]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Attempt to fix resizing of the ball animation for the HUD... really doesn't work...
[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(teams_matter)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 };
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck)
136         if(spot.team != teamcheck)
137                 return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         // filter out spots for assault
155         if(spot.target != "") {
156                 local entity ent;
157                 float good, found;
158                 ent = find(world, targetname, spot.target);
159
160                 while(ent) {
161                         if(ent.classname == "target_objective")
162                         {
163                                 found = 1;
164                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
165                                         return '-1 0 0';
166                                 good = 1;
167                         }
168                         else if(ent.classname == "trigger_race_checkpoint")
169                         {
170                                 found = 1;
171                                 if(!anypoint) // spectators may spawn everywhere
172
173                                 {
174                                         if(g_race_qualifying)
175                                         {
176                                                 // spawn at first
177                                                 if(ent.race_checkpoint != 0)
178                                                         return '-1 0 0';
179                                                 if(spot.race_place != race_lowest_place_spawn)
180                                                         return '-1 0 0';
181                                         }
182                                         else
183                                         {
184                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
185                                                         return '-1 0 0';
186                                                 // try reusing the previous spawn
187                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
188                                                         prio += 1;
189                                                 if(ent.race_checkpoint == 0)
190                                                 {
191                                                         float pl;
192                                                         pl = self.race_place;
193                                                         if(pl > race_highest_place_spawn)
194                                                                 pl = 0;
195                                                         if(pl == 0 && !self.race_started)
196                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197                                                         if(spot.race_place != pl)
198                                                                 return '-1 0 0';
199                                                 }
200                                         }
201                                 }
202                                 good = 1;
203                         }
204                         ent = find(ent, targetname, spot.target);
205                 }
206
207                 if(found && !good)
208                         return '-1 0 0';
209         }
210
211         player = playerlist;
212         shortest = vlen(world.maxs - world.mins);
213         for(player = playerlist; player; player = player.chain)
214                 if (player != self)
215                 {
216                         thisdist = vlen(player.origin - spot.origin);
217                         if (thisdist < shortest)
218                                 shortest = thisdist;
219                 }
220         return prio * '1 0 0' + shortest * '0 1 0';
221 }
222
223 float spawn_allbad;
224 float spawn_allgood;
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
226 {
227         local entity spot, spotlist, spotlistend;
228         spawn_allgood = TRUE;
229         spawn_allbad = TRUE;
230
231         spotlist = world;
232         spotlistend = world;
233
234         for(spot = firstspot; spot; spot = spot.chain)
235         {
236                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
237
238                 if(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)
273                                 if(spot.team != teamcheck)
274                                         error("invalid spawn added");
275
276                                 print("added ", etos(spot), "\n");
277                                 */
278                         }
279                 }
280         }
281         if(spotlistend)
282                 spotlistend.chain = world;
283
284         /*
285                 entity e;
286                 if(teamcheck)
287                         for(e = spotlist; e; e = e.chain)
288                         {
289                                 print("seen ", etos(e), "\n");
290                                 if(e.team != teamcheck)
291                                         error("invalid spawn found");
292                         }
293         */
294
295         return spotlist;
296 }
297
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
299 {
300         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
302         local entity spot;
303
304         RandomSelection_Init();
305         for(spot = firstspot; spot; spot = spot.chain)
306                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
307
308         return RandomSelection_chosen_ent;
309 }
310
311 /*
312 =============
313 SelectSpawnPoint
314
315 Finds a point to respawn
316 =============
317 */
318 entity SelectSpawnPoint (float anypoint)
319 {
320         local float teamcheck;
321         local entity firstspot_new;
322         local entity spot, firstspot, playerlist;
323
324         spot = find (world, classname, "testplayerstart");
325         if (spot)
326                 return spot;
327
328         teamcheck = 0;
329
330         if(!anypoint && have_team_spawns > 0)
331                 teamcheck = self.team;
332
333         // get the list of players
334         playerlist = findchain(classname, "player");
335         // get the entire list of spots
336         firstspot = findchain(classname, "info_player_deathmatch");
337         // filter out the bad ones
338         // (note this returns the original list if none survived)
339         if(anypoint)
340         {
341                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
342         }
343         else
344         {
345                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
346                 if(!firstspot_new)
347                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
348                 firstspot = firstspot_new;
349
350                 // there is 50/50 chance of choosing a random spot or the furthest spot
351                 // (this means that roughly every other spawn will be furthest, so you
352                 // usually won't get fragged at spawn twice in a row)
353                 if (arena_roundbased && !g_ca)
354                 {
355                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
356                         if(firstspot_new)
357                                 firstspot = firstspot_new;
358                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
359                 }
360                 else if (random() > autocvar_g_spawn_furthest)
361                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
362                 else
363                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
364         }
365
366         if(autocvar_spawn_debugview)
367         {
368                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
369
370                 entity e;
371                 if(teamcheck)
372                         for(e = firstspot; e; e = e.chain)
373                                 if(e.team != teamcheck)
374                                         error("invalid spawn found");
375         }
376
377         if (!spot)
378         {
379                 if(autocvar_spawn_debug)
380                         GotoNextMap();
381                 else
382                 {
383                         if(some_spawn_has_been_used)
384                                 return world; // team can't spawn any more, because of actions of other team
385                         else
386                                 error("Cannot find a spawn point - please fix the map!");
387                 }
388         }
389
390         return spot;
391 }
392
393 /*
394 =============
395 CheckPlayerModel
396
397 Checks if the argument string can be a valid playermodel.
398 Returns a valid one in doubt.
399 =============
400 */
401 string FallbackPlayerModel;
402 string CheckPlayerModel(string plyermodel) {
403         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
404         {
405                 // note: we cannot summon Don Strunzone here, some player may
406                 // still have the model string set. In case anyone manages how
407                 // to change a cvar default, we'll have a small leak here.
408                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
409         }
410         if(strlen(plyermodel) < 4)
411                 return FallbackPlayerModel;
412         if( substring(plyermodel,0,14) != "models/player/")
413                 return FallbackPlayerModel;
414         else if(autocvar_sv_servermodelsonly)
415         {
416                 if(substring(plyermodel,-4,4) != ".zym")
417                 if(substring(plyermodel,-4,4) != ".dpm")
418                 if(substring(plyermodel,-4,4) != ".iqm")
419                 if(substring(plyermodel,-4,4) != ".md3")
420                 if(substring(plyermodel,-4,4) != ".psk")
421                         return FallbackPlayerModel;
422                 // forbid the LOD models
423                 if(substring(plyermodel, -9,5) == "_lod1")
424                         return FallbackPlayerModel;
425                 if(substring(plyermodel, -9,5) == "_lod2")
426                         return FallbackPlayerModel;
427                 if(plyermodel != strtolower(plyermodel))
428                         return FallbackPlayerModel;
429                 if(!fexists(plyermodel))
430                         return FallbackPlayerModel;
431         }
432         return plyermodel;
433 }
434
435 /*
436 =============
437 Client_customizeentityforclient
438
439 LOD reduction
440 =============
441 */
442 void Client_uncustomizeentityforclient()
443 {
444         if(self.modelindex == 0) // no need to uncustomize then
445                 return;
446         self.modelindex = self.modelindex_lod0;
447         self.skin = self.skinindex;
448 }
449
450 float Client_customizeentityforclient()
451 {
452         entity modelsource;
453
454         if(self.modelindex == 0)
455                 return TRUE;
456
457         // forcemodel stuff
458
459 #ifdef PROFILING
460         float t0;
461         t0 = gettime(GETTIME_HIRES); // reference
462 #endif
463
464         modelsource = self;
465
466 #ifdef ALLOW_FORCEMODELS
467         if(other.cvar_cl_forceplayermodelsfromxonotic)
468                 if not(self.modelindex_lod0_from_xonotic)
469                         modelsource = other;
470         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
471                 modelsource = other;
472 #endif
473
474         self.skin = modelsource.skinindex;
475
476 #if 0
477         if(modelsource == self)
478                 self.skin = modelsource.skinindex;
479         else
480                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
481 #endif
482
483         // self: me
484         // other: the player viewing me
485         float distance;
486         float f;
487
488         if(other.cvar_cl_playerdetailreduction <= 0)
489         {
490                 if(other.cvar_cl_playerdetailreduction <= -2)
491                         self.modelindex = modelsource.modelindex_lod2;
492                 else if(other.cvar_cl_playerdetailreduction <= -1)
493                         self.modelindex = modelsource.modelindex_lod1;
494                 else
495                         self.modelindex = modelsource.modelindex_lod0;
496         }
497         else
498         {
499                 distance = vlen(self.origin - other.origin);
500                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
501                 if(f > sv_loddistance2)
502                         self.modelindex = modelsource.modelindex_lod2;
503                 else if(f > sv_loddistance1)
504                         self.modelindex = modelsource.modelindex_lod1;
505                 else
506                         self.modelindex = modelsource.modelindex_lod0;
507         }
508
509 #ifdef PROFILING
510         float t1;
511         t1 = gettime(GETTIME_HIRES); // reference
512         client_cefc_accumulator += (t1 - t0);
513 #endif
514
515         return TRUE;
516 }
517
518 void setmodel_lod(entity e, string modelname)
519 {
520         string s;
521
522         if(sv_loddistance1)
523         {
524                 // FIXME: this only supports 3-letter extensions
525                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
526                 if(fexists(s))
527                 {
528                         setmodel(e, s); // players have high precision
529                         self.modelindex_lod1 = self.modelindex;
530                 }
531                 else
532                         self.modelindex_lod1 = -1;
533
534                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
535                 if(fexists(s))
536                 {
537                         setmodel(e, s); // players have high precision
538                         self.modelindex_lod2 = self.modelindex;
539                 }
540                 else
541                         self.modelindex_lod2 = -1;
542
543                 precache_model(modelname);
544                 setmodel(e, modelname); // players have high precision
545                 self.modelindex_lod0 = self.modelindex;
546
547                 if(self.modelindex_lod1 < 0)
548                         self.modelindex_lod1 = self.modelindex;
549
550                 if(self.modelindex_lod2 < 0)
551                         self.modelindex_lod2 = self.modelindex;
552         }
553         else
554         {
555                 precache_model(modelname);
556                 setmodel(e, modelname); // players have high precision
557                 self.modelindex_lod0 = self.modelindex;
558                         // save it for possible player model forcing
559         }
560
561         s = whichpack(self.model);
562         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
563
564         player_setupanimsformodel();
565         UpdatePlayerSounds();
566 }
567
568 /*
569 =============
570 PutObserverInServer
571
572 putting a client as observer in the server
573 =============
574 */
575 void FixPlayermodel();
576 void PutObserverInServer (void)
577 {
578         entity  spot;
579
580         race_PreSpawnObserver();
581
582         spot = SelectSpawnPoint (TRUE);
583         if(!spot)
584                 error("No spawnpoints for observers?!?\n");
585         RemoveGrapplingHook(self); // Wazat's Grappling Hook
586
587         if(clienttype(self) == CLIENTTYPE_REAL)
588         {
589                 msg_entity = self;
590                 WriteByte(MSG_ONE, SVC_SETVIEW);
591                 WriteEntity(MSG_ONE, self);
592         }
593
594         DropAllRunes(self);
595         MUTATOR_CALLHOOK(MakePlayerObserver);
596
597         Portal_ClearAll(self);
598
599         if(self.alivetime)
600         {
601                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
602                 self.alivetime = 0;
603         }
604
605         if(self.flagcarried)
606                 DropFlag(self.flagcarried, world, world);
607
608         if(self.ballcarried && g_nexball)
609                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
610
611         WaypointSprite_PlayerDead();
612
613         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
614                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
615
616         if(self.killcount != -666) {
617                 if(g_lms) {
618                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
619                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
620                         else
621                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
622                 } else
623                         bprint ("^4", self.netname, "^4 is spectating now\n");
624
625                 if(self.just_joined == FALSE) {
626                         LogTeamchange(self.playerid, -1, 4);
627                 } else
628                         self.just_joined = FALSE;
629         }
630
631         PlayerScore_Clear(self); // clear scores when needed
632
633         accuracy_resend(self);
634
635         self.spectatortime = time;
636
637         self.classname = "observer";
638         self.iscreature = FALSE;
639         self.health = -666;
640         self.takedamage = DAMAGE_NO;
641         self.solid = SOLID_NOT;
642         self.movetype = MOVETYPE_NOCLIP;
643         self.flags = FL_CLIENT | FL_NOTARGET;
644         self.armorvalue = 666;
645         self.effects = 0;
646         self.armorvalue = autocvar_g_balance_armor_start;
647         self.pauserotarmor_finished = 0;
648         self.pauserothealth_finished = 0;
649         self.pauseregen_finished = 0;
650         self.damageforcescale = 0;
651         self.death_time = 0;
652         self.dead_frame = 0;
653         self.alpha = 0;
654         self.scale = 0;
655         self.fade_time = 0;
656         self.pain_frame = 0;
657         self.pain_finished = 0;
658         self.strength_finished = 0;
659         self.invincible_finished = 0;
660         self.pushltime = 0;
661         self.think = SUB_Null;
662         self.nextthink = 0;
663         self.hook_time = 0;
664         self.runes = 0;
665         self.deadflag = DEAD_NO;
666         self.angles = spot.angles;
667         self.angles_z = 0;
668         self.fixangle = TRUE;
669         self.crouch = FALSE;
670
671         self.view_ofs = PL_VIEW_OFS;
672         setorigin (self, spot.origin);
673         setsize (self, '0 0 0', '0 0 0');
674         self.prevorigin = self.origin;
675         self.items = 0;
676         self.weapons = 0;
677         self.model = "";
678         FixPlayermodel();
679         self.model = "";
680         self.modelindex = 0;
681         self.weapon = 0;
682         self.weaponmodel = "";
683         self.weaponentity = world;
684         self.exteriorweaponentity = world;
685         self.killcount = -666;
686         self.velocity = '0 0 0';
687         self.avelocity = '0 0 0';
688         self.punchangle = '0 0 0';
689         self.punchvector = '0 0 0';
690         self.oldvelocity = self.velocity;
691         self.fire_endtime = -1;
692
693         if(sv_loddistance1)
694                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
695
696         if(g_arena)
697         {
698                 if(self.version_mismatch)
699                 {
700                         Spawnqueue_Unmark(self);
701                         Spawnqueue_Remove(self);
702                 }
703                 else
704                 {
705                         Spawnqueue_Insert(self);
706                 }
707         }
708         else if(g_lms)
709         {
710                 // Only if the player cannot play at all
711                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
712                         self.frags = FRAGS_SPECTATOR;
713                 else
714                         self.frags = FRAGS_LMS_LOSER;
715         }
716         else
717                 self.frags = FRAGS_SPECTATOR;
718 }
719
720 void FixPlayermodel()
721 {
722         local string defaultmodel;
723         local float defaultskin, chmdl, oldskin;
724         local vector m1, m2;
725
726         defaultmodel = "";
727
728         if(autocvar_sv_defaultcharacter == 1) {
729                 defaultskin = 0;
730
731                 if(teams_matter)
732                 {
733                         string s;
734                         s = Team_ColorNameLowerCase(self.team);
735                         if(s != "neutral")
736                         {
737                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
738                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
739                         }
740                 }
741
742                 if(defaultmodel == "")
743                 {
744                         defaultmodel = autocvar_sv_defaultplayermodel;
745                         defaultskin = autocvar_sv_defaultplayerskin;
746                 }
747         }
748
749         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
750         {
751                 if(self.model != "")
752                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
753                 self.model = ""; // force the != checks to return true
754         }
755
756         if(defaultmodel != "")
757         {
758                 if (defaultmodel != self.model)
759                 {
760                         m1 = self.mins;
761                         m2 = self.maxs;
762                         setmodel_lod (self, defaultmodel);
763                         setsize (self, m1, m2);
764                         chmdl = TRUE;
765                 }
766
767                 oldskin = self.skinindex;
768                 self.skinindex = defaultskin;
769         } else {
770                 if (self.playermodel != self.model || self.playermodel == "")
771                 {
772                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
773                         m1 = self.mins;
774                         m2 = self.maxs;
775                         setmodel_lod (self, self.playermodel);
776                         setsize (self, m1, m2);
777                         chmdl = TRUE;
778                 }
779
780                 oldskin = self.skinindex;
781                 self.skinindex = stof(self.playerskin);
782         }
783
784         if(chmdl || oldskin != self.skinindex)
785                 self.species = player_getspecies(); // model or skin has changed
786
787         if(!teams_matter)
788                 if(strlen(autocvar_sv_defaultplayercolors))
789                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
790                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
791 }
792
793 void PlayerTouchExplode(entity p1, entity p2)
794 {
795         vector org;
796         org = (p1.origin + p2.origin) * 0.5;
797         org_z += (p1.mins_z + p2.mins_z) * 0.5;
798
799         te_explosion(org);
800
801         entity e;
802         e = spawn();
803         setorigin(e, org);
804         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
805         remove(e);
806 }
807
808 /*
809 =============
810 PutClientInServer
811
812 Called when a client spawns in the server
813 =============
814 */
815 //void() ctf_playerchanged;
816 void PutClientInServer (void)
817 {
818         if(clienttype(self) == CLIENTTYPE_BOT)
819         {
820                 self.classname = "player";
821         }
822         else if(clienttype(self) == CLIENTTYPE_REAL)
823         {
824                 msg_entity = self;
825                 WriteByte(MSG_ONE, SVC_SETVIEW);
826                 WriteEntity(MSG_ONE, self);
827         }
828
829         // player is dead and becomes observer
830         // FIXME fix LMS scoring for new system
831         if(g_lms)
832         {
833                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
834                         self.classname = "observer";
835         }
836
837         if(g_arena || (g_ca && !allowed_to_spawn))
838         if(!self.spawned)
839                 self.classname = "observer";
840
841         if(gameover)
842                 self.classname = "observer";
843
844         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
845                 entity spot, oldself;
846                 float j;
847
848                 accuracy_resend(self);
849
850                 if(self.team < 0)
851                         JoinBestTeam(self, FALSE, TRUE);
852
853                 race_PreSpawn();
854
855                 spot = SelectSpawnPoint (FALSE);
856                 if(!spot)
857                 {
858                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
859                         return; // spawn failed
860                 }
861
862                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
863
864                 self.classname = "player";
865                 self.wasplayer = TRUE;
866                 self.iscreature = TRUE;
867                 self.movetype = MOVETYPE_WALK;
868                 self.solid = SOLID_SLIDEBOX;
869                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
870                 if(autocvar_g_playerclip_collisions)
871                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
872                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
873                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
874                 self.frags = FRAGS_PLAYER;
875                 if(independent_players)
876                         MAKE_INDEPENDENT_PLAYER(self);
877                 self.flags = FL_CLIENT;
878                 self.takedamage = DAMAGE_AIM;
879                 if(g_minstagib)
880                         self.effects = EF_FULLBRIGHT;
881                 else
882                         self.effects = 0;
883                 self.air_finished = time + 12;
884                 self.dmg = 2;
885                 if(autocvar_g_balance_nex_charge)
886                 {
887                         if(autocvar_g_balance_nex_secondary_chargepool)
888                                 self.nex_chargepool_ammo = 1;
889                         self.nex_charge = autocvar_g_balance_nex_charge_start;
890                 }
891
892                 if(inWarmupStage)
893                 {
894                         self.ammo_shells = warmup_start_ammo_shells;
895                         self.ammo_nails = warmup_start_ammo_nails;
896                         self.ammo_rockets = warmup_start_ammo_rockets;
897                         self.ammo_cells = warmup_start_ammo_cells;
898                         self.ammo_fuel = warmup_start_ammo_fuel;
899                         self.health = warmup_start_health;
900                         self.armorvalue = warmup_start_armorvalue;
901                         self.weapons = warmup_start_weapons;
902                 }
903                 else
904                 {
905                         self.ammo_shells = start_ammo_shells;
906                         self.ammo_nails = start_ammo_nails;
907                         self.ammo_rockets = start_ammo_rockets;
908                         self.ammo_cells = start_ammo_cells;
909                         self.ammo_fuel = start_ammo_fuel;
910                         self.health = start_health;
911                         self.armorvalue = start_armorvalue;
912                         self.weapons = start_weapons;
913                 }
914
915                 if(g_weaponarena_random)
916                 {
917                         if(g_weaponarena_random_with_laser)
918                                 self.weapons &~= WEPBIT_LASER;
919                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
920                         if(g_weaponarena_random_with_laser)
921                                 self.weapons |= WEPBIT_LASER;
922                 }
923
924                 self.items = start_items;
925                 self.jump_interval = time;
926
927                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
928                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
929                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
930                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
931                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
932                 //extend the pause of rotting if client was reset at the beginning of the countdown
933                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
934                         self.spawnshieldtime += game_starttime - time;
935                         self.pauserotarmor_finished += game_starttime - time;
936                         self.pauserothealth_finished += game_starttime - time;
937                         self.pauseregen_finished += game_starttime - time;
938                 }
939                 self.damageforcescale = 2;
940                 self.death_time = 0;
941                 self.dead_frame = 0;
942                 self.alpha = 0;
943                 self.scale = 0;
944                 self.fade_time = 0;
945                 self.pain_frame = 0;
946                 self.pain_finished = 0;
947                 self.strength_finished = 0;
948                 self.invincible_finished = 0;
949                 self.pushltime = 0;
950                 // players have no think function
951                 self.think = SUB_Null;
952                 self.nextthink = 0;
953                 self.hook_time = 0;
954                 self.dmg_team = 0;
955                 self.ballistics_density = autocvar_g_ballistics_density_player;
956
957                 self.metertime = 0;
958
959                 self.runes = 0;
960
961                 self.deadflag = DEAD_NO;
962
963                 self.angles = spot.angles;
964
965                 self.angles_z = 0; // never spawn tilted even if the spot says to
966                 self.fixangle = TRUE; // turn this way immediately
967                 self.velocity = '0 0 0';
968                 self.avelocity = '0 0 0';
969                 self.punchangle = '0 0 0';
970                 self.punchvector = '0 0 0';
971                 self.oldvelocity = self.velocity;
972                 self.fire_endtime = -1;
973
974                 msg_entity = self;
975                 WRITESPECTATABLE_MSG_ONE({
976                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
977                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
978                 });
979
980                 if(sv_loddistance1)
981                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
982
983                 self.model = "";
984                 FixPlayermodel();
985
986                 self.crouch = FALSE;
987                 self.view_ofs = PL_VIEW_OFS;
988                 setsize (self, PL_MIN, PL_MAX);
989                 self.spawnorigin = spot.origin;
990                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
991                 // don't reset back to last position, even if new position is stuck in solid
992                 self.oldorigin = self.origin;
993                 self.prevorigin = self.origin;
994                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
995
996                 if(g_arena)
997                 {
998                         Spawnqueue_Remove(self);
999                         Spawnqueue_Mark(self);
1000                 }
1001
1002                 else if(g_ca)
1003                         self.caplayer = 1;
1004
1005                 self.event_damage = PlayerDamage;
1006
1007                 self.bot_attack = TRUE;
1008
1009                 self.statdraintime = time + 5;
1010                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1011
1012                 if(self.killcount == -666) {
1013                         PlayerScore_Clear(self);
1014                         self.killcount = 0;
1015                 }
1016
1017                 self.cnt = WEP_LASER;
1018
1019                 CL_SpawnWeaponentity();
1020                 self.alpha = default_player_alpha;
1021                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1022                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1023
1024                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1025                 self.lms_traveled_distance = 0;
1026                 self.speedrunning = FALSE;
1027
1028                 race_PostSpawn(spot);
1029
1030                 if(autocvar_spawn_debug)
1031                 {
1032                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1033                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1034                 }
1035
1036                 //stuffcmd(self, "chase_active 0");
1037                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1038
1039                 if (autocvar_g_spawnsound)
1040                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1041
1042                 if(g_assault) {
1043                         if(self.team == assault_attacker_team)
1044                                 centerprint(self, "You are attacking!");
1045                         else
1046                                 centerprint(self, "You are defending!");
1047                 }
1048
1049                 target_voicescript_clear(self);
1050
1051                 // reset fields the weapons may use
1052                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1053                         weapon_action(j, WR_RESETPLAYER);
1054
1055                 oldself = self;
1056                 self = spot;
1057                         activator = oldself;
1058                                 SUB_UseTargets();
1059                         activator = world;
1060                 self = oldself;
1061
1062                 MUTATOR_CALLHOOK(PlayerSpawn);
1063
1064                 self.switchweapon = w_getbestweapon(self);
1065                 self.cnt = self.switchweapon;
1066                 self.weapon = 0;
1067
1068                 if(!self.alivetime)
1069                         self.alivetime = time;
1070         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1071                 PutObserverInServer ();
1072         }
1073
1074         //if(g_ctf)
1075         //      ctf_playerchanged();
1076 }
1077
1078 .float ebouncefactor, ebouncestop; // electro's values
1079 // TODO do we need all these fields, or should we stop autodetecting runtime
1080 // changes and just have a console command to update this?
1081 float ClientInit_SendEntity(entity to, float sf)
1082 {
1083         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1084         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1085         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1086         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1087         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1088         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1089         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1090         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1091         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1092         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1093         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1094         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1095         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1096         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1097         if(sv_foginterval && world.fog != "")
1098                 WriteString(MSG_ENTITY, world.fog);
1099         else
1100                 WriteString(MSG_ENTITY, "");
1101         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1102         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1103         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1104         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1105         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1106         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1107         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1108         WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
1109         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1110         WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_magazinecapacity); // rifle max bullets
1111         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1112         return TRUE;
1113 }
1114
1115 void ClientInit_CheckUpdate()
1116 {
1117         self.nextthink = time;
1118         if(self.count != autocvar_g_balance_armor_blockpercent)
1119         {
1120                 self.count = autocvar_g_balance_armor_blockpercent;
1121                 self.SendFlags |= 1;
1122         }
1123         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1124         {
1125                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1126                 self.SendFlags |= 1;
1127         }
1128         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1129         {
1130                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1131                 self.SendFlags |= 1;
1132         }
1133         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1134         {
1135                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1136                 self.SendFlags |= 1;
1137         }
1138         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1139         {
1140                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1141                 self.SendFlags |= 1;
1142         }
1143         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1144         {
1145                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1146                 self.SendFlags |= 1;
1147         }
1148 }
1149
1150 void ClientInit_Spawn()
1151 {
1152         entity o;
1153         entity e;
1154         e = spawn();
1155         e.classname = "clientinit";
1156         e.think = ClientInit_CheckUpdate;
1157         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1158
1159         o = self;
1160         self = e;
1161         ClientInit_CheckUpdate();
1162         self = o;
1163 }
1164
1165 /*
1166 =============
1167 SetNewParms
1168 =============
1169 */
1170 void SetNewParms (void)
1171 {
1172         // initialize parms for a new player
1173         parm1 = -(86400 * 366);
1174 }
1175
1176 /*
1177 =============
1178 SetChangeParms
1179 =============
1180 */
1181 void SetChangeParms (void)
1182 {
1183         // save parms for level change
1184         parm1 = self.parm_idlesince - time;
1185 }
1186
1187 /*
1188 =============
1189 DecodeLevelParms
1190 =============
1191 */
1192 void DecodeLevelParms (void)
1193 {
1194         // load parms
1195         self.parm_idlesince = parm1;
1196         if(self.parm_idlesince == -(86400 * 366))
1197                 self.parm_idlesince = time;
1198
1199         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1200         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1201 }
1202
1203 /*
1204 =============
1205 ClientKill
1206
1207 Called when a client types 'kill' in the console
1208 =============
1209 */
1210
1211 .float clientkill_nexttime;
1212 void ClientKill_Now_TeamChange()
1213 {
1214         if(self.killindicator_teamchange == -1)
1215         {
1216                 self.team = -1;
1217                 JoinBestTeam( self, FALSE, FALSE );
1218         }
1219         else if(self.killindicator_teamchange == -2)
1220         {
1221                 if(g_ca)
1222                         self.caplayer = 0;
1223                 if(blockSpectators)
1224                         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"));
1225                 PutObserverInServer();
1226         }
1227         else
1228                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1229 }
1230
1231 void ClientKill_Now()
1232 {
1233         remove(self.killindicator);
1234         self.killindicator = world;
1235
1236         if(self.killindicator_teamchange)
1237                 ClientKill_Now_TeamChange();
1238
1239         // in any case:
1240         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1241
1242         // now I am sure the player IS dead
1243 }
1244 void KillIndicator_Think()
1245 {
1246         if (!self.owner.modelindex)
1247         {
1248                 self.owner.killindicator = world;
1249                 remove(self);
1250                 return;
1251         }
1252
1253         if(self.cnt <= 0)
1254         {
1255                 self = self.owner;
1256                 ClientKill_Now(); // no oldself needed
1257                 return;
1258         }
1259     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1260     {
1261         self.nextthink = time + 1;
1262         self.cnt -= 1;
1263     }
1264         else
1265         {
1266                 if(self.cnt <= 10)
1267                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1268                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1269                 {
1270                         if(self.cnt <= 10)
1271                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1272                         if(self.owner.killindicator_teamchange)
1273                         {
1274                                 if(self.owner.killindicator_teamchange == -1)
1275                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1276                                 else if(self.owner.killindicator_teamchange == -2)
1277                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
1278                                 else
1279                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1280                         }
1281                         else
1282                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1283                 }
1284                 self.nextthink = time + 1;
1285                 self.cnt -= 1;
1286         }
1287 }
1288
1289 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1290 {
1291         float killtime;
1292         entity e;
1293         killtime = autocvar_g_balance_kill_delay;
1294
1295         if(g_race_qualifying || g_cts)
1296                 killtime = 0;
1297
1298     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1299     {
1300                 remove(self.killindicator);
1301                 self.killindicator = world;
1302
1303         ClientKill_Now(); // allow instant kill in this case
1304         return;
1305     }
1306
1307         self.killindicator_teamchange = targetteam;
1308
1309     if(!self.killindicator)
1310         {
1311                 if(self.modelindex && self.deadflag == DEAD_NO)
1312                 {
1313                         killtime = max(killtime, self.clientkill_nexttime - time);
1314                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1315                 }
1316
1317                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1318                 {
1319                         ClientKill_Now();
1320                 }
1321                 else
1322                 {
1323                         self.killindicator = spawn();
1324                         self.killindicator.owner = self;
1325                         self.killindicator.scale = 0.5;
1326                         setattachment(self.killindicator, self, "");
1327                         setorigin(self.killindicator, '0 0 52');
1328                         self.killindicator.think = KillIndicator_Think;
1329                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1330                         self.killindicator.cnt = ceil(killtime);
1331                         self.killindicator.count = bound(0, ceil(killtime), 10);
1332                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1333
1334                         for(e = world; (e = find(e, classname, "body")) != world; )
1335                         {
1336                                 if(e.enemy != self)
1337                                         continue;
1338                                 e.killindicator = spawn();
1339                                 e.killindicator.owner = e;
1340                                 e.killindicator.scale = 0.5;
1341                                 setattachment(e.killindicator, e, "");
1342                                 setorigin(e.killindicator, '0 0 52');
1343                                 e.killindicator.think = KillIndicator_Think;
1344                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1345                                 e.killindicator.cnt = ceil(killtime);
1346                         }
1347                         self.lip = 0;
1348                 }
1349         }
1350         if(self.killindicator)
1351         {
1352                 if(targetteam == 0) // just die
1353                         self.killindicator.colormod = '0 0 0';
1354                 else if(targetteam == -1) // auto
1355                         self.killindicator.colormod = '0 1 0';
1356                 else if(targetteam == -2) // spectate
1357                         self.killindicator.colormod = '0.5 0.5 0.5';
1358                 else
1359                         self.killindicator.colormod = TeamColor(targetteam);
1360         }
1361 }
1362
1363 void ClientKill (void)
1364 {
1365         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1366         {
1367                 // do nothing
1368         }
1369     else if(g_freezetag && self.freezetag_frozen == 1)
1370     {
1371         // do nothing
1372     }
1373         else
1374                 ClientKill_TeamChange(0);
1375 }
1376
1377 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
1378 {
1379     e.killindicator = spawn();
1380     e.killindicator.owner = e;
1381     e.killindicator.think = KillIndicator_Think;
1382     e.killindicator.nextthink = time + (e.lip) * 0.05;
1383     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1384     e.killindicator.health = 1; // this is used to indicate that it should be silent
1385     e.lip = 0;
1386 }
1387
1388 void DoTeamChange(float destteam)
1389 {
1390         float t, c0;
1391         if(!teams_matter)
1392         {
1393                 if(destteam >= 0)
1394                         SetPlayerColors(self, destteam);
1395                 return;
1396         }
1397         if(self.classname == "player")
1398         if(destteam == -1)
1399         {
1400                 CheckAllowedTeams(self);
1401                 t = FindSmallestTeam(self, TRUE);
1402                 switch(self.team)
1403                 {
1404                         case COLOR_TEAM1: c0 = c1; break;
1405                         case COLOR_TEAM2: c0 = c2; break;
1406                         case COLOR_TEAM3: c0 = c3; break;
1407                         case COLOR_TEAM4: c0 = c4; break;
1408                         default:          c0 = 999;
1409                 }
1410                 switch(t)
1411                 {
1412                         case 1:
1413                                 if(c0 > c1)
1414                                         destteam = COLOR_TEAM1;
1415                                 break;
1416                         case 2:
1417                                 if(c0 > c2)
1418                                         destteam = COLOR_TEAM2;
1419                                 break;
1420                         case 3:
1421                                 if(c0 > c3)
1422                                         destteam = COLOR_TEAM3;
1423                                 break;
1424                         case 4:
1425                                 if(c0 > c4)
1426                                         destteam = COLOR_TEAM4;
1427                                 break;
1428                 }
1429                 if(destteam == -1)
1430                         return;
1431         }
1432         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1433                 return;
1434         ClientKill_TeamChange(destteam);
1435 }
1436
1437 void FixClientCvars(entity e)
1438 {
1439         // send prediction settings to the client
1440         stuffcmd(e, "\nin_bindmap 0 0\n");
1441         if(g_race || g_cts)
1442                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1443         if(autocvar_g_antilag == 3) // client side hitscan
1444                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1445         if(sv_gentle)
1446                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1447         /*
1448          * we no longer need to stuff this. Remove this comment block if you feel
1449          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1450         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1451         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1452         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1453         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1454         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1455         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1456         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1457         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1458         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1459         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1460         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1461         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1462         stuffcmd(e, "cl_movement_edgefriction 1\n");
1463          */
1464 }
1465
1466 float PlayerInIDList(entity p, string idlist)
1467 {
1468         float n, i;
1469         string s;
1470
1471         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1472         if not(p.crypto_idfp)
1473                 return 0;
1474
1475         // this function allows abbreviated player IDs too!
1476         n = tokenize_console(idlist);
1477         for(i = 0; i < n; ++i)
1478         {
1479                 s = argv(i);
1480                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1481                         return 1;
1482         }
1483
1484         return 0;
1485 }
1486
1487 /*
1488 =============
1489 ClientConnect
1490
1491 Called when a client connects to the server
1492 =============
1493 */
1494 //void ctf_clientconnect();
1495 string ColoredTeamName(float t);
1496 void DecodeLevelParms (void);
1497 //void dom_player_join_team(entity pl);
1498 void ClientConnect (void)
1499 {
1500         float t;
1501
1502         if(self.flags & FL_CLIENT)
1503         {
1504                 print("Warning: ClientConnect, but already connected!\n");
1505                 return;
1506         }
1507
1508         if(Ban_MaybeEnforceBan(self))
1509                 return;
1510
1511         DecodeLevelParms();
1512
1513 #ifdef WATERMARK
1514         sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1515 #endif
1516
1517         self.classname = "player_joining";
1518
1519         self.flags = FL_CLIENT;
1520         self.version_nagtime = time + 10 + random() * 10;
1521
1522         if(player_count<0)
1523         {
1524                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1525                 player_count = 0;
1526         }
1527
1528         PlayerScore_Attach(self);
1529         ClientData_Attach();
1530         accuracy_init(self);
1531
1532         bot_clientconnect();
1533
1534         playerdemo_init();
1535
1536         anticheat_init();
1537         
1538         race_PreSpawnObserver();
1539
1540         //if(g_domination)
1541         //      dom_player_join_team(self);
1542
1543         // identify the right forced team
1544         if(autocvar_g_campaign)
1545         {
1546                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1547                 {
1548                         switch(autocvar_g_campaign_forceteam)
1549                         {
1550                                 case 1: self.team_forced = COLOR_TEAM1; break;
1551                                 case 2: self.team_forced = COLOR_TEAM2; break;
1552                                 case 3: self.team_forced = COLOR_TEAM3; break;
1553                                 case 4: self.team_forced = COLOR_TEAM4; break;
1554                                 default: self.team_forced = 0;
1555                         }
1556                 }
1557         }
1558         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1559                 self.team_forced = COLOR_TEAM1;
1560         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1561                 self.team_forced = COLOR_TEAM2;
1562         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1563                 self.team_forced = COLOR_TEAM3;
1564         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1565                 self.team_forced = COLOR_TEAM4;
1566         else if(autocvar_g_forced_team_otherwise == "red")
1567                 self.team_forced = COLOR_TEAM1;
1568         else if(autocvar_g_forced_team_otherwise == "blue")
1569                 self.team_forced = COLOR_TEAM2;
1570         else if(autocvar_g_forced_team_otherwise == "yellow")
1571                 self.team_forced = COLOR_TEAM3;
1572         else if(autocvar_g_forced_team_otherwise == "pink")
1573                 self.team_forced = COLOR_TEAM4;
1574         else if(autocvar_g_forced_team_otherwise == "spectate")
1575                 self.team_forced = -1;
1576         else if(autocvar_g_forced_team_otherwise == "spectator")
1577                 self.team_forced = -1;
1578         else
1579                 self.team_forced = 0;
1580
1581         if(!teams_matter)
1582                 if(self.team_forced > 0)
1583                         self.team_forced = 0;
1584
1585         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1586
1587         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1588                 self.classname = "observer";
1589         } else {
1590                 if(teams_matter)
1591                 {
1592                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1593                         {
1594                                 self.classname = "player";
1595                                 campaign_bots_may_start = 1;
1596                         }
1597                         else
1598                         {
1599                                 self.classname = "observer"; // do it anyway
1600                         }
1601                 }
1602                 else
1603                 {
1604                         self.classname = "player";
1605                         campaign_bots_may_start = 1;
1606                 }
1607         }
1608
1609         self.playerid = (playerid_last = playerid_last + 1);
1610
1611         if(autocvar_sv_eventlog)
1612                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1613
1614         LogTeamchange(self.playerid, self.team, 1);
1615
1616         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1617
1618         self.netname_previous = strzone(self.netname);
1619
1620         bprint("^4", self.netname, "^4 connected");
1621
1622         if(self.classname != "observer" && (g_domination || g_ctf))
1623                 bprint(" and joined the ", ColoredTeamName(self.team));
1624
1625         bprint("\n");
1626
1627         self.welcomemessage_time = 0;
1628
1629         stuffcmd(self, strcat(clientstuff, "\n"));
1630         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1631         stuffcmd(self, "cl_particles_reloadeffects\n");
1632
1633         FixClientCvars(self);
1634
1635         // spawnfunc_waypoint sprites
1636         WaypointSprite_InitClient(self);
1637
1638         // Wazat's grappling hook
1639         SetGrappleHookBindings();
1640
1641         // get autoswitch state from player when he toggles it
1642         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1643
1644         // get version info from player
1645         stuffcmd(self, "cmd clientversion $gameversion\n");
1646
1647         // get other cvars from player
1648         GetCvars(0);
1649
1650         // notify about available teams
1651         if(teams_matter)
1652         {
1653                 CheckAllowedTeams(self);
1654                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1655                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1656         }
1657         else
1658                 stuffcmd(self, "set _teams_available 0\n");
1659
1660         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1661
1662         if(g_arena || g_ca)
1663         {
1664                 self.classname = "observer";
1665                 if(g_arena)
1666                         Spawnqueue_Insert(self);
1667         }
1668         /*else if(g_ctf)
1669         {
1670                 ctf_clientconnect();
1671         }*/
1672
1673         if(teams_matter || radar_showennemies)
1674                 attach_entcs();
1675
1676         bot_relinkplayerlist();
1677
1678         self.spectatortime = time;
1679         if(blockSpectators)
1680         {
1681                 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"));
1682         }
1683
1684         self.jointime = time;
1685         self.allowedTimeouts = autocvar_sv_timeout_number;
1686
1687         if(clienttype(self) == CLIENTTYPE_REAL)
1688         {
1689                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1690                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1691         }
1692
1693         if(g_lms)
1694         {
1695                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1696                 {
1697                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1698                         self.frags = FRAGS_SPECTATOR;
1699                 }
1700         }
1701
1702         if(!sv_foginterval && world.fog != "")
1703                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1704
1705         SoundEntity_Attach(self);
1706
1707         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1708         {
1709                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1710                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1711         }
1712         else
1713                 self.hitplotfh = -1;
1714
1715         if(g_race || g_cts) {
1716                 string rr;
1717                 if(g_cts)
1718                         rr = CTS_RECORD;
1719                 else
1720                         rr = RACE_RECORD;
1721                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1722
1723                 msg_entity = self;
1724                 race_send_recordtime(MSG_ONE);
1725                 race_send_speedaward(MSG_ONE);
1726
1727                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1728                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1729                 race_send_speedaward_alltimebest(MSG_ONE);
1730
1731                 float i;
1732                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1733                         race_SendRankings(i, 0, 0, MSG_ONE);
1734                 }
1735         }
1736         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1737                 send_CSQC_teamnagger();
1738
1739         CheatInitClient();
1740
1741         PlayerStats_AddPlayer(self);
1742 }
1743
1744 /*
1745 =============
1746 ClientDisconnect
1747
1748 Called when a client disconnects from the server
1749 =============
1750 */
1751 .entity chatbubbleentity;
1752 .entity teambubbleentity;
1753 void ReadyCount();
1754 void ClientDisconnect (void)
1755 {
1756         if not(self.flags & FL_CLIENT)
1757         {
1758                 print("Warning: ClientDisconnect without ClientConnect\n");
1759                 return;
1760         }
1761
1762         PlayerStats_AddGlobalInfo(self);
1763
1764         CheatShutdownClient();
1765
1766         if(self.hitplotfh >= 0)
1767         {
1768                 fclose(self.hitplotfh);
1769                 self.hitplotfh = -1;
1770         }
1771
1772         anticheat_report();
1773         anticheat_shutdown();
1774
1775         playerdemo_shutdown();
1776
1777         bot_clientdisconnect();
1778
1779         if(self.entcs)
1780                 detach_entcs();
1781
1782         if(autocvar_sv_eventlog)
1783                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1784         bprint ("^4",self.netname);
1785         bprint ("^4 disconnected\n");
1786
1787         SoundEntity_Detach(self);
1788
1789         DropAllRunes(self);
1790         MUTATOR_CALLHOOK(ClientDisconnect);
1791
1792         Portal_ClearAll(self);
1793
1794         if(self.flagcarried)
1795                 DropFlag(self.flagcarried, world, world);
1796         if(self.ballcarried && g_nexball)
1797                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1798
1799         // Here, everything has been done that requires this player to be a client.
1800
1801         self.flags &~= FL_CLIENT;
1802
1803         if (self.chatbubbleentity)
1804                 remove (self.chatbubbleentity);
1805
1806         if (self.teambubbleentity)
1807                 remove (self.teambubbleentity);
1808
1809         if (self.killindicator)
1810                 remove (self.killindicator);
1811
1812         WaypointSprite_PlayerGone();
1813
1814         bot_relinkplayerlist();
1815
1816         if(g_arena)
1817         {
1818                 Spawnqueue_Unmark(self);
1819                 Spawnqueue_Remove(self);
1820         }
1821
1822         accuracy_free(self);
1823         ClientData_Detach();
1824         PlayerScore_Detach(self);
1825
1826         if(self.netname_previous)
1827                 strunzone(self.netname_previous);
1828         if(self.clientstatus)
1829                 strunzone(self.clientstatus);
1830         if(self.weaponorder_byimpulse)
1831                 strunzone(self.weaponorder_byimpulse);
1832
1833         ClearPlayerSounds();
1834
1835         if(self.personal)
1836                 remove(self.personal);
1837
1838         self.playerid = 0;
1839         ReadyCount();
1840
1841         // free cvars
1842         GetCvars(-1);
1843 }
1844
1845 .float BUTTON_CHAT;
1846 void ChatBubbleThink()
1847 {
1848         self.nextthink = time;
1849         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1850         {
1851                 if(self.owner) // but why can that ever be world?
1852                         self.owner.chatbubbleentity = world;
1853                 remove(self);
1854                 return;
1855         }
1856         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1857 #ifdef TETRIS
1858                 || self.owner.tetris_on
1859 #endif
1860         )
1861                 self.model = self.mdl;
1862         else
1863                 self.model = "";
1864 };
1865
1866 void UpdateChatBubble()
1867 {
1868         if (!self.modelindex)
1869                 return;
1870         // spawn a chatbubble entity if needed
1871         if (!self.chatbubbleentity)
1872         {
1873                 self.chatbubbleentity = spawn();
1874                 self.chatbubbleentity.owner = self;
1875                 self.chatbubbleentity.exteriormodeltoclient = self;
1876                 self.chatbubbleentity.think = ChatBubbleThink;
1877                 self.chatbubbleentity.nextthink = time;
1878                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1879                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1880                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1881                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1882                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1883                 self.chatbubbleentity.model = "";
1884                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1885         }
1886 }
1887
1888
1889 void TeamBubbleThink()
1890 {
1891         self.nextthink = time;
1892         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1893         {
1894                 if(self.owner) // but why can that ever be world?
1895                         self.owner.teambubbleentity = world;
1896                 remove(self);
1897                 return;
1898         }
1899 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1900         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1901                 self.model = "";
1902         else
1903                 self.model = self.mdl;
1904
1905 };
1906
1907 float TeamBubble_customizeentityforclient()
1908 {
1909         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1910 }
1911
1912 void UpdateTeamBubble()
1913 {
1914         if (!self.modelindex || !teams_matter)
1915                 return;
1916         // spawn a teambubble entity if needed
1917         if (!self.teambubbleentity && teams_matter)
1918         {
1919                 self.teambubbleentity = spawn();
1920                 self.teambubbleentity.owner = self;
1921                 self.teambubbleentity.exteriormodeltoclient = self;
1922                 self.teambubbleentity.think = TeamBubbleThink;
1923                 self.teambubbleentity.nextthink = time;
1924                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1925 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1926                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1927                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1928                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1929                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1930                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1931                 self.teambubbleentity.effects = EF_LOWPRECISION;
1932         }
1933 }
1934
1935 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1936 // added to the model skins
1937 /*void UpdateColorModHack()
1938 {
1939         local float c;
1940         c = self.clientcolors & 15;
1941         // LordHavoc: only bothering to support white, green, red, yellow, blue
1942              if (!teams_matter) self.colormod = '0 0 0';
1943         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1944         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1945         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1946         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1947         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1948         else self.colormod = '1 1 1';
1949 };*/
1950
1951 .float oldcolormap;
1952 void respawn(void)
1953 {
1954         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1955         {
1956                 self.solid = SOLID_NOT;
1957                 self.takedamage = DAMAGE_NO;
1958                 self.movetype = MOVETYPE_FLY;
1959                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1960                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1961                 self.effects |= EF_ADDITIVE;
1962                 self.oldcolormap = self.colormap;
1963                 self.colormap = 512;
1964                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1965                 if(autocvar_g_respawn_ghosts_maxtime)
1966                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1967         }
1968
1969         CopyBody(1);
1970         self.effects |= EF_NODRAW; // prevent another CopyBody
1971         if(self.oldcolormap)
1972         {
1973                 self.colormap = self.oldcolormap;
1974                 self.oldcolormap = 0;
1975         }
1976         PutClientInServer();
1977 }
1978
1979 void play_countdown(float finished, string samp)
1980 {
1981         if(clienttype(self) == CLIENTTYPE_REAL)
1982                 if(floor(finished - time - frametime) != floor(finished - time))
1983                         if(finished - time < 6)
1984                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1985 }
1986
1987 /**
1988  * When sv_timeout is used this function returs strings like
1989  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1990  * Called by centerprint functions
1991  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1992  */
1993 string getTimeoutText(float addOneSecond) {
1994         if (!autocvar_sv_timeout || !timeoutStatus)
1995                 return "";
1996
1997         local string retStr;
1998         if (timeoutStatus == 1) {
1999                 if (addOneSecond == 1) {
2000                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
2001                 }
2002                 else {
2003                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
2004                 }
2005                 return retStr;
2006         }
2007         else if (timeoutStatus == 2) {
2008                 if (addOneSecond) {
2009                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
2010                         //don't show messages like "Timeout ends in 0 seconds"...
2011                         if ((remainingTimeoutTime + 1) > 0)
2012                                 return retStr;
2013                         else
2014                                 return "";
2015                 }
2016                 else {
2017                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2018                         //don't show messages like "Timeout ends in 0 seconds"...
2019                         if (remainingTimeoutTime > 0)
2020                                 return retStr;
2021                         else
2022                                 return "";
2023                 }
2024         }
2025         else return "";
2026 }
2027
2028 void player_powerups (void)
2029 {
2030         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2031         olditems = self.items;
2032         
2033         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2034         {
2035                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2036                 self.modelflags |= MF_ROCKET;
2037         }
2038         else
2039         {
2040                 SoundEntity_StopSound(self, CHAN_PLAYER);
2041                 self.modelflags &~= MF_ROCKET;
2042         }
2043
2044         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2045
2046         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2047                 return;
2048         
2049         Fire_ApplyDamage(self);
2050         Fire_ApplyEffect(self);
2051
2052         if (g_minstagib)
2053         {
2054                 self.effects |= EF_FULLBRIGHT;
2055
2056                 if (self.items & IT_STRENGTH)
2057                 {
2058                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2059                         if (time > self.strength_finished)
2060                         {
2061                                 self.alpha = default_player_alpha;
2062                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2063                                 self.items &~= IT_STRENGTH;
2064                                 sprint(self, "^3Invisibility has worn off\n");
2065                         }
2066                 }
2067                 else
2068                 {
2069                         if (time < self.strength_finished)
2070                         {
2071                                 self.alpha = g_minstagib_invis_alpha;
2072                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2073                                 self.items |= IT_STRENGTH;
2074                                 sprint(self, "^3You are invisible\n");
2075                         }
2076                 }
2077
2078                 if (self.items & IT_INVINCIBLE)
2079                 {
2080                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2081                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2082                         {
2083                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2084                                 sprint(self, "^3Speed has worn off\n");
2085                         }
2086                 }
2087                 else
2088                 {
2089                         if (time < self.invincible_finished)
2090                         {
2091                                 self.items = self.items | IT_INVINCIBLE;
2092                                 sprint(self, "^3You are on speed\n");
2093                         }
2094                 }
2095         }
2096         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.
2097         {
2098                 if (self.items & IT_STRENGTH)
2099                 {
2100                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2101                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2102                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2103                         {
2104                                 self.items = self.items - (self.items & IT_STRENGTH);
2105                                 sprint(self, "^3Strength has worn off\n");
2106                         }
2107                 }
2108                 else
2109                 {
2110                         if (time < self.strength_finished)
2111                         {
2112                                 self.items = self.items | IT_STRENGTH;
2113                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2114                         }
2115                 }
2116                 if (self.items & IT_INVINCIBLE)
2117                 {
2118                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2119                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2120                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2121                         {
2122                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2123                                 sprint(self, "^3Shield has worn off\n");
2124                         }
2125                 }
2126                 else
2127                 {
2128                         if (time < self.invincible_finished)
2129                         {
2130                                 self.items = self.items | IT_INVINCIBLE;
2131                                 sprint(self, "^3Shield surrounds you\n");
2132                         }
2133                 }
2134
2135                 if(autocvar_g_nodepthtestplayers)
2136                         self.effects = self.effects | EF_NODEPTHTEST;
2137
2138                 if(autocvar_g_fullbrightplayers)
2139                         self.effects = self.effects | EF_FULLBRIGHT;
2140
2141                 // midair gamemode: damage only while in the air
2142                 // if in midair mode, being on ground grants temporary invulnerability
2143                 // (this is so that multishot weapon don't clear the ground flag on the
2144                 // first damage in the frame, leaving the player vulnerable to the
2145                 // remaining hits in the same frame)
2146                 if (self.flags & FL_ONGROUND)
2147                 if (g_midair)
2148                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2149
2150                 if (time >= game_starttime)
2151                 if (time < self.spawnshieldtime)
2152                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2153         }
2154         
2155         MUTATOR_CALLHOOK(PlayerPowerups);
2156 }
2157
2158 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2159 {
2160         if(current > stable)
2161                 return current;
2162         else if(current > stable - 0.25) // when close enough, "snap"
2163                 return stable;
2164         else
2165                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2166 }
2167
2168 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2169 {
2170         if(current < stable)
2171                 return current;
2172         else if(current < stable + 0.25) // when close enough, "snap"
2173                 return stable;
2174         else
2175                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2176 }
2177
2178 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2179 {
2180         if(current > rotstable)
2181         {
2182                 if(rotframetime > 0)
2183                 {
2184                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2185                         current = max(rotstable, current - rotlinear * rotframetime);
2186                 }
2187         }
2188         else if(current < regenstable)
2189         {
2190                 if(regenframetime > 0)
2191                 {
2192                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2193                         current = min(regenstable, current + regenlinear * regenframetime);
2194                 }
2195         }
2196
2197         if(current > limit)
2198                 current = limit;
2199
2200         return current;
2201 }
2202
2203 void player_regen (void)
2204 {
2205         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2206         maxh = autocvar_g_balance_health_rotstable;
2207         maxa = autocvar_g_balance_armor_rotstable;
2208         maxf = autocvar_g_balance_fuel_rotstable;
2209         minh = autocvar_g_balance_health_regenstable;
2210         mina = autocvar_g_balance_armor_regenstable;
2211         minf = autocvar_g_balance_fuel_regenstable;
2212         limith = autocvar_g_balance_health_limit;
2213         limita = autocvar_g_balance_armor_limit;
2214         limitf = autocvar_g_balance_fuel_limit;
2215
2216         max_mod = regen_mod = rot_mod = limit_mod = 1;
2217
2218         if (self.runes & RUNE_REGEN)
2219         {
2220                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2221                 {
2222                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2223                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2224                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2225                 }
2226                 else
2227                 {
2228                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2229                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2230                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2231                 }
2232         }
2233         else if (self.runes & CURSE_VENOM)
2234         {
2235                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2236                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2237                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2238                 else
2239                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2240                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2241                 //if (!self.runes & RUNE_REGEN)
2242                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2243         }
2244         maxh = maxh * max_mod;
2245         //maxa = maxa * max_mod;
2246         //maxf = maxf * max_mod;
2247         minh = minh * max_mod;
2248         //mina = mina * max_mod;
2249         //minf = minf * max_mod;
2250         limith = limith * limit_mod;
2251         limita = limita * limit_mod;
2252         //limitf = limitf * limit_mod;
2253
2254         if(g_lms && g_ca)
2255                 rot_mod = 0;
2256
2257         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2258         {
2259                 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);
2260                 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);
2261
2262                 // if player rotted to death...  die!
2263                 if(self.health < 1)
2264                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2265         }
2266
2267         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2268                 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);
2269 }
2270
2271 float zoomstate_set;
2272 void SetZoomState(float z)
2273 {
2274         if(z != self.zoomstate)
2275         {
2276                 self.zoomstate = z;
2277                 ClientData_Touch(self);
2278         }
2279         zoomstate_set = 1;
2280 }
2281
2282 void GetPressedKeys(void) {
2283         MUTATOR_CALLHOOK(GetPressedKeys);
2284         if (self.movement_x > 0) // get if movement keys are pressed
2285         {       // forward key pressed
2286                 self.pressedkeys |= KEY_FORWARD;
2287                 self.pressedkeys &~= KEY_BACKWARD;
2288         }
2289         else if (self.movement_x < 0)
2290         {       // backward key pressed
2291                 self.pressedkeys |= KEY_BACKWARD;
2292                 self.pressedkeys &~= KEY_FORWARD;
2293         }
2294         else
2295         {       // no x input
2296                 self.pressedkeys &~= KEY_FORWARD;
2297                 self.pressedkeys &~= KEY_BACKWARD;
2298         }
2299
2300         if (self.movement_y > 0)
2301         {       // right key pressed
2302                 self.pressedkeys |= KEY_RIGHT;
2303                 self.pressedkeys &~= KEY_LEFT;
2304         }
2305         else if (self.movement_y < 0)
2306         {       // left key pressed
2307                 self.pressedkeys |= KEY_LEFT;
2308                 self.pressedkeys &~= KEY_RIGHT;
2309         }
2310         else
2311         {       // no y input
2312                 self.pressedkeys &~= KEY_RIGHT;
2313                 self.pressedkeys &~= KEY_LEFT;
2314         }
2315
2316         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2317                 self.pressedkeys |= KEY_JUMP;
2318         else
2319                 self.pressedkeys &~= KEY_JUMP;
2320         if (self.BUTTON_CROUCH)
2321                 self.pressedkeys |= KEY_CROUCH;
2322         else
2323                 self.pressedkeys &~= KEY_CROUCH;
2324 }
2325
2326 /*
2327 ======================
2328 spectate mode routines
2329 ======================
2330 */
2331
2332 void SpectateCopy(entity spectatee) {
2333         other = spectatee;
2334         MUTATOR_CALLHOOK(SpectateCopy);
2335         self.armortype = spectatee.armortype;
2336         self.armorvalue = spectatee.armorvalue;
2337         self.ammo_cells = spectatee.ammo_cells;
2338         self.ammo_shells = spectatee.ammo_shells;
2339         self.ammo_nails = spectatee.ammo_nails;
2340         self.ammo_rockets = spectatee.ammo_rockets;
2341         self.ammo_fuel = spectatee.ammo_fuel;
2342         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2343         self.health = spectatee.health;
2344         self.impulse = 0;
2345         self.items = spectatee.items;
2346         self.last_pickup = spectatee.last_pickup;
2347         self.metertime = spectatee.metertime;
2348         self.strength_finished = spectatee.strength_finished;
2349         self.invincible_finished = spectatee.invincible_finished;
2350         self.pressedkeys = spectatee.pressedkeys;
2351         self.weapons = spectatee.weapons;
2352         self.switchweapon = spectatee.switchweapon;
2353         self.weapon = spectatee.weapon;
2354         self.punchangle = spectatee.punchangle;
2355         self.view_ofs = spectatee.view_ofs;
2356         self.v_angle = spectatee.v_angle;
2357         self.velocity = spectatee.velocity;
2358         self.dmg_take = spectatee.dmg_take;
2359         self.dmg_save = spectatee.dmg_save;
2360         self.dmg_inflictor = spectatee.dmg_inflictor;
2361         self.angles = spectatee.v_angle;
2362         self.fixangle = TRUE;
2363         setorigin(self, spectatee.origin);
2364         setsize(self, spectatee.mins, spectatee.maxs);
2365         SetZoomState(spectatee.zoomstate);
2366
2367         anticheat_spectatecopy(spectatee);
2368 }
2369
2370 float SpectateUpdate() {
2371         if(!self.enemy)
2372                 return 0;
2373
2374         if (self == self.enemy)
2375                 return 0;
2376
2377         if(self.enemy.classname != "player")
2378                 return 0;
2379
2380         SpectateCopy(self.enemy);
2381
2382         return 1;
2383 }
2384
2385 float SpectateNext() {
2386         other = find(self.enemy, classname, "player");
2387
2388         if (!other)
2389                 other = find(other, classname, "player");
2390
2391         if (other)
2392                 self.enemy = other;
2393
2394         if(self.enemy.classname == "player") {
2395                 msg_entity = self;
2396                 WriteByte(MSG_ONE, SVC_SETVIEW);
2397                 WriteEntity(MSG_ONE, self.enemy);
2398                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2399                 self.movetype = MOVETYPE_NONE;
2400                 accuracy_resend(self);
2401
2402                 if(!SpectateUpdate())
2403                         PutObserverInServer();
2404
2405                 return 1;
2406         } else {
2407                 return 0;
2408         }
2409 }
2410
2411 /*
2412 =============
2413 ShowRespawnCountdown()
2414
2415 Update a respawn countdown display.
2416 =============
2417 */
2418 void ShowRespawnCountdown()
2419 {
2420         float number;
2421         if(self.deadflag == DEAD_NO) // just respawned?
2422                 return;
2423         else
2424         {
2425                 number = ceil(self.death_time - time);
2426                 if(number <= 0)
2427                         return;
2428                 if(number <= self.respawn_countdown)
2429                 {
2430                         self.respawn_countdown = number - 1;
2431                         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
2432                                 AnnounceTo(self, strcat(ftos(number), ""));
2433                 }
2434         }
2435 }
2436
2437 void LeaveSpectatorMode()
2438 {
2439         if(isJoinAllowed()) {
2440                 if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2441                         self.classname = "player";
2442
2443                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2444                                 JoinBestTeam(self, FALSE, TRUE);
2445
2446                         if(autocvar_g_campaign)
2447                                 campaign_bots_may_start = 1;
2448
2449                         PutClientInServer();
2450
2451                         if(self.classname == "player")
2452                                 bprint ("^4", self.netname, "^4 is playing now\n");
2453
2454                         if(!autocvar_g_campaign)
2455                                 centerprint(self,""); // clear MOTD
2456
2457                         return;
2458                 } else {
2459                         if (g_ca && self.caplayer) {
2460                         }       // do nothing
2461                         else
2462                                 stuffcmd(self,"menu_showteamselect\n");
2463                         return;
2464                 }
2465         }
2466         else {
2467                 //player may not join because of g_maxplayers is set
2468                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2469         }
2470 }
2471
2472 /**
2473  * Determines whether the player is allowed to join. This depends on cvar
2474  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2475  * it checks whether the number of currently playing players exceeds g_maxplayers.
2476  * @return bool TRUE if the player is allowed to join, false otherwise
2477  */
2478 float isJoinAllowed() {
2479         if(self.team_forced < 0)
2480                 return FALSE; // forced spectators can never join
2481
2482         if (!autocvar_g_maxplayers)
2483                 return TRUE;
2484
2485         local entity e;
2486         local float currentlyPlaying;
2487         FOR_EACH_REALPLAYER(e) {
2488                 if(e.classname == "player")
2489                         currentlyPlaying += 1;
2490         }
2491         if(currentlyPlaying < autocvar_g_maxplayers)
2492                 return TRUE;
2493
2494         return FALSE;
2495 }
2496
2497 /**
2498  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2499  * g_maxplayers_spectator_blocktime seconds
2500  */
2501 void checkSpectatorBlock() {
2502         if(self.classname == "spectator" || self.classname == "observer") {
2503                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2504                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2505                         dropclient(self);
2506                 }
2507         }
2508 }
2509
2510 void ObserverThink()
2511 {
2512         if (self.flags & FL_JUMPRELEASED) {
2513                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2514                         self.welcomemessage_time = 0;
2515                         self.flags &~= FL_JUMPRELEASED;
2516                         self.flags |= FL_SPAWNING;
2517                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2518                         self.welcomemessage_time = 0;
2519                         self.flags &~= FL_JUMPRELEASED;
2520                         if(SpectateNext() == 1) {
2521                                 self.classname = "spectator";
2522                         }
2523                 }
2524         } else {
2525                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2526                         self.flags |= FL_JUMPRELEASED;
2527                         if(self.flags & FL_SPAWNING)
2528                         {
2529                                 self.flags &~= FL_SPAWNING;
2530                                 LeaveSpectatorMode();
2531                                 return;
2532                         }
2533                 }
2534         }
2535         PrintWelcomeMessage(self);
2536 }
2537
2538 void SpectatorThink()
2539 {
2540         if (self.flags & FL_JUMPRELEASED) {
2541                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2542                         self.welcomemessage_time = 0;
2543                         self.flags &~= FL_JUMPRELEASED;
2544                         self.flags |= FL_SPAWNING;
2545                 } else if(self.BUTTON_ATCK) {
2546                         self.welcomemessage_time = 0;
2547                         self.flags &~= FL_JUMPRELEASED;
2548                         if(SpectateNext() == 1) {
2549                                 self.classname = "spectator";
2550                         } else {
2551                                 self.classname = "observer";
2552                                 PutClientInServer();
2553                         }
2554                 } else if (self.BUTTON_ATCK2) {
2555                         self.welcomemessage_time = 0;
2556                         self.flags &~= FL_JUMPRELEASED;
2557                         self.classname = "observer";
2558                         PutClientInServer();
2559                 } else {
2560                         if(!SpectateUpdate())
2561                                 PutObserverInServer();
2562                 }
2563         } else {
2564                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2565                         self.flags |= FL_JUMPRELEASED;
2566                         if(self.flags & FL_SPAWNING)
2567                         {
2568                                 self.flags &~= FL_SPAWNING;
2569                                 LeaveSpectatorMode();
2570                                 return;
2571                         }
2572                 }
2573         }
2574
2575         PrintWelcomeMessage(self);
2576         self.flags |= FL_CLIENT | FL_NOTARGET;
2577 }
2578
2579 .float touchexplode_time;
2580
2581 /*
2582 =============
2583 PlayerPreThink
2584
2585 Called every frame for each client before the physics are run
2586 =============
2587 */
2588 void() ctf_setstatus;
2589 void() nexball_setstatus;
2590 .float items_added;
2591 void PlayerPreThink (void)
2592 {
2593         self.stat_game_starttime = game_starttime;
2594         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2595         self.stat_leadlimit = autocvar_leadlimit;
2596
2597         if(frametime)
2598         {
2599                 // physics frames: update anticheat stuff
2600                 anticheat_prethink();
2601         }
2602
2603         if(blockSpectators && frametime)
2604                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2605                 checkSpectatorBlock();
2606
2607         zoomstate_set = 0;
2608
2609         if(self.netname_previous != self.netname)
2610         {
2611                 if(autocvar_sv_eventlog)
2612                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2613                 if(self.netname_previous)
2614                         strunzone(self.netname_previous);
2615                 self.netname_previous = strzone(self.netname);
2616         }
2617
2618         // version nagging
2619         if(self.version_nagtime)
2620                 if(self.cvar_g_xonoticversion)
2621                         if(time > self.version_nagtime)
2622                         {
2623                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2624                                 {
2625                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2626                                         {
2627                                                 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");
2628                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2629                                         }
2630                                         else
2631                                         {
2632                                                 float r;
2633                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2634                                                 if(r < 0)
2635                                                 {
2636                                                         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");
2637                                                         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"));
2638                                                 }
2639                                                 else if(r > 0)
2640                                                 {
2641                                                         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");
2642                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2643                                                 }
2644                                         }
2645                                 }
2646                                 self.version_nagtime = 0;
2647                         }
2648
2649         // GOD MODE info
2650         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2651         {
2652                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2653                 self.max_armorvalue = 0;
2654         }
2655
2656 #ifdef TETRIS
2657         if (TetrisPreFrame())
2658                 return;
2659 #endif
2660
2661         MUTATOR_CALLHOOK(PlayerPreThink);
2662
2663         if(self.classname == "player") {
2664 //              if(self.netname == "Wazat")
2665 //                      bprint(self.classname, "\n");
2666
2667                 CheckRules_Player();
2668
2669                 PrintWelcomeMessage(self);
2670
2671                 if (intermission_running)
2672                 {
2673                         IntermissionThink ();   // otherwise a button could be missed between
2674                         return;                                 // the think tics
2675                 }
2676
2677                 if(self.teleport_time)
2678                 if(time > self.teleport_time)
2679                 {
2680                         self.teleport_time = 0;
2681                         self.effects = self.effects - (self.effects & EF_NODRAW);
2682                 }
2683
2684                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2685                         UpdateSelectedPlayer();
2686
2687                 //don't allow the player to turn around while game is paused!
2688                 if(timeoutStatus == 2) {
2689                         self.v_angle = self.lastV_angle;
2690                         self.angles = self.lastV_angle;
2691                         self.fixangle = TRUE;
2692                 }
2693
2694                 if(frametime)
2695                 {
2696                         if(self.health <= 0 && autocvar_g_deathglow)
2697                         {
2698                                 if(self.glowmod_x > 0)
2699                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2700                                 else
2701                                         self.glowmod_x = -1;
2702                                 if(self.glowmod_y > 0)
2703                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2704                                 else
2705                                         self.glowmod_y = -1;
2706                                 if(self.glowmod_z > 0)
2707                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2708                                 else
2709                                         self.glowmod_z = -1;
2710                         }
2711                         else
2712                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2713                         player_powerups();
2714                 }
2715
2716                 if (self.deadflag != DEAD_NO)
2717                 {
2718                         float button_pressed, force_respawn;
2719                         if(self.personal && g_race_qualifying)
2720                         {
2721                                 if(time > self.death_time)
2722                                 {
2723                                         self.death_time = time + 1; // only retry once a second
2724                                         respawn();
2725                                         self.impulse = 141;
2726                                 }
2727                         }
2728                         else
2729                         {
2730                                 if(frametime)
2731                                         player_anim();
2732                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2733                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2734                                 if (self.deadflag == DEAD_DYING)
2735                                 {
2736                                         if(force_respawn)
2737                                                 self.deadflag = DEAD_RESPAWNING;
2738                                         else if(!button_pressed)
2739                                                 self.deadflag = DEAD_DEAD;
2740                                 }
2741                                 else if (self.deadflag == DEAD_DEAD)
2742                                 {
2743                                         if(button_pressed)
2744                                                 self.deadflag = DEAD_RESPAWNABLE;
2745                                 }
2746                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2747                                 {
2748                                         if(!button_pressed)
2749                                                 self.deadflag = DEAD_RESPAWNING;
2750                                 }
2751                                 else if (self.deadflag == DEAD_RESPAWNING)
2752                                 {
2753                                         if(time > self.death_time)
2754                                         {
2755                                                 self.death_time = time + 1; // only retry once a second
2756                                                 respawn();
2757                                         }
2758                                 }
2759                                 ShowRespawnCountdown();
2760                         }
2761                         return;
2762                 }
2763
2764                 if(g_touchexplode)
2765                 if(time > self.touchexplode_time)
2766                 if(self.classname == "player")
2767                 if(self.deadflag == DEAD_NO)
2768                 if not(IS_INDEPENDENT_PLAYER(self))
2769                 FOR_EACH_PLAYER(other) if(self != other)
2770                 {
2771                         if(time > other.touchexplode_time)
2772                         if(other.deadflag == DEAD_NO)
2773                         if not(IS_INDEPENDENT_PLAYER(other))
2774                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2775                         {
2776                                 PlayerTouchExplode(self, other);
2777                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2778                         }
2779                 }
2780
2781                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2782                 {
2783                         vector dist;
2784
2785                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2786                         dist = self.prevorigin - self.origin;
2787                         dist_z = 0;
2788                         self.lms_traveled_distance += fabs(vlen(dist));
2789
2790                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2791                         {
2792                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2793                                 self.lms_traveled_distance = 0;
2794                         }
2795
2796                         if(time > self.lms_nextcheck)
2797                         {
2798                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2799                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2800                                 {
2801                                         centerprint(self, autocvar_g_lms_campcheck_message);
2802                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2803                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2804                                         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');
2805                                 }
2806                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2807                                 self.lms_traveled_distance = 0;
2808                         }
2809                 }
2810
2811                 self.prevorigin = self.origin;
2812
2813                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2814                 {
2815                         if (!self.crouch)
2816                         {
2817                                 self.crouch = TRUE;
2818                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2819                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2820                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2821                         }
2822                 }
2823                 else
2824                 {
2825                         if (self.crouch)
2826                         {
2827                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2828                                 if (!trace_startsolid)
2829                                 {
2830                                         self.crouch = FALSE;
2831                                         self.view_ofs = PL_VIEW_OFS;
2832                                         setsize (self, PL_MIN, PL_MAX);
2833                                 }
2834                         }
2835                 }
2836
2837                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2838                 {
2839                         if(self.bloodloss_timer < time)
2840                         {
2841                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2842                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2843                         }
2844                 }
2845
2846                 FixPlayermodel();
2847
2848                 GrapplingHookFrame();
2849
2850                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2851                 //if(frametime)
2852                 {
2853                         self.items &~= self.items_added;
2854
2855                         W_WeaponFrame();
2856
2857                         self.items_added = 0;
2858                         if(self.items & IT_JETPACK)
2859                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2860                                         self.items_added |= IT_FUEL;
2861
2862                         self.items |= self.items_added;
2863                 }
2864
2865                 player_regen();
2866
2867                 // rot nex charge to the charge limit
2868                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2869                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2870
2871                 if(frametime)
2872                         player_anim();
2873
2874                 if (g_minstagib)
2875                         minstagib_ammocheck();
2876
2877                 if(g_ctf)
2878                         ctf_setstatus();
2879
2880                 if(g_nexball)
2881                         nexball_setstatus();
2882
2883                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2884
2885                 //self.angles_y=self.v_angle_y + 90;   // temp
2886         } else if(gameover) {
2887                 if (intermission_running)
2888                         IntermissionThink ();   // otherwise a button could be missed between
2889                 return;
2890         } else if(self.classname == "observer") {
2891                 ObserverThink();
2892         } else if(self.classname == "spectator") {
2893                 SpectatorThink();
2894         }
2895
2896         if(!zoomstate_set)
2897                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_SNIPERRIFLE && autocvar_g_balance_sniperrifle_secondary == 0));
2898
2899         float oldspectatee_status;
2900         oldspectatee_status = self.spectatee_status;
2901         if(self.classname == "spectator")
2902                 self.spectatee_status = num_for_edict(self.enemy);
2903         else if(self.classname == "observer")
2904                 self.spectatee_status = num_for_edict(self);
2905         else
2906                 self.spectatee_status = 0;
2907         if(self.spectatee_status != oldspectatee_status)
2908         {
2909                 ClientData_Touch(self);
2910                 if(g_race || g_cts)
2911                         race_InitSpectator();
2912         }
2913
2914         if(self.teamkill_soundtime)
2915         if(time > self.teamkill_soundtime)
2916         {
2917                 self.teamkill_soundtime = 0;
2918
2919                 entity oldpusher, oldself;
2920
2921                 oldself = self; self = self.teamkill_soundsource;
2922                 oldpusher = self.pusher; self.pusher = oldself;
2923
2924                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2925
2926                 self.pusher = oldpusher;
2927                 self = oldself;
2928         }
2929
2930         if(self.taunt_soundtime)
2931         if(time > self.taunt_soundtime)
2932         {
2933                 self.taunt_soundtime = 0;
2934                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2935         }
2936
2937         target_voicescript_next(self);
2938 }
2939
2940 float isInvisibleString(string s)
2941 {
2942         float i, n, c;
2943         s = strdecolorize(s);
2944         for((i = 0), (n = strlen(s)); i < n; ++i)
2945         {
2946                 c = str2chr(s, i);
2947                 switch(c)
2948                 {
2949                         case 0:
2950                         case 32: // space
2951                                 break;
2952                         case 192: // charmap space
2953                                 if (!autocvar_utf8_enable)
2954                                         break;
2955                                 return FALSE;
2956                         case 160: // space in unicode fonts
2957                         case 0xE000 + 192: // utf8 charmap space
2958                                 if (autocvar_utf8_enable)
2959                                         break;
2960                         default:
2961                                 return FALSE;
2962                 }
2963         }
2964         return TRUE;
2965 }
2966
2967 /*
2968 =============
2969 PlayerPostThink
2970
2971 Called every frame for each client after the physics are run
2972 =============
2973 */
2974 .float idlekick_lasttimeleft;
2975 .entity showheadshotbbox;
2976 void showheadshotbbox_think()
2977 {
2978         if(self.owner.showheadshotbbox != self)
2979         {
2980                 remove(self);
2981                 return;
2982         }
2983         self.nextthink = time;
2984         setorigin(self, self.owner.origin);
2985         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2986 }
2987 void PlayerPostThink (void)
2988 {
2989         // Savage: Check for nameless players
2990         if (isInvisibleString(self.netname)) {
2991                 self.netname = "Player";
2992                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2993         }
2994
2995         if(sv_maxidle && frametime)
2996         {
2997                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2998                 float timeleft;
2999                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3000                 if(timeleft <= 0)
3001                 {
3002                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3003                         AnnounceTo(self, "terminated");
3004                         dropclient(self);
3005                         return;
3006                 }
3007                 else if(timeleft <= 10)
3008                 {
3009                         if(timeleft != self.idlekick_lasttimeleft)
3010                         {
3011                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3012                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
3013                         }
3014                 }
3015                 else
3016                 {
3017                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
3018                 }
3019                 self.idlekick_lasttimeleft = timeleft;
3020         }
3021
3022 #ifdef TETRIS
3023         if(self.impulse == 100)
3024                 ImpulseCommands();
3025         if (TetrisPostFrame())
3026                 return;
3027 #endif
3028
3029         CheatFrame();
3030
3031         if(self.classname == "player") {
3032                 CheckRules_Player();
3033                 UpdateChatBubble();
3034                 UpdateTeamBubble();
3035                 if (self.impulse)
3036                         ImpulseCommands();
3037                 if (intermission_running)
3038                         return;         // intermission or finale
3039                 GetPressedKeys();
3040         } else if (self.classname == "observer") {
3041                 //do nothing
3042         } else if (self.classname == "spectator") {
3043                 //do nothing
3044         }
3045
3046         /*
3047         float i;
3048         for(i = 0; i < 1000; ++i)
3049         {
3050                 vector end;
3051                 end = self.origin + '0 0 1024' + 512 * randomvec();
3052                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3053                 if(trace_fraction < 1)
3054                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3055                 {
3056                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3057                         break;
3058                 }
3059         }
3060         */
3061
3062         Arena_Warmup();
3063
3064         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3065
3066         if(self.waypointsprite_attachedforcarrier)
3067                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3068         
3069         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3070         {
3071                 if(!self.showheadshotbbox)
3072                 {
3073                         self.showheadshotbbox = spawn();
3074                         self.showheadshotbbox.classname = "headshotbbox";
3075                         self.showheadshotbbox.owner = self;
3076                         self.showheadshotbbox.think = showheadshotbbox_think;
3077                         self.showheadshotbbox.nextthink = time;
3078                         self = self.showheadshotbbox;
3079                         self.think();
3080                         self = self.owner;
3081                 }
3082         }
3083         else
3084         {
3085                 if(self.showheadshotbbox)
3086                         remove(self.showheadshotbbox);
3087         }
3088
3089         playerdemo_write();
3090
3091         if((g_cts || g_race) && self.cvar_cl_allow_uid2name == 1)
3092         {
3093                 if(!self.stored_netname)
3094                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3095                 if(self.stored_netname != self.netname)
3096                 {
3097                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3098                         strunzone(self.stored_netname);
3099                         self.stored_netname = strzone(self.netname);
3100                 }
3101         }
3102
3103         /*
3104         if(g_race)
3105                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3106         */
3107 }