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Merge branch 'master' into mirceakitsune/universal_reload_system, with some VERY...
[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                 {
1054                         weapon_action(j, WR_RESETPLAYER);
1055
1056                         // all weapons must be fully loaded when we spawn
1057                         entity e;
1058                         e = get_weaponinfo(j);
1059                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1060                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1061                 }
1062
1063                 oldself = self;
1064                 self = spot;
1065                         activator = oldself;
1066                                 SUB_UseTargets();
1067                         activator = world;
1068                 self = oldself;
1069
1070                 MUTATOR_CALLHOOK(PlayerSpawn);
1071
1072                 self.switchweapon = w_getbestweapon(self);
1073                 self.cnt = self.switchweapon;
1074                 self.weapon = 0;
1075
1076                 if(!self.alivetime)
1077                         self.alivetime = time;
1078         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1079                 PutObserverInServer ();
1080         }
1081
1082         //if(g_ctf)
1083         //      ctf_playerchanged();
1084 }
1085
1086 .float ebouncefactor, ebouncestop; // electro's values
1087 // TODO do we need all these fields, or should we stop autodetecting runtime
1088 // changes and just have a console command to update this?
1089 float ClientInit_SendEntity(entity to, float sf)
1090 {
1091         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1092         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1093         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1094         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1095         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1096         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1097         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1098         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1099         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1100         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1101         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1102         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1103         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1104         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1105         if(sv_foginterval && world.fog != "")
1106                 WriteString(MSG_ENTITY, world.fog);
1107         else
1108                 WriteString(MSG_ENTITY, "");
1109         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1110         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1111         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1112         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1113         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1114         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1115         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1116         WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
1117         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1118         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1119         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1120         return TRUE;
1121 }
1122
1123 void ClientInit_CheckUpdate()
1124 {
1125         self.nextthink = time;
1126         if(self.count != autocvar_g_balance_armor_blockpercent)
1127         {
1128                 self.count = autocvar_g_balance_armor_blockpercent;
1129                 self.SendFlags |= 1;
1130         }
1131         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1132         {
1133                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1134                 self.SendFlags |= 1;
1135         }
1136         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1137         {
1138                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1139                 self.SendFlags |= 1;
1140         }
1141         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1142         {
1143                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1144                 self.SendFlags |= 1;
1145         }
1146         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1147         {
1148                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1149                 self.SendFlags |= 1;
1150         }
1151         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1152         {
1153                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1154                 self.SendFlags |= 1;
1155         }
1156 }
1157
1158 void ClientInit_Spawn()
1159 {
1160         entity o;
1161         entity e;
1162         e = spawn();
1163         e.classname = "clientinit";
1164         e.think = ClientInit_CheckUpdate;
1165         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1166
1167         o = self;
1168         self = e;
1169         ClientInit_CheckUpdate();
1170         self = o;
1171 }
1172
1173 /*
1174 =============
1175 SetNewParms
1176 =============
1177 */
1178 void SetNewParms (void)
1179 {
1180         // initialize parms for a new player
1181         parm1 = -(86400 * 366);
1182 }
1183
1184 /*
1185 =============
1186 SetChangeParms
1187 =============
1188 */
1189 void SetChangeParms (void)
1190 {
1191         // save parms for level change
1192         parm1 = self.parm_idlesince - time;
1193 }
1194
1195 /*
1196 =============
1197 DecodeLevelParms
1198 =============
1199 */
1200 void DecodeLevelParms (void)
1201 {
1202         // load parms
1203         self.parm_idlesince = parm1;
1204         if(self.parm_idlesince == -(86400 * 366))
1205                 self.parm_idlesince = time;
1206
1207         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1208         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1209 }
1210
1211 /*
1212 =============
1213 ClientKill
1214
1215 Called when a client types 'kill' in the console
1216 =============
1217 */
1218
1219 .float clientkill_nexttime;
1220 void ClientKill_Now_TeamChange()
1221 {
1222         if(self.killindicator_teamchange == -1)
1223         {
1224                 self.team = -1;
1225                 JoinBestTeam( self, FALSE, FALSE );
1226         }
1227         else if(self.killindicator_teamchange == -2)
1228         {
1229                 if(g_ca)
1230                         self.caplayer = 0;
1231                 if(blockSpectators)
1232                         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"));
1233                 PutObserverInServer();
1234         }
1235         else
1236                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1237 }
1238
1239 void ClientKill_Now()
1240 {
1241         remove(self.killindicator);
1242         self.killindicator = world;
1243
1244         if(self.killindicator_teamchange)
1245                 ClientKill_Now_TeamChange();
1246
1247         // in any case:
1248         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1249
1250         // now I am sure the player IS dead
1251 }
1252 void KillIndicator_Think()
1253 {
1254         if (!self.owner.modelindex)
1255         {
1256                 self.owner.killindicator = world;
1257                 remove(self);
1258                 return;
1259         }
1260
1261         if(self.cnt <= 0)
1262         {
1263                 self = self.owner;
1264                 ClientKill_Now(); // no oldself needed
1265                 return;
1266         }
1267     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1268     {
1269         self.nextthink = time + 1;
1270         self.cnt -= 1;
1271     }
1272         else
1273         {
1274                 if(self.cnt <= 10)
1275                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1276                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1277                 {
1278                         if(self.cnt <= 10)
1279                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1280                         if(self.owner.killindicator_teamchange)
1281                         {
1282                                 if(self.owner.killindicator_teamchange == -1)
1283                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1284                                 else if(self.owner.killindicator_teamchange == -2)
1285                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
1286                                 else
1287                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1288                         }
1289                         else
1290                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1291                 }
1292                 self.nextthink = time + 1;
1293                 self.cnt -= 1;
1294         }
1295 }
1296
1297 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1298 {
1299         float killtime;
1300         entity e;
1301         killtime = autocvar_g_balance_kill_delay;
1302
1303         if(g_race_qualifying || g_cts)
1304                 killtime = 0;
1305
1306     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1307     {
1308                 remove(self.killindicator);
1309                 self.killindicator = world;
1310
1311         ClientKill_Now(); // allow instant kill in this case
1312         return;
1313     }
1314
1315         self.killindicator_teamchange = targetteam;
1316
1317     if(!self.killindicator)
1318         {
1319                 if(self.modelindex && self.deadflag == DEAD_NO)
1320                 {
1321                         killtime = max(killtime, self.clientkill_nexttime - time);
1322                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1323                 }
1324
1325                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1326                 {
1327                         ClientKill_Now();
1328                 }
1329                 else
1330                 {
1331                         self.killindicator = spawn();
1332                         self.killindicator.owner = self;
1333                         self.killindicator.scale = 0.5;
1334                         setattachment(self.killindicator, self, "");
1335                         setorigin(self.killindicator, '0 0 52');
1336                         self.killindicator.think = KillIndicator_Think;
1337                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1338                         self.killindicator.cnt = ceil(killtime);
1339                         self.killindicator.count = bound(0, ceil(killtime), 10);
1340                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1341
1342                         for(e = world; (e = find(e, classname, "body")) != world; )
1343                         {
1344                                 if(e.enemy != self)
1345                                         continue;
1346                                 e.killindicator = spawn();
1347                                 e.killindicator.owner = e;
1348                                 e.killindicator.scale = 0.5;
1349                                 setattachment(e.killindicator, e, "");
1350                                 setorigin(e.killindicator, '0 0 52');
1351                                 e.killindicator.think = KillIndicator_Think;
1352                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1353                                 e.killindicator.cnt = ceil(killtime);
1354                         }
1355                         self.lip = 0;
1356                 }
1357         }
1358         if(self.killindicator)
1359         {
1360                 if(targetteam == 0) // just die
1361                         self.killindicator.colormod = '0 0 0';
1362                 else if(targetteam == -1) // auto
1363                         self.killindicator.colormod = '0 1 0';
1364                 else if(targetteam == -2) // spectate
1365                         self.killindicator.colormod = '0.5 0.5 0.5';
1366                 else
1367                         self.killindicator.colormod = TeamColor(targetteam);
1368         }
1369 }
1370
1371 void ClientKill (void)
1372 {
1373         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1374         {
1375                 // do nothing
1376         }
1377     else if(self.freezetag_frozen)
1378     {
1379         // do nothing
1380     }
1381         else
1382                 ClientKill_TeamChange(0);
1383 }
1384
1385 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
1386 {
1387     e.killindicator = spawn();
1388     e.killindicator.owner = e;
1389     e.killindicator.think = KillIndicator_Think;
1390     e.killindicator.nextthink = time + (e.lip) * 0.05;
1391     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1392     e.killindicator.health = 1; // this is used to indicate that it should be silent
1393     e.lip = 0;
1394 }
1395
1396 void DoTeamChange(float destteam)
1397 {
1398         float t, c0;
1399         if(!teams_matter)
1400         {
1401                 if(destteam >= 0)
1402                         SetPlayerColors(self, destteam);
1403                 return;
1404         }
1405         if(self.classname == "player")
1406         if(destteam == -1)
1407         {
1408                 CheckAllowedTeams(self);
1409                 t = FindSmallestTeam(self, TRUE);
1410                 switch(self.team)
1411                 {
1412                         case COLOR_TEAM1: c0 = c1; break;
1413                         case COLOR_TEAM2: c0 = c2; break;
1414                         case COLOR_TEAM3: c0 = c3; break;
1415                         case COLOR_TEAM4: c0 = c4; break;
1416                         default:          c0 = 999;
1417                 }
1418                 switch(t)
1419                 {
1420                         case 1:
1421                                 if(c0 > c1)
1422                                         destteam = COLOR_TEAM1;
1423                                 break;
1424                         case 2:
1425                                 if(c0 > c2)
1426                                         destteam = COLOR_TEAM2;
1427                                 break;
1428                         case 3:
1429                                 if(c0 > c3)
1430                                         destteam = COLOR_TEAM3;
1431                                 break;
1432                         case 4:
1433                                 if(c0 > c4)
1434                                         destteam = COLOR_TEAM4;
1435                                 break;
1436                 }
1437                 if(destteam == -1)
1438                         return;
1439         }
1440         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1441                 return;
1442         ClientKill_TeamChange(destteam);
1443 }
1444
1445 void FixClientCvars(entity e)
1446 {
1447         // send prediction settings to the client
1448         stuffcmd(e, "\nin_bindmap 0 0\n");
1449         if(g_race || g_cts)
1450                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1451         if(autocvar_g_antilag == 3) // client side hitscan
1452                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1453         if(sv_gentle)
1454                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1455         /*
1456          * we no longer need to stuff this. Remove this comment block if you feel
1457          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1458         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1459         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1460         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1461         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1462         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1463         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1464         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1465         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1466         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1467         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1468         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1469         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1470         stuffcmd(e, "cl_movement_edgefriction 1\n");
1471          */
1472 }
1473
1474 float PlayerInIDList(entity p, string idlist)
1475 {
1476         float n, i;
1477         string s;
1478
1479         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1480         if not(p.crypto_idfp)
1481                 return 0;
1482
1483         // this function allows abbreviated player IDs too!
1484         n = tokenize_console(idlist);
1485         for(i = 0; i < n; ++i)
1486         {
1487                 s = argv(i);
1488                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1489                         return 1;
1490         }
1491
1492         return 0;
1493 }
1494
1495 /*
1496 =============
1497 ClientConnect
1498
1499 Called when a client connects to the server
1500 =============
1501 */
1502 //void ctf_clientconnect();
1503 string ColoredTeamName(float t);
1504 void DecodeLevelParms (void);
1505 //void dom_player_join_team(entity pl);
1506 void ClientConnect (void)
1507 {
1508         float t;
1509
1510         if(self.flags & FL_CLIENT)
1511         {
1512                 print("Warning: ClientConnect, but already connected!\n");
1513                 return;
1514         }
1515
1516         if(Ban_MaybeEnforceBan(self))
1517                 return;
1518
1519         DecodeLevelParms();
1520
1521 #ifdef WATERMARK
1522         sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1523 #endif
1524
1525         self.classname = "player_joining";
1526
1527         self.flags = FL_CLIENT;
1528         self.version_nagtime = time + 10 + random() * 10;
1529
1530         if(player_count<0)
1531         {
1532                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1533                 player_count = 0;
1534         }
1535
1536         PlayerScore_Attach(self);
1537         ClientData_Attach();
1538         accuracy_init(self);
1539
1540         bot_clientconnect();
1541
1542         playerdemo_init();
1543
1544         anticheat_init();
1545         
1546         race_PreSpawnObserver();
1547
1548         //if(g_domination)
1549         //      dom_player_join_team(self);
1550
1551         // identify the right forced team
1552         if(autocvar_g_campaign)
1553         {
1554                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1555                 {
1556                         switch(autocvar_g_campaign_forceteam)
1557                         {
1558                                 case 1: self.team_forced = COLOR_TEAM1; break;
1559                                 case 2: self.team_forced = COLOR_TEAM2; break;
1560                                 case 3: self.team_forced = COLOR_TEAM3; break;
1561                                 case 4: self.team_forced = COLOR_TEAM4; break;
1562                                 default: self.team_forced = 0;
1563                         }
1564                 }
1565         }
1566         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1567                 self.team_forced = COLOR_TEAM1;
1568         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1569                 self.team_forced = COLOR_TEAM2;
1570         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1571                 self.team_forced = COLOR_TEAM3;
1572         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1573                 self.team_forced = COLOR_TEAM4;
1574         else if(autocvar_g_forced_team_otherwise == "red")
1575                 self.team_forced = COLOR_TEAM1;
1576         else if(autocvar_g_forced_team_otherwise == "blue")
1577                 self.team_forced = COLOR_TEAM2;
1578         else if(autocvar_g_forced_team_otherwise == "yellow")
1579                 self.team_forced = COLOR_TEAM3;
1580         else if(autocvar_g_forced_team_otherwise == "pink")
1581                 self.team_forced = COLOR_TEAM4;
1582         else if(autocvar_g_forced_team_otherwise == "spectate")
1583                 self.team_forced = -1;
1584         else if(autocvar_g_forced_team_otherwise == "spectator")
1585                 self.team_forced = -1;
1586         else
1587                 self.team_forced = 0;
1588
1589         if(!teams_matter)
1590                 if(self.team_forced > 0)
1591                         self.team_forced = 0;
1592
1593         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1594
1595         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1596                 self.classname = "observer";
1597         } else {
1598                 if(teams_matter)
1599                 {
1600                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1601                         {
1602                                 self.classname = "player";
1603                                 campaign_bots_may_start = 1;
1604                         }
1605                         else
1606                         {
1607                                 self.classname = "observer"; // do it anyway
1608                         }
1609                 }
1610                 else
1611                 {
1612                         self.classname = "player";
1613                         campaign_bots_may_start = 1;
1614                 }
1615         }
1616
1617         self.playerid = (playerid_last = playerid_last + 1);
1618
1619         if(autocvar_sv_eventlog)
1620                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1621
1622         LogTeamchange(self.playerid, self.team, 1);
1623
1624         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1625
1626         self.netname_previous = strzone(self.netname);
1627
1628         bprint("^4", self.netname, "^4 connected");
1629
1630         if(self.classname != "observer" && (g_domination || g_ctf))
1631                 bprint(" and joined the ", ColoredTeamName(self.team));
1632
1633         bprint("\n");
1634
1635         self.welcomemessage_time = 0;
1636
1637         stuffcmd(self, strcat(clientstuff, "\n"));
1638         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1639         stuffcmd(self, "cl_particles_reloadeffects\n");
1640
1641         FixClientCvars(self);
1642
1643         // spawnfunc_waypoint sprites
1644         WaypointSprite_InitClient(self);
1645
1646         // Wazat's grappling hook
1647         SetGrappleHookBindings();
1648
1649         // get autoswitch state from player when he toggles it
1650         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1651
1652         // get version info from player
1653         stuffcmd(self, "cmd clientversion $gameversion\n");
1654
1655         // get other cvars from player
1656         GetCvars(0);
1657
1658         // notify about available teams
1659         if(teams_matter)
1660         {
1661                 CheckAllowedTeams(self);
1662                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1663                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1664         }
1665         else
1666                 stuffcmd(self, "set _teams_available 0\n");
1667
1668         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1669
1670         if(g_arena || g_ca)
1671         {
1672                 self.classname = "observer";
1673                 if(g_arena)
1674                         Spawnqueue_Insert(self);
1675         }
1676         /*else if(g_ctf)
1677         {
1678                 ctf_clientconnect();
1679         }*/
1680
1681         if(teams_matter || radar_showennemies)
1682                 attach_entcs();
1683
1684         bot_relinkplayerlist();
1685
1686         self.spectatortime = time;
1687         if(blockSpectators)
1688         {
1689                 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"));
1690         }
1691
1692         self.jointime = time;
1693         self.allowedTimeouts = autocvar_sv_timeout_number;
1694
1695         if(clienttype(self) == CLIENTTYPE_REAL)
1696         {
1697                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1698                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1699         }
1700
1701         if(g_lms)
1702         {
1703                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1704                 {
1705                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1706                         self.frags = FRAGS_SPECTATOR;
1707                 }
1708         }
1709
1710         if(!sv_foginterval && world.fog != "")
1711                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1712
1713         SoundEntity_Attach(self);
1714
1715         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1716         {
1717                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1718                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1719         }
1720         else
1721                 self.hitplotfh = -1;
1722
1723         if(g_race || g_cts) {
1724                 string rr;
1725                 if(g_cts)
1726                         rr = CTS_RECORD;
1727                 else
1728                         rr = RACE_RECORD;
1729                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1730
1731                 msg_entity = self;
1732                 race_send_recordtime(MSG_ONE);
1733                 race_send_speedaward(MSG_ONE);
1734
1735                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1736                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1737                 race_send_speedaward_alltimebest(MSG_ONE);
1738
1739                 float i;
1740                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1741                         race_SendRankings(i, 0, 0, MSG_ONE);
1742                 }
1743         }
1744         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1745                 send_CSQC_teamnagger();
1746
1747         CheatInitClient();
1748
1749         PlayerStats_AddPlayer(self);
1750 }
1751
1752 /*
1753 =============
1754 ClientDisconnect
1755
1756 Called when a client disconnects from the server
1757 =============
1758 */
1759 .entity chatbubbleentity;
1760 .entity teambubbleentity;
1761 void ReadyCount();
1762 void ClientDisconnect (void)
1763 {
1764         if not(self.flags & FL_CLIENT)
1765         {
1766                 print("Warning: ClientDisconnect without ClientConnect\n");
1767                 return;
1768         }
1769
1770         PlayerStats_AddGlobalInfo(self);
1771
1772         CheatShutdownClient();
1773
1774         if(self.hitplotfh >= 0)
1775         {
1776                 fclose(self.hitplotfh);
1777                 self.hitplotfh = -1;
1778         }
1779
1780         anticheat_report();
1781         anticheat_shutdown();
1782
1783         playerdemo_shutdown();
1784
1785         bot_clientdisconnect();
1786
1787         if(self.entcs)
1788                 detach_entcs();
1789
1790         if(autocvar_sv_eventlog)
1791                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1792         bprint ("^4",self.netname);
1793         bprint ("^4 disconnected\n");
1794
1795         SoundEntity_Detach(self);
1796
1797         DropAllRunes(self);
1798         MUTATOR_CALLHOOK(ClientDisconnect);
1799
1800         Portal_ClearAll(self);
1801
1802         if(self.flagcarried)
1803                 DropFlag(self.flagcarried, world, world);
1804         if(self.ballcarried && g_nexball)
1805                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1806
1807         // Here, everything has been done that requires this player to be a client.
1808
1809         self.flags &~= FL_CLIENT;
1810
1811         if (self.chatbubbleentity)
1812                 remove (self.chatbubbleentity);
1813
1814         if (self.teambubbleentity)
1815                 remove (self.teambubbleentity);
1816
1817         if (self.killindicator)
1818                 remove (self.killindicator);
1819
1820         WaypointSprite_PlayerGone();
1821
1822         bot_relinkplayerlist();
1823
1824         if(g_arena)
1825         {
1826                 Spawnqueue_Unmark(self);
1827                 Spawnqueue_Remove(self);
1828         }
1829
1830         accuracy_free(self);
1831         ClientData_Detach();
1832         PlayerScore_Detach(self);
1833
1834         if(self.netname_previous)
1835                 strunzone(self.netname_previous);
1836         if(self.clientstatus)
1837                 strunzone(self.clientstatus);
1838         if(self.weaponorder_byimpulse)
1839                 strunzone(self.weaponorder_byimpulse);
1840
1841         ClearPlayerSounds();
1842
1843         if(self.personal)
1844                 remove(self.personal);
1845
1846         self.playerid = 0;
1847         ReadyCount();
1848
1849         // free cvars
1850         GetCvars(-1);
1851 }
1852
1853 .float BUTTON_CHAT;
1854 void ChatBubbleThink()
1855 {
1856         self.nextthink = time;
1857         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1858         {
1859                 if(self.owner) // but why can that ever be world?
1860                         self.owner.chatbubbleentity = world;
1861                 remove(self);
1862                 return;
1863         }
1864         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1865 #ifdef TETRIS
1866                 || self.owner.tetris_on
1867 #endif
1868         )
1869                 self.model = self.mdl;
1870         else
1871                 self.model = "";
1872 };
1873
1874 void UpdateChatBubble()
1875 {
1876         if (!self.modelindex)
1877                 return;
1878         // spawn a chatbubble entity if needed
1879         if (!self.chatbubbleentity)
1880         {
1881                 self.chatbubbleentity = spawn();
1882                 self.chatbubbleentity.owner = self;
1883                 self.chatbubbleentity.exteriormodeltoclient = self;
1884                 self.chatbubbleentity.think = ChatBubbleThink;
1885                 self.chatbubbleentity.nextthink = time;
1886                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1887                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1888                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1889                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1890                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1891                 self.chatbubbleentity.model = "";
1892                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1893         }
1894 }
1895
1896
1897 void TeamBubbleThink()
1898 {
1899         self.nextthink = time;
1900         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1901         {
1902                 if(self.owner) // but why can that ever be world?
1903                         self.owner.teambubbleentity = world;
1904                 remove(self);
1905                 return;
1906         }
1907 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1908         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1909                 self.model = "";
1910         else
1911                 self.model = self.mdl;
1912
1913 };
1914
1915 float TeamBubble_customizeentityforclient()
1916 {
1917         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1918 }
1919
1920 void UpdateTeamBubble()
1921 {
1922         if (!self.modelindex || !teams_matter)
1923                 return;
1924         // spawn a teambubble entity if needed
1925         if (!self.teambubbleentity && teams_matter)
1926         {
1927                 self.teambubbleentity = spawn();
1928                 self.teambubbleentity.owner = self;
1929                 self.teambubbleentity.exteriormodeltoclient = self;
1930                 self.teambubbleentity.think = TeamBubbleThink;
1931                 self.teambubbleentity.nextthink = time;
1932                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1933 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1934                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1935                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1936                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1937                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1938                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1939                 self.teambubbleentity.effects = EF_LOWPRECISION;
1940         }
1941 }
1942
1943 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1944 // added to the model skins
1945 /*void UpdateColorModHack()
1946 {
1947         local float c;
1948         c = self.clientcolors & 15;
1949         // LordHavoc: only bothering to support white, green, red, yellow, blue
1950              if (!teams_matter) self.colormod = '0 0 0';
1951         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1952         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1953         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1954         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1955         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1956         else self.colormod = '1 1 1';
1957 };*/
1958
1959 .float oldcolormap;
1960 void respawn(void)
1961 {
1962         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1963         {
1964                 self.solid = SOLID_NOT;
1965                 self.takedamage = DAMAGE_NO;
1966                 self.movetype = MOVETYPE_FLY;
1967                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1968                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1969                 self.effects |= EF_ADDITIVE;
1970                 self.oldcolormap = self.colormap;
1971                 self.colormap = 512;
1972                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1973                 if(autocvar_g_respawn_ghosts_maxtime)
1974                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1975         }
1976
1977         CopyBody(1);
1978         self.effects |= EF_NODRAW; // prevent another CopyBody
1979         if(self.oldcolormap)
1980         {
1981                 self.colormap = self.oldcolormap;
1982                 self.oldcolormap = 0;
1983         }
1984         PutClientInServer();
1985 }
1986
1987 void play_countdown(float finished, string samp)
1988 {
1989         if(clienttype(self) == CLIENTTYPE_REAL)
1990                 if(floor(finished - time - frametime) != floor(finished - time))
1991                         if(finished - time < 6)
1992                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1993 }
1994
1995 /**
1996  * When sv_timeout is used this function returs strings like
1997  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1998  * Called by centerprint functions
1999  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
2000  */
2001 string getTimeoutText(float addOneSecond) {
2002         if (!autocvar_sv_timeout || !timeoutStatus)
2003                 return "";
2004
2005         local string retStr;
2006         if (timeoutStatus == 1) {
2007                 if (addOneSecond == 1) {
2008                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
2009                 }
2010                 else {
2011                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
2012                 }
2013                 return retStr;
2014         }
2015         else if (timeoutStatus == 2) {
2016                 if (addOneSecond) {
2017                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
2018                         //don't show messages like "Timeout ends in 0 seconds"...
2019                         if ((remainingTimeoutTime + 1) > 0)
2020                                 return retStr;
2021                         else
2022                                 return "";
2023                 }
2024                 else {
2025                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2026                         //don't show messages like "Timeout ends in 0 seconds"...
2027                         if (remainingTimeoutTime > 0)
2028                                 return retStr;
2029                         else
2030                                 return "";
2031                 }
2032         }
2033         else return "";
2034 }
2035
2036 void player_powerups (void)
2037 {
2038         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2039         olditems = self.items;
2040         
2041         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2042         {
2043                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2044                 self.modelflags |= MF_ROCKET;
2045         }
2046         else
2047         {
2048                 SoundEntity_StopSound(self, CHAN_PLAYER);
2049                 self.modelflags &~= MF_ROCKET;
2050         }
2051
2052         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2053
2054         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2055                 return;
2056         
2057         Fire_ApplyDamage(self);
2058         Fire_ApplyEffect(self);
2059
2060         if (g_minstagib)
2061         {
2062                 self.effects |= EF_FULLBRIGHT;
2063
2064                 if (self.items & IT_STRENGTH)
2065                 {
2066                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2067                         if (time > self.strength_finished)
2068                         {
2069                                 self.alpha = default_player_alpha;
2070                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2071                                 self.items &~= IT_STRENGTH;
2072                                 sprint(self, "^3Invisibility has worn off\n");
2073                         }
2074                 }
2075                 else
2076                 {
2077                         if (time < self.strength_finished)
2078                         {
2079                                 self.alpha = g_minstagib_invis_alpha;
2080                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2081                                 self.items |= IT_STRENGTH;
2082                                 sprint(self, "^3You are invisible\n");
2083                         }
2084                 }
2085
2086                 if (self.items & IT_INVINCIBLE)
2087                 {
2088                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2089                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2090                         {
2091                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2092                                 sprint(self, "^3Speed has worn off\n");
2093                         }
2094                 }
2095                 else
2096                 {
2097                         if (time < self.invincible_finished)
2098                         {
2099                                 self.items = self.items | IT_INVINCIBLE;
2100                                 sprint(self, "^3You are on speed\n");
2101                         }
2102                 }
2103         }
2104         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.
2105         {
2106                 if (self.items & IT_STRENGTH)
2107                 {
2108                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2109                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2110                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2111                         {
2112                                 self.items = self.items - (self.items & IT_STRENGTH);
2113                                 sprint(self, "^3Strength has worn off\n");
2114                         }
2115                 }
2116                 else
2117                 {
2118                         if (time < self.strength_finished)
2119                         {
2120                                 self.items = self.items | IT_STRENGTH;
2121                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2122                         }
2123                 }
2124                 if (self.items & IT_INVINCIBLE)
2125                 {
2126                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2127                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2128                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2129                         {
2130                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2131                                 sprint(self, "^3Shield has worn off\n");
2132                         }
2133                 }
2134                 else
2135                 {
2136                         if (time < self.invincible_finished)
2137                         {
2138                                 self.items = self.items | IT_INVINCIBLE;
2139                                 sprint(self, "^3Shield surrounds you\n");
2140                         }
2141                 }
2142
2143                 if(autocvar_g_nodepthtestplayers)
2144                         self.effects = self.effects | EF_NODEPTHTEST;
2145
2146                 if(autocvar_g_fullbrightplayers)
2147                         self.effects = self.effects | EF_FULLBRIGHT;
2148
2149                 // midair gamemode: damage only while in the air
2150                 // if in midair mode, being on ground grants temporary invulnerability
2151                 // (this is so that multishot weapon don't clear the ground flag on the
2152                 // first damage in the frame, leaving the player vulnerable to the
2153                 // remaining hits in the same frame)
2154                 if (self.flags & FL_ONGROUND)
2155                 if (g_midair)
2156                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2157
2158                 if (time >= game_starttime)
2159                 if (time < self.spawnshieldtime)
2160                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2161         }
2162         
2163         MUTATOR_CALLHOOK(PlayerPowerups);
2164 }
2165
2166 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2167 {
2168         if(current > stable)
2169                 return current;
2170         else if(current > stable - 0.25) // when close enough, "snap"
2171                 return stable;
2172         else
2173                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2174 }
2175
2176 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2177 {
2178         if(current < stable)
2179                 return current;
2180         else if(current < stable + 0.25) // when close enough, "snap"
2181                 return stable;
2182         else
2183                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2184 }
2185
2186 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2187 {
2188         if(current > rotstable)
2189         {
2190                 if(rotframetime > 0)
2191                 {
2192                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2193                         current = max(rotstable, current - rotlinear * rotframetime);
2194                 }
2195         }
2196         else if(current < regenstable)
2197         {
2198                 if(regenframetime > 0)
2199                 {
2200                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2201                         current = min(regenstable, current + regenlinear * regenframetime);
2202                 }
2203         }
2204
2205         if(current > limit)
2206                 current = limit;
2207
2208         return current;
2209 }
2210
2211 void player_regen (void)
2212 {
2213         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2214         maxh = autocvar_g_balance_health_rotstable;
2215         maxa = autocvar_g_balance_armor_rotstable;
2216         maxf = autocvar_g_balance_fuel_rotstable;
2217         minh = autocvar_g_balance_health_regenstable;
2218         mina = autocvar_g_balance_armor_regenstable;
2219         minf = autocvar_g_balance_fuel_regenstable;
2220         limith = autocvar_g_balance_health_limit;
2221         limita = autocvar_g_balance_armor_limit;
2222         limitf = autocvar_g_balance_fuel_limit;
2223
2224         max_mod = regen_mod = rot_mod = limit_mod = 1;
2225
2226         if (self.runes & RUNE_REGEN)
2227         {
2228                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2229                 {
2230                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2231                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2232                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2233                 }
2234                 else
2235                 {
2236                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2237                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2238                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2239                 }
2240         }
2241         else if (self.runes & CURSE_VENOM)
2242         {
2243                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2244                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2245                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2246                 else
2247                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2248                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2249                 //if (!self.runes & RUNE_REGEN)
2250                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2251         }
2252         maxh = maxh * max_mod;
2253         //maxa = maxa * max_mod;
2254         //maxf = maxf * max_mod;
2255         minh = minh * max_mod;
2256         //mina = mina * max_mod;
2257         //minf = minf * max_mod;
2258         limith = limith * limit_mod;
2259         limita = limita * limit_mod;
2260         //limitf = limitf * limit_mod;
2261
2262         if(g_lms && g_ca)
2263                 rot_mod = 0;
2264
2265         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2266         {
2267                 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);
2268                 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);
2269
2270                 // if player rotted to death...  die!
2271                 if(self.health < 1)
2272                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2273         }
2274
2275         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2276                 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);
2277 }
2278
2279 float zoomstate_set;
2280 void SetZoomState(float z)
2281 {
2282         if(z != self.zoomstate)
2283         {
2284                 self.zoomstate = z;
2285                 ClientData_Touch(self);
2286         }
2287         zoomstate_set = 1;
2288 }
2289
2290 void GetPressedKeys(void) {
2291         MUTATOR_CALLHOOK(GetPressedKeys);
2292         if (self.movement_x > 0) // get if movement keys are pressed
2293         {       // forward key pressed
2294                 self.pressedkeys |= KEY_FORWARD;
2295                 self.pressedkeys &~= KEY_BACKWARD;
2296         }
2297         else if (self.movement_x < 0)
2298         {       // backward key pressed
2299                 self.pressedkeys |= KEY_BACKWARD;
2300                 self.pressedkeys &~= KEY_FORWARD;
2301         }
2302         else
2303         {       // no x input
2304                 self.pressedkeys &~= KEY_FORWARD;
2305                 self.pressedkeys &~= KEY_BACKWARD;
2306         }
2307
2308         if (self.movement_y > 0)
2309         {       // right key pressed
2310                 self.pressedkeys |= KEY_RIGHT;
2311                 self.pressedkeys &~= KEY_LEFT;
2312         }
2313         else if (self.movement_y < 0)
2314         {       // left key pressed
2315                 self.pressedkeys |= KEY_LEFT;
2316                 self.pressedkeys &~= KEY_RIGHT;
2317         }
2318         else
2319         {       // no y input
2320                 self.pressedkeys &~= KEY_RIGHT;
2321                 self.pressedkeys &~= KEY_LEFT;
2322         }
2323
2324         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2325                 self.pressedkeys |= KEY_JUMP;
2326         else
2327                 self.pressedkeys &~= KEY_JUMP;
2328         if (self.BUTTON_CROUCH)
2329                 self.pressedkeys |= KEY_CROUCH;
2330         else
2331                 self.pressedkeys &~= KEY_CROUCH;
2332 }
2333
2334 /*
2335 ======================
2336 spectate mode routines
2337 ======================
2338 */
2339
2340 void SpectateCopy(entity spectatee) {
2341         other = spectatee;
2342         MUTATOR_CALLHOOK(SpectateCopy);
2343         self.armortype = spectatee.armortype;
2344         self.armorvalue = spectatee.armorvalue;
2345         self.ammo_cells = spectatee.ammo_cells;
2346         self.ammo_shells = spectatee.ammo_shells;
2347         self.ammo_nails = spectatee.ammo_nails;
2348         self.ammo_rockets = spectatee.ammo_rockets;
2349         self.ammo_fuel = spectatee.ammo_fuel;
2350         self.clip_load = spectatee.clip_load;
2351         self.clip_size = spectatee.clip_size;
2352         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2353         self.health = spectatee.health;
2354         self.impulse = 0;
2355         self.items = spectatee.items;
2356         self.last_pickup = spectatee.last_pickup;
2357         self.hit_time = spectatee.hit_time;
2358         self.metertime = spectatee.metertime;
2359         self.strength_finished = spectatee.strength_finished;
2360         self.invincible_finished = spectatee.invincible_finished;
2361         self.pressedkeys = spectatee.pressedkeys;
2362         self.weapons = spectatee.weapons;
2363         self.switchweapon = spectatee.switchweapon;
2364         self.weapon = spectatee.weapon;
2365         self.nex_charge = spectatee.nex_charge;
2366         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2367         self.minelayer_mines = spectatee.minelayer_mines;
2368         self.punchangle = spectatee.punchangle;
2369         self.view_ofs = spectatee.view_ofs;
2370         self.v_angle = spectatee.v_angle;
2371         self.velocity = spectatee.velocity;
2372         self.dmg_take = spectatee.dmg_take;
2373         self.dmg_save = spectatee.dmg_save;
2374         self.dmg_inflictor = spectatee.dmg_inflictor;
2375         self.angles = spectatee.v_angle;
2376         self.fixangle = TRUE;
2377         setorigin(self, spectatee.origin);
2378         setsize(self, spectatee.mins, spectatee.maxs);
2379         SetZoomState(spectatee.zoomstate);
2380
2381         anticheat_spectatecopy(spectatee);
2382 }
2383
2384 float SpectateUpdate() {
2385         if(!self.enemy)
2386                 return 0;
2387
2388         if (self == self.enemy)
2389                 return 0;
2390
2391         if(self.enemy.classname != "player")
2392                 return 0;
2393
2394         SpectateCopy(self.enemy);
2395
2396         return 1;
2397 }
2398
2399 float SpectateNext() {
2400         other = find(self.enemy, classname, "player");
2401
2402         if (!other)
2403                 other = find(other, classname, "player");
2404
2405         if (other)
2406                 self.enemy = other;
2407
2408         if(self.enemy.classname == "player") {
2409                 msg_entity = self;
2410                 WriteByte(MSG_ONE, SVC_SETVIEW);
2411                 WriteEntity(MSG_ONE, self.enemy);
2412                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2413                 self.movetype = MOVETYPE_NONE;
2414                 accuracy_resend(self);
2415
2416                 if(!SpectateUpdate())
2417                         PutObserverInServer();
2418
2419                 return 1;
2420         } else {
2421                 return 0;
2422         }
2423 }
2424
2425 /*
2426 =============
2427 ShowRespawnCountdown()
2428
2429 Update a respawn countdown display.
2430 =============
2431 */
2432 void ShowRespawnCountdown()
2433 {
2434         float number;
2435         if(self.deadflag == DEAD_NO) // just respawned?
2436                 return;
2437         else
2438         {
2439                 number = ceil(self.death_time - time);
2440                 if(number <= 0)
2441                         return;
2442                 if(number <= self.respawn_countdown)
2443                 {
2444                         self.respawn_countdown = number - 1;
2445                         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
2446                                 AnnounceTo(self, strcat(ftos(number), ""));
2447                 }
2448         }
2449 }
2450
2451 void LeaveSpectatorMode()
2452 {
2453         if(nJoinAllowed(1)) {
2454                 if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2455                         self.classname = "player";
2456
2457                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2458                                 JoinBestTeam(self, FALSE, TRUE);
2459
2460                         if(autocvar_g_campaign)
2461                                 campaign_bots_may_start = 1;
2462
2463                         PutClientInServer();
2464
2465                         if(self.classname == "player")
2466                                 bprint ("^4", self.netname, "^4 is playing now\n");
2467
2468                         if(!autocvar_g_campaign)
2469                                 centerprint(self,""); // clear MOTD
2470
2471                         return;
2472                 } else {
2473                         if (g_ca && self.caplayer) {
2474                         }       // do nothing
2475                         else
2476                                 stuffcmd(self,"menu_showteamselect\n");
2477                         return;
2478                 }
2479         }
2480         else {
2481                 //player may not join because of g_maxplayers is set
2482                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2483         }
2484 }
2485
2486 /**
2487  * Determines whether the player is allowed to join. This depends on cvar
2488  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2489  * it checks whether the number of currently playing players exceeds g_maxplayers.
2490  * @return int number of free slots for players, 0 if none
2491  */
2492 float nJoinAllowed(float includeMe) {
2493         if(self.team_forced < 0)
2494                 return FALSE; // forced spectators can never join
2495
2496         // TODO simplify this
2497         local entity e;
2498
2499         local float totalClients;
2500         FOR_EACH_CLIENT(e)
2501                 totalClients += 1;
2502
2503         if (!autocvar_g_maxplayers)
2504                 return maxclients - totalClients + includeMe;
2505
2506         local float currentlyPlaying;
2507         FOR_EACH_REALPLAYER(e)
2508                 currentlyPlaying += 1;
2509
2510         if(currentlyPlaying < autocvar_g_maxplayers)
2511                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2512
2513         return 0;
2514 }
2515
2516 /**
2517  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2518  * g_maxplayers_spectator_blocktime seconds
2519  */
2520 void checkSpectatorBlock() {
2521         if(self.classname == "spectator" || self.classname == "observer") {
2522                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2523                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2524                         dropclient(self);
2525                 }
2526         }
2527 }
2528
2529 void ObserverThink()
2530 {
2531         if (self.flags & FL_JUMPRELEASED) {
2532                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2533                         self.welcomemessage_time = 0;
2534                         self.flags &~= FL_JUMPRELEASED;
2535                         self.flags |= FL_SPAWNING;
2536                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2537                         self.welcomemessage_time = 0;
2538                         self.flags &~= FL_JUMPRELEASED;
2539                         if(SpectateNext() == 1) {
2540                                 self.classname = "spectator";
2541                         }
2542                 }
2543         } else {
2544                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2545                         self.flags |= FL_JUMPRELEASED;
2546                         if(self.flags & FL_SPAWNING)
2547                         {
2548                                 self.flags &~= FL_SPAWNING;
2549                                 LeaveSpectatorMode();
2550                                 return;
2551                         }
2552                 }
2553         }
2554         PrintWelcomeMessage(self);
2555 }
2556
2557 void SpectatorThink()
2558 {
2559         if (self.flags & FL_JUMPRELEASED) {
2560                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2561                         self.welcomemessage_time = 0;
2562                         self.flags &~= FL_JUMPRELEASED;
2563                         self.flags |= FL_SPAWNING;
2564                 } else if(self.BUTTON_ATCK) {
2565                         self.welcomemessage_time = 0;
2566                         self.flags &~= FL_JUMPRELEASED;
2567                         if(SpectateNext() == 1) {
2568                                 self.classname = "spectator";
2569                         } else {
2570                                 self.classname = "observer";
2571                                 PutClientInServer();
2572                         }
2573                 } else if (self.BUTTON_ATCK2) {
2574                         self.welcomemessage_time = 0;
2575                         self.flags &~= FL_JUMPRELEASED;
2576                         self.classname = "observer";
2577                         PutClientInServer();
2578                 } else {
2579                         if(!SpectateUpdate())
2580                                 PutObserverInServer();
2581                 }
2582         } else {
2583                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2584                         self.flags |= FL_JUMPRELEASED;
2585                         if(self.flags & FL_SPAWNING)
2586                         {
2587                                 self.flags &~= FL_SPAWNING;
2588                                 LeaveSpectatorMode();
2589                                 return;
2590                         }
2591                 }
2592         }
2593
2594         PrintWelcomeMessage(self);
2595         self.flags |= FL_CLIENT | FL_NOTARGET;
2596 }
2597
2598 .float touchexplode_time;
2599
2600 /*
2601 =============
2602 PlayerPreThink
2603
2604 Called every frame for each client before the physics are run
2605 =============
2606 */
2607 void() ctf_setstatus;
2608 void() nexball_setstatus;
2609 .float items_added;
2610 void PlayerPreThink (void)
2611 {
2612         self.stat_game_starttime = game_starttime;
2613         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2614         self.stat_leadlimit = autocvar_leadlimit;
2615
2616         if(frametime)
2617         {
2618                 // physics frames: update anticheat stuff
2619                 anticheat_prethink();
2620         }
2621
2622         if(blockSpectators && frametime)
2623                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2624                 checkSpectatorBlock();
2625
2626         zoomstate_set = 0;
2627
2628         if(self.netname_previous != self.netname)
2629         {
2630                 if(autocvar_sv_eventlog)
2631                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2632                 if(self.netname_previous)
2633                         strunzone(self.netname_previous);
2634                 self.netname_previous = strzone(self.netname);
2635         }
2636
2637         // version nagging
2638         if(self.version_nagtime)
2639                 if(self.cvar_g_xonoticversion)
2640                         if(time > self.version_nagtime)
2641                         {
2642                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2643                                 {
2644                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2645                                         {
2646                                                 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");
2647                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2648                                         }
2649                                         else
2650                                         {
2651                                                 float r;
2652                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2653                                                 if(r < 0)
2654                                                 {
2655                                                         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");
2656                                                         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"));
2657                                                 }
2658                                                 else if(r > 0)
2659                                                 {
2660                                                         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");
2661                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2662                                                 }
2663                                         }
2664                                 }
2665                                 self.version_nagtime = 0;
2666                         }
2667
2668         // GOD MODE info
2669         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2670         {
2671                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2672                 self.max_armorvalue = 0;
2673         }
2674
2675 #ifdef TETRIS
2676         if (TetrisPreFrame())
2677                 return;
2678 #endif
2679
2680         MUTATOR_CALLHOOK(PlayerPreThink);
2681
2682         if(self.classname == "player") {
2683 //              if(self.netname == "Wazat")
2684 //                      bprint(self.classname, "\n");
2685
2686                 CheckRules_Player();
2687
2688                 PrintWelcomeMessage(self);
2689
2690                 if (intermission_running)
2691                 {
2692                         IntermissionThink ();   // otherwise a button could be missed between
2693                         return;                                 // the think tics
2694                 }
2695
2696                 if(self.teleport_time)
2697                 if(time > self.teleport_time)
2698                 {
2699                         self.teleport_time = 0;
2700                         self.effects = self.effects - (self.effects & EF_NODRAW);
2701                 }
2702
2703                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2704                         UpdateSelectedPlayer();
2705
2706                 //don't allow the player to turn around while game is paused!
2707                 if(timeoutStatus == 2) {
2708                         self.v_angle = self.lastV_angle;
2709                         self.angles = self.lastV_angle;
2710                         self.fixangle = TRUE;
2711                 }
2712
2713                 if(frametime)
2714                 {
2715                         if(self.health <= 0 && autocvar_g_deathglow)
2716                         {
2717                                 if(self.glowmod_x > 0)
2718                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2719                                 else
2720                                         self.glowmod_x = -1;
2721                                 if(self.glowmod_y > 0)
2722                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2723                                 else
2724                                         self.glowmod_y = -1;
2725                                 if(self.glowmod_z > 0)
2726                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2727                                 else
2728                                         self.glowmod_z = -1;
2729                         }
2730                         else
2731                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2732                         player_powerups();
2733                 }
2734
2735                 if (self.deadflag != DEAD_NO)
2736                 {
2737                         float button_pressed, force_respawn;
2738                         if(self.personal && g_race_qualifying)
2739                         {
2740                                 if(time > self.death_time)
2741                                 {
2742                                         self.death_time = time + 1; // only retry once a second
2743                                         respawn();
2744                                         self.impulse = 141;
2745                                 }
2746                         }
2747                         else
2748                         {
2749                                 if(frametime)
2750                                         player_anim();
2751                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2752                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2753                                 if (self.deadflag == DEAD_DYING)
2754                                 {
2755                                         if(force_respawn)
2756                                                 self.deadflag = DEAD_RESPAWNING;
2757                                         else if(!button_pressed)
2758                                                 self.deadflag = DEAD_DEAD;
2759                                 }
2760                                 else if (self.deadflag == DEAD_DEAD)
2761                                 {
2762                                         if(button_pressed)
2763                                                 self.deadflag = DEAD_RESPAWNABLE;
2764                                 }
2765                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2766                                 {
2767                                         if(!button_pressed)
2768                                                 self.deadflag = DEAD_RESPAWNING;
2769                                 }
2770                                 else if (self.deadflag == DEAD_RESPAWNING)
2771                                 {
2772                                         if(time > self.death_time)
2773                                         {
2774                                                 self.death_time = time + 1; // only retry once a second
2775                                                 respawn();
2776                                         }
2777                                 }
2778                                 ShowRespawnCountdown();
2779                         }
2780                         return;
2781                 }
2782
2783                 if(g_touchexplode)
2784                 if(time > self.touchexplode_time)
2785                 if(self.classname == "player")
2786                 if(self.deadflag == DEAD_NO)
2787                 if not(IS_INDEPENDENT_PLAYER(self))
2788                 FOR_EACH_PLAYER(other) if(self != other)
2789                 {
2790                         if(time > other.touchexplode_time)
2791                         if(other.deadflag == DEAD_NO)
2792                         if not(IS_INDEPENDENT_PLAYER(other))
2793                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2794                         {
2795                                 PlayerTouchExplode(self, other);
2796                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2797                         }
2798                 }
2799
2800                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2801                 {
2802                         vector dist;
2803
2804                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2805                         dist = self.prevorigin - self.origin;
2806                         dist_z = 0;
2807                         self.lms_traveled_distance += fabs(vlen(dist));
2808
2809                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2810                         {
2811                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2812                                 self.lms_traveled_distance = 0;
2813                         }
2814
2815                         if(time > self.lms_nextcheck)
2816                         {
2817                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2818                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2819                                 {
2820                                         centerprint(self, autocvar_g_lms_campcheck_message);
2821                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2822                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2823                                         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');
2824                                 }
2825                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2826                                 self.lms_traveled_distance = 0;
2827                         }
2828                 }
2829
2830                 self.prevorigin = self.origin;
2831
2832                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2833                 {
2834                         if (!self.crouch)
2835                         {
2836                                 self.crouch = TRUE;
2837                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2838                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2839                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2840                         }
2841                 }
2842                 else
2843                 {
2844                         if (self.crouch)
2845                         {
2846                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2847                                 if (!trace_startsolid)
2848                                 {
2849                                         self.crouch = FALSE;
2850                                         self.view_ofs = PL_VIEW_OFS;
2851                                         setsize (self, PL_MIN, PL_MAX);
2852                                 }
2853                         }
2854                 }
2855
2856                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2857                 {
2858                         if(self.bloodloss_timer < time)
2859                         {
2860                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2861                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2862                         }
2863                 }
2864
2865                 FixPlayermodel();
2866
2867                 GrapplingHookFrame();
2868
2869                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2870                 //if(frametime)
2871                 {
2872                         self.items &~= self.items_added;
2873
2874                         W_WeaponFrame();
2875
2876                         self.items_added = 0;
2877                         if(self.items & IT_JETPACK)
2878                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2879                                         self.items_added |= IT_FUEL;
2880
2881                         self.items |= self.items_added;
2882                 }
2883
2884                 player_regen();
2885
2886                 // rot nex charge to the charge limit
2887                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2888                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2889
2890                 if(frametime)
2891                         player_anim();
2892
2893                 if (g_minstagib)
2894                         minstagib_ammocheck();
2895
2896                 if(g_ctf)
2897                         ctf_setstatus();
2898
2899                 if(g_nexball)
2900                         nexball_setstatus();
2901
2902                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2903
2904                 //self.angles_y=self.v_angle_y + 90;   // temp
2905         } else if(gameover) {
2906                 if (intermission_running)
2907                         IntermissionThink ();   // otherwise a button could be missed between
2908                 return;
2909         } else if(self.classname == "observer") {
2910                 ObserverThink();
2911         } else if(self.classname == "spectator") {
2912                 SpectatorThink();
2913         }
2914
2915         if(!zoomstate_set)
2916                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_SNIPERRIFLE && autocvar_g_balance_sniperrifle_secondary == 0));
2917
2918         float oldspectatee_status;
2919         oldspectatee_status = self.spectatee_status;
2920         if(self.classname == "spectator")
2921                 self.spectatee_status = num_for_edict(self.enemy);
2922         else if(self.classname == "observer")
2923                 self.spectatee_status = num_for_edict(self);
2924         else
2925                 self.spectatee_status = 0;
2926         if(self.spectatee_status != oldspectatee_status)
2927         {
2928                 ClientData_Touch(self);
2929                 if(g_race || g_cts)
2930                         race_InitSpectator();
2931         }
2932
2933         if(self.teamkill_soundtime)
2934         if(time > self.teamkill_soundtime)
2935         {
2936                 self.teamkill_soundtime = 0;
2937
2938                 entity oldpusher, oldself;
2939
2940                 oldself = self; self = self.teamkill_soundsource;
2941                 oldpusher = self.pusher; self.pusher = oldself;
2942
2943                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2944
2945                 self.pusher = oldpusher;
2946                 self = oldself;
2947         }
2948
2949         if(self.taunt_soundtime)
2950         if(time > self.taunt_soundtime)
2951         {
2952                 self.taunt_soundtime = 0;
2953                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2954         }
2955
2956         target_voicescript_next(self);
2957
2958         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2959         if(!self.weapon)
2960                 self.clip_load = self.clip_size = 0;
2961 }
2962
2963 float isInvisibleString(string s)
2964 {
2965         float i, n, c;
2966         s = strdecolorize(s);
2967         for((i = 0), (n = strlen(s)); i < n; ++i)
2968         {
2969                 c = str2chr(s, i);
2970                 switch(c)
2971                 {
2972                         case 0:
2973                         case 32: // space
2974                                 break;
2975                         case 192: // charmap space
2976                                 if (!autocvar_utf8_enable)
2977                                         break;
2978                                 return FALSE;
2979                         case 160: // space in unicode fonts
2980                         case 0xE000 + 192: // utf8 charmap space
2981                                 if (autocvar_utf8_enable)
2982                                         break;
2983                         default:
2984                                 return FALSE;
2985                 }
2986         }
2987         return TRUE;
2988 }
2989
2990 /*
2991 =============
2992 PlayerPostThink
2993
2994 Called every frame for each client after the physics are run
2995 =============
2996 */
2997 .float idlekick_lasttimeleft;
2998 .entity showheadshotbbox;
2999 void showheadshotbbox_think()
3000 {
3001         if(self.owner.showheadshotbbox != self)
3002         {
3003                 remove(self);
3004                 return;
3005         }
3006         self.nextthink = time;
3007         setorigin(self, self.owner.origin);
3008         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3009 }
3010 void PlayerPostThink (void)
3011 {
3012         // Savage: Check for nameless players
3013         if (isInvisibleString(self.netname)) {
3014                 self.netname = "Player";
3015                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3016         }
3017
3018         if(sv_maxidle && frametime)
3019         {
3020                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3021                 float timeleft;
3022                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3023                 if(timeleft <= 0)
3024                 {
3025                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3026                         AnnounceTo(self, "terminated");
3027                         dropclient(self);
3028                         return;
3029                 }
3030                 else if(timeleft <= 10)
3031                 {
3032                         if(timeleft != self.idlekick_lasttimeleft)
3033                         {
3034                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3035                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
3036                         }
3037                 }
3038                 else
3039                 {
3040                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
3041                 }
3042                 self.idlekick_lasttimeleft = timeleft;
3043         }
3044
3045 #ifdef TETRIS
3046         if(self.impulse == 100)
3047                 ImpulseCommands();
3048         if (TetrisPostFrame())
3049                 return;
3050 #endif
3051
3052         CheatFrame();
3053
3054         if(self.classname == "player") {
3055                 CheckRules_Player();
3056                 UpdateChatBubble();
3057                 UpdateTeamBubble();
3058                 if (self.impulse)
3059                         ImpulseCommands();
3060                 if (intermission_running)
3061                         return;         // intermission or finale
3062                 GetPressedKeys();
3063         } else if (self.classname == "observer") {
3064                 //do nothing
3065         } else if (self.classname == "spectator") {
3066                 //do nothing
3067         }
3068
3069         /*
3070         float i;
3071         for(i = 0; i < 1000; ++i)
3072         {
3073                 vector end;
3074                 end = self.origin + '0 0 1024' + 512 * randomvec();
3075                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3076                 if(trace_fraction < 1)
3077                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3078                 {
3079                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3080                         break;
3081                 }
3082         }
3083         */
3084
3085         Arena_Warmup();
3086
3087         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3088
3089         if(self.waypointsprite_attachedforcarrier)
3090                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3091         
3092         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3093         {
3094                 if(!self.showheadshotbbox)
3095                 {
3096                         self.showheadshotbbox = spawn();
3097                         self.showheadshotbbox.classname = "headshotbbox";
3098                         self.showheadshotbbox.owner = self;
3099                         self.showheadshotbbox.think = showheadshotbbox_think;
3100                         self.showheadshotbbox.nextthink = time;
3101                         self = self.showheadshotbbox;
3102                         self.think();
3103                         self = self.owner;
3104                 }
3105         }
3106         else
3107         {
3108                 if(self.showheadshotbbox)
3109                         remove(self.showheadshotbbox);
3110         }
3111
3112         playerdemo_write();
3113
3114         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3115         {
3116                 if(!self.stored_netname)
3117                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3118                 if(self.stored_netname != self.netname)
3119                 {
3120                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3121                         strunzone(self.stored_netname);
3122                         self.stored_netname = strzone(self.netname);
3123                 }
3124         }
3125
3126         /*
3127         if(g_race)
3128                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3129         */
3130 }