]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'master' into mirceakitsune/per_character_sounds
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(0, SVC_TEMPENTITY);
6         WriteByte(0, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teams_matter)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 };
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck)
136         if(spot.team != teamcheck)
137                 return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         // filter out spots for assault
155         if(spot.target != "") {
156                 local entity ent;
157                 float good, found;
158                 ent = find(world, targetname, spot.target);
159
160                 while(ent) {
161                         if(ent.classname == "target_objective")
162                         {
163                                 found = 1;
164                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
165                                         return '-1 0 0';
166                                 good = 1;
167                         }
168                         else if(ent.classname == "trigger_race_checkpoint")
169                         {
170                                 found = 1;
171                                 if(!anypoint) // spectators may spawn everywhere
172
173                                 {
174                                         if(g_race_qualifying)
175                                         {
176                                                 // spawn at first
177                                                 if(ent.race_checkpoint != 0)
178                                                         return '-1 0 0';
179                                                 if(spot.race_place != race_lowest_place_spawn)
180                                                         return '-1 0 0';
181                                         }
182                                         else
183                                         {
184                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
185                                                         return '-1 0 0';
186                                                 // try reusing the previous spawn
187                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
188                                                         prio += 1;
189                                                 if(ent.race_checkpoint == 0)
190                                                 {
191                                                         float pl;
192                                                         pl = self.race_place;
193                                                         if(pl > race_highest_place_spawn)
194                                                                 pl = 0;
195                                                         if(pl == 0 && !self.race_started)
196                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197                                                         if(spot.race_place != pl)
198                                                                 return '-1 0 0';
199                                                 }
200                                         }
201                                 }
202                                 good = 1;
203                         }
204                         ent = find(ent, targetname, spot.target);
205                 }
206
207                 if(found && !good)
208                         return '-1 0 0';
209         }
210
211         player = playerlist;
212         shortest = vlen(world.maxs - world.mins);
213         for(player = playerlist; player; player = player.chain)
214                 if (player != self)
215                 {
216                         thisdist = vlen(player.origin - spot.origin);
217                         if (thisdist < shortest)
218                                 shortest = thisdist;
219                 }
220         return prio * '1 0 0' + shortest * '0 1 0';
221 }
222
223 float spawn_allbad;
224 float spawn_allgood;
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
226 {
227         local entity spot, spotlist, spotlistend;
228         spawn_allgood = TRUE;
229         spawn_allbad = TRUE;
230
231         spotlist = world;
232         spotlistend = world;
233
234         for(spot = firstspot; spot; spot = spot.chain)
235         {
236                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
237
238                 if(cvar("spawn_debugview"))
239                 {
240                         setmodel(spot, "models/runematch/rune.mdl");
241                         if(spot.spawnpoint_score_y < mindist)
242                         {
243                                 spot.colormod = '1 0 0';
244                                 spot.scale = 1;
245                         }
246                         else
247                         {
248                                 spot.colormod = '0 1 0';
249                                 spot.scale = spot.spawnpoint_score_y / mindist;
250                         }
251                 }
252
253                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
254                 {
255                         if(spot.spawnpoint_score_y < mindist)
256                         {
257                                 // too short distance
258                                 spawn_allgood = FALSE;
259                         }
260                         else
261                         {
262                                 // perfect
263                                 spawn_allbad = FALSE;
264
265                                 if(spotlistend)
266                                         spotlistend.chain = spot;
267                                 spotlistend = spot;
268                                 if(!spotlist)
269                                         spotlist = spot;
270
271                                 /*
272                                 if(teamcheck)
273                                 if(spot.team != teamcheck)
274                                         error("invalid spawn added");
275
276                                 print("added ", etos(spot), "\n");
277                                 */
278                         }
279                 }
280         }
281         if(spotlistend)
282                 spotlistend.chain = world;
283
284         /*
285                 entity e;
286                 if(teamcheck)
287                         for(e = spotlist; e; e = e.chain)
288                         {
289                                 print("seen ", etos(e), "\n");
290                                 if(e.team != teamcheck)
291                                         error("invalid spawn found");
292                         }
293         */
294
295         return spotlist;
296 }
297
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
299 {
300         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
302         local entity spot;
303
304         RandomSelection_Init();
305         for(spot = firstspot; spot; spot = spot.chain)
306                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
307
308         return RandomSelection_chosen_ent;
309 }
310
311 /*
312 =============
313 SelectSpawnPoint
314
315 Finds a point to respawn
316 =============
317 */
318 entity SelectSpawnPoint (float anypoint)
319 {
320         local float teamcheck;
321         local entity firstspot_new;
322         local entity spot, firstspot, playerlist;
323
324         spot = find (world, classname, "testplayerstart");
325         if (spot)
326                 return spot;
327
328         teamcheck = 0;
329
330         if(!anypoint && have_team_spawns > 0)
331                 teamcheck = self.team;
332
333         // get the list of players
334         playerlist = findchain(classname, "player");
335         // get the entire list of spots
336         firstspot = findchain(classname, "info_player_deathmatch");
337         // filter out the bad ones
338         // (note this returns the original list if none survived)
339         if(anypoint)
340         {
341                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
342         }
343         else
344         {
345                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
346                 if(!firstspot_new)
347                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
348                 firstspot = firstspot_new;
349
350                 // there is 50/50 chance of choosing a random spot or the furthest spot
351                 // (this means that roughly every other spawn will be furthest, so you
352                 // usually won't get fragged at spawn twice in a row)
353                 if (arena_roundbased && !g_ca)
354                 {
355                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
356                         if(firstspot_new)
357                                 firstspot = firstspot_new;
358                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
359                 }
360                 else if (random() > cvar("g_spawn_furthest"))
361                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
362                 else
363                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
364         }
365
366         if(cvar("spawn_debugview"))
367         {
368                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
369
370                 entity e;
371                 if(teamcheck)
372                         for(e = firstspot; e; e = e.chain)
373                                 if(e.team != teamcheck)
374                                         error("invalid spawn found");
375         }
376
377         if (!spot)
378         {
379                 if(cvar("spawn_debug"))
380                         GotoNextMap();
381                 else
382                 {
383                         if(some_spawn_has_been_used)
384                                 return world; // team can't spawn any more, because of actions of other team
385                         else
386                                 error("Cannot find a spawn point - please fix the map!");
387                 }
388         }
389
390         return spot;
391 }
392
393 /*
394 =============
395 CheckPlayerModel
396
397 Checks if the argument string can be a valid playermodel.
398 Returns a valid one in doubt.
399 =============
400 */
401 string FallbackPlayerModel = "models/player/marine.zym";
402 string CheckPlayerModel(string plyermodel) {
403         if(strlen(plyermodel) < 4)
404                 return FallbackPlayerModel;
405         if( substring(plyermodel,0,14) != "models/player/")
406                 return FallbackPlayerModel;
407         else if(cvar("sv_servermodelsonly"))
408         {
409                 if(substring(plyermodel,-4,4) != ".zym")
410                 if(substring(plyermodel,-4,4) != ".dpm")
411                 if(substring(plyermodel,-4,4) != ".iqm")
412                 if(substring(plyermodel,-4,4) != ".md3")
413                 if(substring(plyermodel,-4,4) != ".psk")
414                         return FallbackPlayerModel;
415                 // forbid the LOD models
416                 if(substring(plyermodel, -9,5) == "_lod1")
417                         return FallbackPlayerModel;
418                 if(substring(plyermodel, -9,5) == "_lod2")
419                         return FallbackPlayerModel;
420                 if(plyermodel != strtolower(plyermodel))
421                         return FallbackPlayerModel;
422                 if(!fexists(plyermodel))
423                         return FallbackPlayerModel;
424         }
425         return plyermodel;
426 }
427
428 /*
429 =============
430 Client_customizeentityforclient
431
432 LOD reduction
433 =============
434 */
435 void Client_uncustomizeentityforclient()
436 {
437         if(self.modelindex == 0) // no need to uncustomize then
438                 return;
439         self.modelindex = self.modelindex_lod0;
440         self.skin = self.skinindex;
441 }
442
443 float Client_customizeentityforclient()
444 {
445         entity modelsource;
446
447         if(self.modelindex == 0)
448                 return TRUE;
449
450         // forcemodel stuff
451
452 #ifdef PROFILING
453         float t0;
454         t0 = gettime(GETTIME_HIRES); // reference
455 #endif
456
457         modelsource = self;
458
459 #ifdef ALLOW_FORCEMODELS
460         if(other.cvar_cl_forceplayermodelsfromxonotic)
461                 if not(self.modelindex_lod0_from_xonotic)
462                         modelsource = other;
463         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
464                 modelsource = other;
465 #endif
466
467         self.skin = modelsource.skinindex;
468
469 #if 0
470         if(modelsource == self)
471                 self.skin = modelsource.skinindex;
472         else
473                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
474 #endif
475
476         // self: me
477         // other: the player viewing me
478         float distance;
479         float f;
480
481         if(other.cvar_cl_playerdetailreduction <= 0)
482         {
483                 if(other.cvar_cl_playerdetailreduction <= -2)
484                         self.modelindex = modelsource.modelindex_lod2;
485                 else if(other.cvar_cl_playerdetailreduction <= -1)
486                         self.modelindex = modelsource.modelindex_lod1;
487                 else
488                         self.modelindex = modelsource.modelindex_lod0;
489         }
490         else
491         {
492                 distance = vlen(self.origin - other.origin);
493                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
494                 if(f > sv_loddistance2)
495                         self.modelindex = modelsource.modelindex_lod2;
496                 else if(f > sv_loddistance1)
497                         self.modelindex = modelsource.modelindex_lod1;
498                 else
499                         self.modelindex = modelsource.modelindex_lod0;
500         }
501
502 #ifdef PROFILING
503         float t1;
504         t1 = gettime(GETTIME_HIRES); // reference
505         client_cefc_accumulator += (t1 - t0);
506 #endif
507
508         return TRUE;
509 }
510
511 void setmodel_lod(entity e, string modelname)
512 {
513         string s;
514
515         if(sv_loddistance1)
516         {
517                 // FIXME: this only supports 3-letter extensions
518                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
519                 if(fexists(s))
520                 {
521                         setmodel(e, s); // players have high precision
522                         self.modelindex_lod1 = self.modelindex;
523                 }
524                 else
525                         self.modelindex_lod1 = -1;
526
527                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
528                 if(fexists(s))
529                 {
530                         setmodel(e, s); // players have high precision
531                         self.modelindex_lod2 = self.modelindex;
532                 }
533                 else
534                         self.modelindex_lod2 = -1;
535
536                 precache_model(modelname);
537                 setmodel(e, modelname); // players have high precision
538                 self.modelindex_lod0 = self.modelindex;
539
540                 if(self.modelindex_lod1 < 0)
541                         self.modelindex_lod1 = self.modelindex;
542
543                 if(self.modelindex_lod2 < 0)
544                         self.modelindex_lod2 = self.modelindex;
545         }
546         else
547         {
548                 precache_model(modelname);
549                 setmodel(e, modelname); // players have high precision
550                 self.modelindex_lod0 = self.modelindex;
551                         // save it for possible player model forcing
552         }
553
554         s = whichpack(self.model);
555         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
556
557         player_setupanimsformodel();
558 }
559
560 /*
561 =============
562 PutObserverInServer
563
564 putting a client as observer in the server
565 =============
566 */
567 void FixPlayermodel();
568 void PutObserverInServer (void)
569 {
570         entity  spot;
571
572         race_PreSpawnObserver();
573
574         spot = SelectSpawnPoint (TRUE);
575         if(!spot)
576                 error("No spawnpoints for observers?!?\n");
577         RemoveGrapplingHook(self); // Wazat's Grappling Hook
578
579         if(clienttype(self) == CLIENTTYPE_REAL)
580         {
581                 msg_entity = self;
582                 WriteByte(MSG_ONE, SVC_SETVIEW);
583                 WriteEntity(MSG_ONE, self);
584         }
585
586         DropAllRunes(self);
587
588         Portal_ClearAll(self);
589
590         if(self.flagcarried)
591                 DropFlag(self.flagcarried, world, world);
592
593         if(self.ballcarried)
594                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
595
596         WaypointSprite_PlayerDead();
597
598         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
599                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
600
601         if(self.killcount != -666) {
602                 if(g_lms) {
603                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
604                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
605                         else
606                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
607                 } else
608                         bprint ("^4", self.netname, "^4 is spectating now\n");
609
610                 if(self.just_joined == FALSE) {
611                         LogTeamchange(self.playerid, -1, 4);
612                 } else
613                         self.just_joined = FALSE;
614         }
615
616         PlayerScore_Clear(self); // clear scores when needed
617
618         self.spectatortime = time;
619
620         self.classname = "observer";
621         self.iscreature = FALSE;
622         self.health = -666;
623         self.takedamage = DAMAGE_NO;
624         self.solid = SOLID_NOT;
625         self.movetype = MOVETYPE_NOCLIP;
626         self.flags = FL_CLIENT | FL_NOTARGET;
627         self.armorvalue = 666;
628         self.effects = 0;
629         self.armorvalue = cvar("g_balance_armor_start");
630         self.pauserotarmor_finished = 0;
631         self.pauserothealth_finished = 0;
632         self.pauseregen_finished = 0;
633         self.damageforcescale = 0;
634         self.death_time = 0;
635         self.dead_frame = 0;
636         self.alpha = 0;
637         self.scale = 0;
638         self.fade_time = 0;
639         self.pain_frame = 0;
640         self.pain_finished = 0;
641         self.strength_finished = 0;
642         self.invincible_finished = 0;
643         self.pushltime = 0;
644         self.think = SUB_Null;
645         self.nextthink = 0;
646         self.hook_time = 0;
647         self.runes = 0;
648         self.deadflag = DEAD_NO;
649         self.angles = spot.angles;
650         self.angles_z = 0;
651         self.fixangle = TRUE;
652         self.crouch = FALSE;
653
654         self.view_ofs = PL_VIEW_OFS;
655         setorigin (self, spot.origin);
656         setsize (self, '0 0 0', '0 0 0');
657         self.prevorigin = self.origin;
658         self.items = 0;
659         self.weapons = 0;
660         self.model = "";
661         FixPlayermodel();
662         self.model = "";
663         self.modelindex = 0;
664         self.weapon = 0;
665         self.weaponmodel = "";
666         self.weaponentity = world;
667         self.exteriorweaponentity = world;
668         self.killcount = -666;
669         self.velocity = '0 0 0';
670         self.avelocity = '0 0 0';
671         self.punchangle = '0 0 0';
672         self.punchvector = '0 0 0';
673         self.oldvelocity = self.velocity;
674         self.fire_endtime = -1;
675
676         if(sv_loddistance1)
677                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
678
679         if(g_arena)
680         {
681                 if(self.version_mismatch)
682                 {
683                         Spawnqueue_Unmark(self);
684                         Spawnqueue_Remove(self);
685                 }
686                 else
687                 {
688                         Spawnqueue_Insert(self);
689                 }
690         }
691         else if(g_lms)
692         {
693                 // Only if the player cannot play at all
694                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
695                         self.frags = FRAGS_SPECTATOR;
696                 else
697                         self.frags = FRAGS_LMS_LOSER;
698         }
699         else
700                 self.frags = FRAGS_SPECTATOR;
701
702         MUTATOR_CALLHOOK(MakePlayerObserver);
703 }
704
705 float RestrictSkin(float s)
706 {
707         if(!teams_matter)
708                 return s;
709         if(s == 6)
710                 return 6;
711         return mod(s, 3);
712 }
713
714 void FixPlayermodel()
715 {
716         local string defaultmodel;
717         local float defaultskin, chmdl, oldskin;
718         local vector m1, m2;
719
720         defaultmodel = "";
721
722         if(cvar("sv_defaultcharacter") == 1) {
723                 defaultskin = 0;
724
725                 if(teams_matter)
726                 {
727                         string s;
728                         s = Team_ColorNameLowerCase(self.team);
729                         if(s != "neutral")
730                         {
731                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
732                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
733                         }
734                 }
735
736                 if(defaultmodel == "")
737                 {
738                         defaultmodel = cvar_string("sv_defaultplayermodel");
739                         defaultskin = cvar("sv_defaultplayerskin");
740                 }
741         }
742
743         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
744         {
745                 if(self.model != "")
746                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
747                 self.model = ""; // force the != checks to return true
748         }
749
750         if(defaultmodel != "")
751         {
752                 if (defaultmodel != self.model)
753                 {
754                         m1 = self.mins;
755                         m2 = self.maxs;
756                         setmodel_lod (self, defaultmodel);
757                         setsize (self, m1, m2);
758                         chmdl = TRUE;
759                 }
760
761                 oldskin = self.skinindex;
762                 self.skinindex = defaultskin;
763         } else {
764                 if (self.playermodel != self.model || self.playermodel == "")
765                 {
766                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
767                         m1 = self.mins;
768                         m2 = self.maxs;
769                         setmodel_lod (self, self.playermodel);
770                         setsize (self, m1, m2);
771                         chmdl = TRUE;
772                 }
773
774                 oldskin = self.skinindex;
775                 self.skinindex = RestrictSkin(stof(self.playerskin));
776         }
777
778         if(chmdl || oldskin != self.skinindex)
779                 self.species = player_getspecies(); // model or skin has changed
780
781         if(!teams_matter)
782                 if(strlen(cvar_string("sv_defaultplayercolors")))
783                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
784                                 setcolor(self, cvar("sv_defaultplayercolors"));
785 }
786
787 void PlayerTouchExplode(entity p1, entity p2)
788 {
789         vector org;
790         org = (p1.origin + p2.origin) * 0.5;
791         org_z += (p1.mins_z + p2.mins_z) * 0.5;
792
793         te_explosion(org);
794
795         entity e;
796         e = spawn();
797         setorigin(e, org);
798         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
799         remove(e);
800 }
801
802 /*
803 =============
804 PutClientInServer
805
806 Called when a client spawns in the server
807 =============
808 */
809 //void() ctf_playerchanged;
810 void PutClientInServer (void)
811 {
812         if(clienttype(self) == CLIENTTYPE_BOT)
813         {
814                 self.classname = "player";
815         }
816         else if(clienttype(self) == CLIENTTYPE_REAL)
817         {
818                 msg_entity = self;
819                 WriteByte(MSG_ONE, SVC_SETVIEW);
820                 WriteEntity(MSG_ONE, self);
821         }
822
823         // player is dead and becomes observer
824         // FIXME fix LMS scoring for new system
825         if(g_lms)
826         {
827                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
828                         self.classname = "observer";
829         }
830
831         if(g_arena || (g_ca && !allowed_to_spawn))
832         if(!self.spawned)
833                 self.classname = "observer";
834
835         if(gameover)
836                 self.classname = "observer";
837
838         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
839                 entity spot, oldself;
840                 float j;
841
842                 if(self.team < 0)
843                         JoinBestTeam(self, FALSE, TRUE);
844
845                 race_PreSpawn();
846
847                 spot = SelectSpawnPoint (FALSE);
848                 if(!spot)
849                 {
850                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
851                         return; // spawn failed
852                 }
853
854                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
855
856                 self.classname = "player";
857                 self.wasplayer = TRUE;
858                 self.iscreature = TRUE;
859                 self.movetype = MOVETYPE_WALK;
860                 self.solid = SOLID_SLIDEBOX;
861                 if(cvar("g_playerclip_collisions"))
862                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
863                 else
864                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
865                 self.frags = FRAGS_PLAYER;
866                 if(independent_players)
867                         MAKE_INDEPENDENT_PLAYER(self);
868                 self.flags = FL_CLIENT;
869                 self.takedamage = DAMAGE_AIM;
870                 if(g_minstagib)
871                         self.effects = EF_FULLBRIGHT;
872                 else
873                         self.effects = 0;
874                 self.air_finished = time + 12;
875                 self.dmg = 2;
876
877                 if(inWarmupStage)
878                 {
879                         self.ammo_shells = warmup_start_ammo_shells;
880                         self.ammo_nails = warmup_start_ammo_nails;
881                         self.ammo_rockets = warmup_start_ammo_rockets;
882                         self.ammo_cells = warmup_start_ammo_cells;
883                         self.ammo_fuel = warmup_start_ammo_fuel;
884                         self.health = warmup_start_health;
885                         self.armorvalue = warmup_start_armorvalue;
886                         self.weapons = warmup_start_weapons;
887                 }
888                 else
889                 {
890                         self.ammo_shells = start_ammo_shells;
891                         self.ammo_nails = start_ammo_nails;
892                         self.ammo_rockets = start_ammo_rockets;
893                         self.ammo_cells = start_ammo_cells;
894                         self.ammo_fuel = start_ammo_fuel;
895                         self.health = start_health;
896                         self.armorvalue = start_armorvalue;
897                         self.weapons = start_weapons;
898                 }
899
900                 if(g_weaponarena_random)
901                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
902
903                 self.items = start_items;
904                 self.jump_interval = time;
905
906                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
907                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
908                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
909                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
910                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
911                 //extend the pause of rotting if client was reset at the beginning of the countdown
912                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
913                         self.spawnshieldtime += game_starttime - time;
914                         self.pauserotarmor_finished += game_starttime - time;
915                         self.pauserothealth_finished += game_starttime - time;
916                         self.pauseregen_finished += game_starttime - time;
917                 }
918                 self.damageforcescale = 2;
919                 self.death_time = 0;
920                 self.dead_frame = 0;
921                 self.alpha = 0;
922                 self.scale = 0;
923                 self.fade_time = 0;
924                 self.pain_frame = 0;
925                 self.pain_finished = 0;
926                 self.strength_finished = 0;
927                 self.invincible_finished = 0;
928                 self.pushltime = 0;
929                 // players have no think function
930                 self.think = SUB_Null;
931                 self.nextthink = 0;
932                 self.hook_time = 0;
933                 self.dmg_team = 0;
934
935                 self.metertime = 0;
936
937                 self.runes = 0;
938
939                 self.deadflag = DEAD_NO;
940
941                 self.angles = spot.angles;
942
943                 self.angles_z = 0; // never spawn tilted even if the spot says to
944                 self.fixangle = TRUE; // turn this way immediately
945                 self.velocity = '0 0 0';
946                 self.avelocity = '0 0 0';
947                 self.punchangle = '0 0 0';
948                 self.punchvector = '0 0 0';
949                 self.oldvelocity = self.velocity;
950                 self.fire_endtime = -1;
951
952                 msg_entity = self;
953                 WRITESPECTATABLE_MSG_ONE({
954                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
955                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
956                 });
957
958                 if(sv_loddistance1)
959                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
960
961                 self.model = "";
962                 FixPlayermodel();
963
964                 self.crouch = FALSE;
965                 self.view_ofs = PL_VIEW_OFS;
966                 setsize (self, PL_MIN, PL_MAX);
967                 self.spawnorigin = spot.origin;
968                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
969                 // don't reset back to last position, even if new position is stuck in solid
970                 self.oldorigin = self.origin;
971                 self.prevorigin = self.origin;
972                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
973
974                 if(g_arena)
975                 {
976                         Spawnqueue_Remove(self);
977                         Spawnqueue_Mark(self);
978                 }
979
980                 else if(g_ca)
981                         self.caplayer = 1;
982
983                 self.event_damage = PlayerDamage;
984
985                 self.bot_attack = TRUE;
986
987                 self.statdraintime = time + 5;
988                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
989
990                 if(self.killcount == -666) {
991                         PlayerScore_Clear(self);
992                         self.killcount = 0;
993                 }
994
995                 self.cnt = WEP_LASER;
996
997                 CL_SpawnWeaponentity();
998                 self.alpha = default_player_alpha;
999                 self.colormod = '1 1 1' * cvar("g_player_brightness");
1000                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1001
1002                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1003                 self.lms_traveled_distance = 0;
1004                 self.speedrunning = FALSE;
1005
1006                 race_PostSpawn(spot);
1007
1008                 if(cvar("spawn_debug"))
1009                 {
1010                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1011                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1012                 }
1013
1014                 //stuffcmd(self, "chase_active 0");
1015                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1016
1017                 if (cvar("g_spawnsound"))
1018                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1019
1020                 if(g_assault) {
1021                         if(self.team == assault_attacker_team)
1022                                 centerprint(self, "You are attacking!");
1023                         else
1024                                 centerprint(self, "You are defending!");
1025                 }
1026
1027                 target_voicescript_clear(self);
1028
1029                 // reset fields the weapons may use
1030                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1031                         weapon_action(j, WR_RESETPLAYER);
1032
1033                 oldself = self;
1034                 self = spot;
1035                         activator = oldself;
1036                                 SUB_UseTargets();
1037                         activator = world;
1038                 self = oldself;
1039
1040                 MUTATOR_CALLHOOK(PlayerSpawn);
1041
1042                 self.switchweapon = w_getbestweapon(self);
1043                 self.cnt = self.switchweapon;
1044                 self.weapon = 0;
1045         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1046                 PutObserverInServer ();
1047         }
1048
1049         //if(g_ctf)
1050         //      ctf_playerchanged();
1051 }
1052
1053 float ClientInit_SendEntity(entity to, float sf)
1054 {
1055         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1056         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1057         WriteCoord(MSG_ENTITY, hook_shotorigin_x);
1058         WriteCoord(MSG_ENTITY, hook_shotorigin_y);
1059         WriteCoord(MSG_ENTITY, hook_shotorigin_z);
1060
1061         if(sv_foginterval && world.fog != "")
1062                 WriteString(MSG_ENTITY, world.fog);
1063         else
1064                 WriteString(MSG_ENTITY, "");
1065         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);
1066         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);
1067         return TRUE;
1068 }
1069
1070 void ClientInit_Spawn()
1071 {
1072         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);
1073 }
1074
1075 /*
1076 =============
1077 SetNewParms
1078 =============
1079 */
1080 void SetNewParms (void)
1081 {
1082         // initialize parms for a new player
1083         parm1 = -(86400 * 366);
1084 }
1085
1086 /*
1087 =============
1088 SetChangeParms
1089 =============
1090 */
1091 void SetChangeParms (void)
1092 {
1093         // save parms for level change
1094         parm1 = self.parm_idlesince - time;
1095 }
1096
1097 /*
1098 =============
1099 DecodeLevelParms
1100 =============
1101 */
1102 void DecodeLevelParms (void)
1103 {
1104         // load parms
1105         self.parm_idlesince = parm1;
1106         if(self.parm_idlesince == -(86400 * 366))
1107                 self.parm_idlesince = time;
1108
1109         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1110         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1111 }
1112
1113 /*
1114 =============
1115 ClientKill
1116
1117 Called when a client types 'kill' in the console
1118 =============
1119 */
1120
1121 void ClientKill_Now_TeamChange()
1122 {
1123         if(self.killindicator_teamchange == -1)
1124         {
1125                 self.team = -1;
1126                 JoinBestTeam( self, FALSE, FALSE );
1127         }
1128         else
1129                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1130 }
1131
1132 void ClientKill_Now()
1133 {
1134         if(self.killindicator_teamchange)
1135                 ClientKill_Now_TeamChange();
1136
1137         // in any case:
1138         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1139
1140         if(self.killindicator)
1141         {
1142                 dprint("Cleaned up after a leaked kill indicator.\n");
1143                 remove(self.killindicator);
1144                 self.killindicator = world;
1145         }
1146 }
1147 void KillIndicator_Think()
1148 {
1149         if (!self.owner.modelindex)
1150         {
1151                 self.owner.killindicator = world;
1152                 remove(self);
1153                 return;
1154         }
1155
1156         if(self.cnt <= 0)
1157         {
1158                 self = self.owner;
1159                 ClientKill_Now(); // no oldself needed
1160                 return;
1161         }
1162         else
1163         {
1164                 if(self.cnt <= 10)
1165                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1166                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1167                 {
1168                         if(self.cnt <= 10)
1169                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1170                         if(self.owner.killindicator_teamchange)
1171                         {
1172                                 if(self.owner.killindicator_teamchange == -1)
1173                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1174                                 else
1175                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1176                         }
1177                         else
1178                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1179                 }
1180                 self.nextthink = time + 1;
1181                 self.cnt -= 1;
1182         }
1183 }
1184
1185 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1186 {
1187         float killtime;
1188         entity e;
1189         killtime = cvar("g_balance_kill_delay");
1190
1191         if(g_race_qualifying)
1192                 killtime = 0;
1193
1194         self.killindicator_teamchange = targetteam;
1195
1196         if(!self.killindicator)
1197         {
1198                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1199                 {
1200                         ClientKill_Now();
1201                 }
1202                 else
1203                 {
1204                         self.killindicator = spawn();
1205                         self.killindicator.owner = self;
1206                         self.killindicator.scale = 0.5;
1207                         setattachment(self.killindicator, self, "");
1208                         setorigin(self.killindicator, '0 0 52');
1209                         self.killindicator.think = KillIndicator_Think;
1210                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1211                         self.killindicator.cnt = ceil(killtime);
1212                         self.killindicator.count = bound(0, ceil(killtime), 10);
1213                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1214
1215                         for(e = world; (e = find(e, classname, "body")) != world; )
1216                         {
1217                                 if(e.enemy != self)
1218                                         continue;
1219                                 e.killindicator = spawn();
1220                                 e.killindicator.owner = e;
1221                                 e.killindicator.scale = 0.5;
1222                                 setattachment(e.killindicator, e, "");
1223                                 setorigin(e.killindicator, '0 0 52');
1224                                 e.killindicator.think = KillIndicator_Think;
1225                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1226                                 e.killindicator.cnt = ceil(killtime);
1227                         }
1228                         self.lip = 0;
1229                 }
1230         }
1231         if(self.killindicator)
1232         {
1233                 if(targetteam)
1234                         self.killindicator.colormod = TeamColor(targetteam);
1235                 else
1236                         self.killindicator.colormod = '0 0 0';
1237         }
1238 }
1239
1240 void ClientKill (void)
1241 {
1242         ClientKill_TeamChange(0);
1243 }
1244
1245 void DoTeamChange(float destteam)
1246 {
1247         float t, c0;
1248         if(!teams_matter)
1249         {
1250                 if(destteam >= 0)
1251                         SetPlayerColors(self, destteam);
1252                 return;
1253         }
1254         if(self.classname == "player")
1255         if(destteam == -1)
1256         {
1257                 CheckAllowedTeams(self);
1258                 t = FindSmallestTeam(self, TRUE);
1259                 switch(self.team)
1260                 {
1261                         case COLOR_TEAM1: c0 = c1; break;
1262                         case COLOR_TEAM2: c0 = c2; break;
1263                         case COLOR_TEAM3: c0 = c3; break;
1264                         case COLOR_TEAM4: c0 = c4; break;
1265                         default:          c0 = 999;
1266                 }
1267                 switch(t)
1268                 {
1269                         case 1:
1270                                 if(c0 > c1)
1271                                         destteam = COLOR_TEAM1;
1272                                 break;
1273                         case 2:
1274                                 if(c0 > c2)
1275                                         destteam = COLOR_TEAM2;
1276                                 break;
1277                         case 3:
1278                                 if(c0 > c3)
1279                                         destteam = COLOR_TEAM3;
1280                                 break;
1281                         case 4:
1282                                 if(c0 > c4)
1283                                         destteam = COLOR_TEAM4;
1284                                 break;
1285                 }
1286                 if(destteam == -1)
1287                         return;
1288         }
1289         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1290                 return;
1291         ClientKill_TeamChange(destteam);
1292 }
1293
1294 void FixClientCvars(entity e)
1295 {
1296         // send prediction settings to the client
1297         stuffcmd(e, "\nin_bindmap 0 0\n");
1298         if(g_race || g_cts)
1299                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1300         if(cvar("g_antilag") == 3) // client side hitscan
1301                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");
1302                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1303         /*
1304          * we no longer need to stuff this. Remove this comment block if you feel
1305          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1306         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1307         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1308         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1309         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1310         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1311         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1312         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1313         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1314         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1315         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1316         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1317         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1318         stuffcmd(e, "cl_movement_edgefriction 1\n");
1319          */
1320 }
1321
1322 /*
1323 =============
1324 ClientConnect
1325
1326 Called when a client connects to the server
1327 =============
1328 */
1329 //void ctf_clientconnect();
1330 string ColoredTeamName(float t);
1331 void DecodeLevelParms (void);
1332 //void dom_player_join_team(entity pl);
1333 #ifdef UID
1334 .float uid_kicktime;
1335 .string uid;
1336 #endif
1337 void ClientConnect (void)
1338 {
1339         float t;
1340
1341         if(self.flags & FL_CLIENT)
1342         {
1343                 print("Warning: ClientConnect, but already connected!\n");
1344                 return;
1345         }
1346
1347         if(Ban_MaybeEnforceBan(self))
1348                 return;
1349
1350         DecodeLevelParms();
1351
1352         self.classname = "player_joining";
1353
1354         self.flags = FL_CLIENT;
1355         self.version_nagtime = time + 10 + random() * 10;
1356
1357         if(player_count<0)
1358         {
1359                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1360                 player_count = 0;
1361         }
1362
1363         PlayerScore_Attach(self);
1364         ClientData_Attach();
1365
1366         bot_clientconnect();
1367
1368         playerdemo_init();
1369
1370         anticheat_init();
1371         
1372         race_PreSpawnObserver();
1373
1374         //if(g_domination)
1375         //      dom_player_join_team(self);
1376
1377         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1378
1379         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1380                 self.classname = "observer";
1381         } else {
1382                 if(teams_matter)
1383                 {
1384                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1385                         {
1386                                 self.classname = "player";
1387                                 campaign_bots_may_start = 1;
1388                         }
1389                         else
1390                         {
1391                                 self.classname = "observer"; // do it anyway
1392                         }
1393                 }
1394                 else
1395                 {
1396                         self.classname = "player";
1397                         campaign_bots_may_start = 1;
1398                 }
1399         }
1400
1401         self.playerid = (playerid_last = playerid_last + 1);
1402
1403         if(cvar("sv_eventlog"))
1404                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1405
1406         LogTeamchange(self.playerid, self.team, 1);
1407
1408         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1409
1410         self.netname_previous = strzone(self.netname);
1411
1412         bprint("^4", self.netname, "^4 connected");
1413
1414         if(self.classname != "observer" && (g_domination || g_ctf))
1415                 bprint(" and joined the ", ColoredTeamName(self.team));
1416
1417         bprint("\n");
1418
1419         self.welcomemessage_time = 0;
1420
1421         stuffcmd(self, strcat(clientstuff, "\n"));
1422         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1423         stuffcmd(self, "cl_particles_reloadeffects\n");
1424
1425         FixClientCvars(self);
1426
1427         // spawnfunc_waypoint sprites
1428         WaypointSprite_InitClient(self);
1429
1430         // Wazat's grappling hook
1431         SetGrappleHookBindings();
1432
1433         // get autoswitch state from player when he toggles it
1434         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1435
1436         // get version info from player
1437         stuffcmd(self, "cmd clientversion $gameversion\n");
1438
1439         // get other cvars from player
1440         GetCvars(0);
1441
1442         // set cvar for team scoreboard
1443         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1444
1445         // notify about available teams
1446         if(teams_matter)
1447         {
1448                 CheckAllowedTeams(self);
1449                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1450                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1451         }
1452         else
1453                 stuffcmd(self, "set _teams_available 0\n");
1454
1455         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1456
1457         if(g_arena || g_ca)
1458         {
1459                 self.classname = "observer";
1460                 if(g_arena)
1461                         Spawnqueue_Insert(self);
1462         }
1463         /*else if(g_ctf)
1464         {
1465                 ctf_clientconnect();
1466         }*/
1467
1468         if(teams_matter || radar_showennemies)
1469                 attach_entcs();
1470
1471         bot_relinkplayerlist();
1472
1473         self.spectatortime = time;
1474         if(blockSpectators)
1475         {
1476                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1477         }
1478
1479         self.jointime = time;
1480         self.allowedTimeouts = cvar("sv_timeout_number");
1481
1482         if(clienttype(self) == CLIENTTYPE_REAL)
1483         {
1484                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1485                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1486         }
1487
1488         if(g_lms)
1489         {
1490                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1491                 {
1492                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1493                         self.frags = FRAGS_SPECTATOR;
1494                 }
1495         }
1496
1497         if(!sv_foginterval && world.fog != "")
1498                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1499
1500         SoundEntity_Attach(self);
1501
1502         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1503         {
1504                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1505                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1506         }
1507         else
1508                 self.hitplotfh = -1;
1509
1510 #ifdef UID
1511         if(clienttype(self) == CLIENTTYPE_REAL)
1512         if not(self.uid)
1513                 self.uid_kicktime = time + 60;
1514 #endif
1515
1516         if(g_race || g_cts) {
1517                 string rr;
1518                 if(g_cts)
1519                         rr = CTS_RECORD;
1520                 else
1521                         rr = RACE_RECORD;
1522                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1523
1524                 race_send_recordtime(MSG_ONE);
1525                 race_send_speedaward(MSG_ONE);
1526
1527                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1528                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));
1529                 race_send_speedaward_alltimebest(MSG_ONE);
1530
1531                 float i;
1532                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1533                         race_SendRankings(i, 0, 0, MSG_ONE);
1534                 }
1535         }
1536         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca
1537                 send_CSQC_teamnagger();
1538
1539         CheatInitClient();
1540 }
1541
1542 /*
1543 =============
1544 ClientDisconnect
1545
1546 Called when a client disconnects from the server
1547 =============
1548 */
1549 .entity chatbubbleentity;
1550 .entity teambubbleentity;
1551 void ReadyCount();
1552 void ClientDisconnect (void)
1553 {
1554         if not(self.flags & FL_CLIENT)
1555         {
1556                 print("Warning: ClientDisconnect without ClientConnect\n");
1557                 return;
1558         }
1559
1560         CheatShutdownClient();
1561
1562         if(self.hitplotfh >= 0)
1563         {
1564                 fclose(self.hitplotfh);
1565                 self.hitplotfh = -1;
1566         }
1567
1568         anticheat_report();
1569         anticheat_shutdown();
1570
1571         playerdemo_shutdown();
1572
1573         bot_clientdisconnect();
1574
1575         if(self.entcs)
1576                 detach_entcs();
1577
1578         if(cvar("sv_eventlog"))
1579                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1580         bprint ("^4",self.netname);
1581         bprint ("^4 disconnected\n");
1582
1583         SoundEntity_Detach(self);
1584
1585         DropAllRunes(self);
1586         MUTATOR_CALLHOOK(ClientDisconnect);
1587
1588         Portal_ClearAll(self);
1589
1590         if(self.flagcarried)
1591                 DropFlag(self.flagcarried, world, world);
1592         if(self.ballcarried)
1593                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1594
1595         // Here, everything has been done that requires this player to be a client.
1596
1597         self.flags &~= FL_CLIENT;
1598
1599         if (self.chatbubbleentity)
1600                 remove (self.chatbubbleentity);
1601
1602         if (self.teambubbleentity)
1603                 remove (self.teambubbleentity);
1604
1605         if (self.killindicator)
1606                 remove (self.killindicator);
1607
1608         WaypointSprite_PlayerGone();
1609
1610         bot_relinkplayerlist();
1611
1612         // remove laserdot
1613         if(self.weaponentity)
1614                 if(self.weaponentity.lasertarget)
1615                         remove(self.weaponentity.lasertarget);
1616
1617         if(g_arena)
1618         {
1619                 Spawnqueue_Unmark(self);
1620                 Spawnqueue_Remove(self);
1621         }
1622
1623         ClientData_Detach();
1624         PlayerScore_Detach(self);
1625
1626         if(self.netname_previous)
1627                 strunzone(self.netname_previous);
1628         if(self.clientstatus)
1629                 strunzone(self.clientstatus);
1630
1631         ClearPlayerSounds();
1632
1633         if(self.personal)
1634                 remove(self.personal);
1635
1636         self.playerid = 0;
1637         ReadyCount();
1638
1639         // free cvars
1640         GetCvars(-1);
1641 }
1642
1643 .float BUTTON_CHAT;
1644 void ChatBubbleThink()
1645 {
1646         self.nextthink = time;
1647         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1648         {
1649                 if(self.owner) // but why can that ever be world?
1650                         self.owner.chatbubbleentity = world;
1651                 remove(self);
1652                 return;
1653         }
1654         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1655 #ifdef TETRIS
1656                 || self.owner.tetris_on
1657 #endif
1658         )
1659                 self.model = self.mdl;
1660         else
1661                 self.model = "";
1662 };
1663
1664 void UpdateChatBubble()
1665 {
1666         if (!self.modelindex)
1667                 return;
1668         // spawn a chatbubble entity if needed
1669         if (!self.chatbubbleentity)
1670         {
1671                 self.chatbubbleentity = spawn();
1672                 self.chatbubbleentity.owner = self;
1673                 self.chatbubbleentity.exteriormodeltoclient = self;
1674                 self.chatbubbleentity.think = ChatBubbleThink;
1675                 self.chatbubbleentity.nextthink = time;
1676                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1677                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1678                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1679                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1680                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1681                 self.chatbubbleentity.model = "";
1682                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1683         }
1684 }
1685
1686
1687 void TeamBubbleThink()
1688 {
1689         self.nextthink = time;
1690         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1691         {
1692                 if(self.owner) // but why can that ever be world?
1693                         self.owner.teambubbleentity = world;
1694                 remove(self);
1695                 return;
1696         }
1697 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1698         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1699                 self.model = "";
1700         else
1701                 self.model = self.mdl;
1702
1703 };
1704
1705 float TeamBubble_customizeentityforclient()
1706 {
1707         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1708 }
1709
1710 void UpdateTeamBubble()
1711 {
1712         if (!self.modelindex || !teams_matter)
1713                 return;
1714         // spawn a teambubble entity if needed
1715         if (!self.teambubbleentity && teams_matter)
1716         {
1717                 self.teambubbleentity = spawn();
1718                 self.teambubbleentity.owner = self;
1719                 self.teambubbleentity.exteriormodeltoclient = self;
1720                 self.teambubbleentity.think = TeamBubbleThink;
1721                 self.teambubbleentity.nextthink = time;
1722                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1723 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1724                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1725                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1726                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1727                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1728                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1729                 self.teambubbleentity.effects = EF_LOWPRECISION;
1730         }
1731 }
1732
1733 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1734 // added to the model skins
1735 /*void UpdateColorModHack()
1736 {
1737         local float c;
1738         c = self.clientcolors & 15;
1739         // LordHavoc: only bothering to support white, green, red, yellow, blue
1740              if (!teams_matter) self.colormod = '0 0 0';
1741         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1742         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1743         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1744         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1745         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1746         else self.colormod = '1 1 1';
1747 };*/
1748
1749 .float oldcolormap;
1750 void respawn(void)
1751 {
1752         if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1753         {
1754                 self.solid = SOLID_NOT;
1755                 self.takedamage = DAMAGE_NO;
1756                 self.movetype = MOVETYPE_FLY;
1757                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1758                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1759                 self.effects |= EF_ADDITIVE;
1760                 self.oldcolormap = self.colormap;
1761                 self.colormap = 512;
1762                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1763                 if(cvar("g_respawn_ghosts_maxtime"))
1764                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1765         }
1766
1767         CopyBody(1);
1768         self.effects |= EF_NODRAW; // prevent another CopyBody
1769         if(self.oldcolormap)
1770         {
1771                 self.colormap = self.oldcolormap;
1772                 self.oldcolormap = 0;
1773         }
1774         PutClientInServer();
1775 }
1776
1777 void play_countdown(float finished, string samp)
1778 {
1779         if(clienttype(self) == CLIENTTYPE_REAL)
1780                 if(floor(finished - time - frametime) != floor(finished - time))
1781                         if(finished - time < 6)
1782                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1783 }
1784
1785 /**
1786  * When sv_timeout is used this function returs strings like
1787  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1788  * Called by centerprint functions
1789  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1790  */
1791 string getTimeoutText(float addOneSecond) {
1792         if (!cvar("sv_timeout") || !timeoutStatus)
1793                 return "";
1794
1795         local string retStr;
1796         if (timeoutStatus == 1) {
1797                 if (addOneSecond == 1) {
1798                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1799                 }
1800                 else {
1801                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1802                 }
1803                 return retStr;
1804         }
1805         else if (timeoutStatus == 2) {
1806                 if (addOneSecond) {
1807                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1808                         //don't show messages like "Timeout ends in 0 seconds"...
1809                         if ((remainingTimeoutTime + 1) > 0)
1810                                 return retStr;
1811                         else
1812                                 return "";
1813                 }
1814                 else {
1815                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1816                         //don't show messages like "Timeout ends in 0 seconds"...
1817                         if (remainingTimeoutTime > 0)
1818                                 return retStr;
1819                         else
1820                                 return "";
1821                 }
1822         }
1823         else return "";
1824 }
1825
1826 void player_powerups (void)
1827 {
1828         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1829         {
1830                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1831                 self.modelflags |= MF_ROCKET;
1832         }
1833         else
1834         {
1835                 SoundEntity_StopSound(self, CHAN_PLAYER);
1836                 self.modelflags &~= MF_ROCKET;
1837         }
1838
1839         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1840
1841         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1842                 return;
1843         
1844         Fire_ApplyDamage(self);
1845         Fire_ApplyEffect(self);
1846
1847         if (g_minstagib)
1848         {
1849                 self.effects |= EF_FULLBRIGHT;
1850
1851                 if (self.items & IT_STRENGTH)
1852                 {
1853                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1854                         if (time > self.strength_finished)
1855                         {
1856                                 self.alpha = default_player_alpha;
1857                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1858                                 self.items &~= IT_STRENGTH;
1859                                 sprint(self, "^3Invisibility has worn off\n");
1860                         }
1861                 }
1862                 else
1863                 {
1864                         if (time < self.strength_finished)
1865                         {
1866                                 self.alpha = g_minstagib_invis_alpha;
1867                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1868                                 self.items |= IT_STRENGTH;
1869                                 sprint(self, "^3You are invisible\n");
1870                         }
1871                 }
1872
1873                 if (self.items & IT_INVINCIBLE)
1874                 {
1875                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1876                         if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1877                         {
1878                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1879                                 sprint(self, "^3Speed has worn off\n");
1880                         }
1881                 }
1882                 else
1883                 {
1884                         if (time < self.invincible_finished)
1885                         {
1886                                 self.items = self.items | IT_INVINCIBLE;
1887                                 sprint(self, "^3You are on speed\n");
1888                         }
1889                 }
1890                 return;
1891         }
1892
1893         if (self.items & IT_STRENGTH)
1894         {
1895                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1896                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1897                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
1898                 {
1899                         self.items = self.items - (self.items & IT_STRENGTH);
1900                         sprint(self, "^3Strength has worn off\n");
1901                 }
1902         }
1903         else
1904         {
1905                 if (time < self.strength_finished)
1906                 {
1907                         self.items = self.items | IT_STRENGTH;
1908                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1909                 }
1910         }
1911         if (self.items & IT_INVINCIBLE)
1912         {
1913                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1914                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1915                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1916                 {
1917                         self.items = self.items - (self.items & IT_INVINCIBLE);
1918                         sprint(self, "^3Shield has worn off\n");
1919                 }
1920         }
1921         else
1922         {
1923                 if (time < self.invincible_finished)
1924                 {
1925                         self.items = self.items | IT_INVINCIBLE;
1926                         sprint(self, "^3Shield surrounds you\n");
1927                 }
1928         }
1929
1930         if(cvar("g_nodepthtestplayers"))
1931                 self.effects = self.effects | EF_NODEPTHTEST;
1932
1933         if(cvar("g_fullbrightplayers"))
1934                 self.effects = self.effects | EF_FULLBRIGHT;
1935
1936         // midair gamemode: damage only while in the air
1937         // if in midair mode, being on ground grants temporary invulnerability
1938         // (this is so that multishot weapon don't clear the ground flag on the
1939         // first damage in the frame, leaving the player vulnerable to the
1940         // remaining hits in the same frame)
1941         if (self.flags & FL_ONGROUND)
1942         if (g_midair)
1943                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1944
1945         if (time >= game_starttime)
1946         if (time < self.spawnshieldtime)
1947                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1948 }
1949
1950 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1951 {
1952         if(current > stable)
1953                 return current;
1954         else if(current > stable - 0.25) // when close enough, "snap"
1955                 return stable;
1956         else
1957                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1958 }
1959
1960 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1961 {
1962         if(current < stable)
1963                 return current;
1964         else if(current < stable + 0.25) // when close enough, "snap"
1965                 return stable;
1966         else
1967                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1968 }
1969
1970 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1971 {
1972         if(current > rotstable)
1973         {
1974                 if(rotframetime > 0)
1975                 {
1976                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1977                         current = max(rotstable, current - rotlinear * rotframetime);
1978                 }
1979         }
1980         else if(current < regenstable)
1981         {
1982                 if(regenframetime > 0)
1983                 {
1984                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1985                         current = min(regenstable, current + regenlinear * regenframetime);
1986                 }
1987         }
1988
1989         if(current > limit)
1990                 current = limit;
1991
1992         return current;
1993 }
1994
1995 void player_regen (void)
1996 {
1997         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1998         maxh = cvar("g_balance_health_rotstable");
1999         maxa = cvar("g_balance_armor_rotstable");
2000         maxf = cvar("g_balance_fuel_rotstable");
2001         minh = cvar("g_balance_health_regenstable");
2002         mina = cvar("g_balance_armor_regenstable");
2003         minf = cvar("g_balance_fuel_regenstable");
2004         limith = cvar("g_balance_health_limit");
2005         limita = cvar("g_balance_armor_limit");
2006         limitf = cvar("g_balance_fuel_limit");
2007
2008         max_mod = regen_mod = rot_mod = limit_mod = 1;
2009
2010         if (self.runes & RUNE_REGEN)
2011         {
2012                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2013                 {
2014                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2015                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2016                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2017                 }
2018                 else
2019                 {
2020                         regen_mod = cvar("g_balance_rune_regen_regenrate");
2021                         max_mod = cvar("g_balance_rune_regen_hpmod");
2022                         limit_mod = cvar("g_balance_rune_regen_limitmod");
2023                 }
2024         }
2025         else if (self.runes & CURSE_VENOM)
2026         {
2027                 max_mod = cvar("g_balance_curse_venom_hpmod");
2028                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2029                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2030                 else
2031                         rot_mod = cvar("g_balance_curse_venom_rotrate");
2032                 limit_mod = cvar("g_balance_curse_venom_limitmod");
2033                 //if (!self.runes & RUNE_REGEN)
2034                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
2035         }
2036         maxh = maxh * max_mod;
2037         //maxa = maxa * max_mod;
2038         //maxf = maxf * max_mod;
2039         minh = minh * max_mod;
2040         //mina = mina * max_mod;
2041         //minf = minf * max_mod;
2042         limith = limith * limit_mod;
2043         limita = limita * limit_mod;
2044         //limitf = limitf * limit_mod;
2045
2046         if(g_lms && g_ca)
2047                 rot_mod = 0;
2048
2049         if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2050         {
2051                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2052                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2053
2054                 // if player rotted to death...  die!
2055                 if(self.health < 1)
2056                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2057         }
2058
2059         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2060                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2061 }
2062
2063 float zoomstate_set;
2064 void SetZoomState(float z)
2065 {
2066         if(z != self.zoomstate)
2067         {
2068                 self.zoomstate = z;
2069                 ClientData_Touch(self);
2070         }
2071         zoomstate_set = 1;
2072 }
2073
2074 void GetPressedKeys(void) {
2075         MUTATOR_CALLHOOK(GetPressedKeys);
2076         if (self.movement_x > 0) // get if movement keys are pressed
2077         {       // forward key pressed
2078                 self.pressedkeys |= KEY_FORWARD;
2079                 self.pressedkeys &~= KEY_BACKWARD;
2080         }
2081         else if (self.movement_x < 0)
2082         {       // backward key pressed
2083                 self.pressedkeys |= KEY_BACKWARD;
2084                 self.pressedkeys &~= KEY_FORWARD;
2085         }
2086         else
2087         {       // no x input
2088                 self.pressedkeys &~= KEY_FORWARD;
2089                 self.pressedkeys &~= KEY_BACKWARD;
2090         }
2091
2092         if (self.movement_y > 0)
2093         {       // right key pressed
2094                 self.pressedkeys |= KEY_RIGHT;
2095                 self.pressedkeys &~= KEY_LEFT;
2096         }
2097         else if (self.movement_y < 0)
2098         {       // left key pressed
2099                 self.pressedkeys |= KEY_LEFT;
2100                 self.pressedkeys &~= KEY_RIGHT;
2101         }
2102         else
2103         {       // no y input
2104                 self.pressedkeys &~= KEY_RIGHT;
2105                 self.pressedkeys &~= KEY_LEFT;
2106         }
2107
2108         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2109                 self.pressedkeys |= KEY_JUMP;
2110         else
2111                 self.pressedkeys &~= KEY_JUMP;
2112         if (self.BUTTON_CROUCH)
2113                 self.pressedkeys |= KEY_CROUCH;
2114         else
2115                 self.pressedkeys &~= KEY_CROUCH;
2116 }
2117
2118 void update_stats (float number, float hit, float fired) {
2119 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;
2120 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2121
2122         if(number) {
2123                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2124                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2125         } else {
2126                 self.stat_hit = hit * sv_accuracy_data_share;
2127                 self.stat_fired = fired * sv_accuracy_data_share;
2128         }
2129 }
2130
2131 /*
2132 ======================
2133 spectate mode routines
2134 ======================
2135 */
2136
2137 .float weapon_count;
2138 void SpectateCopy(entity spectatee) {
2139         if(spectatee.weapon_count < WEP_LAST) {
2140                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));
2141                 spectatee.weapon_count ++;
2142         } else
2143                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2144
2145         other = spectatee;
2146         MUTATOR_CALLHOOK(SpectateCopy);
2147         self.armortype = spectatee.armortype;
2148         self.armorvalue = spectatee.armorvalue;
2149         self.ammo_cells = spectatee.ammo_cells;
2150         self.ammo_shells = spectatee.ammo_shells;
2151         self.ammo_nails = spectatee.ammo_nails;
2152         self.ammo_rockets = spectatee.ammo_rockets;
2153         self.ammo_fuel = spectatee.ammo_fuel;
2154         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2155         self.health = spectatee.health;
2156         self.impulse = 0;
2157         self.items = spectatee.items;
2158         self.metertime = spectatee.metertime;
2159         self.strength_finished = spectatee.strength_finished;
2160         self.invincible_finished = spectatee.invincible_finished;
2161         self.pressedkeys = spectatee.pressedkeys;
2162         self.weapons = spectatee.weapons;
2163         self.switchweapon = spectatee.switchweapon;
2164         self.weapon = spectatee.weapon;
2165         self.punchangle = spectatee.punchangle;
2166         self.view_ofs = spectatee.view_ofs;
2167         self.v_angle = spectatee.v_angle;
2168         self.velocity = spectatee.velocity;
2169         self.dmg_take = spectatee.dmg_take;
2170         self.dmg_save = spectatee.dmg_save;
2171         self.dmg_inflictor = spectatee.dmg_inflictor;
2172         self.angles = spectatee.v_angle;
2173         self.fixangle = TRUE;
2174         setorigin(self, spectatee.origin);
2175         setsize(self, spectatee.mins, spectatee.maxs);
2176         SetZoomState(spectatee.zoomstate);
2177
2178         anticheat_spectatecopy(spectatee);
2179 }
2180
2181 float SpectateUpdate() {
2182         if(!self.enemy)
2183                 return 0;
2184
2185         if (self == self.enemy)
2186                 return 0;
2187
2188         if(self.enemy.classname != "player")
2189                 return 0;
2190
2191         SpectateCopy(self.enemy);
2192
2193         return 1;
2194 }
2195
2196 float SpectateNext() {
2197         other = find(self.enemy, classname, "player");
2198
2199         if (!other)
2200                 other = find(other, classname, "player");
2201
2202         if (other)
2203                 self.enemy = other;
2204
2205         if(self.enemy.classname == "player") {
2206                 msg_entity = self;
2207                 WriteByte(MSG_ONE, SVC_SETVIEW);
2208                 WriteEntity(MSG_ONE, self.enemy);
2209                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2210                 self.movetype = MOVETYPE_NONE;
2211
2212                 self.enemy.weapon_count = 0;
2213
2214                 if(!SpectateUpdate())
2215                         PutObserverInServer();
2216
2217                 return 1;
2218         } else {
2219                 return 0;
2220         }
2221 }
2222
2223 /*
2224 =============
2225 ShowRespawnCountdown()
2226
2227 Update a respawn countdown display.
2228 =============
2229 */
2230 void ShowRespawnCountdown()
2231 {
2232         float number;
2233         if(self.deadflag == DEAD_NO) // just respawned?
2234                 return;
2235         else
2236         {
2237                 number = ceil(self.death_time - time);
2238                 if(number <= 0)
2239                         return;
2240                 if(number <= self.respawn_countdown)
2241                 {
2242                         self.respawn_countdown = number - 1;
2243                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2244                                 AnnounceTo(self, strcat(ftos(number), ""));
2245                 }
2246         }
2247 }
2248
2249 void LeaveSpectatorMode()
2250 {
2251         if(isJoinAllowed()) {
2252                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2253                         self.classname = "player";
2254
2255                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2256                                 JoinBestTeam(self, FALSE, TRUE);
2257
2258                         if(cvar("g_campaign"))
2259                                 campaign_bots_may_start = 1;
2260
2261                         self.stat_count = WEP_LAST;
2262
2263                         PutClientInServer();
2264
2265                         if(self.classname == "player")
2266                                 bprint ("^4", self.netname, "^4 is playing now\n");
2267
2268                         if(!cvar("g_campaign"))
2269                                 centerprint(self,""); // clear MOTD
2270
2271                         return;
2272                 } else {
2273                         if (g_ca && self.caplayer) {
2274                         }       // do nothing
2275                         else
2276                                 stuffcmd(self,"menu_showteamselect\n");
2277                         return;
2278                 }
2279         }
2280         else {
2281                 //player may not join because of g_maxplayers is set
2282                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2283         }
2284 }
2285
2286 /**
2287  * Determines whether the player is allowed to join. This depends on cvar
2288  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2289  * it checks whether the number of currently playing players exceeds g_maxplayers.
2290  * @return bool TRUE if the player is allowed to join, false otherwise
2291  */
2292 float isJoinAllowed() {
2293         if (!cvar("g_maxplayers"))
2294                 return TRUE;
2295
2296         local entity e;
2297         local float currentlyPlaying;
2298         FOR_EACH_REALPLAYER(e) {
2299                 if(e.classname == "player")
2300                         currentlyPlaying += 1;
2301         }
2302         if(currentlyPlaying < cvar("g_maxplayers"))
2303                 return TRUE;
2304
2305         return FALSE;
2306 }
2307
2308 /**
2309  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2310  * g_maxplayers_spectator_blocktime seconds
2311  */
2312 void checkSpectatorBlock() {
2313         if(self.classname == "spectator" || self.classname == "observer") {
2314                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2315                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2316                         dropclient(self);
2317                 }
2318         }
2319 }
2320
2321 float vercmp_recursive(string v1, string v2)
2322 {
2323         float dot1, dot2;
2324         string s1, s2;
2325         float r;
2326
2327         dot1 = strstrofs(v1, ".", 0);
2328         dot2 = strstrofs(v2, ".", 0);
2329         if(dot1 == -1)
2330                 s1 = v1;
2331         else
2332                 s1 = substring(v1, 0, dot1);
2333         if(dot2 == -1)
2334                 s2 = v2;
2335         else
2336                 s2 = substring(v2, 0, dot2);
2337
2338         r = stof(s1) - stof(s2);
2339         if(r != 0)
2340                 return r;
2341
2342         r = strcasecmp(s1, s2);
2343         if(r != 0)
2344                 return r;
2345
2346         if(dot1 == -1)
2347                 if(dot2 == -1)
2348                         return 0;
2349                 else
2350                         return -1;
2351         else
2352                 if(dot2 == -1)
2353                         return 1;
2354                 else
2355                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2356 }
2357
2358 float vercmp(string v1, string v2)
2359 {
2360         if(strcasecmp(v1, v2) == 0) // early out check
2361                 return 0;
2362         return vercmp_recursive(v1, v2);
2363 }
2364
2365 void ObserverThink()
2366 {
2367         if (self.flags & FL_JUMPRELEASED) {
2368                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2369                         self.welcomemessage_time = 0;
2370                         self.flags &~= FL_JUMPRELEASED;
2371                         self.flags |= FL_SPAWNING;
2372                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2373                         self.welcomemessage_time = 0;
2374                         self.flags &~= FL_JUMPRELEASED;
2375                         if(SpectateNext() == 1) {
2376                                 self.classname = "spectator";
2377                         }
2378                 }
2379         } else {
2380                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2381                         self.flags |= FL_JUMPRELEASED;
2382                         if(self.flags & FL_SPAWNING)
2383                         {
2384                                 self.flags &~= FL_SPAWNING;
2385                                 LeaveSpectatorMode();
2386                                 return;
2387                         }
2388                 }
2389         }
2390         PrintWelcomeMessage(self);
2391 }
2392
2393 void SpectatorThink()
2394 {
2395         if (self.flags & FL_JUMPRELEASED) {
2396                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2397                         self.welcomemessage_time = 0;
2398                         self.flags &~= FL_JUMPRELEASED;
2399                         self.flags |= FL_SPAWNING;
2400                 } else if(self.BUTTON_ATCK) {
2401                         self.welcomemessage_time = 0;
2402                         self.flags &~= FL_JUMPRELEASED;
2403                         if(SpectateNext() == 1) {
2404                                 self.classname = "spectator";
2405                         } else {
2406                                 self.classname = "observer";
2407                                 self.stat_count = WEP_LAST;
2408                                 PutClientInServer();
2409                         }
2410                 } else if (self.BUTTON_ATCK2) {
2411                         self.welcomemessage_time = 0;
2412                         self.flags &~= FL_JUMPRELEASED;
2413                         self.classname = "observer";
2414                         self.stat_count = WEP_LAST;
2415                         PutClientInServer();
2416                 } else {
2417                         if(!SpectateUpdate())
2418                                 PutObserverInServer();
2419                 }
2420         } else {
2421                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2422                         self.flags |= FL_JUMPRELEASED;
2423                         if(self.flags & FL_SPAWNING)
2424                         {
2425                                 self.flags &~= FL_SPAWNING;
2426                                 LeaveSpectatorMode();
2427                                 return;
2428                         }
2429                 }
2430         }
2431
2432         PrintWelcomeMessage(self);
2433         self.flags |= FL_CLIENT | FL_NOTARGET;
2434 }
2435
2436 .float touchexplode_time;
2437
2438 /*
2439 =============
2440 PlayerPreThink
2441
2442 Called every frame for each client before the physics are run
2443 =============
2444 */
2445 void() ctf_setstatus;
2446 void() nexball_setstatus;
2447 .float items_added;
2448 void PlayerPreThink (void)
2449 {
2450         self.stat_game_starttime = game_starttime;
2451         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2452         self.stat_leadlimit = cvar("leadlimit");
2453
2454         if(frametime)
2455         {
2456                 // physics frames: update anticheat stuff
2457                 anticheat_prethink();
2458         }
2459
2460         if(blockSpectators && frametime)
2461                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2462                 checkSpectatorBlock();
2463
2464         zoomstate_set = 0;
2465
2466         if(self.netname_previous != self.netname)
2467         {
2468                 if(cvar("sv_eventlog"))
2469                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2470                 if(self.netname_previous)
2471                         strunzone(self.netname_previous);
2472                 self.netname_previous = strzone(self.netname);
2473         }
2474
2475         // version nagging
2476         if(self.version_nagtime)
2477                 if(self.cvar_g_xonoticversion)
2478                         if(time > self.version_nagtime)
2479                         {
2480                                 if(strstr(self.cvar_g_xonoticversion, "svn", 0) < 0)
2481                                 {
2482                                         if(strstr(cvar_string("g_xonoticversion"), "svn", 0) >= 0)
2483                                         {
2484                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2485                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2486                                         }
2487                                         else
2488                                         {
2489                                                 float r;
2490                                                 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2491                                                 if(r < 0)
2492                                                 {
2493                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2494                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2495                                                 }
2496                                                 else if(r > 0)
2497                                                 {
2498                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2499                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2500                                                 }
2501                                         }
2502                                 }
2503                                 self.version_nagtime = 0;
2504                         }
2505
2506         // GOD MODE info
2507         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2508         {
2509                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2510                 self.max_armorvalue = 0;
2511         }
2512
2513 #ifdef TETRIS
2514         if (TetrisPreFrame())
2515                 return;
2516 #endif
2517
2518         MUTATOR_CALLHOOK(PlayerPreThink);
2519
2520         if(self.classname == "player") {
2521 //              if(self.netname == "Wazat")
2522 //                      bprint(self.classname, "\n");
2523
2524                 CheckRules_Player();
2525
2526                 PrintWelcomeMessage(self);
2527
2528                 if (intermission_running)
2529                 {
2530                         IntermissionThink ();   // otherwise a button could be missed between
2531                         return;                                 // the think tics
2532                 }
2533
2534                 if(self.teleport_time)
2535                 if(time > self.teleport_time)
2536                 {
2537                         self.teleport_time = 0;
2538                         self.effects = self.effects - (self.effects & EF_NODRAW);
2539                 }
2540
2541                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2542                         UpdateSelectedPlayer();
2543
2544                 //don't allow the player to turn around while game is paused!
2545                 if(timeoutStatus == 2) {
2546                         self.v_angle = self.lastV_angle;
2547                         self.angles = self.lastV_angle;
2548                         self.fixangle = TRUE;
2549                 }
2550
2551                 if(frametime)
2552                 {
2553                         self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2554                         player_powerups();
2555                 }
2556
2557                 if (self.deadflag != DEAD_NO)
2558                 {
2559                         float button_pressed, force_respawn;
2560                         if(self.personal && g_race_qualifying)
2561                         {
2562                                 if(time > self.death_time)
2563                                 {
2564                                         self.death_time = time + 1; // only retry once a second
2565                                         respawn();
2566                                         self.impulse = 141;
2567                                 }
2568                         }
2569                         else
2570                         {
2571                                 if(frametime)
2572                                         player_anim();
2573                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2574                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2575                                 if (self.deadflag == DEAD_DYING)
2576                                 {
2577                                         if(force_respawn)
2578                                                 self.deadflag = DEAD_RESPAWNING;
2579                                         else if(!button_pressed)
2580                                                 self.deadflag = DEAD_DEAD;
2581                                 }
2582                                 else if (self.deadflag == DEAD_DEAD)
2583                                 {
2584                                         if(button_pressed)
2585                                                 self.deadflag = DEAD_RESPAWNABLE;
2586                                 }
2587                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2588                                 {
2589                                         if(!button_pressed)
2590                                                 self.deadflag = DEAD_RESPAWNING;
2591                                 }
2592                                 else if (self.deadflag == DEAD_RESPAWNING)
2593                                 {
2594                                         if(time > self.death_time)
2595                                         {
2596                                                 self.death_time = time + 1; // only retry once a second
2597                                                 respawn();
2598                                         }
2599                                 }
2600                                 ShowRespawnCountdown();
2601                         }
2602                         return;
2603                 }
2604
2605                 if(g_touchexplode)
2606                 if(time > self.touchexplode_time)
2607                 if(self.classname == "player")
2608                 if(self.deadflag == DEAD_NO)
2609                 if not(IS_INDEPENDENT_PLAYER(self))
2610                 FOR_EACH_PLAYER(other) if(self != other)
2611                 {
2612                         if(time > other.touchexplode_time)
2613                         if(other.classname == "player")
2614                         if(other.deadflag == DEAD_NO)
2615                         if not(IS_INDEPENDENT_PLAYER(other))
2616                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2617                         {
2618                                 PlayerTouchExplode(self, other);
2619                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2620                         }
2621                 }
2622
2623                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2624                 {
2625                         vector dist;
2626
2627                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2628                         dist = self.prevorigin - self.origin;
2629                         dist_z = 0;
2630                         self.lms_traveled_distance += fabs(vlen(dist));
2631
2632                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2633                         {
2634                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2635                                 self.lms_traveled_distance = 0;
2636                         }
2637
2638                         if(time > self.lms_nextcheck)
2639                         {
2640                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2641                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2642                                 {
2643                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2644                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2645                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2646                                         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');
2647                                 }
2648                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2649                                 self.lms_traveled_distance = 0;
2650                         }
2651                 }
2652
2653                 self.prevorigin = self.origin;
2654
2655                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2656                 {
2657                         if (!self.crouch)
2658                         {
2659                                 self.crouch = TRUE;
2660                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2661                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2662                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2663                         }
2664                 }
2665                 else
2666                 {
2667                         if (self.crouch)
2668                         {
2669                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2670                                 if (!trace_startsolid)
2671                                 {
2672                                         self.crouch = FALSE;
2673                                         self.view_ofs = PL_VIEW_OFS;
2674                                         setsize (self, PL_MIN, PL_MAX);
2675                                 }
2676                         }
2677                 }
2678
2679                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2680                 {
2681                         if(self.bloodloss_timer < time)
2682                         {
2683                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2684                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2685                         }
2686                 }
2687
2688                 FixPlayermodel();
2689
2690                 GrapplingHookFrame();
2691
2692                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2693                 //if(frametime)
2694                 {
2695                         self.items &~= self.items_added;
2696
2697                         W_WeaponFrame();
2698
2699                         self.items_added = 0;
2700                         if(self.items & IT_JETPACK)
2701                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2702                                         self.items_added |= IT_FUEL;
2703
2704                         self.items |= self.items_added;
2705                 }
2706
2707                 player_regen();
2708                 if(frametime)
2709                         player_anim();
2710
2711                 if (g_minstagib)
2712                         minstagib_ammocheck();
2713
2714                 ctf_setstatus();
2715                 nexball_setstatus();
2716
2717                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2718
2719                 //self.angles_y=self.v_angle_y + 90;   // temp
2720         } else if(gameover) {
2721                 if (intermission_running)
2722                         IntermissionThink ();   // otherwise a button could be missed between
2723                 return;
2724         } else if(self.classname == "observer") {
2725                 ObserverThink();
2726         } else if(self.classname == "spectator") {
2727                 SpectatorThink();
2728         }
2729
2730         if(!zoomstate_set)
2731                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2732
2733         float oldspectatee_status;
2734         oldspectatee_status = self.spectatee_status;
2735         if(self.classname == "spectator")
2736                 self.spectatee_status = num_for_edict(self.enemy);
2737         else if(self.classname == "observer")
2738                 self.spectatee_status = num_for_edict(self);
2739         else
2740                 self.spectatee_status = 0;
2741         if(self.spectatee_status != oldspectatee_status)
2742         {
2743                 ClientData_Touch(self);
2744                 if(g_race || g_cts)
2745                         race_InitSpectator();
2746         }
2747
2748         if(self.teamkill_soundtime)
2749         if(time > self.teamkill_soundtime)
2750         {
2751                 self.teamkill_soundtime = 0;
2752
2753                 entity oldpusher, oldself;
2754
2755                 oldself = self; self = self.teamkill_soundsource;
2756                 oldpusher = self.pusher; self.pusher = oldself;
2757
2758                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2759
2760                 self.pusher = oldpusher;
2761                 self = oldself;
2762         }
2763
2764         if(self.taunt_soundtime)
2765         if(time > self.taunt_soundtime)
2766         {
2767                 self.taunt_soundtime = 0;
2768                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2769         }
2770
2771         target_voicescript_next(self);
2772 }
2773
2774 float isInvisibleString(string s)
2775 {
2776         float i, n, c;
2777         s = strdecolorize(s);
2778         for((i = 0), (n = strlen(s)); i < n; ++i)
2779         {
2780                 c = str2chr(s, i);
2781                 switch(c)
2782                 {
2783                         case 0:
2784                         case 32:
2785                         case 160:
2786                                 break;
2787                         default:
2788                                 return FALSE;
2789                 }
2790         }
2791         return TRUE;
2792 }
2793
2794 /*
2795 =============
2796 PlayerPostThink
2797
2798 Called every frame for each client after the physics are run
2799 =============
2800 */
2801 .float idlekick_lasttimeleft;
2802 void PlayerPostThink (void)
2803 {
2804         // Savage: Check for nameless players
2805         if (isInvisibleString(self.netname)) {
2806                 self.netname = "Player";
2807                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2808         }
2809
2810         // send the clients accuracy stats to the client
2811         if(self.stat_count > 0)
2812         if(frametime)
2813         {
2814                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2815                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2816                 self.stat_count -= 1;
2817         }
2818
2819 #ifdef UID
2820         if(self.uid_kicktime)
2821         if(time > self.uid_kicktime)
2822         {
2823                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");
2824                 dropclient(self);
2825                 return;
2826         }
2827 #endif
2828
2829         if(sv_maxidle && frametime)
2830         {
2831                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2832                 float timeleft;
2833                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2834                 if(timeleft <= 0)
2835                 {
2836                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2837                         AnnounceTo(self, "terminated");
2838                         dropclient(self);
2839                         return;
2840                 }
2841                 else if(timeleft <= 10)
2842                 {
2843                         if(timeleft != self.idlekick_lasttimeleft)
2844                         {
2845                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2846                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
2847                         }
2848                 }
2849                 else
2850                 {
2851                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2852                 }
2853                 self.idlekick_lasttimeleft = timeleft;
2854         }
2855
2856 #ifdef TETRIS
2857         if(self.impulse == 100)
2858                 ImpulseCommands();
2859         if (TetrisPostFrame())
2860                 return;
2861 #endif
2862
2863         CheatFrame();
2864
2865         if(self.classname == "player") {
2866                 CheckRules_Player();
2867                 UpdateChatBubble();
2868                 UpdateTeamBubble();
2869                 if (self.impulse)
2870                         ImpulseCommands();
2871                 if (intermission_running)
2872                         return;         // intermission or finale
2873                 GetPressedKeys();
2874         } else if (self.classname == "observer") {
2875                 //do nothing
2876         } else if (self.classname == "spectator") {
2877                 //do nothing
2878         }
2879
2880         /*
2881         float i;
2882         for(i = 0; i < 1000; ++i)
2883         {
2884                 vector end;
2885                 end = self.origin + '0 0 1024' + 512 * randomvec();
2886                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2887                 if(trace_fraction < 1)
2888                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2889                 {
2890                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2891                         break;
2892                 }
2893         }
2894         */
2895
2896         Arena_Warmup();
2897
2898         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2899
2900         if(self.waypointsprite_attachedforcarrier)
2901                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
2902         
2903         playerdemo_write();
2904
2905         /*
2906         if(g_race)
2907                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
2908         */
2909 }