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show dead CA players in scoreboard
[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(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, 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(teamplay)
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 >= 0)
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(autocvar_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 >= 0)
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 >= 0)
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         if(anypoint)
329                 teamcheck = -1;
330         else if(have_team_spawns > 0)
331         {
332                 if(have_team_spawns_forteam[self.team] == 0)
333                 {
334                         // we request a spawn for a team, and we have team
335                         // spawns, but that team has no spawns?
336                         if(have_team_spawns_forteam[0])
337                                 // try noteam spawns
338                                 teamcheck = 0;
339                         else
340                                 // if not, any spawn has to do
341                                 teamcheck = -1;
342                 }
343                 else
344                         teamcheck = self.team; // MUST be team
345         }
346         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
347                 teamcheck = 0; // MUST be noteam
348         else
349                 teamcheck = -1;
350                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
351
352
353         // get the list of players
354         playerlist = findchain(classname, "player");
355         // get the entire list of spots
356         firstspot = findchain(classname, "info_player_deathmatch");
357         // filter out the bad ones
358         // (note this returns the original list if none survived)
359         if(anypoint)
360         {
361                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
362         }
363         else
364         {
365                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
366                 if(!firstspot_new)
367                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
368                 firstspot = firstspot_new;
369
370                 // there is 50/50 chance of choosing a random spot or the furthest spot
371                 // (this means that roughly every other spawn will be furthest, so you
372                 // usually won't get fragged at spawn twice in a row)
373                 if (arena_roundbased && !g_ca)
374                 {
375                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
376                         if(firstspot_new)
377                                 firstspot = firstspot_new;
378                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
379                 }
380                 else if (random() > autocvar_g_spawn_furthest)
381                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
382                 else
383                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
384         }
385
386         if(autocvar_spawn_debugview)
387         {
388                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
389
390                 entity e;
391                 if(teamcheck >= 0)
392                         for(e = firstspot; e; e = e.chain)
393                                 if(e.team != teamcheck)
394                                         error("invalid spawn found");
395         }
396
397         if (!spot)
398         {
399                 if(autocvar_spawn_debug)
400                         GotoNextMap();
401                 else
402                 {
403                         if(some_spawn_has_been_used)
404                                 return world; // team can't spawn any more, because of actions of other team
405                         else
406                                 error("Cannot find a spawn point - please fix the map!");
407                 }
408         }
409
410         return spot;
411 }
412
413 /*
414 =============
415 CheckPlayerModel
416
417 Checks if the argument string can be a valid playermodel.
418 Returns a valid one in doubt.
419 =============
420 */
421 string FallbackPlayerModel;
422 string CheckPlayerModel(string plyermodel) {
423         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
424         {
425                 // note: we cannot summon Don Strunzone here, some player may
426                 // still have the model string set. In case anyone manages how
427                 // to change a cvar default, we'll have a small leak here.
428                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
429         }
430         if(strlen(plyermodel) < 4)
431                 return FallbackPlayerModel;
432         if( substring(plyermodel,0,14) != "models/player/")
433                 return FallbackPlayerModel;
434         else if(autocvar_sv_servermodelsonly)
435         {
436                 if(substring(plyermodel,-4,4) != ".zym")
437                 if(substring(plyermodel,-4,4) != ".dpm")
438                 if(substring(plyermodel,-4,4) != ".iqm")
439                 if(substring(plyermodel,-4,4) != ".md3")
440                 if(substring(plyermodel,-4,4) != ".psk")
441                         return FallbackPlayerModel;
442                 // forbid the LOD models
443                 if(substring(plyermodel, -9,5) == "_lod1")
444                         return FallbackPlayerModel;
445                 if(substring(plyermodel, -9,5) == "_lod2")
446                         return FallbackPlayerModel;
447                 if(plyermodel != strtolower(plyermodel))
448                         return FallbackPlayerModel;
449                 if(!fexists(plyermodel))
450                         return FallbackPlayerModel;
451         }
452         return plyermodel;
453 }
454
455 /*
456 =============
457 Client_customizeentityforclient
458
459 LOD reduction
460 =============
461 */
462 void Client_uncustomizeentityforclient()
463 {
464         if(self.modelindex == 0) // no need to uncustomize then
465                 return;
466         self.modelindex = self.modelindex_lod0;
467         self.skin = self.skinindex;
468 }
469
470 float Client_customizeentityforclient()
471 {
472         entity modelsource;
473
474         if(self.modelindex == 0)
475                 return TRUE;
476
477         // forcemodel stuff
478
479 #ifdef PROFILING
480         float t0;
481         t0 = gettime(GETTIME_HIRES); // reference
482 #endif
483
484         modelsource = self;
485
486 #ifdef ALLOW_FORCEMODELS
487         if(other.cvar_cl_forceplayermodelsfromxonotic)
488                 if not(self.modelindex_lod0_from_xonotic)
489                         modelsource = other;
490         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
491                 modelsource = other;
492 #endif
493
494         self.skin = modelsource.skinindex;
495
496 #if 0
497         if(modelsource == self)
498                 self.skin = modelsource.skinindex;
499         else
500                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
501 #endif
502
503         // self: me
504         // other: the player viewing me
505         float distance;
506         float f;
507
508         if(other.cvar_cl_playerdetailreduction <= 0)
509         {
510                 if(other.cvar_cl_playerdetailreduction <= -2)
511                         self.modelindex = modelsource.modelindex_lod2;
512                 else if(other.cvar_cl_playerdetailreduction <= -1)
513                         self.modelindex = modelsource.modelindex_lod1;
514                 else
515                         self.modelindex = modelsource.modelindex_lod0;
516         }
517         else
518         {
519                 distance = vlen(self.origin - other.origin);
520                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
521                 if(f > sv_loddistance2)
522                         self.modelindex = modelsource.modelindex_lod2;
523                 else if(f > sv_loddistance1)
524                         self.modelindex = modelsource.modelindex_lod1;
525                 else
526                         self.modelindex = modelsource.modelindex_lod0;
527         }
528
529 #ifdef PROFILING
530         float t1;
531         t1 = gettime(GETTIME_HIRES); // reference
532         client_cefc_accumulator += (t1 - t0);
533 #endif
534
535         return TRUE;
536 }
537
538 void setmodel_lod(entity e, string modelname)
539 {
540         string s;
541
542         if(sv_loddistance1)
543         {
544                 // FIXME: this only supports 3-letter extensions
545                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
546                 if(fexists(s))
547                 {
548                         setmodel(e, s); // players have high precision
549                         self.modelindex_lod1 = self.modelindex;
550                 }
551                 else
552                         self.modelindex_lod1 = -1;
553
554                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
555                 if(fexists(s))
556                 {
557                         setmodel(e, s); // players have high precision
558                         self.modelindex_lod2 = self.modelindex;
559                 }
560                 else
561                         self.modelindex_lod2 = -1;
562
563                 precache_model(modelname);
564                 setmodel(e, modelname); // players have high precision
565                 self.modelindex_lod0 = self.modelindex;
566
567                 if(self.modelindex_lod1 < 0)
568                         self.modelindex_lod1 = self.modelindex;
569
570                 if(self.modelindex_lod2 < 0)
571                         self.modelindex_lod2 = self.modelindex;
572         }
573         else
574         {
575                 precache_model(modelname);
576                 setmodel(e, modelname); // players have high precision
577                 self.modelindex_lod0 = self.modelindex;
578                         // save it for possible player model forcing
579         }
580
581         s = whichpack(self.model);
582         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
583
584         player_setupanimsformodel();
585         UpdatePlayerSounds();
586 }
587
588 /*
589 =============
590 PutObserverInServer
591
592 putting a client as observer in the server
593 =============
594 */
595 void FixPlayermodel();
596 void PutObserverInServer (void)
597 {
598         entity  spot;
599     self.hud = HUD_NORMAL;
600         race_PreSpawnObserver();
601
602         spot = SelectSpawnPoint (TRUE);
603         if(!spot)
604                 error("No spawnpoints for observers?!?\n");
605         RemoveGrapplingHook(self); // Wazat's Grappling Hook
606
607         if(clienttype(self) == CLIENTTYPE_REAL)
608         {
609                 msg_entity = self;
610                 WriteByte(MSG_ONE, SVC_SETVIEW);
611                 WriteEntity(MSG_ONE, self);
612         }
613
614         DropAllRunes(self);
615         MUTATOR_CALLHOOK(MakePlayerObserver);
616
617         if (g_minstagib)
618                 minstagib_stop_countdown();
619
620         Portal_ClearAll(self);
621
622         if(self.alivetime)
623         {
624                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
625                 self.alivetime = 0;
626         }
627
628         if(self.vehicle)
629             vehicles_exit(VHEF_RELESE);
630
631         if(self.flagcarried)
632                 DropFlag(self.flagcarried, world, world);
633
634         if(self.ballcarried && g_nexball)
635                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
636
637         WaypointSprite_PlayerDead();
638
639         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
640                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
641
642         if(self.killcount != -666) {
643                 if(g_lms) {
644                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
645                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
646                         else
647                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
648                 } else
649                         bprint ("^4", self.netname, "^4 is spectating now\n");
650
651                 if(self.just_joined == FALSE) {
652                         LogTeamchange(self.playerid, -1, 4);
653                 } else
654                         self.just_joined = FALSE;
655         }
656
657         PlayerScore_Clear(self); // clear scores when needed
658
659         accuracy_resend(self);
660
661         self.spectatortime = time;
662         
663         self.classname = "observer";
664         self.iscreature = FALSE;
665         self.health = -666;
666         self.takedamage = DAMAGE_NO;
667         self.solid = SOLID_NOT;
668         self.movetype = MOVETYPE_FLY_WORLDONLY; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink
669         self.flags = FL_CLIENT | FL_NOTARGET;
670         self.armorvalue = 666;
671         self.effects = 0;
672         self.armorvalue = autocvar_g_balance_armor_start;
673         self.pauserotarmor_finished = 0;
674         self.pauserothealth_finished = 0;
675         self.pauseregen_finished = 0;
676         self.damageforcescale = 0;
677         self.death_time = 0;
678         self.dead_frame = 0;
679         self.alpha = 0;
680         self.scale = 0;
681         self.fade_time = 0;
682         self.pain_frame = 0;
683         self.pain_finished = 0;
684         self.strength_finished = 0;
685         self.invincible_finished = 0;
686         self.pushltime = 0;
687         self.think = SUB_Null;
688         self.nextthink = 0;
689         self.hook_time = 0;
690         self.runes = 0;
691         self.deadflag = DEAD_NO;
692         self.angles = spot.angles;
693         self.angles_z = 0;
694         self.fixangle = TRUE;
695         self.crouch = FALSE;
696
697         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
698         setorigin (self, spot.origin);
699         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
700         self.prevorigin = self.origin;
701         self.items = 0;
702         self.weapons = 0;
703         self.model = "";
704         FixPlayermodel();
705         self.model = "";
706         self.modelindex = 0;
707         self.weapon = 0;
708         self.weaponmodel = "";
709         self.weaponentity = world;
710         self.exteriorweaponentity = world;
711         self.killcount = -666;
712         self.velocity = '0 0 0';
713         self.avelocity = '0 0 0';
714         self.punchangle = '0 0 0';
715         self.punchvector = '0 0 0';
716         self.oldvelocity = self.velocity;
717         self.fire_endtime = -1;
718
719         if(sv_loddistance1)
720                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
721
722         if(g_arena)
723         {
724                 if(self.version_mismatch)
725                 {
726                         Spawnqueue_Unmark(self);
727                         Spawnqueue_Remove(self);
728                 }
729                 else
730                 {
731                         Spawnqueue_Insert(self);
732                 }
733         }
734         else if(g_lms)
735         {
736                 // Only if the player cannot play at all
737                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
738                         self.frags = FRAGS_SPECTATOR;
739                 else
740                         self.frags = FRAGS_LMS_LOSER;
741         }
742         else if(g_ca)
743         {
744                 if(self.caplayer)
745                         self.frags = FRAGS_LMS_LOSER;
746                 else
747                         self.frags = FRAGS_SPECTATOR;
748         }
749         else
750                 self.frags = FRAGS_SPECTATOR;
751 }
752
753 void FixPlayermodel()
754 {
755         local string defaultmodel;
756         local float defaultskin, chmdl, oldskin;
757         local vector m1, m2;
758
759         defaultmodel = "";
760
761         if(autocvar_sv_defaultcharacter == 1) {
762                 defaultskin = 0;
763
764                 if(teamplay)
765                 {
766                         string s;
767                         s = Team_ColorNameLowerCase(self.team);
768                         if(s != "neutral")
769                         {
770                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
771                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
772                         }
773                 }
774
775                 if(defaultmodel == "")
776                 {
777                         defaultmodel = autocvar_sv_defaultplayermodel;
778                         defaultskin = autocvar_sv_defaultplayerskin;
779                 }
780         }
781
782         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
783         {
784                 if(self.model != "")
785                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
786                 self.model = ""; // force the != checks to return true
787         }
788
789         if(defaultmodel != "")
790         {
791                 if (defaultmodel != self.model)
792                 {
793                         m1 = self.mins;
794                         m2 = self.maxs;
795                         setmodel_lod (self, defaultmodel);
796                         setsize (self, m1, m2);
797                         chmdl = TRUE;
798                 }
799
800                 oldskin = self.skinindex;
801                 self.skinindex = defaultskin;
802         } else {
803                 if (self.playermodel != self.model || self.playermodel == "")
804                 {
805                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
806                         m1 = self.mins;
807                         m2 = self.maxs;
808                         setmodel_lod (self, self.playermodel);
809                         setsize (self, m1, m2);
810                         chmdl = TRUE;
811                 }
812
813                 oldskin = self.skinindex;
814                 self.skinindex = stof(self.playerskin);
815         }
816
817         if(chmdl || oldskin != self.skinindex)
818                 self.species = player_getspecies(); // model or skin has changed
819
820         if(!teamplay)
821                 if(strlen(autocvar_sv_defaultplayercolors))
822                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
823                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
824 }
825
826 void PlayerTouchExplode(entity p1, entity p2)
827 {
828         vector org;
829         org = (p1.origin + p2.origin) * 0.5;
830         org_z += (p1.mins_z + p2.mins_z) * 0.5;
831
832         te_explosion(org);
833
834         entity e;
835         e = spawn();
836         setorigin(e, org);
837         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
838         remove(e);
839 }
840
841 /*
842 =============
843 PutClientInServer
844
845 Called when a client spawns in the server
846 =============
847 */
848 //void() ctf_playerchanged;
849 void PutClientInServer (void)
850 {
851         if(clienttype(self) == CLIENTTYPE_BOT)
852         {
853                 self.classname = "player";
854         }
855         else if(clienttype(self) == CLIENTTYPE_REAL)
856         {
857                 msg_entity = self;
858                 WriteByte(MSG_ONE, SVC_SETVIEW);
859                 WriteEntity(MSG_ONE, self);
860         }
861
862         // player is dead and becomes observer
863         // FIXME fix LMS scoring for new system
864         if(g_lms)
865         {
866                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
867                         self.classname = "observer";
868         }
869
870         if(g_arena || (g_ca && !allowed_to_spawn))
871         if(!self.spawned)
872                 self.classname = "observer";
873
874         if(gameover)
875                 self.classname = "observer";
876
877         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
878                 entity spot, oldself;
879                 float j;
880
881                 accuracy_resend(self);
882
883                 if(self.team < 0)
884                         JoinBestTeam(self, FALSE, TRUE);
885
886                 race_PreSpawn();
887
888                 spot = SelectSpawnPoint (FALSE);
889                 if(!spot)
890                 {
891                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
892                         return; // spawn failed
893                 }
894
895                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
896
897                 self.classname = "player";
898                 self.wasplayer = TRUE;
899                 self.iscreature = TRUE;
900                 self.movetype = MOVETYPE_WALK;
901                 self.solid = SOLID_SLIDEBOX;
902                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
903                 if(autocvar_g_playerclip_collisions)
904                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
905                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
906                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
907                 self.frags = FRAGS_PLAYER;
908                 if(independent_players)
909                         MAKE_INDEPENDENT_PLAYER(self);
910                 self.flags = FL_CLIENT;
911                 self.takedamage = DAMAGE_AIM;
912                 if(g_minstagib)
913                         self.effects = EF_FULLBRIGHT;
914                 else
915                         self.effects = 0;
916                 self.air_finished = time + 12;
917                 self.dmg = 2;
918                 if(autocvar_g_balance_nex_charge)
919                 {
920                         if(autocvar_g_balance_nex_secondary_chargepool)
921                                 self.nex_chargepool_ammo = 1;
922                         self.nex_charge = autocvar_g_balance_nex_charge_start;
923                 }
924
925                 if(inWarmupStage)
926                 {
927                         self.ammo_shells = warmup_start_ammo_shells;
928                         self.ammo_nails = warmup_start_ammo_nails;
929                         self.ammo_rockets = warmup_start_ammo_rockets;
930                         self.ammo_cells = warmup_start_ammo_cells;
931                         self.ammo_fuel = warmup_start_ammo_fuel;
932                         self.health = warmup_start_health;
933                         self.armorvalue = warmup_start_armorvalue;
934                         self.weapons = warmup_start_weapons;
935                 }
936                 else
937                 {
938                         self.ammo_shells = start_ammo_shells;
939                         self.ammo_nails = start_ammo_nails;
940                         self.ammo_rockets = start_ammo_rockets;
941                         self.ammo_cells = start_ammo_cells;
942                         self.ammo_fuel = start_ammo_fuel;
943                         self.health = start_health;
944                         self.armorvalue = start_armorvalue;
945                         self.weapons = start_weapons;
946                 }
947
948                 if(g_weaponarena_random)
949                 {
950                         if(g_weaponarena_random_with_laser)
951                                 self.weapons &~= WEPBIT_LASER;
952                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
953                         if(g_weaponarena_random_with_laser)
954                                 self.weapons |= WEPBIT_LASER;
955                 }
956
957                 self.items = start_items;
958                 self.jump_interval = time;
959
960                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
961                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
962                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
963                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
964                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
965                 //extend the pause of rotting if client was reset at the beginning of the countdown
966                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
967                         self.spawnshieldtime += game_starttime - time;
968                         self.pauserotarmor_finished += game_starttime - time;
969                         self.pauserothealth_finished += game_starttime - time;
970                         self.pauseregen_finished += game_starttime - time;
971                 }
972                 self.damageforcescale = 2;
973                 self.death_time = 0;
974                 self.dead_frame = 0;
975                 self.alpha = 0;
976                 self.scale = 0;
977                 self.fade_time = 0;
978                 self.pain_frame = 0;
979                 self.pain_finished = 0;
980                 self.strength_finished = 0;
981                 self.invincible_finished = 0;
982                 self.pushltime = 0;
983                 // players have no think function
984                 self.think = SUB_Null;
985                 self.nextthink = 0;
986                 self.hook_time = 0;
987                 self.dmg_team = 0;
988                 self.ballistics_density = autocvar_g_ballistics_density_player;
989
990                 self.metertime = 0;
991
992                 self.runes = 0;
993
994                 self.deadflag = DEAD_NO;
995
996                 self.angles = spot.angles;
997
998                 self.angles_z = 0; // never spawn tilted even if the spot says to
999                 self.fixangle = TRUE; // turn this way immediately
1000                 self.velocity = '0 0 0';
1001                 self.avelocity = '0 0 0';
1002                 self.punchangle = '0 0 0';
1003                 self.punchvector = '0 0 0';
1004                 self.oldvelocity = self.velocity;
1005                 self.fire_endtime = -1;
1006
1007                 msg_entity = self;
1008                 WRITESPECTATABLE_MSG_ONE({
1009                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
1010                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
1011                 });
1012
1013                 if(sv_loddistance1)
1014                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1015
1016                 self.model = "";
1017                 FixPlayermodel();
1018
1019                 self.crouch = FALSE;
1020                 self.view_ofs = PL_VIEW_OFS;
1021                 setsize (self, PL_MIN, PL_MAX);
1022                 self.spawnorigin = spot.origin;
1023                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1024                 // don't reset back to last position, even if new position is stuck in solid
1025                 self.oldorigin = self.origin;
1026                 self.prevorigin = self.origin;
1027                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1028                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
1029
1030                 if(g_arena)
1031                 {
1032                         Spawnqueue_Remove(self);
1033                         Spawnqueue_Mark(self);
1034                 }
1035
1036                 else if(g_ca)
1037                         self.caplayer = 1;
1038
1039                 self.event_damage = PlayerDamage;
1040
1041                 self.bot_attack = TRUE;
1042
1043                 self.statdraintime = time + 5;
1044                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1045
1046                 if(self.killcount == -666) {
1047                         PlayerScore_Clear(self);
1048                         self.killcount = 0;
1049                 }
1050
1051                 self.cnt = WEP_LASER;
1052
1053                 CL_SpawnWeaponentity();
1054                 self.alpha = default_player_alpha;
1055                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1056                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1057
1058                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1059                 self.lms_traveled_distance = 0;
1060                 self.speedrunning = FALSE;
1061
1062                 race_PostSpawn(spot);
1063
1064                 if(autocvar_spawn_debug)
1065                 {
1066                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1067                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1068                 }
1069
1070                 //stuffcmd(self, "chase_active 0");
1071                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1072
1073                 if (autocvar_g_spawnsound)
1074                         sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1075
1076                 if(g_assault) {
1077                         if(self.team == assault_attacker_team)
1078                                 centerprint(self, "You are attacking!");
1079                         else
1080                                 centerprint(self, "You are defending!");
1081                 }
1082
1083                 target_voicescript_clear(self);
1084
1085                 // reset fields the weapons may use
1086                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1087                 {
1088                         weapon_action(j, WR_RESETPLAYER);
1089
1090                         // all weapons must be fully loaded when we spawn
1091                         entity e;
1092                         e = get_weaponinfo(j);
1093                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1094                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1095                 }
1096
1097                 oldself = self;
1098                 self = spot;
1099                         activator = oldself;
1100                                 string s;
1101                                 s = self.target;
1102                                 self.target = string_null;
1103                                 SUB_UseTargets();
1104                                 self.target = s;
1105                         activator = world;
1106                 self = oldself;
1107
1108                 MUTATOR_CALLHOOK(PlayerSpawn);
1109
1110                 self.switchweapon = w_getbestweapon(self);
1111                 self.cnt = self.switchweapon;
1112                 self.weapon = 0;
1113
1114                 if(!self.alivetime)
1115                         self.alivetime = time;
1116         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1117                 PutObserverInServer ();
1118         }
1119
1120         //if(g_ctf)
1121         //      ctf_playerchanged();
1122 }
1123
1124 .float ebouncefactor, ebouncestop; // electro's values
1125 // TODO do we need all these fields, or should we stop autodetecting runtime
1126 // changes and just have a console command to update this?
1127 float ClientInit_SendEntity(entity to, float sf)
1128 {
1129         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1130         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1131         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1132         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1133         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1134         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1135         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1136         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1137         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1138         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1139         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1140         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1141         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1142         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1143         if(sv_foginterval && world.fog != "")
1144                 WriteString(MSG_ENTITY, world.fog);
1145         else
1146                 WriteString(MSG_ENTITY, "");
1147         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1148         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1149         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1150         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1151         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1152         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1153         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1154         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
1155         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1156         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1157         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1158         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1159         return TRUE;
1160 }
1161
1162 void ClientInit_CheckUpdate()
1163 {
1164         self.nextthink = time;
1165         if(self.count != autocvar_g_balance_armor_blockpercent)
1166         {
1167                 self.count = autocvar_g_balance_armor_blockpercent;
1168                 self.SendFlags |= 1;
1169         }
1170         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1171         {
1172                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1173                 self.SendFlags |= 1;
1174         }
1175         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1176         {
1177                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1178                 self.SendFlags |= 1;
1179         }
1180         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1181         {
1182                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1183                 self.SendFlags |= 1;
1184         }
1185         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1186         {
1187                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1188                 self.SendFlags |= 1;
1189         }
1190         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1191         {
1192                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1193                 self.SendFlags |= 1;
1194         }
1195 }
1196
1197 void ClientInit_Spawn()
1198 {
1199         entity o;
1200         entity e;
1201         e = spawn();
1202         e.classname = "clientinit";
1203         e.think = ClientInit_CheckUpdate;
1204         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1205
1206         o = self;
1207         self = e;
1208         ClientInit_CheckUpdate();
1209         self = o;
1210 }
1211
1212 /*
1213 =============
1214 SetNewParms
1215 =============
1216 */
1217 void SetNewParms (void)
1218 {
1219         // initialize parms for a new player
1220         parm1 = -(86400 * 366);
1221 }
1222
1223 /*
1224 =============
1225 SetChangeParms
1226 =============
1227 */
1228 void SetChangeParms (void)
1229 {
1230         // save parms for level change
1231         parm1 = self.parm_idlesince - time;
1232 }
1233
1234 /*
1235 =============
1236 DecodeLevelParms
1237 =============
1238 */
1239 void DecodeLevelParms (void)
1240 {
1241         // load parms
1242         self.parm_idlesince = parm1;
1243         if(self.parm_idlesince == -(86400 * 366))
1244                 self.parm_idlesince = time;
1245
1246         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1247         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1248 }
1249
1250 /*
1251 =============
1252 ClientKill
1253
1254 Called when a client types 'kill' in the console
1255 =============
1256 */
1257
1258 .float clientkill_nexttime;
1259 void ClientKill_Now_TeamChange()
1260 {
1261         if(self.killindicator_teamchange == -1)
1262         {
1263                 self.team = -1;
1264                 JoinBestTeam( self, FALSE, FALSE );
1265         }
1266         else if(self.killindicator_teamchange == -2)
1267         {
1268                 if(g_ca)
1269                         self.caplayer = 0;
1270                 if(blockSpectators)
1271                         sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1272                 PutObserverInServer();
1273         }
1274         else
1275                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1276 }
1277
1278 void ClientKill_Now()
1279 {
1280         if(self.vehicle)
1281         {
1282             vehicles_exit(VHEF_RELESE);
1283             if(!self.killindicator_teamchange)
1284             {
1285             self.vehicle_health = -1;
1286             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1287             }
1288         }
1289
1290         if(self.killindicator && !wasfreed(self.killindicator))
1291                 remove(self.killindicator);
1292
1293         self.killindicator = world;
1294
1295         if(self.killindicator_teamchange)
1296                 ClientKill_Now_TeamChange();
1297
1298         // in any case:
1299         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1300
1301         // now I am sure the player IS dead
1302 }
1303 void KillIndicator_Think()
1304 {
1305         if (gameover)
1306         {
1307                 self.owner.killindicator = world;
1308                 remove(self);
1309                 return;
1310         }
1311
1312         if (!self.owner.modelindex)
1313         {
1314                 self.owner.killindicator = world;
1315                 remove(self);
1316                 return;
1317         }
1318
1319         if(self.cnt <= 0)
1320         {
1321                 self = self.owner;
1322                 ClientKill_Now(); // no oldself needed
1323                 return;
1324         }
1325     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1326     {
1327         self.nextthink = time + 1;
1328         self.cnt -= 1;
1329     }
1330         else
1331         {
1332                 if(self.cnt <= 10)
1333                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1334                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1335                 {
1336                         if(self.cnt <= 10)
1337                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1338                 }
1339                 self.nextthink = time + 1;
1340                 self.cnt -= 1;
1341         }
1342 }
1343
1344 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1345 {
1346         float killtime;
1347         entity e;
1348
1349         if (gameover)
1350                 return;
1351
1352         killtime = autocvar_g_balance_kill_delay;
1353
1354         if(g_race_qualifying || g_cts)
1355                 killtime = 0;
1356
1357     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1358     {
1359                 remove(self.killindicator);
1360                 self.killindicator = world;
1361
1362         ClientKill_Now(); // allow instant kill in this case
1363         return;
1364     }
1365
1366         self.killindicator_teamchange = targetteam;
1367
1368     if(!self.killindicator)
1369         {
1370                 if(self.modelindex && self.deadflag == DEAD_NO)
1371                 {
1372                         killtime = max(killtime, self.clientkill_nexttime - time);
1373                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1374                 }
1375
1376                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1377                 {
1378                         ClientKill_Now();
1379                 }
1380                 else
1381                 {
1382                         self.killindicator = spawn();
1383                         self.killindicator.owner = self;
1384                         self.killindicator.scale = 0.5;
1385                         setattachment(self.killindicator, self, "");
1386                         setorigin(self.killindicator, '0 0 52');
1387                         self.killindicator.think = KillIndicator_Think;
1388                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1389                         self.killindicator.cnt = ceil(killtime);
1390                         self.killindicator.count = bound(0, ceil(killtime), 10);
1391                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1392
1393                         for(e = world; (e = find(e, classname, "body")) != world; )
1394                         {
1395                                 if(e.enemy != self)
1396                                         continue;
1397                                 e.killindicator = spawn();
1398                                 e.killindicator.owner = e;
1399                                 e.killindicator.scale = 0.5;
1400                                 setattachment(e.killindicator, e, "");
1401                                 setorigin(e.killindicator, '0 0 52');
1402                                 e.killindicator.think = KillIndicator_Think;
1403                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1404                                 e.killindicator.cnt = ceil(killtime);
1405                         }
1406                         self.lip = 0;
1407                 }
1408         }
1409         if(self.killindicator)
1410         {
1411                 if(targetteam == 0) // just die
1412                 {
1413                         self.killindicator.colormod = '0 0 0';
1414                         if(clienttype(self) == CLIENTTYPE_REAL)
1415                         if(self.killindicator.cnt > 0)
1416                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1417                 }
1418                 else if(targetteam == -1) // auto
1419                 {
1420                         self.killindicator.colormod = '0 1 0';
1421                         if(clienttype(self) == CLIENTTYPE_REAL)
1422                         if(self.killindicator.cnt > 0)
1423                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1424                 }
1425                 else if(targetteam == -2) // spectate
1426                 {
1427                         self.killindicator.colormod = '0.5 0.5 0.5';
1428                         if(clienttype(self) == CLIENTTYPE_REAL)
1429                         if(self.killindicator.cnt > 0)
1430                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1431                 }
1432                 else
1433                 {
1434                         self.killindicator.colormod = TeamColor(targetteam);
1435                         if(clienttype(self) == CLIENTTYPE_REAL)
1436                         if(self.killindicator.cnt > 0)
1437                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1438                 }
1439         }
1440
1441 }
1442
1443 void ClientKill (void)
1444 {
1445         if (gameover)
1446                 return;
1447
1448         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1449         {
1450                 // do nothing
1451         }
1452     else if(self.freezetag_frozen)
1453     {
1454         // do nothing
1455     }
1456         else
1457                 ClientKill_TeamChange(0);
1458 }
1459
1460 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
1461 {
1462     e.killindicator = spawn();
1463     e.killindicator.owner = e;
1464     e.killindicator.think = KillIndicator_Think;
1465     e.killindicator.nextthink = time + (e.lip) * 0.05;
1466     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1467     e.killindicator.health = 1; // this is used to indicate that it should be silent
1468     e.lip = 0;
1469 }
1470
1471 void FixClientCvars(entity e)
1472 {
1473         // send prediction settings to the client
1474         stuffcmd(e, "\nin_bindmap 0 0\n");
1475         if(g_race || g_cts)
1476                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1477         if(autocvar_g_antilag == 3) // client side hitscan
1478                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1479         if(sv_gentle)
1480                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1481         /*
1482          * we no longer need to stuff this. Remove this comment block if you feel
1483          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1484         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1485         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1486         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1487         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1488         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1489         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1490         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1491         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1492         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1493         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1494         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1495         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1496         stuffcmd(e, "cl_movement_edgefriction 1\n");
1497          */
1498 }
1499
1500 float PlayerInIDList(entity p, string idlist)
1501 {
1502         float n, i;
1503         string s;
1504
1505         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1506         if not(p.crypto_idfp)
1507                 return 0;
1508
1509         // this function allows abbreviated player IDs too!
1510         n = tokenize_console(idlist);
1511         for(i = 0; i < n; ++i)
1512         {
1513                 s = argv(i);
1514                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1515                         return 1;
1516         }
1517
1518         return 0;
1519 }
1520
1521 /*
1522 =============
1523 ClientConnect
1524
1525 Called when a client connects to the server
1526 =============
1527 */
1528 //void ctf_clientconnect();
1529 string ColoredTeamName(float t);
1530 void DecodeLevelParms (void);
1531 //void dom_player_join_team(entity pl);
1532 void set_dom_state(entity e);
1533 void ClientConnect (void)
1534 {
1535         float t;
1536
1537         if(self.flags & FL_CLIENT)
1538         {
1539                 print("Warning: ClientConnect, but already connected!\n");
1540                 return;
1541         }
1542
1543         if(Ban_MaybeEnforceBan(self))
1544                 return;
1545
1546         DecodeLevelParms();
1547
1548 #ifdef WATERMARK
1549         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1550 #endif
1551
1552         self.classname = "player_joining";
1553
1554         self.flags = FL_CLIENT;
1555         self.version_nagtime = time + 10 + random() * 10;
1556
1557         if(player_count<0)
1558         {
1559                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1560                 player_count = 0;
1561         }
1562
1563         PlayerScore_Attach(self);
1564         ClientData_Attach();
1565         accuracy_init(self);
1566
1567         bot_clientconnect();
1568
1569         playerdemo_init();
1570
1571         anticheat_init();
1572
1573         race_PreSpawnObserver();
1574
1575         //if(g_domination)
1576         //      dom_player_join_team(self);
1577
1578         // identify the right forced team
1579         if(autocvar_g_campaign)
1580         {
1581                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1582                 {
1583                         switch(autocvar_g_campaign_forceteam)
1584                         {
1585                                 case 1: self.team_forced = COLOR_TEAM1; break;
1586                                 case 2: self.team_forced = COLOR_TEAM2; break;
1587                                 case 3: self.team_forced = COLOR_TEAM3; break;
1588                                 case 4: self.team_forced = COLOR_TEAM4; break;
1589                                 default: self.team_forced = 0;
1590                         }
1591                 }
1592         }
1593         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1594                 self.team_forced = COLOR_TEAM1;
1595         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1596                 self.team_forced = COLOR_TEAM2;
1597         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1598                 self.team_forced = COLOR_TEAM3;
1599         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1600                 self.team_forced = COLOR_TEAM4;
1601         else if(autocvar_g_forced_team_otherwise == "red")
1602                 self.team_forced = COLOR_TEAM1;
1603         else if(autocvar_g_forced_team_otherwise == "blue")
1604                 self.team_forced = COLOR_TEAM2;
1605         else if(autocvar_g_forced_team_otherwise == "yellow")
1606                 self.team_forced = COLOR_TEAM3;
1607         else if(autocvar_g_forced_team_otherwise == "pink")
1608                 self.team_forced = COLOR_TEAM4;
1609         else if(autocvar_g_forced_team_otherwise == "spectate")
1610                 self.team_forced = -1;
1611         else if(autocvar_g_forced_team_otherwise == "spectator")
1612                 self.team_forced = -1;
1613         else
1614                 self.team_forced = 0;
1615
1616         if(!teamplay)
1617                 if(self.team_forced > 0)
1618                         self.team_forced = 0;
1619
1620         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1621
1622         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1623                 self.classname = "observer";
1624         } else {
1625                 if(teamplay)
1626                 {
1627                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1628                         {
1629                                 self.classname = "player";
1630                                 campaign_bots_may_start = 1;
1631                         }
1632                         else
1633                         {
1634                                 self.classname = "observer"; // do it anyway
1635                         }
1636                 }
1637                 else
1638                 {
1639                         self.classname = "player";
1640                         campaign_bots_may_start = 1;
1641                 }
1642         }
1643
1644         self.playerid = (playerid_last = playerid_last + 1);
1645
1646         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1647
1648     if(clienttype(self) == CLIENTTYPE_BOT)
1649         PlayerStats_AddPlayer(self);
1650
1651         if(autocvar_sv_eventlog)
1652                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1653
1654         LogTeamchange(self.playerid, self.team, 1);
1655
1656         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1657
1658         self.netname_previous = strzone(self.netname);
1659
1660         bprint("^4", self.netname, "^4 connected");
1661
1662         if(self.classname != "observer" && (g_domination || g_ctf))
1663                 bprint(" and joined the ", ColoredTeamName(self.team));
1664
1665         bprint("\n");
1666
1667         stuffcmd(self, strcat(clientstuff, "\n"));
1668         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1669         stuffcmd(self, "cl_particles_reloadeffects\n");
1670
1671         FixClientCvars(self);
1672
1673         // spawnfunc_waypoint sprites
1674         WaypointSprite_InitClient(self);
1675
1676         // Wazat's grappling hook
1677         SetGrappleHookBindings();
1678
1679         // get autoswitch state from player when he toggles it
1680         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1681
1682         // get version info from player
1683         stuffcmd(self, "cmd clientversion $gameversion\n");
1684
1685         // get other cvars from player
1686         GetCvars(0);
1687
1688         // notify about available teams
1689         if(teamplay)
1690         {
1691                 CheckAllowedTeams(self);
1692                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1693                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1694         }
1695         else
1696                 stuffcmd(self, "set _teams_available 0\n");
1697
1698         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1699
1700         if(g_arena || g_ca)
1701         {
1702                 self.classname = "observer";
1703                 if(g_arena)
1704                         Spawnqueue_Insert(self);
1705         }
1706         /*else if(g_ctf)
1707         {
1708                 ctf_clientconnect();
1709         }*/
1710
1711         attach_entcs();
1712
1713         bot_relinkplayerlist();
1714
1715         self.spectatortime = time;
1716         if(blockSpectators)
1717         {
1718                 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1719         }
1720
1721         self.jointime = time;
1722         self.allowedTimeouts = autocvar_sv_timeout_number;
1723
1724         if(clienttype(self) == CLIENTTYPE_REAL)
1725         {
1726                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1727                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1728         }
1729
1730         if(g_lms)
1731         {
1732                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1733                 {
1734                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1735                         self.frags = FRAGS_SPECTATOR;
1736                 }
1737         }
1738
1739         if(!sv_foginterval && world.fog != "")
1740                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1741
1742         SoundEntity_Attach(self);
1743
1744         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1745         {
1746                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1747                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1748         }
1749         else
1750                 self.hitplotfh = -1;
1751
1752         if(g_race || g_cts) {
1753                 string rr;
1754                 if(g_cts)
1755                         rr = CTS_RECORD;
1756                 else
1757                         rr = RACE_RECORD;
1758                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1759
1760                 msg_entity = self;
1761                 race_send_recordtime(MSG_ONE);
1762                 race_send_speedaward(MSG_ONE);
1763
1764                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1765                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1766                 race_send_speedaward_alltimebest(MSG_ONE);
1767
1768                 float i;
1769                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1770                         race_SendRankings(i, 0, 0, MSG_ONE);
1771                 }
1772         }
1773         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1774                 send_CSQC_teamnagger();
1775
1776         if (g_domination)
1777                 set_dom_state(self);
1778
1779         CheatInitClient();
1780
1781         if(!autocvar_g_campaign)
1782                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1783 }
1784
1785 /*
1786 =============
1787 ClientDisconnect
1788
1789 Called when a client disconnects from the server
1790 =============
1791 */
1792 .entity chatbubbleentity;
1793 void ReadyCount();
1794 void ClientDisconnect (void)
1795 {
1796         if(self.vehicle)
1797             vehicles_exit(VHEF_RELESE);
1798
1799         if not(self.flags & FL_CLIENT)
1800         {
1801                 print("Warning: ClientDisconnect without ClientConnect\n");
1802                 return;
1803         }
1804
1805         PlayerStats_AddGlobalInfo(self);
1806
1807         CheatShutdownClient();
1808
1809         if(self.hitplotfh >= 0)
1810         {
1811                 fclose(self.hitplotfh);
1812                 self.hitplotfh = -1;
1813         }
1814
1815         anticheat_report();
1816         anticheat_shutdown();
1817
1818         playerdemo_shutdown();
1819
1820         bot_clientdisconnect();
1821
1822         if(self.entcs)
1823                 detach_entcs();
1824
1825         if(autocvar_sv_eventlog)
1826                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1827         bprint ("^4",self.netname);
1828         bprint ("^4 disconnected\n");
1829
1830         SoundEntity_Detach(self);
1831
1832         DropAllRunes(self);
1833         MUTATOR_CALLHOOK(ClientDisconnect);
1834
1835         Portal_ClearAll(self);
1836
1837         if(self.flagcarried)
1838                 DropFlag(self.flagcarried, world, world);
1839         if(self.ballcarried && g_nexball)
1840                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1841
1842         // Here, everything has been done that requires this player to be a client.
1843
1844         self.flags &~= FL_CLIENT;
1845
1846         if (self.chatbubbleentity)
1847                 remove (self.chatbubbleentity);
1848
1849         if (self.killindicator)
1850                 remove (self.killindicator);
1851
1852         WaypointSprite_PlayerGone();
1853
1854         bot_relinkplayerlist();
1855
1856         if(g_arena)
1857         {
1858                 Spawnqueue_Unmark(self);
1859                 Spawnqueue_Remove(self);
1860         }
1861
1862         accuracy_free(self);
1863         ClientData_Detach();
1864         PlayerScore_Detach(self);
1865
1866         if(self.netname_previous)
1867                 strunzone(self.netname_previous);
1868         if(self.clientstatus)
1869                 strunzone(self.clientstatus);
1870         if(self.weaponorder_byimpulse)
1871                 strunzone(self.weaponorder_byimpulse);
1872
1873         ClearPlayerSounds();
1874
1875         if(self.personal)
1876                 remove(self.personal);
1877
1878         self.playerid = 0;
1879         ReadyCount();
1880
1881         // free cvars
1882         GetCvars(-1);
1883 }
1884
1885 .float BUTTON_CHAT;
1886 void ChatBubbleThink()
1887 {
1888         self.nextthink = time;
1889         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1890         {
1891                 if(self.owner) // but why can that ever be world?
1892                         self.owner.chatbubbleentity = world;
1893                 remove(self);
1894                 return;
1895         }
1896         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1897 #ifdef TETRIS
1898                 || self.owner.tetris_on
1899 #endif
1900         )
1901                 self.model = self.mdl;
1902         else
1903                 self.model = "";
1904 };
1905
1906 void UpdateChatBubble()
1907 {
1908         if (!self.modelindex)
1909                 return;
1910         // spawn a chatbubble entity if needed
1911         if (!self.chatbubbleentity)
1912         {
1913                 self.chatbubbleentity = spawn();
1914                 self.chatbubbleentity.owner = self;
1915                 self.chatbubbleentity.exteriormodeltoclient = self;
1916                 self.chatbubbleentity.think = ChatBubbleThink;
1917                 self.chatbubbleentity.nextthink = time;
1918                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1919                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1920                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1921                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1922                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1923                 self.chatbubbleentity.model = "";
1924                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1925         }
1926 }
1927
1928
1929 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1930 // added to the model skins
1931 /*void UpdateColorModHack()
1932 {
1933         local float c;
1934         c = self.clientcolors & 15;
1935         // LordHavoc: only bothering to support white, green, red, yellow, blue
1936              if (!teamplay) self.colormod = '0 0 0';
1937         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1938         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1939         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1940         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1941         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1942         else self.colormod = '1 1 1';
1943 };*/
1944
1945 .float oldcolormap;
1946 void respawn(void)
1947 {
1948         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1949         {
1950                 self.solid = SOLID_NOT;
1951                 self.takedamage = DAMAGE_NO;
1952                 self.movetype = MOVETYPE_FLY;
1953                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1954                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1955                 self.effects |= EF_ADDITIVE;
1956                 self.oldcolormap = self.colormap;
1957                 self.colormap = 512;
1958                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1959                 if(autocvar_g_respawn_ghosts_maxtime)
1960                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1961         }
1962
1963         CopyBody(1);
1964         self.effects |= EF_NODRAW; // prevent another CopyBody
1965         if(self.oldcolormap)
1966         {
1967                 self.colormap = self.oldcolormap;
1968                 self.oldcolormap = 0;
1969         }
1970         PutClientInServer();
1971 }
1972
1973 void play_countdown(float finished, string samp)
1974 {
1975         if(clienttype(self) == CLIENTTYPE_REAL)
1976                 if(floor(finished - time - frametime) != floor(finished - time))
1977                         if(finished - time < 6)
1978                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1979 }
1980
1981 void player_powerups (void)
1982 {
1983         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1984         olditems = self.items;
1985
1986         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1987         {
1988                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1989                 self.modelflags |= MF_ROCKET;
1990         }
1991         else
1992         {
1993                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1994                 self.modelflags &~= MF_ROCKET;
1995         }
1996
1997         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1998
1999         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2000                 return;
2001
2002         Fire_ApplyDamage(self);
2003         Fire_ApplyEffect(self);
2004
2005         if (g_minstagib)
2006         {
2007                 self.effects |= EF_FULLBRIGHT;
2008
2009                 if (self.items & IT_STRENGTH)
2010                 {
2011                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2012                         if (time > self.strength_finished)
2013                         {
2014                                 self.alpha = default_player_alpha;
2015                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2016                                 self.items &~= IT_STRENGTH;
2017                                 sprint(self, "^3Invisibility has worn off\n");
2018                         }
2019                 }
2020                 else
2021                 {
2022                         if (time < self.strength_finished)
2023                         {
2024                                 self.alpha = g_minstagib_invis_alpha;
2025                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2026                                 self.items |= IT_STRENGTH;
2027                                 sprint(self, "^3You are invisible\n");
2028                         }
2029                 }
2030
2031                 if (self.items & IT_INVINCIBLE)
2032                 {
2033                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2034                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2035                         {
2036                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2037                                 sprint(self, "^3Speed has worn off\n");
2038                         }
2039                 }
2040                 else
2041                 {
2042                         if (time < self.invincible_finished)
2043                         {
2044                                 self.items = self.items | IT_INVINCIBLE;
2045                                 sprint(self, "^3You are on speed\n");
2046                         }
2047                 }
2048         }
2049         else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
2050         {
2051                 if (self.items & IT_STRENGTH)
2052                 {
2053                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2054                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2055                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2056                         {
2057                                 self.items = self.items - (self.items & IT_STRENGTH);
2058                                 sprint(self, "^3Strength has worn off\n");
2059                         }
2060                 }
2061                 else
2062                 {
2063                         if (time < self.strength_finished)
2064                         {
2065                                 self.items = self.items | IT_STRENGTH;
2066                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2067                         }
2068                 }
2069                 if (self.items & IT_INVINCIBLE)
2070                 {
2071                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2072                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2073                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2074                         {
2075                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2076                                 sprint(self, "^3Shield has worn off\n");
2077                         }
2078                 }
2079                 else
2080                 {
2081                         if (time < self.invincible_finished)
2082                         {
2083                                 self.items = self.items | IT_INVINCIBLE;
2084                                 sprint(self, "^3Shield surrounds you\n");
2085                         }
2086                 }
2087
2088                 if(autocvar_g_nodepthtestplayers)
2089                         self.effects = self.effects | EF_NODEPTHTEST;
2090
2091                 if(autocvar_g_fullbrightplayers)
2092                         self.effects = self.effects | EF_FULLBRIGHT;
2093
2094                 // midair gamemode: damage only while in the air
2095                 // if in midair mode, being on ground grants temporary invulnerability
2096                 // (this is so that multishot weapon don't clear the ground flag on the
2097                 // first damage in the frame, leaving the player vulnerable to the
2098                 // remaining hits in the same frame)
2099                 if (self.flags & FL_ONGROUND)
2100                 if (g_midair)
2101                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2102
2103                 if (time >= game_starttime)
2104                 if (time < self.spawnshieldtime)
2105                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2106         }
2107
2108         MUTATOR_CALLHOOK(PlayerPowerups);
2109 }
2110
2111 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2112 {
2113         if(current > stable)
2114                 return current;
2115         else if(current > stable - 0.25) // when close enough, "snap"
2116                 return stable;
2117         else
2118                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2119 }
2120
2121 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2122 {
2123         if(current < stable)
2124                 return current;
2125         else if(current < stable + 0.25) // when close enough, "snap"
2126                 return stable;
2127         else
2128                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2129 }
2130
2131 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2132 {
2133         if(current > rotstable)
2134         {
2135                 if(rotframetime > 0)
2136                 {
2137                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2138                         current = max(rotstable, current - rotlinear * rotframetime);
2139                 }
2140         }
2141         else if(current < regenstable)
2142         {
2143                 if(regenframetime > 0)
2144                 {
2145                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2146                         current = min(regenstable, current + regenlinear * regenframetime);
2147                 }
2148         }
2149
2150         if(current > limit)
2151                 current = limit;
2152
2153         return current;
2154 }
2155
2156 void player_regen (void)
2157 {
2158         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2159         maxh = autocvar_g_balance_health_rotstable;
2160         maxa = autocvar_g_balance_armor_rotstable;
2161         maxf = autocvar_g_balance_fuel_rotstable;
2162         minh = autocvar_g_balance_health_regenstable;
2163         mina = autocvar_g_balance_armor_regenstable;
2164         minf = autocvar_g_balance_fuel_regenstable;
2165         limith = autocvar_g_balance_health_limit;
2166         limita = autocvar_g_balance_armor_limit;
2167         limitf = autocvar_g_balance_fuel_limit;
2168
2169         max_mod = regen_mod = rot_mod = limit_mod = 1;
2170
2171         if (self.runes & RUNE_REGEN)
2172         {
2173                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2174                 {
2175                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2176                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2177                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2178                 }
2179                 else
2180                 {
2181                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2182                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2183                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2184                 }
2185         }
2186         else if (self.runes & CURSE_VENOM)
2187         {
2188                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2189                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2190                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2191                 else
2192                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2193                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2194                 //if (!self.runes & RUNE_REGEN)
2195                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2196         }
2197         maxh = maxh * max_mod;
2198         //maxa = maxa * max_mod;
2199         //maxf = maxf * max_mod;
2200         minh = minh * max_mod;
2201         //mina = mina * max_mod;
2202         //minf = minf * max_mod;
2203         limith = limith * limit_mod;
2204         limita = limita * limit_mod;
2205         //limitf = limitf * limit_mod;
2206
2207         if(g_lms && g_ca)
2208                 rot_mod = 0;
2209
2210         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2211         {
2212                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2213                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2214
2215                 // if player rotted to death...  die!
2216                 if(self.health < 1)
2217                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2218         }
2219
2220         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2221                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2222 }
2223
2224 float zoomstate_set;
2225 void SetZoomState(float z)
2226 {
2227         if(z != self.zoomstate)
2228         {
2229                 self.zoomstate = z;
2230                 ClientData_Touch(self);
2231         }
2232         zoomstate_set = 1;
2233 }
2234
2235 void GetPressedKeys(void) {
2236         MUTATOR_CALLHOOK(GetPressedKeys);
2237         if (self.movement_x > 0) // get if movement keys are pressed
2238         {       // forward key pressed
2239                 self.pressedkeys |= KEY_FORWARD;
2240                 self.pressedkeys &~= KEY_BACKWARD;
2241         }
2242         else if (self.movement_x < 0)
2243         {       // backward key pressed
2244                 self.pressedkeys |= KEY_BACKWARD;
2245                 self.pressedkeys &~= KEY_FORWARD;
2246         }
2247         else
2248         {       // no x input
2249                 self.pressedkeys &~= KEY_FORWARD;
2250                 self.pressedkeys &~= KEY_BACKWARD;
2251         }
2252
2253         if (self.movement_y > 0)
2254         {       // right key pressed
2255                 self.pressedkeys |= KEY_RIGHT;
2256                 self.pressedkeys &~= KEY_LEFT;
2257         }
2258         else if (self.movement_y < 0)
2259         {       // left key pressed
2260                 self.pressedkeys |= KEY_LEFT;
2261                 self.pressedkeys &~= KEY_RIGHT;
2262         }
2263         else
2264         {       // no y input
2265                 self.pressedkeys &~= KEY_RIGHT;
2266                 self.pressedkeys &~= KEY_LEFT;
2267         }
2268
2269         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2270                 self.pressedkeys |= KEY_JUMP;
2271         else
2272                 self.pressedkeys &~= KEY_JUMP;
2273         if (self.BUTTON_CROUCH)
2274                 self.pressedkeys |= KEY_CROUCH;
2275         else
2276                 self.pressedkeys &~= KEY_CROUCH;
2277 }
2278
2279 /*
2280 ======================
2281 spectate mode routines
2282 ======================
2283 */
2284
2285 void SpectateCopy(entity spectatee) {
2286         other = spectatee;
2287         MUTATOR_CALLHOOK(SpectateCopy);
2288         self.armortype = spectatee.armortype;
2289         self.armorvalue = spectatee.armorvalue;
2290         self.ammo_cells = spectatee.ammo_cells;
2291         self.ammo_shells = spectatee.ammo_shells;
2292         self.ammo_nails = spectatee.ammo_nails;
2293         self.ammo_rockets = spectatee.ammo_rockets;
2294         self.ammo_fuel = spectatee.ammo_fuel;
2295         self.clip_load = spectatee.clip_load;
2296         self.clip_size = spectatee.clip_size;
2297         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2298         self.health = spectatee.health;
2299         self.impulse = 0;
2300         self.items = spectatee.items;
2301         self.last_pickup = spectatee.last_pickup;
2302         self.hit_time = spectatee.hit_time;
2303         self.metertime = spectatee.metertime;
2304         self.strength_finished = spectatee.strength_finished;
2305         self.invincible_finished = spectatee.invincible_finished;
2306         self.pressedkeys = spectatee.pressedkeys;
2307         self.weapons = spectatee.weapons;
2308         self.switchweapon = spectatee.switchweapon;
2309         self.weapon = spectatee.weapon;
2310         self.nex_charge = spectatee.nex_charge;
2311         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2312         self.hagar_load = spectatee.hagar_load;
2313         self.minelayer_mines = spectatee.minelayer_mines;
2314         self.punchangle = spectatee.punchangle;
2315         self.view_ofs = spectatee.view_ofs;
2316         self.v_angle = spectatee.v_angle;
2317         self.velocity = spectatee.velocity;
2318         self.dmg_take = spectatee.dmg_take;
2319         self.dmg_save = spectatee.dmg_save;
2320         self.dmg_inflictor = spectatee.dmg_inflictor;
2321         self.angles = spectatee.v_angle;
2322         if(!self.BUTTON_USE)
2323                 self.fixangle = TRUE;
2324         setorigin(self, spectatee.origin);
2325         setsize(self, spectatee.mins, spectatee.maxs);
2326         SetZoomState(spectatee.zoomstate);
2327
2328         anticheat_spectatecopy(spectatee);
2329
2330         //self.vehicle = spectatee.vehicle;
2331
2332         self.hud = spectatee.hud;
2333         if(spectatee.vehicle)
2334     {
2335         setorigin(self, spectatee.origin);
2336         self.velocity = spectatee.vehicle.velocity;
2337         self.v_angle += spectatee.vehicle.angles;
2338         //self.v_angle_x *= -1;
2339         self.vehicle_health = spectatee.vehicle_health;
2340         self.vehicle_shield = spectatee.vehicle_shield;
2341         self.vehicle_energy = spectatee.vehicle_energy;
2342         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2343         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2344         self.vehicle_reload1 = spectatee.vehicle_reload1;
2345         self.vehicle_reload2 = spectatee.vehicle_reload2;
2346         
2347         msg_entity = self;
2348         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2349         WriteEntity(MSG_ONE, spectatee);
2350         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2351     }
2352 }
2353
2354 float SpectateUpdate() {
2355         if(!self.enemy)
2356             return 0;           
2357
2358         if (self == self.enemy)
2359                 return 0;
2360
2361         if(self.enemy.classname != "player")
2362                 return 0;
2363
2364         SpectateCopy(self.enemy);
2365
2366         return 1;
2367 }
2368
2369
2370 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2371 entity CA_SpectateNext(entity start) {
2372         if (start.team == self.team) {
2373                 return start;
2374         }
2375         
2376         other = start;
2377         // continue from current player
2378         while(other && other.team != self.team) {
2379                 other = find(other, classname, "player");
2380         }
2381         
2382         if (!other) {
2383                 // restart from begining
2384                 other = find(other, classname, "player");
2385                 while(other && other.team != self.team) {
2386                         other = find(other, classname, "player");
2387                 }
2388         }
2389         
2390         return other;
2391 }
2392
2393 float SpectateNext() {
2394         other = find(self.enemy, classname, "player");
2395         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2396                 // CA and ca players when spectating enemies is forbidden
2397                 other = CA_SpectateNext(other);
2398         } else {
2399                 // other modes and ca spectators or spectating enemies is allowed
2400                 if (!other)
2401                         other = find(other, classname, "player");
2402         }
2403         
2404         if (other)
2405                 self.enemy = other;
2406
2407         if(self.enemy.classname == "player") {
2408             if(self.enemy.vehicle)
2409             {      
2410             msg_entity = self;
2411             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2412             WriteEntity(MSG_ONE, self.enemy);
2413             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2414             self.movetype = MOVETYPE_NONE;
2415             accuracy_resend(self);
2416             }
2417             else 
2418             {           
2419             msg_entity = self;
2420             WriteByte(MSG_ONE, SVC_SETVIEW);
2421             WriteEntity(MSG_ONE, self.enemy);
2422             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2423             self.movetype = MOVETYPE_NONE;
2424             accuracy_resend(self);
2425
2426             if(!SpectateUpdate())
2427                 PutObserverInServer();
2428         }
2429         return 1;
2430         } else {
2431                 return 0;
2432         }
2433 }
2434
2435 /*
2436 =============
2437 ShowRespawnCountdown()
2438
2439 Update a respawn countdown display.
2440 =============
2441 */
2442 void ShowRespawnCountdown()
2443 {
2444         float number;
2445         if(self.deadflag == DEAD_NO) // just respawned?
2446                 return;
2447         else
2448         {
2449                 number = ceil(self.death_time - time);
2450                 if(number <= 0)
2451                         return;
2452                 if(number <= self.respawn_countdown)
2453                 {
2454                         self.respawn_countdown = number - 1;
2455                         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
2456                                 AnnounceTo(self, strcat(ftos(number), ""));
2457                 }
2458         }
2459 }
2460
2461 void LeaveSpectatorMode()
2462 {
2463         if(nJoinAllowed(1)) {
2464                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2465                         self.classname = "player";
2466
2467                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2468                                 JoinBestTeam(self, FALSE, TRUE);
2469
2470                         if(autocvar_g_campaign)
2471                                 campaign_bots_may_start = 1;
2472
2473                         PutClientInServer();
2474
2475                         if(self.classname == "player")
2476                                 bprint ("^4", self.netname, "^4 is playing now\n");
2477
2478                         if(!autocvar_g_campaign)
2479                         if (time < self.jointime + autocvar_welcome_message_time)
2480                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2481
2482                         return;
2483                 } else {
2484                         if (g_ca && self.caplayer) {
2485                         }       // do nothing
2486                         else
2487                                 stuffcmd(self,"menu_showteamselect\n");
2488                         return;
2489                 }
2490         }
2491         else {
2492                 //player may not join because of g_maxplayers is set
2493                 centerprint(self, PREVENT_JOIN_TEXT);
2494         }
2495 }
2496
2497 /**
2498  * Determines whether the player is allowed to join. This depends on cvar
2499  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2500  * it checks whether the number of currently playing players exceeds g_maxplayers.
2501  * @return int number of free slots for players, 0 if none
2502  */
2503 float nJoinAllowed(float includeMe) {
2504         if(self.team_forced < 0)
2505                 return FALSE; // forced spectators can never join
2506
2507         // TODO simplify this
2508         local entity e;
2509
2510         local float totalClients;
2511         FOR_EACH_CLIENT(e)
2512                 totalClients += 1;
2513
2514         if (!autocvar_g_maxplayers)
2515                 return maxclients - totalClients + includeMe;
2516
2517         local float currentlyPlaying;
2518         FOR_EACH_REALPLAYER(e)
2519                 currentlyPlaying += 1;
2520
2521         if(currentlyPlaying < autocvar_g_maxplayers)
2522                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2523
2524         return 0;
2525 }
2526
2527 /**
2528  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2529  * g_maxplayers_spectator_blocktime seconds
2530  */
2531 void checkSpectatorBlock() {
2532         if(self.classname == "spectator" || self.classname == "observer") {
2533                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2534                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2535                         dropclient(self);
2536                 }
2537         }
2538 }
2539
2540 void ObserverThink()
2541 {
2542         float prefered_movetype;
2543         if (self.flags & FL_JUMPRELEASED) {
2544                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2545                         self.flags &~= FL_JUMPRELEASED;
2546                         self.flags |= FL_SPAWNING;
2547                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2548                         self.flags &~= FL_JUMPRELEASED;
2549                         if(SpectateNext() == 1) {
2550                                 self.classname = "spectator";
2551                         }
2552                 } else {
2553                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2554                         if (self.movetype != prefered_movetype)
2555                                 self.movetype = prefered_movetype;
2556                 }
2557         } else {
2558                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2559                         self.flags |= FL_JUMPRELEASED;
2560                         if(self.flags & FL_SPAWNING)
2561                         {
2562                                 self.flags &~= FL_SPAWNING;
2563                                 LeaveSpectatorMode();
2564                                 return;
2565                         }
2566                 }
2567         }
2568 }
2569
2570 void SpectatorThink()
2571 {
2572         if (self.flags & FL_JUMPRELEASED) {
2573                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2574                         self.flags &~= FL_JUMPRELEASED;
2575                         self.flags |= FL_SPAWNING;
2576                 } else if(self.BUTTON_ATCK) {
2577                         self.flags &~= FL_JUMPRELEASED;
2578                         if(SpectateNext() == 1) {
2579                                 self.classname = "spectator";
2580                         } else {
2581                                 self.classname = "observer";
2582                                 PutClientInServer();
2583                         }
2584                 } else if (self.BUTTON_ATCK2) {
2585                         self.flags &~= FL_JUMPRELEASED;
2586                         self.classname = "observer";
2587                         PutClientInServer();
2588                 } else {
2589                         if(!SpectateUpdate())
2590                                 PutObserverInServer();
2591                 }
2592         } else {
2593                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2594                         self.flags |= FL_JUMPRELEASED;
2595                         if(self.flags & FL_SPAWNING)
2596                         {
2597                                 self.flags &~= FL_SPAWNING;
2598                                 LeaveSpectatorMode();
2599                                 return;
2600                         }
2601                 }
2602                 if(!SpectateUpdate())
2603                         PutObserverInServer();
2604         }
2605
2606         self.flags |= FL_CLIENT | FL_NOTARGET;
2607 }
2608
2609 float ctf_usekey();
2610 void PlayerUseKey()
2611 {
2612         if(self.classname != "player")
2613                 return;
2614
2615         if(self.vehicle)
2616         {
2617         vehicles_exit(VHEF_NORMAL);
2618         return;
2619         }
2620         
2621         // a use key was pressed; call handlers
2622         if(ctf_usekey())
2623                 return;
2624
2625         MUTATOR_CALLHOOK(PlayerUseKey);
2626 }
2627
2628 .float touchexplode_time;
2629
2630 /*
2631 =============
2632 PlayerPreThink
2633
2634 Called every frame for each client before the physics are run
2635 =============
2636 */
2637 .float usekeypressed;
2638 void() ctf_setstatus;
2639 void() nexball_setstatus;
2640 .float items_added;
2641 .float motd_actived_time; // used for both motd and campaign_message
2642 void PlayerPreThink (void)
2643 {
2644         WarpZone_PlayerPhysics_FixVAngle();
2645
2646         self.stat_game_starttime = game_starttime;
2647         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2648         self.stat_leadlimit = autocvar_leadlimit;
2649
2650         if(frametime)
2651         {
2652                 // physics frames: update anticheat stuff
2653                 anticheat_prethink();
2654         }
2655
2656         if(blockSpectators && frametime)
2657                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2658                 checkSpectatorBlock();
2659
2660         zoomstate_set = 0;
2661
2662         if(self.netname_previous != self.netname)
2663         {
2664                 if(autocvar_sv_eventlog)
2665                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2666                 if(self.netname_previous)
2667                         strunzone(self.netname_previous);
2668                 self.netname_previous = strzone(self.netname);
2669         }
2670
2671         // version nagging
2672         if(self.version_nagtime)
2673                 if(self.cvar_g_xonoticversion)
2674                         if(time > self.version_nagtime)
2675                         {
2676                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2677                                 {
2678                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2679                                         {
2680                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2681                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2682                                         }
2683                                         else
2684                                         {
2685                                                 float r;
2686                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2687                                                 if(r < 0)
2688                                                 {
2689                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_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");
2690                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_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"));
2691                                                 }
2692                                                 else if(r > 0)
2693                                                 {
2694                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2695                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2696                                                 }
2697                                         }
2698                                 }
2699                                 self.version_nagtime = 0;
2700                         }
2701
2702         // GOD MODE info
2703         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2704         {
2705                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2706                 self.max_armorvalue = 0;
2707         }
2708
2709 #ifdef TETRIS
2710         if (TetrisPreFrame())
2711                 return;
2712 #endif
2713
2714         MUTATOR_CALLHOOK(PlayerPreThink);
2715
2716         if(self.BUTTON_USE && !self.usekeypressed)
2717                 PlayerUseKey();
2718         self.usekeypressed = self.BUTTON_USE;
2719
2720         if (self.motd_actived_time == 0) {
2721                 if (autocvar_g_campaign) {
2722                         if (self.classname == "player" && self.BUTTON_INFO) {
2723                                 self.motd_actived_time = time;
2724                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2725                         }
2726                 } else {
2727                         if ((self.classname == "player" || time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2728                                 self.motd_actived_time = time;
2729                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2730                         }
2731                 }
2732         } else { // showing MOTD or campaign message
2733                 if (autocvar_g_campaign) {
2734                         if (self.classname == "player") {
2735                                 if (self.BUTTON_INFO)
2736                                         self.motd_actived_time = time;
2737                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2738                                         self.motd_actived_time = 0;
2739                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2740                                 }
2741                         }
2742                 } else {
2743                         if (self.classname == "player" || (time - self.jointime) > autocvar_welcome_message_time) {
2744                                 if (self.BUTTON_INFO)
2745                                         self.motd_actived_time = time;
2746                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2747                                         self.motd_actived_time = 0;
2748                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2749                                 }
2750                         }
2751                 }
2752         }
2753
2754         if(self.classname == "player") {
2755 //              if(self.netname == "Wazat")
2756 //                      bprint(self.classname, "\n");
2757
2758                 CheckRules_Player();
2759
2760                 if (intermission_running)
2761                 {
2762                         IntermissionThink ();   // otherwise a button could be missed between
2763                         return;                                 // the think tics
2764                 }
2765
2766                 //don't allow the player to turn around while game is paused!
2767                 if(timeoutStatus == 2) {
2768                         // FIXME turn this into CSQC stuff
2769                         self.v_angle = self.lastV_angle;
2770                         self.angles = self.lastV_angle;
2771                         self.fixangle = TRUE;
2772                 }
2773
2774                 if(frametime)
2775                 {
2776                         if(self.health <= 0 && autocvar_g_deathglow)
2777                         {
2778                                 if(self.glowmod_x > 0)
2779                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2780                                 else
2781                                         self.glowmod_x = -1;
2782                                 if(self.glowmod_y > 0)
2783                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2784                                 else
2785                                         self.glowmod_y = -1;
2786                                 if(self.glowmod_z > 0)
2787                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2788                                 else
2789                                         self.glowmod_z = -1;
2790                         }
2791                         else
2792                         {
2793                                 // set weapon and player glowmod
2794                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2795
2796                                 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2797                                 {
2798                                         self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2799                                         self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2800                                         self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2801
2802                                         if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2803                                         {
2804                                                 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2805                                                 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2806                                                 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2807                                         }
2808                                 }
2809                                 else
2810                                         self.weaponentity_glowmod = self.glowmod;
2811                         }
2812                         player_powerups();
2813                 }
2814
2815                 if (g_minstagib)
2816                         minstagib_ammocheck();
2817
2818                 if (self.deadflag != DEAD_NO)
2819                 {
2820                         float button_pressed, force_respawn;
2821                         if(self.personal && g_race_qualifying)
2822                         {
2823                                 if(time > self.death_time)
2824                                 {
2825                                         self.death_time = time + 1; // only retry once a second
2826                                         respawn();
2827                                         self.impulse = 141;
2828                                 }
2829                         }
2830                         else
2831                         {
2832                                 if(frametime)
2833                                         player_anim();
2834                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2835                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2836                                 if (self.deadflag == DEAD_DYING)
2837                                 {
2838                                         if(force_respawn)
2839                                                 self.deadflag = DEAD_RESPAWNING;
2840                                         else if(!button_pressed)
2841                                                 self.deadflag = DEAD_DEAD;
2842                                 }
2843                                 else if (self.deadflag == DEAD_DEAD)
2844                                 {
2845                                         if(button_pressed)
2846                                                 self.deadflag = DEAD_RESPAWNABLE;
2847                                 }
2848                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2849                                 {
2850                                         if(!button_pressed)
2851                                                 self.deadflag = DEAD_RESPAWNING;
2852                                 }
2853                                 else if (self.deadflag == DEAD_RESPAWNING)
2854                                 {
2855                                         if(time > self.death_time)
2856                                         {
2857                                                 self.death_time = time + 1; // only retry once a second
2858                                                 respawn();
2859                                         }
2860                                 }
2861                                 ShowRespawnCountdown();
2862                         }
2863                         return;
2864                 }
2865                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2866                 // so (self.deadflag == DEAD_NO) is always true in the code below
2867
2868                 if(g_touchexplode)
2869                 if(time > self.touchexplode_time)
2870                 if(self.classname == "player")
2871                 if(self.deadflag == DEAD_NO)
2872                 if not(IS_INDEPENDENT_PLAYER(self))
2873                 FOR_EACH_PLAYER(other) if(self != other)
2874                 {
2875                         if(time > other.touchexplode_time)
2876                         if(other.deadflag == DEAD_NO)
2877                         if not(IS_INDEPENDENT_PLAYER(other))
2878                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2879                         {
2880                                 PlayerTouchExplode(self, other);
2881                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2882                         }
2883                 }
2884
2885                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2886                 {
2887                         vector dist;
2888
2889                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2890                         dist = self.prevorigin - self.origin;
2891                         dist_z = 0;
2892                         self.lms_traveled_distance += fabs(vlen(dist));
2893
2894                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2895                         {
2896                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2897                                 self.lms_traveled_distance = 0;
2898                         }
2899
2900                         if(time > self.lms_nextcheck)
2901                         {
2902                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2903                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2904                                 {
2905                                         centerprint(self, autocvar_g_lms_campcheck_message);
2906                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2907                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2908                                         Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
2909                                 }
2910                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2911                                 self.lms_traveled_distance = 0;
2912                         }
2913                 }
2914
2915                 self.prevorigin = self.origin;
2916
2917                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2918                 {
2919                         if (!self.crouch)
2920                         {
2921                                 self.crouch = TRUE;
2922                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2923                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2924                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2925                         }
2926                 }
2927                 else
2928                 {
2929                         if (self.crouch)
2930                         {
2931                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2932                                 if (!trace_startsolid)
2933                                 {
2934                                         self.crouch = FALSE;
2935                                         self.view_ofs = PL_VIEW_OFS;
2936                                         setsize (self, PL_MIN, PL_MAX);
2937                                 }
2938                         }
2939                 }
2940
2941                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2942                 {
2943                         if(self.bloodloss_timer < time)
2944                         {
2945                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2946                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2947                         }
2948                 }
2949
2950                 FixPlayermodel();
2951
2952                 GrapplingHookFrame();
2953
2954                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2955                 //if(frametime)
2956                 {
2957                         self.items &~= self.items_added;
2958
2959                         W_WeaponFrame();
2960
2961                         self.items_added = 0;
2962                         if(self.items & IT_JETPACK)
2963                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2964                                         self.items_added |= IT_FUEL;
2965
2966                         self.items |= self.items_added;
2967                 }
2968
2969                 player_regen();
2970
2971                 // rot nex charge to the charge limit
2972                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2973                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2974
2975                 if(frametime)
2976                         player_anim();
2977
2978                 if(g_ctf)
2979                         ctf_setstatus();
2980
2981                 if(g_nexball)
2982                         nexball_setstatus();
2983
2984                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2985
2986                 //self.angles_y=self.v_angle_y + 90;   // temp
2987         } else if(gameover) {
2988                 if (intermission_running)
2989                         IntermissionThink ();   // otherwise a button could be missed between
2990                 return;
2991         } else if(self.classname == "observer") {
2992                 ObserverThink();
2993         } else if(self.classname == "spectator") {
2994                 SpectatorThink();
2995         }
2996
2997         if(!zoomstate_set)
2998                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2999
3000         float oldspectatee_status;
3001         oldspectatee_status = self.spectatee_status;
3002         if(self.classname == "spectator")
3003                 self.spectatee_status = num_for_edict(self.enemy);
3004         else if(self.classname == "observer")
3005                 self.spectatee_status = num_for_edict(self);
3006         else
3007                 self.spectatee_status = 0;
3008         if(self.spectatee_status != oldspectatee_status)
3009         {
3010                 ClientData_Touch(self);
3011                 if(g_race || g_cts)
3012                         race_InitSpectator();
3013         }
3014
3015         if(self.teamkill_soundtime)
3016         if(time > self.teamkill_soundtime)
3017         {
3018                 self.teamkill_soundtime = 0;
3019
3020                 entity oldpusher, oldself;
3021
3022                 oldself = self; self = self.teamkill_soundsource;
3023                 oldpusher = self.pusher; self.pusher = oldself;
3024
3025                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
3026
3027                 self.pusher = oldpusher;
3028                 self = oldself;
3029         }
3030
3031         if(self.taunt_soundtime)
3032         if(time > self.taunt_soundtime)
3033         {
3034                 self.taunt_soundtime = 0;
3035                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
3036         }
3037
3038         target_voicescript_next(self);
3039
3040         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
3041         if(!self.weapon)
3042                 self.clip_load = self.clip_size = 0;
3043 }
3044
3045 float isInvisibleString(string s)
3046 {
3047         float i, n, c;
3048         s = strdecolorize(s);
3049         for((i = 0), (n = strlen(s)); i < n; ++i)
3050         {
3051                 c = str2chr(s, i);
3052                 switch(c)
3053                 {
3054                         case 0:
3055                         case 32: // space
3056                                 break;
3057                         case 192: // charmap space
3058                                 if (!autocvar_utf8_enable)
3059                                         break;
3060                                 return FALSE;
3061                         case 160: // space in unicode fonts
3062                         case 0xE000 + 192: // utf8 charmap space
3063                                 if (autocvar_utf8_enable)
3064                                         break;
3065                         default:
3066                                 return FALSE;
3067                 }
3068         }
3069         return TRUE;
3070 }
3071
3072 /*
3073 =============
3074 PlayerPostThink
3075
3076 Called every frame for each client after the physics are run
3077 =============
3078 */
3079 .float idlekick_lasttimeleft;
3080 .entity showheadshotbbox;
3081 void showheadshotbbox_think()
3082 {
3083         if(self.owner.showheadshotbbox != self)
3084         {
3085                 remove(self);
3086                 return;
3087         }
3088         self.nextthink = time;
3089         setorigin(self, self.owner.origin);
3090         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3091 }
3092 void PlayerPostThink (void)
3093 {
3094         // Savage: Check for nameless players
3095         if (isInvisibleString(self.netname)) {
3096                 self.netname = "Player";
3097                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3098         }
3099
3100         if(sv_maxidle && frametime)
3101         {
3102                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3103                 float timeleft;
3104                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
3105                 {
3106                         if(self.idlekick_lasttimeleft)
3107                         {
3108                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
3109                                 self.idlekick_lasttimeleft = 0;
3110                         }
3111                         return;
3112                 }
3113                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3114                 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
3115                 {
3116                         if(!self.idlekick_lasttimeleft)
3117                                 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
3118                 }
3119                 if(timeleft <= 0)
3120                 {
3121                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3122                         AnnounceTo(self, "terminated");
3123                         dropclient(self);
3124                         return;
3125                 }
3126                 else if(timeleft <= 10)
3127                 {
3128                         if(timeleft != self.idlekick_lasttimeleft)
3129                                 AnnounceTo(self, ftos(timeleft));
3130                         self.idlekick_lasttimeleft = timeleft;
3131                 }
3132         }
3133
3134 #ifdef TETRIS
3135         if(self.impulse == 100)
3136                 ImpulseCommands();
3137         if (TetrisPostFrame())
3138                 return;
3139 #endif
3140
3141         CheatFrame();
3142
3143         if(self.classname == "player") {
3144                 CheckRules_Player();
3145                 UpdateChatBubble();
3146                 if (self.impulse)
3147                         ImpulseCommands();
3148                 if (intermission_running)
3149                         return;         // intermission or finale
3150                 GetPressedKeys();
3151         } else if (self.classname == "observer") {
3152                 //do nothing
3153         } else if (self.classname == "spectator") {
3154                 //do nothing
3155         }
3156         
3157         /*
3158         float i;
3159         for(i = 0; i < 1000; ++i)
3160         {
3161                 vector end;
3162                 end = self.origin + '0 0 1024' + 512 * randomvec();
3163                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3164                 if(trace_fraction < 1)
3165                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3166                 {
3167                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3168                         break;
3169                 }
3170         }
3171         */
3172
3173         Arena_Warmup();
3174
3175         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3176
3177         if(self.waypointsprite_attachedforcarrier)
3178                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3179
3180         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3181         {
3182                 if(!self.showheadshotbbox)
3183                 {
3184                         self.showheadshotbbox = spawn();
3185                         self.showheadshotbbox.classname = "headshotbbox";
3186                         self.showheadshotbbox.owner = self;
3187                         self.showheadshotbbox.think = showheadshotbbox_think;
3188                         self.showheadshotbbox.nextthink = time;
3189                         self = self.showheadshotbbox;
3190                         self.think();
3191                         self = self.owner;
3192                 }
3193         }
3194         else
3195         {
3196                 if(self.showheadshotbbox)
3197                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3198                 remove(self.showheadshotbbox);
3199         }
3200
3201         playerdemo_write();
3202
3203         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3204         {
3205                 if(!self.stored_netname)
3206                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3207                 if(self.stored_netname != self.netname)
3208                 {
3209                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3210                         strunzone(self.stored_netname);
3211                         self.stored_netname = strzone(self.netname);
3212                 }
3213         }
3214
3215         /*
3216         if(g_race)
3217                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3218         */
3219 }