5d29bf7e1537e4099fba46418a467cb2bde7cb57
[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 float ClientData_Send(entity to, float sf)
10 {
11         if(to != self.owner)
12         {
13                 error("wtf");
14                 return FALSE;
15         }
16
17         entity e;
18
19         e = to;
20         if(to.classname == "spectator")
21                 e = to.enemy;
22
23         sf = 0;
24
25         if(e.race_completed)
26                 sf |= 1; // forced scoreboard
27         if(to.spectatee_status)
28                 sf |= 2; // spectator ent number follows
29         if(e.zoomstate)
30                 sf |= 4; // zoomed
31         if(e.porto_v_angle_held)
32                 sf |= 8; // angles held
33
34         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35         WriteByte(MSG_ENTITY, sf);
36
37         if(sf & 2)
38                 WriteByte(MSG_ENTITY, to.spectatee_status);
39
40         if(sf & 8)
41         {
42                 WriteAngle(MSG_ENTITY, e.v_angle_x);
43                 WriteAngle(MSG_ENTITY, e.v_angle_y);
44         }
45
46         return TRUE;
47 }
48
49 void ClientData_Attach()
50 {
51         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52         self.clientdata.drawonlytoclient = self;
53         self.clientdata.owner = self;
54 }
55
56 void ClientData_Detach()
57 {
58         remove(self.clientdata);
59         self.clientdata = world;
60 }
61
62 void ClientData_Touch(entity e)
63 {
64         e.clientdata.SendFlags = 1;
65
66         // make it spectatable
67         entity e2;
68         FOR_EACH_REALCLIENT(e2)
69         {
70                 if(e2 != e)
71                         if(e2.classname == "spectator")
72                                 if(e2.enemy == e)
73                                         e2.clientdata.SendFlags = 1;
74         }
75 }
76
77
78 .vector spawnpoint_score;
79 .string netname_previous;
80
81 void spawnfunc_info_player_survivor (void)
82 {
83         spawnfunc_info_player_deathmatch();
84 }
85
86 void spawnfunc_info_player_start (void)
87 {
88         spawnfunc_info_player_deathmatch();
89 }
90
91 void spawnfunc_info_player_deathmatch (void)
92 {
93         self.classname = "info_player_deathmatch";
94         relocate_spawnpoint();
95 }
96
97 void spawnpoint_use()
98 {
99         if(teamplay)
100         if(have_team_spawns > 0)
101         {
102                 self.team = activator.team;
103                 some_spawn_has_been_used = 1;
104         }
105 }
106
107 // Returns:
108 //   _x: prio (-1 if unusable)
109 //   _y: weight
110 vector Spawn_Score(entity spot, float mindist, float teamcheck)
111 {
112         float shortest, thisdist;
113         float prio;
114         entity player;
115
116         prio = 0;
117
118         // filter out spots for the wrong team
119         if(teamcheck >= 0)
120                 if(spot.team != teamcheck)
121                         return '-1 0 0';
122
123         if(race_spawns)
124                 if(spot.target == "")
125                         return '-1 0 0';
126
127         if(clienttype(self) == CLIENTTYPE_REAL)
128         {
129                 if(spot.restriction == 1)
130                         return '-1 0 0';
131         }
132         else
133         {
134                 if(spot.restriction == 2)
135                         return '-1 0 0';
136         }
137
138         shortest = vlen(world.maxs - world.mins);
139         FOR_EACH_PLAYER(player) if (player != self)
140         {
141                 thisdist = vlen(player.origin - spot.origin);
142                 if (thisdist < shortest)
143                         shortest = thisdist;
144         }
145         if(shortest > mindist)
146                 prio += SPAWN_PRIO_GOOD_DISTANCE;
147
148         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
149         spawn_spot = spot;
150
151         // filter out spots for assault
152         if(spot.target != "") {
153                 entity ent;
154                 float found;
155
156                 found = 0;
157                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
158                 {
159                         ++found;
160                         if(ent.spawn_evalfunc)
161                         {
162                                 entity oldself = self;
163                                 self = ent;
164                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
165                                 self = oldself;
166                                 if(spawn_score_x < 0)
167                                         return spawn_score;
168                         }
169                 }
170
171                 if(!found)
172                 {
173                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
174                         return '-1 0 0';
175                 }
176         }
177
178         MUTATOR_CALLHOOK(Spawn_Score);
179         return spawn_score;
180 }
181
182 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
183 {
184         entity spot;
185         for(spot = firstspot; spot; spot = spot.chain)
186                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
187 }
188
189 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
190 {
191         entity spot, spotlist, spotlistend;
192
193         spotlist = world;
194         spotlistend = world;
195
196         Spawn_ScoreAll(firstspot, mindist, teamcheck);
197
198         for(spot = firstspot; spot; spot = spot.chain)
199         {
200                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
201                 {
202                         if(spotlistend)
203                                 spotlistend.chain = spot;
204                         spotlistend = spot;
205                         if(!spotlist)
206                                 spotlist = spot;
207                 }
208         }
209         if(spotlistend)
210                 spotlistend.chain = world;
211
212         return spotlist;
213 }
214
215 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
216 {
217         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
218         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
219         entity spot;
220
221         RandomSelection_Init();
222         for(spot = firstspot; spot; spot = spot.chain)
223                 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);
224
225         return RandomSelection_chosen_ent;
226 }
227
228 /*
229 =============
230 SelectSpawnPoint
231
232 Finds a point to respawn
233 =============
234 */
235 entity SelectSpawnPoint (float anypoint)
236 {
237         float teamcheck;
238         entity spot, firstspot;
239
240         spot = find (world, classname, "testplayerstart");
241         if (spot)
242                 return spot;
243
244         if(anypoint || autocvar_g_spawn_useallspawns)
245                 teamcheck = -1;
246         else if(have_team_spawns > 0)
247         {
248                 if(have_team_spawns_forteam[self.team] == 0)
249                 {
250                         // we request a spawn for a team, and we have team
251                         // spawns, but that team has no spawns?
252                         if(have_team_spawns_forteam[0])
253                                 // try noteam spawns
254                                 teamcheck = 0;
255                         else
256                                 // if not, any spawn has to do
257                                 teamcheck = -1;
258                 }
259                 else
260                         teamcheck = self.team; // MUST be team
261         }
262         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
263                 teamcheck = 0; // MUST be noteam
264         else
265                 teamcheck = -1;
266                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
267
268
269         // get the entire list of spots
270         firstspot = findchain(classname, "info_player_deathmatch");
271         // filter out the bad ones
272         // (note this returns the original list if none survived)
273         if(anypoint)
274         {
275                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
276         }
277         else
278         {
279                 float mindist;
280                 if (g_arena && arena_roundbased)
281                         mindist = 800;
282                 else
283                         mindist = 100;
284                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
285
286                 // there is 50/50 chance of choosing a random spot or the furthest spot
287                 // (this means that roughly every other spawn will be furthest, so you
288                 // usually won't get fragged at spawn twice in a row)
289                 if (random() > autocvar_g_spawn_furthest)
290                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
291                 else
292                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
293         }
294
295         if (!spot)
296         {
297                 if(autocvar_spawn_debug)
298                         GotoNextMap(0);
299                 else
300                 {
301                         if(some_spawn_has_been_used)
302                                 return world; // team can't spawn any more, because of actions of other team
303                         else
304                                 error("Cannot find a spawn point - please fix the map!");
305                 }
306         }
307
308         return spot;
309 }
310
311 /*
312 =============
313 CheckPlayerModel
314
315 Checks if the argument string can be a valid playermodel.
316 Returns a valid one in doubt.
317 =============
318 */
319 string FallbackPlayerModel;
320 string CheckPlayerModel(string plyermodel) {
321         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
322         {
323                 // note: we cannot summon Don Strunzone here, some player may
324                 // still have the model string set. In case anyone manages how
325                 // to change a cvar default, we'll have a small leak here.
326                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
327         }
328         // only in right path
329         if( substring(plyermodel,0,14) != "models/player/")
330                 return FallbackPlayerModel;
331         // only good file extensions
332         if(substring(plyermodel,-4,4) != ".zym")
333         if(substring(plyermodel,-4,4) != ".dpm")
334         if(substring(plyermodel,-4,4) != ".iqm")
335         if(substring(plyermodel,-4,4) != ".md3")
336         if(substring(plyermodel,-4,4) != ".psk")
337                 return FallbackPlayerModel;
338         // forbid the LOD models
339         if(substring(plyermodel, -9,5) == "_lod1")
340                 return FallbackPlayerModel;
341         if(substring(plyermodel, -9,5) == "_lod2")
342                 return FallbackPlayerModel;
343         if(plyermodel != strtolower(plyermodel))
344                 return FallbackPlayerModel;
345         // also, restrict to server models
346         if(autocvar_sv_servermodelsonly)
347         {
348                 if(!fexists(plyermodel))
349                         return FallbackPlayerModel;
350         }
351         return plyermodel;
352 }
353
354 void setplayermodel(entity e, string modelname)
355 {
356         precache_model(modelname);
357         setmodel(e, modelname);
358         player_setupanimsformodel();
359         UpdatePlayerSounds();
360 }
361
362 /*
363 =============
364 PutObserverInServer
365
366 putting a client as observer in the server
367 =============
368 */
369 void FixPlayermodel();
370 void PutObserverInServer (void)
371 {
372         entity  spot;
373     self.hud = HUD_NORMAL;
374         race_PreSpawnObserver();
375
376         spot = SelectSpawnPoint (TRUE);
377         if(!spot)
378                 error("No spawnpoints for observers?!?\n");
379         RemoveGrapplingHook(self); // Wazat's Grappling Hook
380
381         if(clienttype(self) == CLIENTTYPE_REAL)
382         {
383                 msg_entity = self;
384                 WriteByte(MSG_ONE, SVC_SETVIEW);
385                 WriteEntity(MSG_ONE, self);
386         }
387
388         if(g_lms)
389         {
390                 // Only if the player cannot play at all
391                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
392                         self.frags = FRAGS_SPECTATOR;
393                 else
394                         self.frags = FRAGS_LMS_LOSER;
395         }
396         else if((g_race && g_race_qualifying) || g_cts)
397         {
398                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
399                         self.frags = FRAGS_LMS_LOSER;
400                 else
401                         self.frags = FRAGS_SPECTATOR;
402         }
403         else
404                 self.frags = FRAGS_SPECTATOR;
405
406         MUTATOR_CALLHOOK(MakePlayerObserver);
407
408         minstagib_stop_countdown(self);
409
410         Portal_ClearAll(self);
411         
412         if(self.alivetime)
413         {
414                 if(!inWarmupStage)
415                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
416                 self.alivetime = 0;
417         }
418
419         if(self.vehicle)
420                 vehicles_exit(VHEF_RELESE);         
421
422         WaypointSprite_PlayerDead();
423
424         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
425                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
426
427         if(self.killcount != -666) {
428                 if(g_lms) {
429                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
430                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
431                         else
432                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
433                 } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
434
435                 if(self.just_joined == FALSE) {
436                         LogTeamchange(self.playerid, -1, 4);
437                 } else
438                         self.just_joined = FALSE;
439         }
440
441         PlayerScore_Clear(self); // clear scores when needed
442
443         accuracy_resend(self);
444
445         self.spectatortime = time;
446         
447         self.classname = "observer";
448         self.iscreature = FALSE;
449         self.teleportable = TELEPORT_SIMPLE;
450         self.damagedbycontents = FALSE;
451         self.health = -666;
452         self.takedamage = DAMAGE_NO;
453         self.solid = SOLID_NOT;
454         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
455         self.flags = FL_CLIENT | FL_NOTARGET;
456         self.armorvalue = 666;
457         self.effects = 0;
458         self.armorvalue = autocvar_g_balance_armor_start;
459         self.pauserotarmor_finished = 0;
460         self.pauserothealth_finished = 0;
461         self.pauseregen_finished = 0;
462         self.damageforcescale = 0;
463         self.death_time = 0;
464         self.respawn_flags = 0;
465         self.respawn_time = 0;
466         self.stat_respawn_time = 0;
467         self.alpha = 0;
468         self.scale = 0;
469         self.fade_time = 0;
470         self.pain_frame = 0;
471         self.pain_finished = 0;
472         self.strength_finished = 0;
473         self.invincible_finished = 0;
474         self.superweapons_finished = 0;
475         self.pushltime = 0;
476         self.istypefrag = 0;
477         self.think = func_null;
478         self.nextthink = 0;
479         self.hook_time = 0;
480         self.deadflag = DEAD_NO;
481         self.angles = spot.angles;
482         self.angles_z = 0;
483         self.fixangle = TRUE;
484         self.crouch = FALSE;
485
486         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
487         self.prevorigin = self.origin;
488         self.items = 0;
489         WEPSET_CLEAR_E(self);
490         self.model = "";
491         FixPlayermodel();
492         setmodel(self, "null");
493         self.drawonlytoclient = self;
494
495         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
496         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
497
498         self.weapon = 0;
499         self.weaponname = "";
500         self.switchingweapon = 0;
501         self.weaponmodel = "";
502         self.weaponentity = world;
503         self.exteriorweaponentity = world;
504         self.killcount = -666;
505         self.velocity = '0 0 0';
506         self.avelocity = '0 0 0';
507         self.punchangle = '0 0 0';
508         self.punchvector = '0 0 0';
509         self.oldvelocity = self.velocity;
510         self.fire_endtime = -1;
511 }
512
513 .float model_randomizer;
514 void FixPlayermodel()
515 {
516         string defaultmodel;
517         float defaultskin, chmdl, oldskin, n, i;
518         vector m1, m2;
519
520         defaultmodel = "";
521         defaultskin = 0;
522         chmdl = FALSE;
523
524         if(autocvar_sv_defaultcharacter == 1)
525         {
526                 if(teamplay)
527                 {
528                         string s;
529                         s = Team_ColorName_Lower(self.team);
530                         if(s != "neutral")
531                         {
532                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
533                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
534                         }
535                 }
536
537                 if(defaultmodel == "")
538                 {
539                         defaultmodel = autocvar_sv_defaultplayermodel;
540                         defaultskin = autocvar_sv_defaultplayerskin;
541                 }
542
543                 n = tokenize_console(defaultmodel);
544                 if(n > 0)
545                         defaultmodel = argv(floor(n * self.model_randomizer));
546
547                 i = strstrofs(defaultmodel, ":", 0);
548                 if(i >= 0)
549                 {
550                         defaultskin = stof(substring(defaultmodel, i+1, -1));
551                         defaultmodel = substring(defaultmodel, 0, i);
552                 }
553         }
554
555         if(defaultmodel != "")
556         {
557                 if (defaultmodel != self.model)
558                 {
559                         m1 = self.mins;
560                         m2 = self.maxs;
561                         setplayermodel (self, defaultmodel);
562                         setsize (self, m1, m2);
563                         chmdl = TRUE;
564                 }
565
566                 oldskin = self.skin;
567                 self.skin = defaultskin;
568         } else {
569                 if (self.playermodel != self.model || self.playermodel == "")
570                 {
571                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
572                         m1 = self.mins;
573                         m2 = self.maxs;
574                         setplayermodel (self, self.playermodel);
575                         setsize (self, m1, m2);
576                         chmdl = TRUE;
577                 }
578
579                 oldskin = self.skin;
580                 self.skin = stof(self.playerskin);
581         }
582
583         if(chmdl || oldskin != self.skin) // model or skin has changed
584         {
585                 self.species = player_getspecies(); // update species
586                 UpdatePlayerSounds(); // update skin sounds
587         }
588
589         if(!teamplay)
590                 if(strlen(autocvar_sv_defaultplayercolors))
591                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
592                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
593 }
594
595 /*
596 =============
597 PutClientInServer
598
599 Called when a client spawns in the server
600 =============
601 */
602
603 void PutClientInServer (void)
604 {
605         if(clienttype(self) == CLIENTTYPE_BOT)
606                 self.classname = "player";
607         else if(clienttype(self) == CLIENTTYPE_REAL)
608         {
609                 msg_entity = self;
610                 WriteByte(MSG_ONE, SVC_SETVIEW);
611                 WriteEntity(MSG_ONE, self);
612         }
613
614         // reset player keys
615         self.itemkeys = 0;
616
617         // player is dead and becomes observer
618         // FIXME fix LMS scoring for new system
619         if(g_lms)
620         {
621                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
622                         self.classname = "observer";
623         }
624
625         MUTATOR_CALLHOOK(PutClientInServer);
626
627         if(gameover)
628                 self.classname = "observer";
629
630         if(self.classname == "player") {
631                 entity spot, oldself;
632                 float j;
633
634                 accuracy_resend(self);
635
636                 if(self.team < 0)
637                         JoinBestTeam(self, FALSE, TRUE);
638
639                 race_PreSpawn();
640
641                 spot = SelectSpawnPoint (FALSE);
642                 if(!spot)
643                 {
644                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
645                         return; // spawn failed
646                 }
647
648                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
649
650                 self.classname = "player";
651                 self.wasplayer = TRUE;
652                 self.iscreature = TRUE;
653                 self.teleportable = TELEPORT_NORMAL;
654                 self.damagedbycontents = TRUE;
655                 self.movetype = MOVETYPE_WALK;
656                 self.solid = SOLID_SLIDEBOX;
657                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
658                 if(autocvar_g_playerclip_collisions)
659                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
660                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
661                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
662                 self.frags = FRAGS_PLAYER;
663                 if(INDEPENDENT_PLAYERS)
664                         MAKE_INDEPENDENT_PLAYER(self);
665                 self.flags = FL_CLIENT;
666                 if(autocvar__notarget)
667                         self.flags |= FL_NOTARGET;
668                 self.takedamage = DAMAGE_AIM;
669                 if(g_minstagib)
670                         self.effects = EF_FULLBRIGHT;
671                 else
672                         self.effects = 0;
673                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
674                 self.air_finished = time + 12;
675                 self.dmg = 2;
676                 if(autocvar_g_balance_nex_charge)
677                 {
678                         if(autocvar_g_balance_nex_secondary_chargepool)
679                                 self.nex_chargepool_ammo = 1;
680                         self.nex_charge = autocvar_g_balance_nex_charge_start;
681                 }
682
683                 if(inWarmupStage)
684                 {
685                         self.ammo_shells = warmup_start_ammo_shells;
686                         self.ammo_nails = warmup_start_ammo_nails;
687                         self.ammo_rockets = warmup_start_ammo_rockets;
688                         self.ammo_cells = warmup_start_ammo_cells;
689                         self.ammo_fuel = warmup_start_ammo_fuel;
690                         self.health = warmup_start_health;
691                         self.armorvalue = warmup_start_armorvalue;
692                         WEPSET_COPY_EA(self, warmup_start_weapons);
693                 }
694                 else
695                 {
696                         self.ammo_shells = start_ammo_shells;
697                         self.ammo_nails = start_ammo_nails;
698                         self.ammo_rockets = start_ammo_rockets;
699                         self.ammo_cells = start_ammo_cells;
700                         self.ammo_fuel = start_ammo_fuel;
701                         self.health = start_health;
702                         self.armorvalue = start_armorvalue;
703                         WEPSET_COPY_EA(self, start_weapons);
704                 }
705
706                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
707                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
708                 else
709                         self.superweapons_finished = 0;
710
711                 if(g_weaponarena_random)
712                 {
713                         if(g_weaponarena_random_with_laser)
714                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
715                         W_RandomWeapons(self, g_weaponarena_random);
716                         if(g_weaponarena_random_with_laser)
717                                 WEPSET_OR_EW(self, WEP_LASER);
718                 }
719
720                 self.items = start_items;
721
722                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
723                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
724                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
725                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
726                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
727                 //extend the pause of rotting if client was reset at the beginning of the countdown
728                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
729                         self.spawnshieldtime += game_starttime - time;
730                         self.pauserotarmor_finished += game_starttime - time;
731                         self.pauserothealth_finished += game_starttime - time;
732                         self.pauseregen_finished += game_starttime - time;
733                 }
734                 self.damageforcescale = 2;
735                 self.death_time = 0;
736                 self.respawn_flags = 0;
737                 self.respawn_time = 0;
738                 self.stat_respawn_time = 0;
739                 self.scale = 0;
740                 self.fade_time = 0;
741                 self.pain_frame = 0;
742                 self.pain_finished = 0;
743                 self.strength_finished = 0;
744                 self.invincible_finished = 0;
745                 self.pushltime = 0;
746                 // players have no think function
747                 self.think = func_null;
748                 self.nextthink = 0;
749                 self.hook_time = 0;
750                 self.dmg_team = 0;
751                 self.ballistics_density = autocvar_g_ballistics_density_player;
752
753                 self.metertime = 0;
754
755                 self.deadflag = DEAD_NO;
756
757                 self.angles = spot.angles;
758
759                 self.angles_z = 0; // never spawn tilted even if the spot says to
760                 self.fixangle = TRUE; // turn this way immediately
761                 self.velocity = '0 0 0';
762                 self.avelocity = '0 0 0';
763                 self.punchangle = '0 0 0';
764                 self.punchvector = '0 0 0';
765                 self.oldvelocity = self.velocity;
766                 self.fire_endtime = -1;
767
768                 msg_entity = self;
769                 WRITESPECTATABLE_MSG_ONE({
770                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
771                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
772                 });
773
774                 self.model = "";
775                 FixPlayermodel();
776                 self.drawonlytoclient = world;
777
778                 self.crouch = FALSE;
779                 self.view_ofs = PL_VIEW_OFS;
780                 setsize (self, PL_MIN, PL_MAX);
781                 self.spawnorigin = spot.origin;
782                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
783                 // don't reset back to last position, even if new position is stuck in solid
784                 self.oldorigin = self.origin;
785                 self.prevorigin = self.origin;
786                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
787                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
788         self.hud = HUD_NORMAL;
789
790                 self.event_damage = PlayerDamage;
791
792                 self.bot_attack = TRUE;
793
794                 self.statdraintime = time + 5;
795                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
796
797                 if(self.killcount == -666) {
798                         PlayerScore_Clear(self);
799                         self.killcount = 0;
800                 }
801
802                 CL_SpawnWeaponentity();
803                 self.alpha = default_player_alpha;
804                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
805                 self.exteriorweaponentity.alpha = default_weapon_alpha;
806
807                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
808                 self.lms_traveled_distance = 0;
809                 self.speedrunning = FALSE;
810
811                 race_PostSpawn(spot);
812
813                 //stuffcmd(self, "chase_active 0");
814                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
815
816                 if(g_assault) {
817                         if(self.team == assault_attacker_team)
818                                 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
819                         else
820                                 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
821                 }
822
823                 target_voicescript_clear(self);
824
825                 // reset fields the weapons may use
826                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
827                 {
828                         weapon_action(j, WR_RESETPLAYER);
829
830                         // all weapons must be fully loaded when we spawn
831                         entity e;
832                         e = get_weaponinfo(j);
833                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
834                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
835                 }
836
837                 oldself = self;
838                 self = spot;
839                         activator = oldself;
840                                 string s;
841                                 s = self.target;
842                                 self.target = string_null;
843                                 SUB_UseTargets();
844                                 self.target = s;
845                         activator = world;
846                 self = oldself;
847
848                 spawn_spot = spot;
849                 MUTATOR_CALLHOOK(PlayerSpawn);
850
851                 if(autocvar_spawn_debug)
852                 {
853                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
854                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
855                 }
856
857                 self.switchweapon = w_getbestweapon(self);
858                 self.cnt = -1; // W_LastWeapon will not complain
859                 self.weapon = 0;
860                 self.weaponname = "";
861                 self.switchingweapon = 0;
862
863                 if(!inWarmupStage)
864                         if(!self.alivetime)
865                                 self.alivetime = time;
866
867                 antilag_clear(self);
868
869                 if (autocvar_g_spawnsound)
870                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
871         } else if(self.classname == "observer") {
872                 PutObserverInServer ();
873         }
874 }
875
876 .float ebouncefactor, ebouncestop; // electro's values
877 // TODO do we need all these fields, or should we stop autodetecting runtime
878 // changes and just have a console command to update this?
879 float ClientInit_SendEntity(entity to, float sf)
880 {
881         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
882         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
883         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
884         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
885         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
886         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
887         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
888         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
889         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
890         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
891         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
892         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
893         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
894         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
895         if(sv_foginterval && world.fog != "")
896                 WriteString(MSG_ENTITY, world.fog);
897         else
898                 WriteString(MSG_ENTITY, "");
899         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
900         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
901         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
902         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
903         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
904         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
905         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
906         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
907         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
908         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
909         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
910         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
911         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
912         return TRUE;
913 }
914
915 void ClientInit_CheckUpdate()
916 {
917         self.nextthink = time;
918         if(self.count != autocvar_g_balance_armor_blockpercent)
919         {
920                 self.count = autocvar_g_balance_armor_blockpercent;
921                 self.SendFlags |= 1;
922         }
923         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
924         {
925                 self.cnt = autocvar_g_balance_weaponswitchdelay;
926                 self.SendFlags |= 1;
927         }
928         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
929         {
930                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
931                 self.SendFlags |= 1;
932         }
933         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
934         {
935                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
936                 self.SendFlags |= 1;
937         }
938         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
939         {
940                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
941                 self.SendFlags |= 1;
942         }
943         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
944         {
945                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
946                 self.SendFlags |= 1;
947         }
948 }
949
950 void ClientInit_Spawn()
951 {
952         entity o;
953         entity e;
954         e = spawn();
955         e.classname = "clientinit";
956         e.think = ClientInit_CheckUpdate;
957         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
958
959         o = self;
960         self = e;
961         ClientInit_CheckUpdate();
962         self = o;
963 }
964
965 /*
966 =============
967 SetNewParms
968 =============
969 */
970 void SetNewParms (void)
971 {
972         // initialize parms for a new player
973         parm1 = -(86400 * 366);
974 }
975
976 /*
977 =============
978 SetChangeParms
979 =============
980 */
981 void SetChangeParms (void)
982 {
983         // save parms for level change
984         parm1 = self.parm_idlesince - time;
985 }
986
987 /*
988 =============
989 DecodeLevelParms
990 =============
991 */
992 void DecodeLevelParms (void)
993 {
994         // load parms
995         self.parm_idlesince = parm1;
996         if(self.parm_idlesince == -(86400 * 366))
997                 self.parm_idlesince = time;
998
999         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1000         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1001 }
1002
1003 /*
1004 =============
1005 ClientKill
1006
1007 Called when a client types 'kill' in the console
1008 =============
1009 */
1010
1011 .float clientkill_nexttime;
1012 void ClientKill_Now_TeamChange()
1013 {
1014         if(self.killindicator_teamchange == -1)
1015         {
1016                 JoinBestTeam( self, FALSE, TRUE );
1017         }
1018         else if(self.killindicator_teamchange == -2)
1019         {
1020                 if(blockSpectators)
1021                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1022                 PutObserverInServer();
1023         }
1024         else
1025                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1026         self.killindicator_teamchange = 0;
1027 }
1028
1029 void ClientKill_Now()
1030 {
1031         if(self.vehicle)
1032         {
1033             vehicles_exit(VHEF_RELESE);
1034             if(!self.killindicator_teamchange)
1035             {
1036             self.vehicle_health = -1;
1037             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1038             }
1039         }
1040
1041         if(self.killindicator && !wasfreed(self.killindicator))
1042                 remove(self.killindicator);
1043
1044         self.killindicator = world;
1045
1046         if(self.killindicator_teamchange)
1047                 ClientKill_Now_TeamChange();
1048
1049         // in any case:
1050         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1051
1052         // now I am sure the player IS dead
1053 }
1054 void KillIndicator_Think()
1055 {
1056         if (gameover)
1057         {
1058                 self.owner.killindicator = world;
1059                 remove(self);
1060                 return;
1061         }
1062
1063         if (self.owner.alpha < 0 && !self.owner.vehicle)
1064         {
1065                 self.owner.killindicator = world;
1066                 remove(self);
1067                 return;
1068         }
1069
1070         if(self.cnt <= 0)
1071         {
1072                 self = self.owner;
1073                 ClientKill_Now(); // no oldself needed
1074                 return;
1075         }
1076     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1077     {
1078         self.nextthink = time + 1;
1079         self.cnt -= 1;
1080     }
1081         else
1082         {
1083                 if(self.cnt <= 10)
1084                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1085                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1086                 {
1087                         if(self.cnt <= 10)
1088                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(self.cnt)); }
1089                 }
1090                 self.nextthink = time + 1;
1091                 self.cnt -= 1;
1092         }
1093 }
1094
1095 float clientkilltime;
1096 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1097 {
1098         float killtime;
1099         float starttime;
1100         entity e;
1101
1102         if (gameover)
1103                 return;
1104
1105         killtime = autocvar_g_balance_kill_delay;
1106
1107         if(g_race_qualifying || g_cts)
1108                 killtime = 0;
1109
1110     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1111     {
1112                 remove(self.killindicator);
1113                 self.killindicator = world;
1114
1115         ClientKill_Now(); // allow instant kill in this case
1116         return;
1117     }
1118
1119         self.killindicator_teamchange = targetteam;
1120
1121     if(!self.killindicator)
1122         {
1123                 if(self.deadflag == DEAD_NO)
1124                 {
1125                         killtime = max(killtime, self.clientkill_nexttime - time);
1126                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1127                 }
1128
1129                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1130                 {
1131                         ClientKill_Now();
1132                 }
1133                 else
1134                 {
1135                         starttime = max(time, clientkilltime);
1136
1137                         self.killindicator = spawn();
1138                         self.killindicator.owner = self;
1139                         self.killindicator.scale = 0.5;
1140                         setattachment(self.killindicator, self, "");
1141                         setorigin(self.killindicator, '0 0 52');
1142                         self.killindicator.think = KillIndicator_Think;
1143                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1144                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1145                         self.killindicator.cnt = ceil(killtime);
1146                         self.killindicator.count = bound(0, ceil(killtime), 10);
1147                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1148
1149                         for(e = world; (e = find(e, classname, "body")) != world; )
1150                         {
1151                                 if(e.enemy != self)
1152                                         continue;
1153                                 e.killindicator = spawn();
1154                                 e.killindicator.owner = e;
1155                                 e.killindicator.scale = 0.5;
1156                                 setattachment(e.killindicator, e, "");
1157                                 setorigin(e.killindicator, '0 0 52');
1158                                 e.killindicator.think = KillIndicator_Think;
1159                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1160                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1161                                 e.killindicator.cnt = ceil(killtime);
1162                         }
1163                         self.lip = 0;
1164                 }
1165         }
1166         if(self.killindicator)
1167         {
1168                 if(targetteam == 0) // just die
1169                 {
1170                         self.killindicator.colormod = '0 0 0';
1171                         if(clienttype(self) == CLIENTTYPE_REAL)
1172                         if(self.killindicator.cnt > 0)
1173                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
1174                 }
1175                 else if(targetteam == -1) // auto
1176                 {
1177                         self.killindicator.colormod = '0 1 0';
1178                         if(clienttype(self) == CLIENTTYPE_REAL)
1179                         if(self.killindicator.cnt > 0)
1180                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
1181                 }
1182                 else if(targetteam == -2) // spectate
1183                 {
1184                         self.killindicator.colormod = '0.5 0.5 0.5';
1185                         if(clienttype(self) == CLIENTTYPE_REAL)
1186                         if(self.killindicator.cnt > 0)
1187                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1188                 }
1189                 else
1190                 {
1191                         self.killindicator.colormod = Team_ColorRGB(targetteam);
1192                         if(clienttype(self) == CLIENTTYPE_REAL)
1193                         if(self.killindicator.cnt > 0)
1194                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
1195                 }
1196         }
1197
1198 }
1199
1200 void ClientKill (void)
1201 {
1202         if(gameover) return;
1203         if(self.player_blocked) return;
1204         if(self.freezetag_frozen) return;
1205
1206         ClientKill_TeamChange(0);
1207 }
1208
1209 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
1210 {
1211     e.killindicator = spawn();
1212     e.killindicator.owner = e;
1213     e.killindicator.think = KillIndicator_Think;
1214     e.killindicator.nextthink = time + (e.lip) * 0.05;
1215     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1216     e.killindicator.health = 1; // this is used to indicate that it should be silent
1217     e.lip = 0;
1218 }
1219
1220 void FixClientCvars(entity e)
1221 {
1222         // send prediction settings to the client
1223         stuffcmd(e, "\nin_bindmap 0 0\n");
1224         if(g_race || g_cts)
1225                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1226         if(autocvar_g_antilag == 3) // client side hitscan
1227                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1228         if(autocvar_sv_gentle)
1229                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1230         /*
1231          * we no longer need to stuff this. Remove this comment block if you feel
1232          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1233         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1234         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1235         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1236         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1237         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1238         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1239         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1240         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1241         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1242         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1243         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1244         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1245         stuffcmd(e, "cl_movement_edgefriction 1\n");
1246          */
1247 }
1248
1249 float PlayerInIDList(entity p, string idlist)
1250 {
1251         float n, i;
1252         string s;
1253
1254         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1255         if not(p.crypto_idfp)
1256                 return 0;
1257
1258         // this function allows abbreviated player IDs too!
1259         n = tokenize_console(idlist);
1260         for(i = 0; i < n; ++i)
1261         {
1262                 s = argv(i);
1263                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1264                         return 1;
1265         }
1266
1267         return 0;
1268 }
1269
1270 /*
1271 =============
1272 ClientConnect
1273
1274 Called when a client connects to the server
1275 =============
1276 */
1277 void DecodeLevelParms (void);
1278 //void dom_player_join_team(entity pl);
1279 void set_dom_state(entity e);
1280 void ClientConnect (void)
1281 {
1282         float t;
1283
1284         if(self.flags & FL_CLIENT)
1285         {
1286                 print("Warning: ClientConnect, but already connected!\n");
1287                 return;
1288         }
1289
1290         if(Ban_MaybeEnforceBanOnce(self))
1291                 return;
1292
1293         DecodeLevelParms();
1294
1295 #ifdef WATERMARK
1296         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1297 #endif
1298
1299         self.classname = "player_joining";
1300
1301         self.flags = FL_CLIENT;
1302         self.version_nagtime = time + 10 + random() * 10;
1303
1304         if(player_count<0)
1305         {
1306                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1307                 player_count = 0;
1308         }
1309
1310         PlayerScore_Attach(self);
1311         ClientData_Attach();
1312         accuracy_init(self);
1313
1314         bot_clientconnect();
1315
1316         playerdemo_init();
1317
1318         anticheat_init();
1319
1320         race_PreSpawnObserver();
1321
1322         // identify the right forced team
1323         if(autocvar_g_campaign)
1324         {
1325                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1326                 {
1327                         switch(autocvar_g_campaign_forceteam)
1328                         {
1329                                 case 1: self.team_forced = NUM_TEAM_1; break;
1330                                 case 2: self.team_forced = NUM_TEAM_2; break;
1331                                 case 3: self.team_forced = NUM_TEAM_3; break;
1332                                 case 4: self.team_forced = NUM_TEAM_4; break;
1333                                 default: self.team_forced = 0;
1334                         }
1335                 }
1336         }
1337         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1338                 self.team_forced = NUM_TEAM_1;
1339         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1340                 self.team_forced = NUM_TEAM_2;
1341         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1342                 self.team_forced = NUM_TEAM_3;
1343         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1344                 self.team_forced = NUM_TEAM_4;
1345         else if(autocvar_g_forced_team_otherwise == "red")
1346                 self.team_forced = NUM_TEAM_1;
1347         else if(autocvar_g_forced_team_otherwise == "blue")
1348                 self.team_forced = NUM_TEAM_2;
1349         else if(autocvar_g_forced_team_otherwise == "yellow")
1350                 self.team_forced = NUM_TEAM_3;
1351         else if(autocvar_g_forced_team_otherwise == "pink")
1352                 self.team_forced = NUM_TEAM_4;
1353         else if(autocvar_g_forced_team_otherwise == "spectate")
1354                 self.team_forced = -1;
1355         else if(autocvar_g_forced_team_otherwise == "spectator")
1356                 self.team_forced = -1;
1357         else
1358                 self.team_forced = 0;
1359
1360         if(!teamplay)
1361                 if(self.team_forced > 0)
1362                         self.team_forced = 0;
1363
1364         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1365
1366         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1367                 self.classname = "observer";
1368         } else {
1369                 if(teamplay)
1370                 {
1371                         if(autocvar_g_balance_teams)
1372                         {
1373                                 self.classname = "player";
1374                                 campaign_bots_may_start = 1;
1375                         }
1376                         else
1377                         {
1378                                 self.classname = "observer"; // do it anyway
1379                         }
1380                 }
1381                 else
1382                 {
1383                         self.classname = "player";
1384                         campaign_bots_may_start = 1;
1385                 }
1386         }
1387
1388         self.playerid = (playerid_last = playerid_last + 1);
1389
1390         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1391
1392     if(clienttype(self) == CLIENTTYPE_BOT)
1393         PlayerStats_AddPlayer(self);
1394
1395         if(autocvar_sv_eventlog)
1396                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1397
1398         LogTeamchange(self.playerid, self.team, 1);
1399
1400         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1401
1402         self.netname_previous = strzone(self.netname);
1403
1404         if((self.classname == STR_PLAYER && teamplay))
1405                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1406         else
1407                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1408
1409         stuffcmd(self, strcat(clientstuff, "\n"));
1410         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1411
1412         FixClientCvars(self);
1413
1414         // spawnfunc_waypoint sprites
1415         WaypointSprite_InitClient(self);
1416
1417         // Wazat's grappling hook
1418         SetGrappleHookBindings();
1419
1420         // get version info from player
1421         stuffcmd(self, "cmd clientversion $gameversion\n");
1422
1423         // get other cvars from player
1424         GetCvars(0);
1425
1426         // notify about available teams
1427         if(teamplay)
1428         {
1429                 CheckAllowedTeams(self);
1430                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1431                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1432         }
1433         else
1434                 stuffcmd(self, "set _teams_available 0\n");
1435
1436         attach_entcs();
1437
1438         bot_relinkplayerlist();
1439
1440         self.spectatortime = time;
1441         if(blockSpectators)
1442         {
1443                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1444         }
1445
1446         self.jointime = time;
1447         self.allowed_timeouts = autocvar_sv_timeout_number;
1448
1449         if(clienttype(self) == CLIENTTYPE_REAL)
1450         {
1451                 if(!autocvar_g_campaign)
1452                 {
1453                         self.motd_actived_time = -1;
1454                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1455                 }
1456
1457                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1458                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1459         }
1460
1461         if(g_lms)
1462         {
1463                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1464                 {
1465                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1466                         self.frags = FRAGS_SPECTATOR;
1467                 }
1468         }
1469
1470         if(!sv_foginterval && world.fog != "")
1471                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1472
1473         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1474         {
1475                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1476                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1477         }
1478         else
1479                 self.hitplotfh = -1;
1480
1481         if(g_race || g_cts) {
1482                 string rr;
1483                 if(g_cts)
1484                         rr = CTS_RECORD;
1485                 else
1486                         rr = RACE_RECORD;
1487
1488                 msg_entity = self;
1489                 race_send_recordtime(MSG_ONE);
1490                 race_send_speedaward(MSG_ONE);
1491
1492                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1493                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1494                 race_send_speedaward_alltimebest(MSG_ONE);
1495
1496                 float i;
1497                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1498                         race_SendRankings(i, 0, 0, MSG_ONE);
1499                 }
1500         }
1501         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1502                 send_CSQC_teamnagger();
1503
1504         CheatInitClient();
1505
1506         CSQCMODEL_AUTOINIT();
1507
1508         self.model_randomizer = random();
1509
1510         if(clienttype(self) == CLIENTTYPE_REAL)
1511                 sv_notice_join();
1512
1513         MUTATOR_CALLHOOK(ClientConnect);
1514 }
1515 /*
1516 =============
1517 ClientDisconnect
1518
1519 Called when a client disconnects from the server
1520 =============
1521 */
1522 .entity chatbubbleentity;
1523 void ReadyCount();
1524 void ClientDisconnect (void)
1525 {
1526         if(self.vehicle)
1527             vehicles_exit(VHEF_RELESE);
1528
1529         if not(self.flags & FL_CLIENT)
1530         {
1531                 print("Warning: ClientDisconnect without ClientConnect\n");
1532                 return;
1533         }
1534
1535         PlayerStats_AddGlobalInfo(self);
1536
1537         CheatShutdownClient();
1538
1539         if(self.hitplotfh >= 0)
1540         {
1541                 fclose(self.hitplotfh);
1542                 self.hitplotfh = -1;
1543         }
1544
1545         anticheat_report();
1546         anticheat_shutdown();
1547
1548         playerdemo_shutdown();
1549
1550         bot_clientdisconnect();
1551
1552         if(self.entcs)
1553                 detach_entcs();
1554
1555         if(autocvar_sv_eventlog)
1556                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1557                 
1558         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1559
1560         MUTATOR_CALLHOOK(ClientDisconnect);
1561
1562         Portal_ClearAll(self);
1563
1564         RemoveGrapplingHook(self);
1565
1566         // Here, everything has been done that requires this player to be a client.
1567
1568         self.flags &~= FL_CLIENT;
1569
1570         if (self.chatbubbleentity)
1571                 remove (self.chatbubbleentity);
1572
1573         if (self.killindicator)
1574                 remove (self.killindicator);
1575
1576         WaypointSprite_PlayerGone();
1577
1578         bot_relinkplayerlist();
1579
1580         accuracy_free(self);
1581         ClientData_Detach();
1582         PlayerScore_Detach(self);
1583
1584         if(self.netname_previous)
1585                 strunzone(self.netname_previous);
1586         if(self.clientstatus)
1587                 strunzone(self.clientstatus);
1588         if(self.weaponorder_byimpulse)
1589                 strunzone(self.weaponorder_byimpulse);
1590
1591         ClearPlayerSounds();
1592
1593         if(self.personal)
1594                 remove(self.personal);
1595
1596         self.playerid = 0;
1597         ReadyCount();
1598
1599         // free cvars
1600         GetCvars(-1);
1601 }
1602
1603 .float BUTTON_CHAT;
1604 void ChatBubbleThink()
1605 {
1606         self.nextthink = time;
1607         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1608         {
1609                 if(self.owner) // but why can that ever be world?
1610                         self.owner.chatbubbleentity = world;
1611                 remove(self);
1612                 return;
1613         }
1614         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1615 #ifdef TETRIS
1616                 || self.owner.tetris_on
1617 #endif
1618         )
1619                 self.model = self.mdl;
1620         else
1621                 self.model = "";
1622 }
1623
1624 void UpdateChatBubble()
1625 {
1626         if (self.alpha < 0)
1627                 return;
1628         // spawn a chatbubble entity if needed
1629         if (!self.chatbubbleentity)
1630         {
1631                 self.chatbubbleentity = spawn();
1632                 self.chatbubbleentity.owner = self;
1633                 self.chatbubbleentity.exteriormodeltoclient = self;
1634                 self.chatbubbleentity.think = ChatBubbleThink;
1635                 self.chatbubbleentity.nextthink = time;
1636                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1637                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1638                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1639                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1640                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1641                 self.chatbubbleentity.model = "";
1642                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1643         }
1644 }
1645
1646
1647 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1648 // added to the model skins
1649 /*void UpdateColorModHack()
1650 {
1651         float c;
1652         c = self.clientcolors & 15;
1653         // LordHavoc: only bothering to support white, green, red, yellow, blue
1654              if (!teamplay) self.colormod = '0 0 0';
1655         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1656         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1657         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1658         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1659         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1660         else self.colormod = '1 1 1';
1661 }*/
1662
1663 void respawn(void)
1664 {
1665         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1666         {
1667                 self.solid = SOLID_NOT;
1668                 self.takedamage = DAMAGE_NO;
1669                 self.movetype = MOVETYPE_FLY;
1670                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1671                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1672                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1673                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1674                 if(autocvar_g_respawn_ghosts_maxtime)
1675                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1676         }
1677
1678         CopyBody(1);
1679
1680         self.effects |= EF_NODRAW; // prevent another CopyBody
1681         PutClientInServer();
1682 }
1683
1684 void play_countdown(float finished, string samp)
1685 {
1686         if(clienttype(self) == CLIENTTYPE_REAL)
1687                 if(floor(finished - time - frametime) != floor(finished - time))
1688                         if(finished - time < 6)
1689                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1690 }
1691
1692 void player_powerups (void)
1693 {
1694         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1695         olditems = self.items;
1696
1697         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1698                 self.modelflags |= MF_ROCKET;
1699         else
1700                 self.modelflags &~= MF_ROCKET;
1701
1702         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1703
1704         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1705                 return;
1706
1707         Fire_ApplyDamage(self);
1708         Fire_ApplyEffect(self);
1709
1710         if (g_minstagib)
1711         {
1712                 self.effects |= EF_FULLBRIGHT;
1713
1714                 if (self.items & IT_STRENGTH)
1715                 {
1716                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1717                         if (time > self.strength_finished)
1718                         {
1719                                 self.alpha = default_player_alpha;
1720                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1721                                 self.items &~= IT_STRENGTH;
1722                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
1723                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
1724                         }
1725                 }
1726                 else
1727                 {
1728                         if (time < self.strength_finished)
1729                         {
1730                                 self.alpha = g_minstagib_invis_alpha;
1731                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1732                                 self.items |= IT_STRENGTH;
1733                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
1734                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
1735                         }
1736                 }
1737
1738                 if (self.items & IT_INVINCIBLE)
1739                 {
1740                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1741                         if (time > self.invincible_finished)
1742                         {
1743                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1744                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
1745                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
1746                         }
1747                 }
1748                 else
1749                 {
1750                         if (time < self.invincible_finished)
1751                         {
1752                                 self.items = self.items | IT_INVINCIBLE;
1753                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
1754                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
1755                         }
1756                 }
1757         }
1758         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.
1759         {
1760                 if (self.items & IT_STRENGTH)
1761                 {
1762                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1763                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1764                         if (time > self.strength_finished)
1765                         {
1766                                 self.items = self.items - (self.items & IT_STRENGTH);
1767                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1768                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1769                         }
1770                 }
1771                 else
1772                 {
1773                         if (time < self.strength_finished)
1774                         {
1775                                 self.items = self.items | IT_STRENGTH;
1776                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1777                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1778                         }
1779                 }
1780                 if (self.items & IT_INVINCIBLE)
1781                 {
1782                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1783                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1784                         if (time > self.invincible_finished)
1785                         {
1786                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1787                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1788                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1789                         }
1790                 }
1791                 else
1792                 {
1793                         if (time < self.invincible_finished)
1794                         {
1795                                 self.items = self.items | IT_INVINCIBLE;
1796                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1797                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1798                         }
1799                 }
1800                 if (self.items & IT_SUPERWEAPON)
1801                 {
1802                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1803                         {
1804                                 self.superweapons_finished = 0;
1805                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1806                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1807                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1808                         }
1809                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1810                         {
1811                                 // don't let them run out
1812                         }
1813                         else
1814                         {
1815                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1816                                 if (time > self.superweapons_finished)
1817                                 {
1818                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1819                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1820                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1821                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1822                                 }
1823                         }
1824                 }
1825                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1826                 {
1827                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1828                         {
1829                                 self.items = self.items | IT_SUPERWEAPON;
1830                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1831                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1832                         }
1833                         else
1834                         {
1835                                 self.superweapons_finished = 0;
1836                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1837                         }
1838                 }
1839                 else
1840                 {
1841                         self.superweapons_finished = 0;
1842                 }
1843         }
1844         
1845         if(autocvar_g_nodepthtestplayers)
1846                 self.effects = self.effects | EF_NODEPTHTEST;
1847
1848         if(autocvar_g_fullbrightplayers)
1849                 self.effects = self.effects | EF_FULLBRIGHT;
1850
1851         // midair gamemode: damage only while in the air
1852         // if in midair mode, being on ground grants temporary invulnerability
1853         // (this is so that multishot weapon don't clear the ground flag on the
1854         // first damage in the frame, leaving the player vulnerable to the
1855         // remaining hits in the same frame)
1856         if (self.flags & FL_ONGROUND)
1857         if (g_midair)
1858                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1859
1860         if (time >= game_starttime)
1861         if (time < self.spawnshieldtime)
1862                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1863
1864         MUTATOR_CALLHOOK(PlayerPowerups);
1865 }
1866
1867 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1868 {
1869         if(current > stable)
1870                 return current;
1871         else if(current > stable - 0.25) // when close enough, "snap"
1872                 return stable;
1873         else
1874                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1875 }
1876
1877 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1878 {
1879         if(current < stable)
1880                 return current;
1881         else if(current < stable + 0.25) // when close enough, "snap"
1882                 return stable;
1883         else
1884                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1885 }
1886
1887 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1888 {
1889         if(current > rotstable)
1890         {
1891                 if(rotframetime > 0)
1892                 {
1893                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1894                         current = max(rotstable, current - rotlinear * rotframetime);
1895                 }
1896         }
1897         else if(current < regenstable)
1898         {
1899                 if(regenframetime > 0)
1900                 {
1901                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1902                         current = min(regenstable, current + regenlinear * regenframetime);
1903                 }
1904         }
1905
1906         if(current > limit)
1907                 current = limit;
1908
1909         return current;
1910 }
1911
1912 void player_regen (void)
1913 {
1914         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1915         maxh = autocvar_g_balance_health_rotstable;
1916         maxa = autocvar_g_balance_armor_rotstable;
1917         maxf = autocvar_g_balance_fuel_rotstable;
1918         minh = autocvar_g_balance_health_regenstable;
1919         mina = autocvar_g_balance_armor_regenstable;
1920         minf = autocvar_g_balance_fuel_regenstable;
1921         limith = autocvar_g_balance_health_limit;
1922         limita = autocvar_g_balance_armor_limit;
1923         limitf = autocvar_g_balance_fuel_limit;
1924
1925         max_mod = regen_mod = rot_mod = limit_mod = 1;
1926
1927         maxh = maxh * max_mod;
1928         //maxa = maxa * max_mod;
1929         //maxf = maxf * max_mod;
1930         minh = minh * max_mod;
1931         //mina = mina * max_mod;
1932         //minf = minf * max_mod;
1933         limith = limith * limit_mod;
1934         limita = limita * limit_mod;
1935         //limitf = limitf * limit_mod;
1936
1937         if(g_ca)
1938                 rot_mod = 0;
1939
1940         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1941         {
1942                 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);
1943                 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);
1944
1945                 // if player rotted to death...  die!
1946                 if(self.health < 1)
1947                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1948         }
1949
1950         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1951                 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);
1952 }
1953
1954 float zoomstate_set;
1955 void SetZoomState(float z)
1956 {
1957         if(z != self.zoomstate)
1958         {
1959                 self.zoomstate = z;
1960                 ClientData_Touch(self);
1961         }
1962         zoomstate_set = 1;
1963 }
1964
1965 void GetPressedKeys(void) {
1966         MUTATOR_CALLHOOK(GetPressedKeys);
1967         if (self.movement_x > 0) // get if movement keys are pressed
1968         {       // forward key pressed
1969                 self.pressedkeys |= KEY_FORWARD;
1970                 self.pressedkeys &~= KEY_BACKWARD;
1971         }
1972         else if (self.movement_x < 0)
1973         {       // backward key pressed
1974                 self.pressedkeys |= KEY_BACKWARD;
1975                 self.pressedkeys &~= KEY_FORWARD;
1976         }
1977         else
1978         {       // no x input
1979                 self.pressedkeys &~= KEY_FORWARD;
1980                 self.pressedkeys &~= KEY_BACKWARD;
1981         }
1982
1983         if (self.movement_y > 0)
1984         {       // right key pressed
1985                 self.pressedkeys |= KEY_RIGHT;
1986                 self.pressedkeys &~= KEY_LEFT;
1987         }
1988         else if (self.movement_y < 0)
1989         {       // left key pressed
1990                 self.pressedkeys |= KEY_LEFT;
1991                 self.pressedkeys &~= KEY_RIGHT;
1992         }
1993         else
1994         {       // no y input
1995                 self.pressedkeys &~= KEY_RIGHT;
1996                 self.pressedkeys &~= KEY_LEFT;
1997         }
1998
1999         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2000                 self.pressedkeys |= KEY_JUMP;
2001         else
2002                 self.pressedkeys &~= KEY_JUMP;
2003         if (self.BUTTON_CROUCH)
2004                 self.pressedkeys |= KEY_CROUCH;
2005         else
2006                 self.pressedkeys &~= KEY_CROUCH;
2007
2008         if (self.BUTTON_ATCK)
2009                 self.pressedkeys |= KEY_ATCK;
2010         else
2011                 self.pressedkeys &~= KEY_ATCK;
2012         if (self.BUTTON_ATCK2)
2013                 self.pressedkeys |= KEY_ATCK2;
2014         else
2015                 self.pressedkeys &~= KEY_ATCK2;
2016 }
2017
2018 /*
2019 ======================
2020 spectate mode routines
2021 ======================
2022 */
2023
2024 void SpectateCopy(entity spectatee) {
2025         other = spectatee;
2026         MUTATOR_CALLHOOK(SpectateCopy);
2027         self.armortype = spectatee.armortype;
2028         self.armorvalue = spectatee.armorvalue;
2029         self.ammo_cells = spectatee.ammo_cells;
2030         self.ammo_shells = spectatee.ammo_shells;
2031         self.ammo_nails = spectatee.ammo_nails;
2032         self.ammo_rockets = spectatee.ammo_rockets;
2033         self.ammo_fuel = spectatee.ammo_fuel;
2034         self.clip_load = spectatee.clip_load;
2035         self.clip_size = spectatee.clip_size;
2036         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2037         self.health = spectatee.health;
2038         self.impulse = 0;
2039         self.items = spectatee.items;
2040         self.last_pickup = spectatee.last_pickup;
2041         self.hit_time = spectatee.hit_time;
2042         self.metertime = spectatee.metertime;
2043         self.strength_finished = spectatee.strength_finished;
2044         self.invincible_finished = spectatee.invincible_finished;
2045         self.pressedkeys = spectatee.pressedkeys;
2046         WEPSET_COPY_EE(self, spectatee);
2047         self.switchweapon = spectatee.switchweapon;
2048         self.switchingweapon = spectatee.switchingweapon;
2049         self.weapon = spectatee.weapon;
2050         self.nex_charge = spectatee.nex_charge;
2051         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2052         self.hagar_load = spectatee.hagar_load;
2053         self.minelayer_mines = spectatee.minelayer_mines;
2054         self.punchangle = spectatee.punchangle;
2055         self.view_ofs = spectatee.view_ofs;
2056         self.velocity = spectatee.velocity;
2057         self.dmg_take = spectatee.dmg_take;
2058         self.dmg_save = spectatee.dmg_save;
2059         self.dmg_inflictor = spectatee.dmg_inflictor;
2060         self.v_angle = spectatee.v_angle;
2061         self.angles = spectatee.v_angle;
2062         if(!self.BUTTON_USE)
2063                 self.fixangle = TRUE;
2064         setorigin(self, spectatee.origin);
2065         setsize(self, spectatee.mins, spectatee.maxs);
2066         SetZoomState(spectatee.zoomstate);
2067     
2068     anticheat_spectatecopy(spectatee);
2069         self.hud = spectatee.hud;
2070         if(spectatee.vehicle)
2071     {
2072         self.fixangle = FALSE;
2073         //self.velocity = spectatee.vehicle.velocity;
2074         self.vehicle_health = spectatee.vehicle_health;
2075         self.vehicle_shield = spectatee.vehicle_shield;
2076         self.vehicle_energy = spectatee.vehicle_energy;
2077         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2078         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2079         self.vehicle_reload1 = spectatee.vehicle_reload1;
2080         self.vehicle_reload2 = spectatee.vehicle_reload2;
2081
2082         msg_entity = self;
2083         
2084         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2085             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
2086             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
2087             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
2088
2089         //WriteByte (MSG_ONE, SVC_SETVIEW);
2090         //    WriteEntity(MSG_ONE, self);            
2091         //makevectors(spectatee.v_angle);
2092         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
2093     }
2094 }
2095
2096 float SpectateUpdate() {
2097         if(!self.enemy)
2098             return 0;           
2099
2100         if (self == self.enemy)
2101                 return 0;
2102
2103         if(self.enemy.classname != "player")
2104                 return 0;
2105
2106         SpectateCopy(self.enemy);
2107
2108         return 1;
2109 }
2110
2111
2112 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2113 entity CA_SpectateNext(entity start) {
2114         if (start.team == self.team) {
2115                 return start;
2116         }
2117         
2118         other = start;
2119         // continue from current player
2120         while(other && other.team != self.team) {
2121                 other = find(other, classname, "player");
2122         }
2123         
2124         if (!other) {
2125                 // restart from begining
2126                 other = find(other, classname, "player");
2127                 while(other && other.team != self.team) {
2128                         other = find(other, classname, "player");
2129                 }
2130         }
2131         
2132         return other;
2133 }
2134
2135 float SpectateNext(entity _prefer) {
2136         
2137         if(_prefer)
2138                 other = _prefer;        
2139         else
2140                 other = find(self.enemy, classname, "player");
2141         
2142         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2143                 // CA and ca players when spectating enemies is forbidden
2144                 other = CA_SpectateNext(other);
2145         } else {
2146                 // other modes and ca spectators or spectating enemies is allowed
2147                 if (!other)
2148                         other = find(other, classname, "player");
2149         }
2150         
2151         if (other)
2152                 self.enemy = other;
2153
2154         if(self.enemy.classname == "player") {
2155             /*if(self.enemy.vehicle)
2156             {      
2157             
2158             msg_entity = self;
2159             WriteByte(MSG_ONE, SVC_SETVIEW);
2160             WriteEntity(MSG_ONE, self.enemy);
2161             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2162             
2163             self.movetype = MOVETYPE_NONE;
2164             accuracy_resend(self);
2165             }
2166             else 
2167             {*/         
2168             msg_entity = self;
2169             WriteByte(MSG_ONE, SVC_SETVIEW);
2170             WriteEntity(MSG_ONE, self.enemy);
2171             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2172             self.movetype = MOVETYPE_NONE;
2173             accuracy_resend(self);
2174
2175             if(!SpectateUpdate())
2176                 PutObserverInServer();
2177         //}
2178         return 1;
2179         } else {
2180                 return 0;
2181         }
2182 }
2183
2184 /*
2185 =============
2186 ShowRespawnCountdown()
2187
2188 Update a respawn countdown display.
2189 =============
2190 */
2191 void ShowRespawnCountdown()
2192 {
2193         float number;
2194         if(self.deadflag == DEAD_NO) // just respawned?
2195                 return;
2196         else
2197         {
2198                 number = ceil(self.respawn_time - time);
2199                 if(number <= 0)
2200                         return;
2201                 if(number <= self.respawn_countdown)
2202                 {
2203                         self.respawn_countdown = number - 1;
2204                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2205                                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(number)); 
2206                 }
2207         }
2208 }
2209
2210 void LeaveSpectatorMode()
2211 {
2212         if(self.caplayer)
2213                 return;
2214         if(nJoinAllowed(self))
2215         {
2216                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2217                 {
2218                         self.classname = "player";
2219
2220                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2221                                 { JoinBestTeam(self, FALSE, TRUE); }
2222
2223                         if(autocvar_g_campaign)
2224                                 { campaign_bots_may_start = 1; }
2225
2226                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2227
2228                         PutClientInServer();
2229
2230                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2231                 }
2232                 else
2233                         stuffcmd(self, "menu_showteamselect\n");
2234         }
2235         else
2236         {
2237                 // Player may not join because g_maxplayers is set
2238                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2239         }
2240 }
2241
2242 /**
2243  * Determines whether the player is allowed to join. This depends on cvar
2244  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2245  * it checks whether the number of currently playing players exceeds g_maxplayers.
2246  * @return int number of free slots for players, 0 if none
2247  */
2248 float nJoinAllowed(entity ignore) {
2249         if(!ignore)
2250         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2251         // so report 0 free slots if restricted
2252         {
2253                 if(autocvar_g_forced_team_otherwise == "spectate")
2254                         return 0;
2255                 if(autocvar_g_forced_team_otherwise == "spectator")
2256                         return 0;
2257         }
2258
2259         if(self.team_forced < 0)
2260                 return 0; // forced spectators can never join
2261
2262         // TODO simplify this
2263         entity e;
2264         float totalClients = 0;
2265         FOR_EACH_CLIENT(e)
2266                 if(e != ignore)
2267                         totalClients += 1;
2268
2269         if (!autocvar_g_maxplayers)
2270                 return maxclients - totalClients;
2271
2272         float currentlyPlaying = 0;
2273         FOR_EACH_REALCLIENT(e)
2274                 if(e.classname == "player" || e.caplayer == 1)
2275                         currentlyPlaying += 1;
2276
2277         if(currentlyPlaying < autocvar_g_maxplayers)
2278                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2279
2280         return 0;
2281 }
2282
2283 /**
2284  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2285  * g_maxplayers_spectator_blocktime seconds
2286  */
2287 void checkSpectatorBlock() {
2288         if(self.classname == "spectator" || self.classname == "observer") {
2289                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2290                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2291                         dropclient(self);
2292                 }
2293         }
2294 }
2295
2296 void PrintWelcomeMessage()
2297 {
2298         if(self.motd_actived_time == 0)
2299         {
2300                 if (autocvar_g_campaign) {
2301                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2302                                 self.motd_actived_time = time;
2303                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2304                         }
2305                 } else {
2306                         if (self.BUTTON_INFO) {
2307                                 self.motd_actived_time = time;
2308                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2309                         }
2310                 }
2311         }
2312         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2313         {
2314                 if (autocvar_g_campaign) {
2315                         if (self.BUTTON_INFO)
2316                                 self.motd_actived_time = time;
2317                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2318                                 self.motd_actived_time = 0;
2319                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2320                         }
2321                 } else {
2322                         if (self.BUTTON_INFO)
2323                                 self.motd_actived_time = time;
2324                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2325                                 self.motd_actived_time = 0;
2326                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2327                         }
2328                 }
2329         }
2330         else //if(self.motd_actived_time < 0) // just connected, motd is active
2331         {
2332                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2333                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2334                 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || time - self.jointime > autocvar_welcome_message_time)
2335                 {
2336                         // instanctly hide MOTD
2337                         self.motd_actived_time = 0;
2338                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2339                 }
2340         }
2341 }
2342
2343 void ObserverThink()
2344 {
2345         float prefered_movetype;
2346         if (self.flags & FL_JUMPRELEASED) {
2347                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2348                         self.flags &~= FL_JUMPRELEASED;
2349                         self.flags |= FL_SPAWNING;
2350                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2351                         self.flags &~= FL_JUMPRELEASED;
2352                         if(SpectateNext(world) == 1) {
2353                                 self.classname = "spectator";
2354                         }
2355                 } else {
2356                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2357                         if (self.movetype != prefered_movetype)
2358                                 self.movetype = prefered_movetype;
2359                 }
2360         } else {
2361                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2362                         self.flags |= FL_JUMPRELEASED;
2363                         if(self.flags & FL_SPAWNING)
2364                         {
2365                                 self.flags &~= FL_SPAWNING;
2366                                 LeaveSpectatorMode();
2367                                 return;
2368                         }
2369                 }
2370         }
2371 }
2372
2373 void SpectatorThink()
2374 {
2375         if (self.flags & FL_JUMPRELEASED) {
2376                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2377                         self.flags &~= FL_JUMPRELEASED;
2378                         self.flags |= FL_SPAWNING;
2379                 } else if(self.BUTTON_ATCK) {
2380                         self.flags &~= FL_JUMPRELEASED;
2381                         if(SpectateNext(world) == 1) {
2382                                 self.classname = "spectator";
2383                         } else {
2384                                 self.classname = "observer";
2385                                 PutClientInServer();
2386                         }
2387                 } else if (self.BUTTON_ATCK2) {
2388                         self.flags &~= FL_JUMPRELEASED;
2389                         self.classname = "observer";
2390                         PutClientInServer();
2391                 } else {
2392                         if(!SpectateUpdate())
2393                                 PutObserverInServer();
2394                 }
2395         } else {
2396                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2397                         self.flags |= FL_JUMPRELEASED;
2398                         if(self.flags & FL_SPAWNING)
2399                         {
2400                                 self.flags &~= FL_SPAWNING;
2401                                 LeaveSpectatorMode();
2402                                 return;
2403                         }
2404                 }
2405                 if(!SpectateUpdate())
2406                         PutObserverInServer();
2407         }
2408
2409         self.flags |= FL_CLIENT | FL_NOTARGET;
2410 }
2411
2412 void PlayerUseKey()
2413 {
2414         if(self.classname != "player")
2415                 return;
2416
2417         if(self.vehicle)
2418         {
2419         vehicles_exit(VHEF_NORMAL);
2420         return;
2421         }
2422         
2423         // a use key was pressed; call handlers
2424         MUTATOR_CALLHOOK(PlayerUseKey);
2425 }
2426
2427 /*
2428 =============
2429 PlayerPreThink
2430
2431 Called every frame for each client before the physics are run
2432 =============
2433 */
2434 .float usekeypressed;
2435 void() nexball_setstatus;
2436 .float items_added;
2437 void PlayerPreThink (void)
2438 {
2439         WarpZone_PlayerPhysics_FixVAngle();
2440
2441         self.stat_game_starttime = game_starttime;
2442         self.stat_round_starttime = round_starttime;
2443         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2444         self.stat_leadlimit = autocvar_leadlimit;
2445
2446         if(frametime)
2447         {
2448                 // physics frames: update anticheat stuff
2449                 anticheat_prethink();
2450         }
2451
2452         if(blockSpectators && frametime)
2453                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2454                 checkSpectatorBlock();
2455
2456         zoomstate_set = 0;
2457
2458         if(self.netname_previous != self.netname)
2459         {
2460                 if(autocvar_sv_eventlog)
2461                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2462                 if(self.netname_previous)
2463                         strunzone(self.netname_previous);
2464                 self.netname_previous = strzone(self.netname);
2465         }
2466
2467         // version nagging
2468         if(self.version_nagtime)
2469                 if(self.cvar_g_xonoticversion)
2470                         if(time > self.version_nagtime)
2471                         {
2472                                 // don't notify git users
2473                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2474                                 {
2475                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2476                                         {
2477                                                 // notify release users if connecting to git
2478                                                 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");
2479                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2480                                         }
2481                                         else
2482                                         {
2483                                                 float r;
2484                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2485                                                 if(r < 0)
2486                                                 {
2487                                                         // give users new version
2488                                                         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.org/^1!\n");
2489                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2490                                                 }
2491                                                 else if(r > 0)
2492                                                 {
2493                                                         // notify users about old server version
2494                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2495                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2496                                                 }
2497                                         }
2498                                 }
2499                                 self.version_nagtime = 0;
2500                         }
2501
2502         // GOD MODE info
2503         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2504         {
2505                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2506                 self.max_armorvalue = 0;
2507         }
2508
2509 #ifdef TETRIS
2510         if (TetrisPreFrame())
2511                 return;
2512 #endif
2513
2514         MUTATOR_CALLHOOK(PlayerPreThink);
2515
2516         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2517         {
2518                 if(self.BUTTON_USE && !self.usekeypressed)
2519                         PlayerUseKey();
2520                 self.usekeypressed = self.BUTTON_USE;
2521         }
2522
2523         if(clienttype(self) == CLIENTTYPE_REAL)
2524                 PrintWelcomeMessage();
2525
2526         if(self.classname == "player") {
2527
2528                 CheckRules_Player();
2529
2530                 if (intermission_running)
2531                 {
2532                         IntermissionThink ();   // otherwise a button could be missed between
2533                         return;                                 // the think tics
2534                 }
2535
2536                 //don't allow the player to turn around while game is paused!
2537                 if(timeout_status == TIMEOUT_ACTIVE) {
2538                         // FIXME turn this into CSQC stuff
2539                         self.v_angle = self.lastV_angle;
2540                         self.angles = self.lastV_angle;
2541                         self.fixangle = TRUE;
2542                 }
2543
2544                 if(frametime)
2545                 {
2546                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2547                         {
2548                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2549                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2550                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2551
2552                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2553                                 {
2554                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2555                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2556                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2557                                 }
2558                         }
2559                         else
2560                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2561
2562                         player_powerups();
2563                 }
2564
2565                 if (g_minstagib)
2566                         minstagib_ammocheck();
2567
2568                 if (self.deadflag != DEAD_NO)
2569                 {
2570                         if(self.personal && g_race_qualifying)
2571                         {
2572                                 if(time > self.respawn_time)
2573                                 {
2574                                         self.respawn_time = time + 1; // only retry once a second
2575                                         self.stat_respawn_time = self.respawn_time;
2576                                         respawn();
2577                                         self.impulse = 141;
2578                                 }
2579                         }
2580                         else
2581                         {
2582                                 float button_pressed;
2583                                 if(frametime)
2584                                         player_anim();
2585                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2586
2587                                 if (self.deadflag == DEAD_DYING)
2588                                 {
2589                                         if(self.respawn_flags & RESPAWN_FORCE)
2590                                                 self.deadflag = DEAD_RESPAWNING;
2591                                         else if(!button_pressed)
2592                                                 self.deadflag = DEAD_DEAD;
2593                                 }
2594                                 else if (self.deadflag == DEAD_DEAD)
2595                                 {
2596                                         if(button_pressed)
2597                                                 self.deadflag = DEAD_RESPAWNABLE;
2598                                 }
2599                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2600                                 {
2601                                         if(!button_pressed)
2602                                                 self.deadflag = DEAD_RESPAWNING;
2603                                 }
2604                                 else if (self.deadflag == DEAD_RESPAWNING)
2605                                 {
2606                                         if(time > self.respawn_time)
2607                                         {
2608                                                 self.respawn_time = time + 1; // only retry once a second
2609                                                 respawn();
2610                                         }
2611                                 }
2612
2613                                 ShowRespawnCountdown();
2614
2615                                 if(self.respawn_flags & RESPAWN_SILENT)
2616                                         self.stat_respawn_time = 0;
2617                                 else
2618                                         self.stat_respawn_time = self.respawn_time;
2619                         }
2620
2621                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2622                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2623                                 self.stat_respawn_time *= -1;
2624
2625                         return;
2626                 }
2627
2628                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2629                 {
2630                         vector dist;
2631
2632                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2633                         dist = self.prevorigin - self.origin;
2634                         dist_z = 0;
2635                         self.lms_traveled_distance += fabs(vlen(dist));
2636
2637                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2638                         {
2639                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2640                                 self.lms_traveled_distance = 0;
2641                         }
2642
2643                         if(time > self.lms_nextcheck)
2644                         {
2645                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2646                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2647                                 {
2648                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
2649                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2650                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2651                                         if(self.vehicle)
2652                                                 Damage(self.vehicle, self, self, autocvar_g_lms_campcheck_damage * 2, DEATH_CAMP, self.vehicle.origin, '0 0 0');
2653                                         else
2654                                                 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');
2655                                 }
2656                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2657                                 self.lms_traveled_distance = 0;
2658                         }
2659                 }
2660
2661                 self.prevorigin = self.origin;
2662
2663                 float do_crouch = self.BUTTON_CROUCH;
2664                 if(self.hook.state)
2665                         do_crouch = 0;
2666                 if(self.health <= g_bloodloss)
2667                         do_crouch = 1;
2668                 if(self.vehicle)
2669                         do_crouch = 0;
2670                 if(self.freezetag_frozen)
2671                         do_crouch = 0;
2672                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2673                         do_crouch = 0;
2674
2675                 if (do_crouch)
2676                 {
2677                         if (!self.crouch)
2678                         {
2679                                 self.crouch = TRUE;
2680                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2681                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2682                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2683                         }
2684                 }
2685                 else
2686                 {
2687                         if (self.crouch)
2688                         {
2689                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2690                                 if (!trace_startsolid)
2691                                 {
2692                                         self.crouch = FALSE;
2693                                         self.view_ofs = PL_VIEW_OFS;
2694                                         setsize (self, PL_MIN, PL_MAX);
2695                                 }
2696                         }
2697                 }
2698
2699                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2700                 {
2701                         if(self.bloodloss_timer < time)
2702                         {
2703                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2704                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2705                         }
2706                 }
2707
2708                 FixPlayermodel();
2709
2710                 GrapplingHookFrame();
2711
2712                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2713                 //if(frametime)
2714                 {
2715                         self.items &~= self.items_added;
2716
2717                         W_WeaponFrame();
2718
2719                         self.items_added = 0;
2720                         if(self.items & IT_JETPACK)
2721                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2722                                         self.items_added |= IT_FUEL;
2723
2724                         self.items |= self.items_added;
2725                 }
2726
2727                 player_regen();
2728
2729                 // rot nex charge to the charge limit
2730                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2731                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2732
2733                 if(frametime)
2734                         player_anim();
2735
2736                 if(g_nexball)
2737                         nexball_setstatus();
2738                 
2739                 // secret status
2740                 secrets_setstatus();
2741                 
2742                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2743
2744                 //self.angles_y=self.v_angle_y + 90;   // temp
2745         } else if(gameover) {
2746                 if (intermission_running)
2747                         IntermissionThink ();   // otherwise a button could be missed between
2748                 return;
2749         } else if(self.classname == "observer") {
2750                 ObserverThink();
2751         } else if(self.classname == "spectator") {
2752                 SpectatorThink();
2753         }
2754
2755         if(!zoomstate_set)
2756                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2757
2758         float oldspectatee_status;
2759         oldspectatee_status = self.spectatee_status;
2760         if(self.classname == "spectator")
2761                 self.spectatee_status = num_for_edict(self.enemy);
2762         else if(self.classname == "observer")
2763                 self.spectatee_status = num_for_edict(self);
2764         else
2765                 self.spectatee_status = 0;
2766         if(self.spectatee_status != oldspectatee_status)
2767         {
2768                 ClientData_Touch(self);
2769                 if(g_race || g_cts)
2770                         race_InitSpectator();
2771         }
2772
2773         if(self.teamkill_soundtime)
2774         if(time > self.teamkill_soundtime)
2775         {
2776                 self.teamkill_soundtime = 0;
2777
2778                 entity oldpusher, oldself;
2779
2780                 oldself = self; self = self.teamkill_soundsource;
2781                 oldpusher = self.pusher; self.pusher = oldself;
2782
2783                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2784
2785                 self.pusher = oldpusher;
2786                 self = oldself;
2787         }
2788
2789         if(self.taunt_soundtime)
2790         if(time > self.taunt_soundtime)
2791         {
2792                 self.taunt_soundtime = 0;
2793                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2794         }
2795
2796         target_voicescript_next(self);
2797
2798         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2799         if(!self.weapon)
2800                 self.clip_load = self.clip_size = 0;
2801 }
2802
2803 float isInvisibleString(string s)
2804 {
2805         float i, n, c;
2806         s = strdecolorize(s);
2807         for((i = 0), (n = strlen(s)); i < n; ++i)
2808         {
2809                 c = str2chr(s, i);
2810                 switch(c)
2811                 {
2812                         case 0:
2813                         case 32: // space
2814                                 break;
2815                         case 192: // charmap space
2816                                 if (!autocvar_utf8_enable)
2817                                         break;
2818                                 return FALSE;
2819                         case 160: // space in unicode fonts
2820                         case 0xE000 + 192: // utf8 charmap space
2821                                 if (autocvar_utf8_enable)
2822                                         break;
2823                         default:
2824                                 return FALSE;
2825                 }
2826         }
2827         return TRUE;
2828 }
2829
2830 /*
2831 =============
2832 PlayerPostThink
2833
2834 Called every frame for each client after the physics are run
2835 =============
2836 */
2837 .float idlekick_lasttimeleft;
2838 void PlayerPostThink (void)
2839 {
2840         // Savage: Check for nameless players
2841         if (isInvisibleString(self.netname)) {
2842                 self.netname = "Player";
2843                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2844         }
2845
2846         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2847         {
2848                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2849                 {
2850                         if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2851                 }
2852                 else
2853                 {
2854                         float timeleft;
2855                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2856                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2857                         {
2858                                 if(!self.idlekick_lasttimeleft)
2859                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2860                         }
2861                         if(timeleft <= 0)
2862                         {
2863                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2864                                 dropclient(self);
2865                                 return;
2866                         }
2867                         else if(timeleft <= 10)
2868                         {
2869                                 if(timeleft != self.idlekick_lasttimeleft)
2870                                         Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(timeleft));
2871                                 self.idlekick_lasttimeleft = timeleft;
2872                         }
2873                 }
2874         }
2875
2876 #ifdef TETRIS
2877         if(self.impulse == 100)
2878                 ImpulseCommands();
2879         if (!TetrisPostFrame())
2880         {
2881 #endif
2882
2883         CheatFrame();
2884
2885         //CheckPlayerJump();
2886
2887         if(self.classname == "player") {
2888                 CheckRules_Player();
2889                 UpdateChatBubble();
2890                 if (self.impulse)
2891                         ImpulseCommands();
2892                 if (intermission_running)
2893                         return;         // intermission or finale
2894                 GetPressedKeys();
2895         }
2896         
2897 #ifdef TETRIS
2898         }
2899 #endif
2900
2901         /*
2902         float i;
2903         for(i = 0; i < 1000; ++i)
2904         {
2905                 vector end;
2906                 end = self.origin + '0 0 1024' + 512 * randomvec();
2907                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2908                 if(trace_fraction < 1)
2909                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2910                 {
2911                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2912                         break;
2913                 }
2914         }
2915         */
2916
2917         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2918
2919         if(self.waypointsprite_attachedforcarrier)
2920                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
2921
2922         playerdemo_write();
2923
2924         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2925         {
2926                 if not(self.stored_netname)
2927                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
2928                 if(self.stored_netname != self.netname)
2929                 {
2930                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2931                         strunzone(self.stored_netname);
2932                         self.stored_netname = strzone(self.netname);
2933                 }
2934         }
2935
2936         /*
2937         if(g_race)
2938                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
2939         */
2940
2941         CSQCMODEL_AUTOUPDATE();
2942 }