_SvMuteDuration, true);
+				pPlayer->m_ChatTicks = 0;
+				return;
+			}
+
+			SendChat(ClientID, Team, pMsg->m_pMessage);
+		}
+		/* end zCatch */
 	}
 	else if(MsgID == NETMSGTYPE_CL_CALLVOTE)
 	{
@@ -640,7 +769,8 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
 
 		int64 Now = Server()->Tick();
 		pPlayer->m_LastVoteTry = Now;
-		if(pPlayer->GetTeam() == TEAM_SPECTATORS)
+		// zCatch - Only People who are explicit in Spectators can't vote!
+		if(pPlayer->m_SpecExplicit == 1) //zCatch
 		{
 			SendChatTarget(ClientID, "Spectators aren't allowed to start a vote.");
 			return;
@@ -691,6 +821,11 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
 				return;
 			}
 		}
+		else if(g_Config.m_SvVoteForceReason && !pMsg->m_Reason[0])
+		{
+			SendChatTarget(ClientID, "You must give a reason for your vote");
+			return;
+		}
 		else if(str_comp_nocase(pMsg->m_Type, "kick") == 0)
 		{
 			if(!g_Config.m_SvVoteKick)
@@ -703,7 +838,7 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
 			{
 				int PlayerNum = 0;
 				for(int i = 0; i < MAX_CLIENTS; ++i)
-					if(m_apPlayers[i] && m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
+					if(m_apPlayers[i] && m_apPlayers[i]->m_SpecExplicit != 1) // zCatch - Count all Players who are not explicit in spectator
 						++PlayerNum;
 
 				if(PlayerNum < g_Config.m_SvVoteKickMin)
@@ -826,14 +961,15 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
 			if(m_pController->CanChangeTeam(pPlayer, pMsg->m_Team))
 			{
 				pPlayer->m_LastSetTeam = Server()->Tick();
-				if(pPlayer->GetTeam() == TEAM_SPECTATORS || pMsg->m_Team == TEAM_SPECTATORS)
-					m_VoteUpdate = true;
 				pPlayer->SetTeam(pMsg->m_Team);
-				(void)m_pController->CheckTeamBalance();
-				pPlayer->m_TeamChangeTick = Server()->Tick();
 			}
 			else
-				SendBroadcast("Teams must be balanced, please join other team", ClientID);
+			{
+				char aBuf[256];
+				str_format(aBuf, sizeof(aBuf), "You will join automatically when \"%s\" dies.", Server()->ClientName(pPlayer->m_CaughtBy));
+				SendChatTarget(ClientID, aBuf);
+				return;
+			}
 		}
 		else
 		{
@@ -965,7 +1101,7 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
 		char aOldName[MAX_NAME_LENGTH];
 		str_copy(aOldName, Server()->ClientName(ClientID), sizeof(aOldName));
 		Server()->SetClientName(ClientID, pMsg->m_pName);
-		if(str_comp(aOldName, Server()->ClientName(ClientID)) != 0)
+		if(str_comp(aOldName, Server()->ClientName(ClientID)) != 0 && Muted(ClientID) == -1)
 		{
 			char aChatText[256];
 			str_format(aChatText, sizeof(aChatText), "'%s' changed name to '%s'", aOldName, Server()->ClientName(ClientID));
@@ -992,14 +1128,96 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
 	}
 	else if (MsgID == NETMSGTYPE_CL_KILL && !m_World.m_Paused)
 	{
-		if(pPlayer->m_LastKill && pPlayer->m_LastKill+Server()->TickSpeed()*3 > Server()->Tick())
+		/* begin zCatch*/
+		if(pPlayer->GetTeam() == TEAM_SPECTATORS || (pPlayer->m_LastKill && pPlayer->m_LastKill+Server()->TickSpeed()*3 > Server()->Tick()) ||
+				(pPlayer->m_LastKillTry+Server()->TickSpeed()*3 > Server()->Tick()))
 			return;
 
-		pPlayer->m_LastKill = Server()->Tick();
-		pPlayer->KillCharacter(WEAPON_SELF);
+		if(g_Config.m_SvSuicideTime == 0)
+		{
+			SendChatTarget(ClientID, "Suicide is not allowed.");
+		}
+		else if(pPlayer->m_LastKill && pPlayer->m_LastKill+Server()->TickSpeed()*g_Config.m_SvSuicideTime > Server()->Tick())
+		{
+			char aBuf[128];
+			str_format(aBuf, sizeof(aBuf), "Only one suicide every %d seconds is allowed.", g_Config.m_SvSuicideTime);
+			SendChatTarget(ClientID, aBuf);
+		}
+		else if(pPlayer->GetCharacter() && pPlayer->GetCharacter()->m_FreezeTicks)
+		{
+			SendChatTarget(ClientID, "You can't kill yourself while you're frozen.");
+		}
+		else
+		{
+			pPlayer->m_LastKill = Server()->Tick();
+			pPlayer->KillCharacter(WEAPON_SELF);
+			pPlayer->m_Deaths++;
+			return;
+		}
+		pPlayer->m_LastKillTry = Server()->Tick();
+		/* end zCatch*/
 	}
 }
 
+void CGameContext::AddMute(const char* pIP, int Secs)
+{
+	int Pos = Muted(pIP);
+	if(Pos > -1)	
+		m_aMutes[Pos].m_Expires = Server()->TickSpeed() * Secs + Server()->Tick();	// overwrite mute
+	else
+		for(int i = 0; i < MAX_MUTES; i++)	// find free slot
+			if(!m_aMutes[i].m_aIP[0])
+			{
+				str_copy(m_aMutes[i].m_aIP, pIP, sizeof(m_aMutes[i].m_aIP));
+				m_aMutes[i].m_Expires = Server()->TickSpeed() * Secs + Server()->Tick();
+				break;
+			}
+}
+
+void CGameContext::AddMute(int ClientID, int Secs, bool Auto)
+{
+	char aAddrStr[NETADDR_MAXSTRSIZE] = {0};
+	Server()->GetClientAddr(ClientID, aAddrStr, sizeof(aAddrStr));
+	AddMute(aAddrStr, Secs);
+	
+	char aBuf[128];
+	if(Secs > 0)
+		str_format(aBuf, sizeof(aBuf), "%s has been %smuted for %d min and %d sec.", Server()->ClientName(ClientID), Auto ? "auto-" : "", Secs/60, Secs%60);
+	else
+		str_format(aBuf, sizeof(aBuf), "%s has been unmuted.", Server()->ClientName(ClientID));
+	Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "Server", aBuf);
+	SendChatTarget(-1, aBuf);
+}
+
+int CGameContext::Muted(const char *pIP)
+{
+	CleanMutes();
+	int Pos = -1;
+	if(!pIP[0])
+		return -1;
+	for(int i = 0; i < MAX_MUTES; i++)
+		if(!str_comp_num(pIP, m_aMutes[i].m_aIP, sizeof(m_aMutes[i].m_aIP)))
+		{
+			Pos = i;
+			break;
+		}
+	return Pos;
+}
+
+int CGameContext::Muted(int ClientID)
+{
+	char aIP[NETADDR_MAXSTRSIZE] = {0};
+	Server()->GetClientAddr(ClientID, aIP, sizeof(aIP));
+	return Muted(aIP);
+}
+
+void CGameContext::CleanMutes()
+{
+	for(int i = 0; i < MAX_MUTES; i++)
+		if(m_aMutes[i].m_Expires < Server()->Tick())
+			m_aMutes[i].m_aIP[0] = 0;
+}
+
 void CGameContext::ConTuneParam(IConsole::IResult *pResult, void *pUserData)
 {
 	CGameContext *pSelf = (CGameContext *)pUserData;
@@ -1418,6 +1636,66 @@ void CGameContext::ConchainSpecialMotdupdate(IConsole::IResult *pResult, void *p
 	}
 }
 
+void CGameContext::ConMute(IConsole::IResult *pResult, void *pUserData)
+{
+	CGameContext *pSelf = (CGameContext *)pUserData;
+	int CID = pResult->GetInteger(0);
+	if(CID < 0 || CID >= MAX_CLIENTS || !pSelf->m_apPlayers[CID])
+		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "Server", "Invalid ClientID");
+	else
+		pSelf->AddMute(CID, pResult->GetInteger(1));
+}
+
+void CGameContext::ConMutes(IConsole::IResult *pResult, void *pUserData)
+{
+	CGameContext *pSelf = (CGameContext *)pUserData;
+	char aBuf[128];
+	int Sec, Count = 0;
+	pSelf->CleanMutes();
+	for(int i = 0; i < MAX_MUTES; i++)
+	{
+		if(pSelf->m_aMutes[i].m_aIP[0] == 0)
+			continue;
+		
+		Sec = (pSelf->m_aMutes[i].m_Expires - pSelf->Server()->Tick())/pSelf->Server()->TickSpeed();
+		str_format(aBuf, sizeof(aBuf), "#%d: %s for %d minutes and %d sec", i, pSelf->m_aMutes[i].m_aIP, Sec/60, Sec%60);
+		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "Server", aBuf);
+		Count++;
+	}
+	str_format(aBuf, sizeof(aBuf), "%d mute(s)", Count);
+	pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "Server", aBuf);	
+}
+
+void CGameContext::ConUnmuteID(IConsole::IResult *pResult, void *pUserData)
+{
+	CGameContext *pSelf = (CGameContext *)pUserData;
+	int CID = pResult->GetInteger(0);
+	if(CID < 0 || CID >= MAX_CLIENTS || !pSelf->m_apPlayers[CID])
+	{
+		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "Server", "Invalid ClientID");
+	}
+	else
+		pSelf->AddMute(CID, 0);
+}
+
+void CGameContext::ConUnmuteIP(IConsole::IResult *pResult, void *pUserData)
+{
+	CGameContext *pSelf = (CGameContext *)pUserData;
+	int MuteID = pResult->GetInteger(0);
+	char aBuf[128];
+	
+	if(MuteID < 0 || MuteID >= MAX_MUTES || pSelf->Muted(pSelf->m_aMutes[MuteID].m_aIP) == -1)
+	{
+		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "Server", "mute not found");
+	}
+	else
+	{
+		str_format(aBuf, sizeof(aBuf), "unmuted %s", pSelf->m_aMutes[MuteID].m_aIP);
+		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "Server", aBuf);
+		pSelf->AddMute(pSelf->m_aMutes[MuteID].m_aIP, 0);
+	}
+}
+
 void CGameContext::OnConsoleInit()
 {
 	m_pServer = Kernel()->RequestInterface<IServer>();
@@ -1444,6 +1722,11 @@ void CGameContext::OnConsoleInit()
 	Console()->Register("clear_votes", "", CFGFLAG_SERVER, ConClearVotes, this, "Clears the voting options");
 	Console()->Register("vote", "r", CFGFLAG_SERVER, ConVote, this, "Force a vote to yes/no");
 
+	Console()->Register("mute", "ii", CFGFLAG_SERVER, ConMute, this, "Mutes a player for x sec");
+	Console()->Register("unmuteid", "i", CFGFLAG_SERVER, ConUnmuteID, this, "Unmutes a player by its client id");
+	Console()->Register("unmuteip", "i", CFGFLAG_SERVER, ConUnmuteIP, this, "Removes a mute by its index");
+	Console()->Register("mutes", "", CFGFLAG_SERVER, ConMutes, this, "Show all mutes");
+		
 	Console()->Chain("sv_motd", ConchainSpecialMotdupdate, this);
 }
 
@@ -1468,14 +1751,17 @@ void CGameContext::OnInit(/*class IKernel *pKernel*/)
 	//players = new CPlayer[MAX_CLIENTS];
 
 	// select gametype
-	if(str_comp(g_Config.m_SvGametype, "mod") == 0)
+	/*if(str_comp(g_Config.m_SvGametype, "mod") == 0)
 		m_pController = new CGameControllerMOD(this);
 	else if(str_comp(g_Config.m_SvGametype, "ctf") == 0)
 		m_pController = new CGameControllerCTF(this);
 	else if(str_comp(g_Config.m_SvGametype, "tdm") == 0)
 		m_pController = new CGameControllerTDM(this);
+	else if(str_comp_nocase(g_Config.m_SvGametype, "zcatch") == 0)
+		m_pController = new CGameController_zCatch(this);
 	else
-		m_pController = new CGameControllerDM(this);
+		m_pController = new CGameControllerDM(this);*/
+	m_pController = new CGameController_zCatch(this);
 
 	// setup core world
 	//for(int i = 0; i < MAX_CLIENTS; i++)
diff --git a/src/game/server/gamecontext.h b/src/game/server/gamecontext.h
index 2ffb0ab4..5d340613 100644
--- a/src/game/server/gamecontext.h
+++ b/src/game/server/gamecontext.h
@@ -15,6 +15,9 @@
 #include "gameworld.h"
 #include "player.h"
 
+#define MAX_MUTES 35
+#define ZCATCH_VERSION "0.4.8 BETA"
+
 /*
 	Tick
 		Game Context (CGameContext::tick)
@@ -64,6 +67,11 @@ class CGameContext : public IGameServer
 	static void ConClearVotes(IConsole::IResult *pResult, void *pUserData);
 	static void ConVote(IConsole::IResult *pResult, void *pUserData);
 	static void ConchainSpecialMotdupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
+	
+	static void ConMute(IConsole::IResult *pResult, void *pUserData);
+	static void ConUnmuteID(IConsole::IResult *pResult, void *pUserData);
+	static void ConUnmuteIP(IConsole::IResult *pResult, void *pUserData);
+	static void ConMutes(IConsole::IResult *pResult, void *pUserData);
 
 	CGameContext(int Resetting);
 	void Construct(int Resetting);
@@ -134,6 +142,19 @@ public:
 		CHAT_RED=0,
 		CHAT_BLUE=1
 	};
+	
+	struct CMutes
+	{
+		char m_aIP[NETADDR_MAXSTRSIZE];
+		int m_Expires;
+	}; 
+	CMutes m_aMutes[MAX_MUTES];
+	// helper functions
+	void AddMute(const char* pIP, int Secs);
+	void AddMute(int ClientID, int Secs, bool Auto = false);
+	int Muted(const char *pIP);
+	int Muted(int ClientID);
+	void CleanMutes();
 
 	// network
 	void SendChatTarget(int To, const char *pText);
diff --git a/src/game/server/gamecontroller.h b/src/game/server/gamecontroller.h
index 1675fe35..fbf6ae79 100644
--- a/src/game/server/gamecontroller.h
+++ b/src/game/server/gamecontroller.h
@@ -12,13 +12,13 @@
 */
 class IGameController
 {
+protected:
 	vec2 m_aaSpawnPoints[3][64];
 	int m_aNumSpawnPoints[3];
 
 	class CGameContext *m_pGameServer;
 	class IServer *m_pServer;
 
-protected:
 	CGameContext *GameServer() const { return m_pGameServer; }
 	IServer *Server() const { return m_pServer; }
 
@@ -73,8 +73,8 @@ public:
 
 	void DoWarmup(int Seconds);
 
-	void StartRound();
-	void EndRound();
+	virtual void StartRound();
+	virtual void EndRound();
 	void ChangeMap(const char *pToMap);
 
 	bool IsFriendlyFire(int ClientID1, int ClientID2);
@@ -138,7 +138,7 @@ public:
 	virtual int GetAutoTeam(int NotThisID);
 	virtual bool CanJoinTeam(int Team, int NotThisID);
 	bool CheckTeamBalance();
-	bool CanChangeTeam(CPlayer *pPplayer, int JoinTeam);
+	virtual bool CanChangeTeam(CPlayer *pPlayer, int JoinTeam);
 	int ClampTeam(int Team);
 
 	virtual void PostReset();
diff --git a/src/game/server/gamemodes/zcatch.cpp b/src/game/server/gamemodes/zcatch.cpp
new file mode 100644
index 00000000..9bf12374
--- /dev/null
+++ b/src/game/server/gamemodes/zcatch.cpp
@@ -0,0 +1,252 @@
+/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
+/* If you are missing that file, acquire a complete release at teeworlds.com.                */
+/* zCatch by erd and Teetime                                                                 */
+
+#include <engine/shared/config.h>
+#include <game/server/gamecontext.h>
+#include <game/server/gamecontroller.h>
+#include <game/server/entities/character.h>
+#include <game/server/player.h>
+#include "zcatch.h"
+
+CGameController_zCatch::CGameController_zCatch(class CGameContext *pGameServer) :
+		IGameController(pGameServer)
+{
+	m_pGameType = "zCatch";
+	m_OldMode = g_Config.m_SvMode;
+}
+
+void CGameController_zCatch::Tick()
+{
+	IGameController::Tick();
+	if(m_GameOverTick == -1)
+		CalcPlayerColor();
+
+	if(m_OldMode != g_Config.m_SvMode)
+	{
+		Server()->MapReload();
+		m_OldMode = g_Config.m_SvMode;
+	}
+}
+
+void CGameController_zCatch::DoWincheck()
+{
+	if(m_GameOverTick == -1)
+	{
+		int Players = 0, Players_Spec = 0, Players_SpecExplicit = 0;
+
+		for(int i = 0; i < MAX_CLIENTS; i++)
+		{
+			if(GameServer()->m_apPlayers[i])
+			{
+				Players++;
+				if(GameServer()->m_apPlayers[i]->GetTeam() == TEAM_SPECTATORS)
+					Players_Spec++;
+				if(GameServer()->m_apPlayers[i]->m_SpecExplicit == 1)
+					Players_SpecExplicit++;
+			}
+		}
+
+		if(Players == 1)
+		{
+			//Do nothing
+		}
+		else if((Players - Players_Spec == 1) && (Players != Players_Spec) && (Players - Players_SpecExplicit != 1))
+		{
+			for(int i = 0; i < MAX_CLIENTS; i++)
+			{
+				if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
+					GameServer()->m_apPlayers[i]->m_Score += g_Config.m_SvBonus;
+			}
+			EndRound();
+		}
+
+		IGameController::DoWincheck(); //do also usual wincheck
+	}
+}
+
+int CGameController_zCatch::OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int WeaponID)
+{
+	if(!pKiller)
+		return 0;
+
+	int VictimID = pVictim->GetPlayer()->GetCID();
+
+	if(pKiller != pVictim->GetPlayer())
+	{
+		pKiller->m_Kills++;
+		pVictim->GetPlayer()->m_Deaths++;
+
+		pKiller->m_Score++;
+
+		/* Check if the killer is already killed and in spectator (victim may died through wallshot) */
+		if(pKiller->GetTeam() != TEAM_SPECTATORS)
+		{
+			pVictim->GetPlayer()->m_CaughtBy = pKiller->GetCID();
+			pVictim->GetPlayer()->SetTeamDirect(TEAM_SPECTATORS);
+
+			pVictim->GetPlayer()->m_SpectatorID = pKiller->GetCID(); // Let the victim follow his catcher
+
+			char aBuf[256];
+			str_format(aBuf, sizeof(aBuf), "Caught by \"%s\". You will join the game automatically when \"%s\" dies.", Server()->ClientName(pKiller->GetCID()), Server()->ClientName(pKiller->GetCID()));
+			GameServer()->SendChatTarget(VictimID, aBuf);
+		}
+	}
+	else
+	{
+		//Punish selfkill/death
+		if(WeaponID == WEAPON_SELF || WeaponID == WEAPON_WORLD)
+			pVictim->GetPlayer()->m_Score -= g_Config.m_SvKillPenalty;
+	}
+
+	for(int i = 0; i < MAX_CLIENTS; i++)
+	{
+		if(GameServer()->m_apPlayers[i])
+		{
+			if(GameServer()->m_apPlayers[i]->m_CaughtBy == VictimID)
+			{
+				GameServer()->m_apPlayers[i]->m_CaughtBy = CPlayer::ZCATCH_NOT_CAUGHT;
+				GameServer()->m_apPlayers[i]->SetTeamDirect(GameServer()->m_pController->ClampTeam(1));
+
+				if(pKiller != pVictim->GetPlayer())
+					pKiller->m_Score++;
+			}
+		}
+	}
+
+	// Update colors
+	OnPlayerInfoChange(pVictim->GetPlayer());
+
+	return 0;
+}
+
+void CGameController_zCatch::OnPlayerInfoChange(class CPlayer *pP)
+{
+	if(g_Config.m_SvColorIndicator)
+	{
+		int Num = 161;
+		for(int i = 0; i < MAX_CLIENTS; i++)
+			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_CaughtBy == pP->GetCID())
+				Num -= 10;
+		pP->m_TeeInfos.m_ColorBody = Num * 0x010000 + 0xff00;
+		pP->m_TeeInfos.m_ColorFeet = Num * 0x010000 + 0xff00;
+		pP->m_TeeInfos.m_UseCustomColor = 1;
+	}
+}
+
+void CGameController_zCatch::StartRound()
+{
+	IGameController::StartRound();
+
+	for(int i = 0; i < MAX_CLIENTS; i++)
+	{
+		if(GameServer()->m_apPlayers[i])
+		{
+			GameServer()->m_apPlayers[i]->m_CaughtBy = CPlayer::ZCATCH_NOT_CAUGHT;
+			GameServer()->m_apPlayers[i]->m_Kills = 0;
+			GameServer()->m_apPlayers[i]->m_Deaths = 0;
+			GameServer()->m_apPlayers[i]->m_TicksSpec = 0;
+			GameServer()->m_apPlayers[i]->m_TicksIngame = 0;
+		}
+	}
+}
+
+void CGameController_zCatch::OnCharacterSpawn(class CCharacter *pChr)
+{
+	// default health and armor
+	pChr->IncreaseHealth(10);
+	if(g_Config.m_SvMode == 2)
+		pChr->IncreaseArmor(10);
+
+	// give default weapons
+	switch(g_Config.m_SvMode)
+	{
+	case 1: /* Instagib - Only Riffle */
+		pChr->GiveWeapon(WEAPON_RIFLE, -1);
+		break;
+	case 2: /* All Weapons */
+		pChr->GiveWeapon(WEAPON_HAMMER, -1);
+		pChr->GiveWeapon(WEAPON_GUN, g_Config.m_SvWeaponsAmmo);
+		pChr->GiveWeapon(WEAPON_GRENADE, g_Config.m_SvWeaponsAmmo);
+		pChr->GiveWeapon(WEAPON_SHOTGUN, g_Config.m_SvWeaponsAmmo);
+		pChr->GiveWeapon(WEAPON_RIFLE, g_Config.m_SvWeaponsAmmo);
+		break;
+	case 3: /* Hammer */
+		pChr->GiveWeapon(WEAPON_HAMMER, -1);
+		break;
+	case 4: /* Grenade */
+		pChr->GiveWeapon(WEAPON_GRENADE, g_Config.m_SvGrenadeEndlessAmmo ? -1 : g_Config.m_SvWeaponsAmmo);
+		break;
+	case 5: /* Ninja */
+		pChr->GiveNinja();
+		break;
+	}
+
+	//Update color of spawning tees
+	OnPlayerInfoChange(pChr->GetPlayer());
+}
+
+void CGameController_zCatch::EndRound()
+{
+	for(int i = 0; i < MAX_CLIENTS; i++)
+	{
+		if(GameServer()->m_apPlayers[i])
+		{
+
+			if(GameServer()->m_apPlayers[i]->m_SpecExplicit == 0)
+			{
+				GameServer()->m_apPlayers[i]->SetTeamDirect(GameServer()->m_pController->ClampTeam(1));
+
+				char aBuf[128];
+				str_format(aBuf, sizeof(aBuf), "Kills: %d | Deaths: %d", GameServer()->m_apPlayers[i]->m_Kills, GameServer()->m_apPlayers[i]->m_Deaths);
+				GameServer()->SendChatTarget(i, aBuf);
+
+				if(GameServer()->m_apPlayers[i]->m_TicksSpec != 0 || GameServer()->m_apPlayers[i]->m_TicksIngame != 0)
+				{
+					double TimeInSpec = (GameServer()->m_apPlayers[i]->m_TicksSpec * 100.0) / (GameServer()->m_apPlayers[i]->m_TicksIngame + GameServer()->m_apPlayers[i]->m_TicksSpec);
+					str_format(aBuf, sizeof(aBuf), "Spec: %.2f%% | Ingame: %.2f%%", (double) TimeInSpec, (double) (100.0 - TimeInSpec));
+					GameServer()->SendChatTarget(i, aBuf);
+				}
+				GameServer()->m_apPlayers[i]->m_CaughtBy = CPlayer::ZCATCH_NOT_CAUGHT; //Set all players in server as non-caught
+			}
+		}
+	}
+
+	if(m_Warmup) // game can't end when we are running warmup
+		return;
+
+	GameServer()->m_World.m_Paused = true;
+	m_GameOverTick = Server()->Tick();
+	m_SuddenDeath = 0;
+}
+
+bool CGameController_zCatch::CanChangeTeam(CPlayer *pPlayer, int JoinTeam)
+{
+	if(pPlayer->m_CaughtBy >= 0)
+		return false;
+	return true;
+}
+
+bool CGameController_zCatch::OnEntity(int Index, vec2 Pos)
+{
+	if(Index == ENTITY_SPAWN)
+		m_aaSpawnPoints[0][m_aNumSpawnPoints[0]++] = Pos;
+	else if(Index == ENTITY_SPAWN_RED)
+		m_aaSpawnPoints[1][m_aNumSpawnPoints[1]++] = Pos;
+	else if(Index == ENTITY_SPAWN_BLUE)
+		m_aaSpawnPoints[2][m_aNumSpawnPoints[2]++] = Pos;
+
+	return false;
+}
+
+void CGameController_zCatch::CalcPlayerColor()
+{
+	for(int i = 0; i < MAX_CLIENTS; i++)
+	{
+		CPlayer *pP = GameServer()->m_apPlayers[i];
+		if(!pP)
+			continue;
+		if(pP->GetTeam() != TEAM_SPECTATORS)
+			OnPlayerInfoChange(pP);
+	}
+}
diff --git a/src/game/server/gamemodes/zcatch.h b/src/game/server/gamemodes/zcatch.h
new file mode 100644
index 00000000..af776644
--- /dev/null
+++ b/src/game/server/gamemodes/zcatch.h
@@ -0,0 +1,30 @@
+/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
+/* If you are missing that file, acquire a complete release at teeworlds.com.                */
+/* zCatch by erd and Teetime                                                                 */
+
+#ifndef GAME_SERVER_GAMEMODES_ZCATCH_H
+#define GAME_SERVER_GAMEMODES_ZCATCH_H
+
+#include <game/server/gamecontroller.h>
+
+class CGameController_zCatch: public IGameController
+{
+	int m_OldMode;
+
+public:
+	CGameController_zCatch(class CGameContext *pGameServer);
+	virtual void Tick();
+	virtual void DoWincheck();
+
+	virtual void StartRound();
+	virtual void OnCharacterSpawn(class CCharacter *pChr);
+	virtual void OnPlayerInfoChange(class CPlayer *pP);
+	virtual int OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int WeaponID);
+	virtual bool OnEntity(int Index, vec2 Pos);
+	virtual bool CanChangeTeam(CPlayer *pPlayer, int JoinTeam);
+	virtual void EndRound();
+
+	void CalcPlayerColor();
+};
+
+#endif
diff --git a/src/game/server/player.cpp b/src/game/server/player.cpp
index 4b37385f..7e07c07f 100644
--- a/src/game/server/player.cpp
+++ b/src/game/server/player.cpp
@@ -21,6 +21,16 @@ CPlayer::CPlayer(CGameContext *pGameServer, int ClientID, int Team)
 	m_SpectatorID = SPEC_FREEVIEW;
 	m_LastActionTick = Server()->Tick();
 	m_TeamChangeTick = Server()->Tick();
+	
+	//zCatch
+	m_CaughtBy = -1;
+	m_SpecExplicit = 0;
+	m_Kills = 0;
+	m_Deaths = 0;
+	m_LastKillTry = Server()->Tick();
+	m_TicksSpec = 0;
+	m_TicksIngame = 0;
+	m_ChatTicks = 0;
 }
 
 CPlayer::~CPlayer()
@@ -38,6 +48,20 @@ void CPlayer::Tick()
 		return;
 
 	Server()->SetClientScore(m_ClientID, m_Score);
+	
+	/* begin zCatch*/
+	
+	if(m_Team == TEAM_SPECTATORS)
+		m_TicksSpec++;
+	else
+		m_TicksIngame++;
+	
+	if(m_ChatTicks > 0)
+		m_ChatTicks--;
+
+	if((g_Config.m_SvAnticamper == 2 && g_Config.m_SvMode == 1) || (g_Config.m_SvAnticamper == 1))
+		Anticamper();
+	/* end zCatch*/
 
 	// do latency stuff
 	{
@@ -179,6 +203,9 @@ void CPlayer::OnPredictedInput(CNetObj_PlayerInput *NewInput)
 	if((m_PlayerFlags&PLAYERFLAG_CHATTING) && (NewInput->m_PlayerFlags&PLAYERFLAG_CHATTING))
 		return;
 
+	if(m_pCharacter && m_pCharacter->m_FreezeTicks)
+		return;
+
 	if(m_pCharacter)
 		m_pCharacter->OnPredictedInput(NewInput);
 }
@@ -204,6 +231,9 @@ void CPlayer::OnDirectInput(CNetObj_PlayerInput *NewInput)
 	if(m_pCharacter)
 		m_pCharacter->OnDirectInput(NewInput);
 
+	if(m_pCharacter && m_pCharacter->m_FreezeTicks)
+		return;
+
 	if(!m_pCharacter && m_Team != TEAM_SPECTATORS && (NewInput->m_Fire&1))
 		m_Spawning = true;
 
@@ -275,7 +305,15 @@ void CPlayer::SetTeam(int Team, bool DoChatMsg)
 			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_SpectatorID == m_ClientID)
 				GameServer()->m_apPlayers[i]->m_SpectatorID = SPEC_FREEVIEW;
 		}
+		m_SpecExplicit = 1;
 	}
+	else
+		m_SpecExplicit = 0;
+}
+
+void CPlayer::SetTeamDirect(int Team)
+{
+	m_Team = Team;
 }
 
 void CPlayer::TryRespawn()
@@ -290,3 +328,52 @@ void CPlayer::TryRespawn()
 	m_pCharacter->Spawn(this, SpawnPos);
 	GameServer()->CreatePlayerSpawn(SpawnPos);
 }
+
+int CPlayer::Anticamper()
+{
+	if(GameServer()->m_World.m_Paused || !m_pCharacter || m_Team == TEAM_SPECTATORS || m_pCharacter->m_FreezeTicks)
+	{
+		m_CampTick = -1;
+		m_SentCampMsg = false;
+		return 0;
+	}
+
+	int AnticamperTime = g_Config.m_SvAnticamperTime;
+	int AnticamperRange = g_Config.m_SvAnticamperRange;
+
+	if(m_CampTick == -1)
+	{
+		m_CampPos = m_pCharacter->m_Pos;
+		m_CampTick = Server()->Tick() + Server()->TickSpeed()*AnticamperTime;
+	}
+
+	// Check if the player is moving
+	if((m_CampPos.x - m_pCharacter->m_Pos.x >= (float)AnticamperRange || m_CampPos.x - m_pCharacter->m_Pos.x <= -(float)AnticamperRange)
+	|| (m_CampPos.y - m_pCharacter->m_Pos.y >= (float)AnticamperRange || m_CampPos.y - m_pCharacter->m_Pos.y <= -(float)AnticamperRange))
+		{
+			m_CampTick = -1;
+		}
+
+	// Send warning to the player
+	if(m_CampTick <= Server()->Tick() + Server()->TickSpeed() * AnticamperTime/2 && m_CampTick != -1 && !m_SentCampMsg)
+	{
+		GameServer()->SendBroadcast("ANTICAMPER: Move or die", m_ClientID);
+		m_SentCampMsg = true;
+	}
+
+	// Kill him
+	if((m_CampTick <= Server()->Tick()) && (m_CampTick > 0))
+	{
+		if(g_Config.m_SvAnticamperFreeze)
+		{
+			m_pCharacter->Freeze(Server()->TickSpeed()*g_Config.m_SvAnticamperFreeze);
+			GameServer()->SendBroadcast("You have been freezed due camping", m_ClientID);
+		}
+		else
+			m_pCharacter->Die(m_ClientID, WEAPON_GAME);
+		m_CampTick = -1;
+		m_SentCampMsg = false;
+		return 1;
+	}
+	return 0;
+}
diff --git a/src/game/server/player.h b/src/game/server/player.h
index dd804a95..a19209a8 100644
--- a/src/game/server/player.h
+++ b/src/game/server/player.h
@@ -21,6 +21,7 @@ public:
 	void TryRespawn();
 	void Respawn();
 	void SetTeam(int Team, bool DoChatMsg=true);
+	void SetTeamDirect(int Team); //zCatch
 	int GetTeam() const { return m_Team; };
 	int GetCID() const { return m_ClientID; };
 
@@ -95,7 +96,24 @@ public:
 		int m_Min;
 		int m_Max;
 	} m_Latency;
-
+	
+	//zCatch:
+	enum { ZCATCH_NOT_CAUGHT = -1 };
+	int m_CaughtBy;
+	int m_SpecExplicit;
+	int m_Deaths;
+	int m_Kills;
+	int m_LastKillTry;
+	
+	int m_TicksSpec;
+	int m_TicksIngame;
+	int m_ChatTicks;
+	//Anticamper
+	int Anticamper();
+	bool m_SentCampMsg;
+	int m_CampTick;
+	vec2 m_CampPos;
+	
 private:
 	CCharacter *m_pCharacter;
 	CGameContext *m_pGameServer;