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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teams_matter)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 };
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         // filter out spots for assault
155         if(spot.target != "") {
156                 local entity ent;
157                 float good, found;
158                 ent = find(world, targetname, spot.target);
159
160                 while(ent) {
161                         if(ent.classname == "target_objective")
162                         {
163                                 found = 1;
164                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
165                                         return '-1 0 0';
166                                 good = 1;
167                         }
168                         else if(ent.classname == "trigger_race_checkpoint")
169                         {
170                                 found = 1;
171                                 if(!anypoint) // spectators may spawn everywhere
172
173                                 {
174                                         if(g_race_qualifying)
175                                         {
176                                                 // spawn at first
177                                                 if(ent.race_checkpoint != 0)
178                                                         return '-1 0 0';
179                                                 if(spot.race_place != race_lowest_place_spawn)
180                                                         return '-1 0 0';
181                                         }
182                                         else
183                                         {
184                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
185                                                         return '-1 0 0';
186                                                 // try reusing the previous spawn
187                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
188                                                         prio += 1;
189                                                 if(ent.race_checkpoint == 0)
190                                                 {
191                                                         float pl;
192                                                         pl = self.race_place;
193                                                         if(pl > race_highest_place_spawn)
194                                                                 pl = 0;
195                                                         if(pl == 0 && !self.race_started)
196                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197                                                         if(spot.race_place != pl)
198                                                                 return '-1 0 0';
199                                                 }
200                                         }
201                                 }
202                                 good = 1;
203                         }
204                         ent = find(ent, targetname, spot.target);
205                 }
206
207                 if(found && !good)
208                         return '-1 0 0';
209         }
210
211         player = playerlist;
212         shortest = vlen(world.maxs - world.mins);
213         for(player = playerlist; player; player = player.chain)
214                 if (player != self)
215                 {
216                         thisdist = vlen(player.origin - spot.origin);
217                         if (thisdist < shortest)
218                                 shortest = thisdist;
219                 }
220         return prio * '1 0 0' + shortest * '0 1 0';
221 }
222
223 float spawn_allbad;
224 float spawn_allgood;
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
226 {
227         local entity spot, spotlist, spotlistend;
228         spawn_allgood = TRUE;
229         spawn_allbad = TRUE;
230
231         spotlist = world;
232         spotlistend = world;
233
234         for(spot = firstspot; spot; spot = spot.chain)
235         {
236                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
237
238                 if(autocvar_spawn_debugview)
239                 {
240                         setmodel(spot, "models/runematch/rune.mdl");
241                         if(spot.spawnpoint_score_y < mindist)
242                         {
243                                 spot.colormod = '1 0 0';
244                                 spot.scale = 1;
245                         }
246                         else
247                         {
248                                 spot.colormod = '0 1 0';
249                                 spot.scale = spot.spawnpoint_score_y / mindist;
250                         }
251                 }
252
253                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
254                 {
255                         if(spot.spawnpoint_score_y < mindist)
256                         {
257                                 // too short distance
258                                 spawn_allgood = FALSE;
259                         }
260                         else
261                         {
262                                 // perfect
263                                 spawn_allbad = FALSE;
264
265                                 if(spotlistend)
266                                         spotlistend.chain = spot;
267                                 spotlistend = spot;
268                                 if(!spotlist)
269                                         spotlist = spot;
270
271                                 /*
272                                 if(teamcheck >= 0)
273                                 if(spot.team != teamcheck)
274                                         error("invalid spawn added");
275
276                                 print("added ", etos(spot), "\n");
277                                 */
278                         }
279                 }
280         }
281         if(spotlistend)
282                 spotlistend.chain = world;
283
284         /*
285                 entity e;
286                 if(teamcheck >= 0)
287                         for(e = spotlist; e; e = e.chain)
288                         {
289                                 print("seen ", etos(e), "\n");
290                                 if(e.team != teamcheck)
291                                         error("invalid spawn found");
292                         }
293         */
294
295         return spotlist;
296 }
297
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
299 {
300         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
302         local entity spot;
303
304         RandomSelection_Init();
305         for(spot = firstspot; spot; spot = spot.chain)
306                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
307
308         return RandomSelection_chosen_ent;
309 }
310
311 /*
312 =============
313 SelectSpawnPoint
314
315 Finds a point to respawn
316 =============
317 */
318 entity SelectSpawnPoint (float anypoint)
319 {
320         local float teamcheck;
321         local entity firstspot_new;
322         local entity spot, firstspot, playerlist;
323
324         spot = find (world, classname, "testplayerstart");
325         if (spot)
326                 return spot;
327
328         if(anypoint)
329                 teamcheck = -1;
330         else if(have_team_spawns > 0)
331         {
332                 if(have_team_spawns_forteam[self.team] == 0)
333                 {
334                         // we request a spawn for a team, and we have team
335                         // spawns, but that team has no spawns?
336                         if(have_team_spawns[0])
337                                 // try noteam spawns
338                                 teamcheck = 0;
339                         else
340                                 // if not, any spawn has to do
341                                 teamcheck = -1;
342                 }
343                 else
344                         teamcheck = self.team; // MUST be team
345         }
346         else if(have_team_spawns == 0 && have_team_spawns[0])
347                 teamcheck = 0; // MUST be noteam
348         else
349                 teamcheck = -1;
350                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
351
352
353         // get the list of players
354         playerlist = findchain(classname, "player");
355         // get the entire list of spots
356         firstspot = findchain(classname, "info_player_deathmatch");
357         // filter out the bad ones
358         // (note this returns the original list if none survived)
359         if(anypoint)
360         {
361                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
362         }
363         else
364         {
365                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
366                 if(!firstspot_new)
367                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
368                 firstspot = firstspot_new;
369
370                 // there is 50/50 chance of choosing a random spot or the furthest spot
371                 // (this means that roughly every other spawn will be furthest, so you
372                 // usually won't get fragged at spawn twice in a row)
373                 if (arena_roundbased && !g_ca)
374                 {
375                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
376                         if(firstspot_new)
377                                 firstspot = firstspot_new;
378                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
379                 }
380                 else if (random() > autocvar_g_spawn_furthest)
381                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
382                 else
383                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
384         }
385
386         if(autocvar_spawn_debugview)
387         {
388                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
389
390                 entity e;
391                 if(teamcheck >= 0)
392                         for(e = firstspot; e; e = e.chain)
393                                 if(e.team != teamcheck)
394                                         error("invalid spawn found");
395         }
396
397         if (!spot)
398         {
399                 if(autocvar_spawn_debug)
400                         GotoNextMap();
401                 else
402                 {
403                         if(some_spawn_has_been_used)
404                                 return world; // team can't spawn any more, because of actions of other team
405                         else
406                                 error("Cannot find a spawn point - please fix the map!");
407                 }
408         }
409
410         return spot;
411 }
412
413 /*
414 =============
415 CheckPlayerModel
416
417 Checks if the argument string can be a valid playermodel.
418 Returns a valid one in doubt.
419 =============
420 */
421 string FallbackPlayerModel;
422 string CheckPlayerModel(string plyermodel) {
423         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
424         {
425                 // note: we cannot summon Don Strunzone here, some player may
426                 // still have the model string set. In case anyone manages how
427                 // to change a cvar default, we'll have a small leak here.
428                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
429         }
430         if(strlen(plyermodel) < 4)
431                 return FallbackPlayerModel;
432         if( substring(plyermodel,0,14) != "models/player/")
433                 return FallbackPlayerModel;
434         else if(autocvar_sv_servermodelsonly)
435         {
436                 if(substring(plyermodel,-4,4) != ".zym")
437                 if(substring(plyermodel,-4,4) != ".dpm")
438                 if(substring(plyermodel,-4,4) != ".iqm")
439                 if(substring(plyermodel,-4,4) != ".md3")
440                 if(substring(plyermodel,-4,4) != ".psk")
441                         return FallbackPlayerModel;
442                 // forbid the LOD models
443                 if(substring(plyermodel, -9,5) == "_lod1")
444                         return FallbackPlayerModel;
445                 if(substring(plyermodel, -9,5) == "_lod2")
446                         return FallbackPlayerModel;
447                 if(plyermodel != strtolower(plyermodel))
448                         return FallbackPlayerModel;
449                 if(!fexists(plyermodel))
450                         return FallbackPlayerModel;
451         }
452         return plyermodel;
453 }
454
455 /*
456 =============
457 Client_customizeentityforclient
458
459 LOD reduction
460 =============
461 */
462 void Client_uncustomizeentityforclient()
463 {
464         if(self.modelindex == 0) // no need to uncustomize then
465                 return;
466         self.modelindex = self.modelindex_lod0;
467         self.skin = self.skinindex;
468 }
469
470 float Client_customizeentityforclient()
471 {
472         entity modelsource;
473
474         if(self.modelindex == 0)
475                 return TRUE;
476
477         // forcemodel stuff
478
479 #ifdef PROFILING
480         float t0;
481         t0 = gettime(GETTIME_HIRES); // reference
482 #endif
483
484         modelsource = self;
485
486 #ifdef ALLOW_FORCEMODELS
487         if(other.cvar_cl_forceplayermodelsfromxonotic)
488                 if not(self.modelindex_lod0_from_xonotic)
489                         modelsource = other;
490         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
491                 modelsource = other;
492 #endif
493
494         self.skin = modelsource.skinindex;
495
496 #if 0
497         if(modelsource == self)
498                 self.skin = modelsource.skinindex;
499         else
500                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
501 #endif
502
503         // self: me
504         // other: the player viewing me
505         float distance;
506         float f;
507
508         if(other.cvar_cl_playerdetailreduction <= 0)
509         {
510                 if(other.cvar_cl_playerdetailreduction <= -2)
511                         self.modelindex = modelsource.modelindex_lod2;
512                 else if(other.cvar_cl_playerdetailreduction <= -1)
513                         self.modelindex = modelsource.modelindex_lod1;
514                 else
515                         self.modelindex = modelsource.modelindex_lod0;
516         }
517         else
518         {
519                 distance = vlen(self.origin - other.origin);
520                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
521                 if(f > sv_loddistance2)
522                         self.modelindex = modelsource.modelindex_lod2;
523                 else if(f > sv_loddistance1)
524                         self.modelindex = modelsource.modelindex_lod1;
525                 else
526                         self.modelindex = modelsource.modelindex_lod0;
527         }
528
529 #ifdef PROFILING
530         float t1;
531         t1 = gettime(GETTIME_HIRES); // reference
532         client_cefc_accumulator += (t1 - t0);
533 #endif
534
535         return TRUE;
536 }
537
538 void setmodel_lod(entity e, string modelname)
539 {
540         string s;
541
542         if(sv_loddistance1)
543         {
544                 // FIXME: this only supports 3-letter extensions
545                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
546                 if(fexists(s))
547                 {
548                         setmodel(e, s); // players have high precision
549                         self.modelindex_lod1 = self.modelindex;
550                 }
551                 else
552                         self.modelindex_lod1 = -1;
553
554                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
555                 if(fexists(s))
556                 {
557                         setmodel(e, s); // players have high precision
558                         self.modelindex_lod2 = self.modelindex;
559                 }
560                 else
561                         self.modelindex_lod2 = -1;
562
563                 precache_model(modelname);
564                 setmodel(e, modelname); // players have high precision
565                 self.modelindex_lod0 = self.modelindex;
566
567                 if(self.modelindex_lod1 < 0)
568                         self.modelindex_lod1 = self.modelindex;
569
570                 if(self.modelindex_lod2 < 0)
571                         self.modelindex_lod2 = self.modelindex;
572         }
573         else
574         {
575                 precache_model(modelname);
576                 setmodel(e, modelname); // players have high precision
577                 self.modelindex_lod0 = self.modelindex;
578                         // save it for possible player model forcing
579         }
580
581         s = whichpack(self.model);
582         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
583
584         player_setupanimsformodel();
585         UpdatePlayerSounds();
586 }
587
588 /*
589 =============
590 PutObserverInServer
591
592 putting a client as observer in the server
593 =============
594 */
595 void FixPlayermodel();
596 void PutObserverInServer (void)
597 {
598         entity  spot;
599
600         race_PreSpawnObserver();
601
602         spot = SelectSpawnPoint (TRUE);
603         if(!spot)
604                 error("No spawnpoints for observers?!?\n");
605         RemoveGrapplingHook(self); // Wazat's Grappling Hook
606
607         if(clienttype(self) == CLIENTTYPE_REAL)
608         {
609                 msg_entity = self;
610                 WriteByte(MSG_ONE, SVC_SETVIEW);
611                 WriteEntity(MSG_ONE, self);
612         }
613
614         DropAllRunes(self);
615         MUTATOR_CALLHOOK(MakePlayerObserver);
616
617         Portal_ClearAll(self);
618
619         if(self.alivetime)
620         {
621                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
622                 self.alivetime = 0;
623         }
624
625         if(self.flagcarried)
626                 DropFlag(self.flagcarried, world, world);
627
628         if(self.ballcarried && g_nexball)
629                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
630
631         WaypointSprite_PlayerDead();
632
633         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
634                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
635
636         if(self.killcount != -666) {
637                 if(g_lms) {
638                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
639                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
640                         else
641                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
642                 } else
643                         bprint ("^4", self.netname, "^4 is spectating now\n");
644
645                 if(self.just_joined == FALSE) {
646                         LogTeamchange(self.playerid, -1, 4);
647                 } else
648                         self.just_joined = FALSE;
649         }
650
651         PlayerScore_Clear(self); // clear scores when needed
652
653         accuracy_resend(self);
654
655         self.spectatortime = time;
656
657         self.classname = "observer";
658         self.iscreature = FALSE;
659         self.health = -666;
660         self.takedamage = DAMAGE_NO;
661         self.solid = SOLID_NOT;
662         self.movetype = MOVETYPE_NOCLIP;
663         self.flags = FL_CLIENT | FL_NOTARGET;
664         self.armorvalue = 666;
665         self.effects = 0;
666         self.armorvalue = autocvar_g_balance_armor_start;
667         self.pauserotarmor_finished = 0;
668         self.pauserothealth_finished = 0;
669         self.pauseregen_finished = 0;
670         self.damageforcescale = 0;
671         self.death_time = 0;
672         self.dead_frame = 0;
673         self.alpha = 0;
674         self.scale = 0;
675         self.fade_time = 0;
676         self.pain_frame = 0;
677         self.pain_finished = 0;
678         self.strength_finished = 0;
679         self.invincible_finished = 0;
680         self.pushltime = 0;
681         self.think = SUB_Null;
682         self.nextthink = 0;
683         self.hook_time = 0;
684         self.runes = 0;
685         self.deadflag = DEAD_NO;
686         self.angles = spot.angles;
687         self.angles_z = 0;
688         self.fixangle = TRUE;
689         self.crouch = FALSE;
690
691         self.view_ofs = PL_VIEW_OFS;
692         setorigin (self, spot.origin);
693         setsize (self, '0 0 0', '0 0 0');
694         self.prevorigin = self.origin;
695         self.items = 0;
696         self.weapons = 0;
697         self.model = "";
698         FixPlayermodel();
699         self.model = "";
700         self.modelindex = 0;
701         self.weapon = 0;
702         self.weaponmodel = "";
703         self.weaponentity = world;
704         self.exteriorweaponentity = world;
705         self.killcount = -666;
706         self.velocity = '0 0 0';
707         self.avelocity = '0 0 0';
708         self.punchangle = '0 0 0';
709         self.punchvector = '0 0 0';
710         self.oldvelocity = self.velocity;
711         self.fire_endtime = -1;
712
713         if(sv_loddistance1)
714                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
715
716         if(g_arena)
717         {
718                 if(self.version_mismatch)
719                 {
720                         Spawnqueue_Unmark(self);
721                         Spawnqueue_Remove(self);
722                 }
723                 else
724                 {
725                         Spawnqueue_Insert(self);
726                 }
727         }
728         else if(g_lms)
729         {
730                 // Only if the player cannot play at all
731                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
732                         self.frags = FRAGS_SPECTATOR;
733                 else
734                         self.frags = FRAGS_LMS_LOSER;
735         }
736         else
737                 self.frags = FRAGS_SPECTATOR;
738
739     if(self.shownames)
740         remove(self.shownames);
741 }
742
743 void FixPlayermodel()
744 {
745         local string defaultmodel;
746         local float defaultskin, chmdl, oldskin;
747         local vector m1, m2;
748
749         defaultmodel = "";
750
751         if(autocvar_sv_defaultcharacter == 1) {
752                 defaultskin = 0;
753
754                 if(teams_matter)
755                 {
756                         string s;
757                         s = Team_ColorNameLowerCase(self.team);
758                         if(s != "neutral")
759                         {
760                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
761                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
762                         }
763                 }
764
765                 if(defaultmodel == "")
766                 {
767                         defaultmodel = autocvar_sv_defaultplayermodel;
768                         defaultskin = autocvar_sv_defaultplayerskin;
769                 }
770         }
771
772         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
773         {
774                 if(self.model != "")
775                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
776                 self.model = ""; // force the != checks to return true
777         }
778
779         if(defaultmodel != "")
780         {
781                 if (defaultmodel != self.model)
782                 {
783                         m1 = self.mins;
784                         m2 = self.maxs;
785                         setmodel_lod (self, defaultmodel);
786                         setsize (self, m1, m2);
787                         chmdl = TRUE;
788                 }
789
790                 oldskin = self.skinindex;
791                 self.skinindex = defaultskin;
792         } else {
793                 if (self.playermodel != self.model || self.playermodel == "")
794                 {
795                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
796                         m1 = self.mins;
797                         m2 = self.maxs;
798                         setmodel_lod (self, self.playermodel);
799                         setsize (self, m1, m2);
800                         chmdl = TRUE;
801                 }
802
803                 oldskin = self.skinindex;
804                 self.skinindex = stof(self.playerskin);
805         }
806
807         if(chmdl || oldskin != self.skinindex)
808                 self.species = player_getspecies(); // model or skin has changed
809
810         if(!teams_matter)
811                 if(strlen(autocvar_sv_defaultplayercolors))
812                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
813                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
814 }
815
816 void PlayerTouchExplode(entity p1, entity p2)
817 {
818         vector org;
819         org = (p1.origin + p2.origin) * 0.5;
820         org_z += (p1.mins_z + p2.mins_z) * 0.5;
821
822         te_explosion(org);
823
824         entity e;
825         e = spawn();
826         setorigin(e, org);
827         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
828         remove(e);
829 }
830
831 /*
832 =============
833 PutClientInServer
834
835 Called when a client spawns in the server
836 =============
837 */
838 //void() ctf_playerchanged;
839 void PutClientInServer (void)
840 {
841         if(clienttype(self) == CLIENTTYPE_BOT)
842         {
843                 self.classname = "player";
844         }
845         else if(clienttype(self) == CLIENTTYPE_REAL)
846         {
847                 msg_entity = self;
848                 WriteByte(MSG_ONE, SVC_SETVIEW);
849                 WriteEntity(MSG_ONE, self);
850         }
851
852         // player is dead and becomes observer
853         // FIXME fix LMS scoring for new system
854         if(g_lms)
855         {
856                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
857                         self.classname = "observer";
858         }
859
860         if(g_arena || (g_ca && !allowed_to_spawn))
861         if(!self.spawned)
862                 self.classname = "observer";
863
864         if(gameover)
865                 self.classname = "observer";
866
867         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
868                 entity spot, oldself;
869                 float j;
870
871                 accuracy_resend(self);
872
873                 if(self.team < 0)
874                         JoinBestTeam(self, FALSE, TRUE);
875
876                 race_PreSpawn();
877
878                 spot = SelectSpawnPoint (FALSE);
879                 if(!spot)
880                 {
881                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
882                         return; // spawn failed
883                 }
884
885                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
886
887                 self.classname = "player";
888                 self.wasplayer = TRUE;
889                 self.iscreature = TRUE;
890                 self.movetype = MOVETYPE_WALK;
891                 self.solid = SOLID_SLIDEBOX;
892                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
893                 if(autocvar_g_playerclip_collisions)
894                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
895                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
896                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
897                 self.frags = FRAGS_PLAYER;
898                 if(independent_players)
899                         MAKE_INDEPENDENT_PLAYER(self);
900                 self.flags = FL_CLIENT;
901                 self.takedamage = DAMAGE_AIM;
902                 if(g_minstagib)
903                         self.effects = EF_FULLBRIGHT;
904                 else
905                         self.effects = 0;
906                 self.air_finished = time + 12;
907                 self.dmg = 2;
908                 if(autocvar_g_balance_nex_charge)
909                 {
910                         if(autocvar_g_balance_nex_secondary_chargepool)
911                                 self.nex_chargepool_ammo = 1;
912                         self.nex_charge = autocvar_g_balance_nex_charge_start;
913                 }
914
915                 if(inWarmupStage)
916                 {
917                         self.ammo_shells = warmup_start_ammo_shells;
918                         self.ammo_nails = warmup_start_ammo_nails;
919                         self.ammo_rockets = warmup_start_ammo_rockets;
920                         self.ammo_cells = warmup_start_ammo_cells;
921                         self.ammo_fuel = warmup_start_ammo_fuel;
922                         self.health = warmup_start_health;
923                         self.armorvalue = warmup_start_armorvalue;
924                         self.weapons = warmup_start_weapons;
925                 }
926                 else
927                 {
928                         self.ammo_shells = start_ammo_shells;
929                         self.ammo_nails = start_ammo_nails;
930                         self.ammo_rockets = start_ammo_rockets;
931                         self.ammo_cells = start_ammo_cells;
932                         self.ammo_fuel = start_ammo_fuel;
933                         self.health = start_health;
934                         self.armorvalue = start_armorvalue;
935                         self.weapons = start_weapons;
936                 }
937
938                 if(g_weaponarena_random)
939                 {
940                         if(g_weaponarena_random_with_laser)
941                                 self.weapons &~= WEPBIT_LASER;
942                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
943                         if(g_weaponarena_random_with_laser)
944                                 self.weapons |= WEPBIT_LASER;
945                 }
946
947                 self.items = start_items;
948                 self.jump_interval = time;
949
950                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
951                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
952                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
953                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
954                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
955                 //extend the pause of rotting if client was reset at the beginning of the countdown
956                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
957                         self.spawnshieldtime += game_starttime - time;
958                         self.pauserotarmor_finished += game_starttime - time;
959                         self.pauserothealth_finished += game_starttime - time;
960                         self.pauseregen_finished += game_starttime - time;
961                 }
962                 self.damageforcescale = 2;
963                 self.death_time = 0;
964                 self.dead_frame = 0;
965                 self.alpha = 0;
966                 self.scale = 0;
967                 self.fade_time = 0;
968                 self.pain_frame = 0;
969                 self.pain_finished = 0;
970                 self.strength_finished = 0;
971                 self.invincible_finished = 0;
972                 self.pushltime = 0;
973                 // players have no think function
974                 self.think = SUB_Null;
975                 self.nextthink = 0;
976                 self.hook_time = 0;
977                 self.dmg_team = 0;
978                 self.ballistics_density = autocvar_g_ballistics_density_player;
979
980                 self.metertime = 0;
981
982                 self.runes = 0;
983
984                 self.deadflag = DEAD_NO;
985
986                 self.angles = spot.angles;
987
988                 self.angles_z = 0; // never spawn tilted even if the spot says to
989                 self.fixangle = TRUE; // turn this way immediately
990                 self.velocity = '0 0 0';
991                 self.avelocity = '0 0 0';
992                 self.punchangle = '0 0 0';
993                 self.punchvector = '0 0 0';
994                 self.oldvelocity = self.velocity;
995                 self.fire_endtime = -1;
996
997                 msg_entity = self;
998                 WRITESPECTATABLE_MSG_ONE({
999                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
1000                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
1001                 });
1002
1003                 if(sv_loddistance1)
1004                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1005
1006                 self.model = "";
1007                 FixPlayermodel();
1008
1009                 self.crouch = FALSE;
1010                 self.view_ofs = PL_VIEW_OFS;
1011                 setsize (self, PL_MIN, PL_MAX);
1012                 self.spawnorigin = spot.origin;
1013                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1014                 // don't reset back to last position, even if new position is stuck in solid
1015                 self.oldorigin = self.origin;
1016                 self.prevorigin = self.origin;
1017                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1018
1019                 if(g_arena)
1020                 {
1021                         Spawnqueue_Remove(self);
1022                         Spawnqueue_Mark(self);
1023                 }
1024
1025                 else if(g_ca)
1026                         self.caplayer = 1;
1027
1028                 self.event_damage = PlayerDamage;
1029
1030                 self.bot_attack = TRUE;
1031
1032                 self.statdraintime = time + 5;
1033                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1034
1035                 if(self.killcount == -666) {
1036                         PlayerScore_Clear(self);
1037                         self.killcount = 0;
1038                 }
1039
1040                 self.cnt = WEP_LASER;
1041
1042                 CL_SpawnWeaponentity();
1043                 self.alpha = default_player_alpha;
1044                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1045                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1046
1047                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1048                 self.lms_traveled_distance = 0;
1049                 self.speedrunning = FALSE;
1050
1051                 race_PostSpawn(spot);
1052
1053                 if(autocvar_spawn_debug)
1054                 {
1055                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1056                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1057                 }
1058
1059                 //stuffcmd(self, "chase_active 0");
1060                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1061
1062                 if (autocvar_g_spawnsound)
1063                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1064
1065                 if(g_assault) {
1066                         if(self.team == assault_attacker_team)
1067                                 centerprint(self, "You are attacking!");
1068                         else
1069                                 centerprint(self, "You are defending!");
1070                 }
1071
1072                 target_voicescript_clear(self);
1073
1074                 // reset fields the weapons may use
1075                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1076                 {
1077                         weapon_action(j, WR_RESETPLAYER);
1078
1079                         // all weapons must be fully loaded when we spawn
1080                         entity e;
1081                         e = get_weaponinfo(j);
1082                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1083                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1084                 }
1085                 self.weapon_forbidchange = FALSE;
1086
1087                 oldself = self;
1088                 self = spot;
1089                         activator = oldself;
1090                                 SUB_UseTargets();
1091                         activator = world;
1092                 self = oldself;
1093
1094                 MUTATOR_CALLHOOK(PlayerSpawn);
1095
1096                 self.switchweapon = w_getbestweapon(self);
1097                 self.cnt = self.switchweapon;
1098                 self.weapon = 0;
1099
1100                 if(!self.alivetime)
1101                         self.alivetime = time;
1102         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1103                 PutObserverInServer ();
1104         }
1105
1106     self.shownames = spawn();
1107     self.shownames.owner = self;
1108     self.shownames.think = shownames_think;
1109     self.shownames.nextthink = time;
1110     Net_LinkEntity(self.shownames, FALSE, 0, SendEntity_ShowNames);
1111
1112         //if(g_ctf)
1113         //      ctf_playerchanged();
1114 }
1115
1116 .float ebouncefactor, ebouncestop; // electro's values
1117 // TODO do we need all these fields, or should we stop autodetecting runtime
1118 // changes and just have a console command to update this?
1119 float ClientInit_SendEntity(entity to, float sf)
1120 {
1121         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1122         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1123         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1124         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1125         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1126         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1127         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1128         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1129         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1130         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1131         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1132         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1133         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1134         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1135         if(sv_foginterval && world.fog != "")
1136                 WriteString(MSG_ENTITY, world.fog);
1137         else
1138                 WriteString(MSG_ENTITY, "");
1139         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1140         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1141         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1142         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1143         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1144         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1145         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1146         WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
1147         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1148         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1149         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1150         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1151         return TRUE;
1152 }
1153
1154 void ClientInit_CheckUpdate()
1155 {
1156         self.nextthink = time;
1157         if(self.count != autocvar_g_balance_armor_blockpercent)
1158         {
1159                 self.count = autocvar_g_balance_armor_blockpercent;
1160                 self.SendFlags |= 1;
1161         }
1162         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1163         {
1164                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1165                 self.SendFlags |= 1;
1166         }
1167         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1168         {
1169                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1170                 self.SendFlags |= 1;
1171         }
1172         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1173         {
1174                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1175                 self.SendFlags |= 1;
1176         }
1177         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1178         {
1179                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1180                 self.SendFlags |= 1;
1181         }
1182         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1183         {
1184                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1185                 self.SendFlags |= 1;
1186         }
1187 }
1188
1189 void ClientInit_Spawn()
1190 {
1191         entity o;
1192         entity e;
1193         e = spawn();
1194         e.classname = "clientinit";
1195         e.think = ClientInit_CheckUpdate;
1196         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1197
1198         o = self;
1199         self = e;
1200         ClientInit_CheckUpdate();
1201         self = o;
1202 }
1203
1204 /*
1205 =============
1206 SetNewParms
1207 =============
1208 */
1209 void SetNewParms (void)
1210 {
1211         // initialize parms for a new player
1212         parm1 = -(86400 * 366);
1213 }
1214
1215 /*
1216 =============
1217 SetChangeParms
1218 =============
1219 */
1220 void SetChangeParms (void)
1221 {
1222         // save parms for level change
1223         parm1 = self.parm_idlesince - time;
1224 }
1225
1226 /*
1227 =============
1228 DecodeLevelParms
1229 =============
1230 */
1231 void DecodeLevelParms (void)
1232 {
1233         // load parms
1234         self.parm_idlesince = parm1;
1235         if(self.parm_idlesince == -(86400 * 366))
1236                 self.parm_idlesince = time;
1237
1238         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1239         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1240 }
1241
1242 /*
1243 =============
1244 ClientKill
1245
1246 Called when a client types 'kill' in the console
1247 =============
1248 */
1249
1250 .float clientkill_nexttime;
1251 void ClientKill_Now_TeamChange()
1252 {
1253         if(self.killindicator_teamchange == -1)
1254         {
1255                 self.team = -1;
1256                 JoinBestTeam( self, FALSE, FALSE );
1257         }
1258         else if(self.killindicator_teamchange == -2)
1259         {
1260                 if(g_ca)
1261                         self.caplayer = 0;
1262                 if(blockSpectators)
1263                         sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1264                 PutObserverInServer();
1265         }
1266         else
1267                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1268 }
1269
1270 void ClientKill_Now()
1271 {
1272         remove(self.killindicator);
1273         self.killindicator = world;
1274
1275         if(self.killindicator_teamchange)
1276                 ClientKill_Now_TeamChange();
1277
1278         // in any case:
1279         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1280
1281         // now I am sure the player IS dead
1282 }
1283 void KillIndicator_Think()
1284 {
1285         if (!self.owner.modelindex)
1286         {
1287                 self.owner.killindicator = world;
1288                 remove(self);
1289                 return;
1290         }
1291
1292         if(self.cnt <= 0)
1293         {
1294                 self = self.owner;
1295                 ClientKill_Now(); // no oldself needed
1296                 return;
1297         }
1298     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1299     {
1300         self.nextthink = time + 1;
1301         self.cnt -= 1;
1302     }
1303         else
1304         {
1305                 if(self.cnt <= 10)
1306                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1307                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1308                 {
1309                         if(self.cnt <= 10)
1310                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1311                         if(self.owner.killindicator_teamchange)
1312                         {
1313                                 if(self.owner.killindicator_teamchange == -1)
1314                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1315                                 else if(self.owner.killindicator_teamchange == -2)
1316                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
1317                                 else
1318                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1319                         }
1320                         else
1321                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1322                 }
1323                 self.nextthink = time + 1;
1324                 self.cnt -= 1;
1325         }
1326 }
1327
1328 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1329 {
1330         float killtime;
1331         entity e;
1332         killtime = autocvar_g_balance_kill_delay;
1333
1334         if(g_race_qualifying || g_cts)
1335                 killtime = 0;
1336
1337     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1338     {
1339                 remove(self.killindicator);
1340                 self.killindicator = world;
1341
1342         ClientKill_Now(); // allow instant kill in this case
1343         return;
1344     }
1345
1346         self.killindicator_teamchange = targetteam;
1347
1348     if(!self.killindicator)
1349         {
1350                 if(self.modelindex && self.deadflag == DEAD_NO)
1351                 {
1352                         killtime = max(killtime, self.clientkill_nexttime - time);
1353                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1354                 }
1355
1356                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1357                 {
1358                         ClientKill_Now();
1359                 }
1360                 else
1361                 {
1362                         self.killindicator = spawn();
1363                         self.killindicator.owner = self;
1364                         self.killindicator.scale = 0.5;
1365                         setattachment(self.killindicator, self, "");
1366                         setorigin(self.killindicator, '0 0 52');
1367                         self.killindicator.think = KillIndicator_Think;
1368                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1369                         self.killindicator.cnt = ceil(killtime);
1370                         self.killindicator.count = bound(0, ceil(killtime), 10);
1371                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1372
1373                         for(e = world; (e = find(e, classname, "body")) != world; )
1374                         {
1375                                 if(e.enemy != self)
1376                                         continue;
1377                                 e.killindicator = spawn();
1378                                 e.killindicator.owner = e;
1379                                 e.killindicator.scale = 0.5;
1380                                 setattachment(e.killindicator, e, "");
1381                                 setorigin(e.killindicator, '0 0 52');
1382                                 e.killindicator.think = KillIndicator_Think;
1383                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1384                                 e.killindicator.cnt = ceil(killtime);
1385                         }
1386                         self.lip = 0;
1387                 }
1388         }
1389         if(self.killindicator)
1390         {
1391                 if(targetteam == 0) // just die
1392                         self.killindicator.colormod = '0 0 0';
1393                 else if(targetteam == -1) // auto
1394                         self.killindicator.colormod = '0 1 0';
1395                 else if(targetteam == -2) // spectate
1396                         self.killindicator.colormod = '0.5 0.5 0.5';
1397                 else
1398                         self.killindicator.colormod = TeamColor(targetteam);
1399         }
1400 }
1401
1402 void ClientKill (void)
1403 {
1404         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1405         {
1406                 // do nothing
1407         }
1408     else if(self.freezetag_frozen)
1409     {
1410         // do nothing
1411     }
1412         else
1413                 ClientKill_TeamChange(0);
1414 }
1415
1416 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
1417 {
1418     e.killindicator = spawn();
1419     e.killindicator.owner = e;
1420     e.killindicator.think = KillIndicator_Think;
1421     e.killindicator.nextthink = time + (e.lip) * 0.05;
1422     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1423     e.killindicator.health = 1; // this is used to indicate that it should be silent
1424     e.lip = 0;
1425 }
1426
1427 void DoTeamChange(float destteam)
1428 {
1429         float t, c0;
1430         if(!teams_matter)
1431         {
1432                 if(destteam >= 0)
1433                         SetPlayerColors(self, destteam);
1434                 return;
1435         }
1436         if(self.classname == "player")
1437         if(destteam == -1)
1438         {
1439                 CheckAllowedTeams(self);
1440                 t = FindSmallestTeam(self, TRUE);
1441                 switch(self.team)
1442                 {
1443                         case COLOR_TEAM1: c0 = c1; break;
1444                         case COLOR_TEAM2: c0 = c2; break;
1445                         case COLOR_TEAM3: c0 = c3; break;
1446                         case COLOR_TEAM4: c0 = c4; break;
1447                         default:          c0 = 999;
1448                 }
1449                 switch(t)
1450                 {
1451                         case 1:
1452                                 if(c0 > c1)
1453                                         destteam = COLOR_TEAM1;
1454                                 break;
1455                         case 2:
1456                                 if(c0 > c2)
1457                                         destteam = COLOR_TEAM2;
1458                                 break;
1459                         case 3:
1460                                 if(c0 > c3)
1461                                         destteam = COLOR_TEAM3;
1462                                 break;
1463                         case 4:
1464                                 if(c0 > c4)
1465                                         destteam = COLOR_TEAM4;
1466                                 break;
1467                 }
1468                 if(destteam == -1)
1469                         return;
1470         }
1471         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1472                 return;
1473         ClientKill_TeamChange(destteam);
1474 }
1475
1476 void FixClientCvars(entity e)
1477 {
1478         // send prediction settings to the client
1479         stuffcmd(e, "\nin_bindmap 0 0\n");
1480         if(g_race || g_cts)
1481                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1482         if(autocvar_g_antilag == 3) // client side hitscan
1483                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1484         if(sv_gentle)
1485                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1486         /*
1487          * we no longer need to stuff this. Remove this comment block if you feel
1488          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1489         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1490         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1491         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1492         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1493         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1494         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1495         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1496         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1497         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1498         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1499         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1500         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1501         stuffcmd(e, "cl_movement_edgefriction 1\n");
1502          */
1503 }
1504
1505 float PlayerInIDList(entity p, string idlist)
1506 {
1507         float n, i;
1508         string s;
1509
1510         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1511         if not(p.crypto_idfp)
1512                 return 0;
1513
1514         // this function allows abbreviated player IDs too!
1515         n = tokenize_console(idlist);
1516         for(i = 0; i < n; ++i)
1517         {
1518                 s = argv(i);
1519                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1520                         return 1;
1521         }
1522
1523         return 0;
1524 }
1525
1526 /*
1527 =============
1528 ClientConnect
1529
1530 Called when a client connects to the server
1531 =============
1532 */
1533 //void ctf_clientconnect();
1534 string ColoredTeamName(float t);
1535 void DecodeLevelParms (void);
1536 //void dom_player_join_team(entity pl);
1537 void set_dom_state(entity e);
1538 void ClientConnect (void)
1539 {
1540         float t;
1541
1542         if(self.flags & FL_CLIENT)
1543         {
1544                 print("Warning: ClientConnect, but already connected!\n");
1545                 return;
1546         }
1547
1548         if(Ban_MaybeEnforceBan(self))
1549                 return;
1550
1551         DecodeLevelParms();
1552
1553 #ifdef WATERMARK
1554         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1555 #endif
1556
1557         self.classname = "player_joining";
1558
1559         self.flags = FL_CLIENT;
1560         self.version_nagtime = time + 10 + random() * 10;
1561
1562         if(player_count<0)
1563         {
1564                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1565                 player_count = 0;
1566         }
1567
1568         PlayerScore_Attach(self);
1569         ClientData_Attach();
1570         accuracy_init(self);
1571
1572         bot_clientconnect();
1573
1574         playerdemo_init();
1575
1576         anticheat_init();
1577         
1578         race_PreSpawnObserver();
1579
1580         //if(g_domination)
1581         //      dom_player_join_team(self);
1582
1583         // identify the right forced team
1584         if(autocvar_g_campaign)
1585         {
1586                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1587                 {
1588                         switch(autocvar_g_campaign_forceteam)
1589                         {
1590                                 case 1: self.team_forced = COLOR_TEAM1; break;
1591                                 case 2: self.team_forced = COLOR_TEAM2; break;
1592                                 case 3: self.team_forced = COLOR_TEAM3; break;
1593                                 case 4: self.team_forced = COLOR_TEAM4; break;
1594                                 default: self.team_forced = 0;
1595                         }
1596                 }
1597         }
1598         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1599                 self.team_forced = COLOR_TEAM1;
1600         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1601                 self.team_forced = COLOR_TEAM2;
1602         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1603                 self.team_forced = COLOR_TEAM3;
1604         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1605                 self.team_forced = COLOR_TEAM4;
1606         else if(autocvar_g_forced_team_otherwise == "red")
1607                 self.team_forced = COLOR_TEAM1;
1608         else if(autocvar_g_forced_team_otherwise == "blue")
1609                 self.team_forced = COLOR_TEAM2;
1610         else if(autocvar_g_forced_team_otherwise == "yellow")
1611                 self.team_forced = COLOR_TEAM3;
1612         else if(autocvar_g_forced_team_otherwise == "pink")
1613                 self.team_forced = COLOR_TEAM4;
1614         else if(autocvar_g_forced_team_otherwise == "spectate")
1615                 self.team_forced = -1;
1616         else if(autocvar_g_forced_team_otherwise == "spectator")
1617                 self.team_forced = -1;
1618         else
1619                 self.team_forced = 0;
1620
1621         if(!teams_matter)
1622                 if(self.team_forced > 0)
1623                         self.team_forced = 0;
1624
1625         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1626
1627         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1628                 self.classname = "observer";
1629         } else {
1630                 if(teams_matter)
1631                 {
1632                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1633                         {
1634                                 self.classname = "player";
1635                                 campaign_bots_may_start = 1;
1636                         }
1637                         else
1638                         {
1639                                 self.classname = "observer"; // do it anyway
1640                         }
1641                 }
1642                 else
1643                 {
1644                         self.classname = "player";
1645                         campaign_bots_may_start = 1;
1646                 }
1647         }
1648
1649         self.playerid = (playerid_last = playerid_last + 1);
1650
1651         if(autocvar_sv_eventlog)
1652                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1653
1654         LogTeamchange(self.playerid, self.team, 1);
1655
1656         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1657
1658         self.netname_previous = strzone(self.netname);
1659
1660         bprint("^4", self.netname, "^4 connected");
1661
1662         if(self.classname != "observer" && (g_domination || g_ctf))
1663                 bprint(" and joined the ", ColoredTeamName(self.team));
1664
1665         bprint("\n");
1666
1667         self.welcomemessage_time = 0;
1668
1669         stuffcmd(self, strcat(clientstuff, "\n"));
1670         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1671         stuffcmd(self, "cl_particles_reloadeffects\n");
1672
1673         FixClientCvars(self);
1674
1675         // spawnfunc_waypoint sprites
1676         WaypointSprite_InitClient(self);
1677
1678         // Wazat's grappling hook
1679         SetGrappleHookBindings();
1680
1681         // get autoswitch state from player when he toggles it
1682         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1683
1684         // get version info from player
1685         stuffcmd(self, "cmd clientversion $gameversion\n");
1686
1687         // get other cvars from player
1688         GetCvars(0);
1689
1690         // notify about available teams
1691         if(teams_matter)
1692         {
1693                 CheckAllowedTeams(self);
1694                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1695                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1696         }
1697         else
1698                 stuffcmd(self, "set _teams_available 0\n");
1699
1700         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1701
1702         if(g_arena || g_ca)
1703         {
1704                 self.classname = "observer";
1705                 if(g_arena)
1706                         Spawnqueue_Insert(self);
1707         }
1708         /*else if(g_ctf)
1709         {
1710                 ctf_clientconnect();
1711         }*/
1712
1713         if(teams_matter || radar_showennemies)
1714                 attach_entcs();
1715
1716         bot_relinkplayerlist();
1717
1718         self.spectatortime = time;
1719         if(blockSpectators)
1720         {
1721                 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1722         }
1723
1724         self.jointime = time;
1725         self.allowedTimeouts = autocvar_sv_timeout_number;
1726
1727         if(clienttype(self) == CLIENTTYPE_REAL)
1728         {
1729                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1730                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1731         }
1732
1733         if(g_lms)
1734         {
1735                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1736                 {
1737                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1738                         self.frags = FRAGS_SPECTATOR;
1739                 }
1740         }
1741
1742         if(!sv_foginterval && world.fog != "")
1743                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1744
1745         SoundEntity_Attach(self);
1746
1747         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1748         {
1749                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1750                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1751         }
1752         else
1753                 self.hitplotfh = -1;
1754
1755         if(g_race || g_cts) {
1756                 string rr;
1757                 if(g_cts)
1758                         rr = CTS_RECORD;
1759                 else
1760                         rr = RACE_RECORD;
1761                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1762
1763                 msg_entity = self;
1764                 race_send_recordtime(MSG_ONE);
1765                 race_send_speedaward(MSG_ONE);
1766
1767                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1768                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1769                 race_send_speedaward_alltimebest(MSG_ONE);
1770
1771                 float i;
1772                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1773                         race_SendRankings(i, 0, 0, MSG_ONE);
1774                 }
1775         }
1776         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1777                 send_CSQC_teamnagger();
1778
1779         if (g_domination)
1780                 set_dom_state(self);
1781
1782         CheatInitClient();
1783
1784         PlayerStats_AddPlayer(self);
1785 }
1786
1787 /*
1788 =============
1789 ClientDisconnect
1790
1791 Called when a client disconnects from the server
1792 =============
1793 */
1794 .entity chatbubbleentity;
1795 .entity teambubbleentity;
1796 void ReadyCount();
1797 void ClientDisconnect (void)
1798 {
1799         if not(self.flags & FL_CLIENT)
1800         {
1801                 print("Warning: ClientDisconnect without ClientConnect\n");
1802                 return;
1803         }
1804
1805         PlayerStats_AddGlobalInfo(self);
1806
1807         CheatShutdownClient();
1808
1809         if(self.hitplotfh >= 0)
1810         {
1811                 fclose(self.hitplotfh);
1812                 self.hitplotfh = -1;
1813         }
1814
1815         anticheat_report();
1816         anticheat_shutdown();
1817
1818         playerdemo_shutdown();
1819
1820         bot_clientdisconnect();
1821
1822         if(self.entcs)
1823                 detach_entcs();
1824
1825         if(autocvar_sv_eventlog)
1826                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1827         bprint ("^4",self.netname);
1828         bprint ("^4 disconnected\n");
1829
1830         SoundEntity_Detach(self);
1831
1832         DropAllRunes(self);
1833         MUTATOR_CALLHOOK(ClientDisconnect);
1834
1835         Portal_ClearAll(self);
1836
1837         if(self.flagcarried)
1838                 DropFlag(self.flagcarried, world, world);
1839         if(self.ballcarried && g_nexball)
1840                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1841
1842         // Here, everything has been done that requires this player to be a client.
1843
1844         self.flags &~= FL_CLIENT;
1845
1846         if (self.chatbubbleentity)
1847                 remove (self.chatbubbleentity);
1848
1849         if (self.teambubbleentity)
1850                 remove (self.teambubbleentity);
1851
1852         if (self.killindicator)
1853                 remove (self.killindicator);
1854
1855         WaypointSprite_PlayerGone();
1856
1857         bot_relinkplayerlist();
1858
1859         if(g_arena)
1860         {
1861                 Spawnqueue_Unmark(self);
1862                 Spawnqueue_Remove(self);
1863         }
1864
1865         accuracy_free(self);
1866         ClientData_Detach();
1867         PlayerScore_Detach(self);
1868
1869         if(self.netname_previous)
1870                 strunzone(self.netname_previous);
1871         if(self.clientstatus)
1872                 strunzone(self.clientstatus);
1873         if(self.weaponorder_byimpulse)
1874                 strunzone(self.weaponorder_byimpulse);
1875
1876         ClearPlayerSounds();
1877
1878         if(self.personal)
1879                 remove(self.personal);
1880
1881         self.playerid = 0;
1882         ReadyCount();
1883
1884     remove(self.shownames);
1885
1886         // free cvars
1887         GetCvars(-1);
1888 }
1889
1890 .float BUTTON_CHAT;
1891 void ChatBubbleThink()
1892 {
1893         self.nextthink = time;
1894         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1895         {
1896                 if(self.owner) // but why can that ever be world?
1897                         self.owner.chatbubbleentity = world;
1898                 remove(self);
1899                 return;
1900         }
1901         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1902 #ifdef TETRIS
1903                 || self.owner.tetris_on
1904 #endif
1905         )
1906                 self.model = self.mdl;
1907         else
1908                 self.model = "";
1909 };
1910
1911 void UpdateChatBubble()
1912 {
1913         if (!self.modelindex)
1914                 return;
1915         // spawn a chatbubble entity if needed
1916         if (!self.chatbubbleentity)
1917         {
1918                 self.chatbubbleentity = spawn();
1919                 self.chatbubbleentity.owner = self;
1920                 self.chatbubbleentity.exteriormodeltoclient = self;
1921                 self.chatbubbleentity.think = ChatBubbleThink;
1922                 self.chatbubbleentity.nextthink = time;
1923                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1924                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1925                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1926                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1927                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1928                 self.chatbubbleentity.model = "";
1929                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1930         }
1931 }
1932
1933
1934 void TeamBubbleThink()
1935 {
1936         self.nextthink = time;
1937         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1938         {
1939                 if(self.owner) // but why can that ever be world?
1940                         self.owner.teambubbleentity = world;
1941                 remove(self);
1942                 return;
1943         }
1944 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1945         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1946                 self.model = "";
1947         else
1948                 self.model = self.mdl;
1949
1950 };
1951
1952 float TeamBubble_customizeentityforclient()
1953 {
1954         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1955 }
1956
1957 void UpdateTeamBubble()
1958 {
1959         if (!self.modelindex || !teams_matter)
1960                 return;
1961         // spawn a teambubble entity if needed
1962         if (!self.teambubbleentity && teams_matter)
1963         {
1964                 self.teambubbleentity = spawn();
1965                 self.teambubbleentity.owner = self;
1966                 self.teambubbleentity.exteriormodeltoclient = self;
1967                 self.teambubbleentity.think = TeamBubbleThink;
1968                 self.teambubbleentity.nextthink = time;
1969                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1970 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1971                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1972                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1973                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1974                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1975                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1976                 self.teambubbleentity.effects = EF_LOWPRECISION;
1977         }
1978 }
1979
1980 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1981 // added to the model skins
1982 /*void UpdateColorModHack()
1983 {
1984         local float c;
1985         c = self.clientcolors & 15;
1986         // LordHavoc: only bothering to support white, green, red, yellow, blue
1987              if (!teams_matter) self.colormod = '0 0 0';
1988         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1989         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1990         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1991         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1992         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1993         else self.colormod = '1 1 1';
1994 };*/
1995
1996 .float oldcolormap;
1997 void respawn(void)
1998 {
1999         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
2000         {
2001                 self.solid = SOLID_NOT;
2002                 self.takedamage = DAMAGE_NO;
2003                 self.movetype = MOVETYPE_FLY;
2004                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
2005                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
2006                 self.effects |= EF_ADDITIVE;
2007                 self.oldcolormap = self.colormap;
2008                 self.colormap = 512;
2009                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
2010                 if(autocvar_g_respawn_ghosts_maxtime)
2011                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
2012         }
2013
2014         CopyBody(1);
2015         self.effects |= EF_NODRAW; // prevent another CopyBody
2016         if(self.oldcolormap)
2017         {
2018                 self.colormap = self.oldcolormap;
2019                 self.oldcolormap = 0;
2020         }
2021         PutClientInServer();
2022 }
2023
2024 void play_countdown(float finished, string samp)
2025 {
2026         if(clienttype(self) == CLIENTTYPE_REAL)
2027                 if(floor(finished - time - frametime) != floor(finished - time))
2028                         if(finished - time < 6)
2029                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
2030 }
2031
2032 /**
2033  * When sv_timeout is used this function returs strings like
2034  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
2035  * Called by centerprint functions
2036  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
2037  */
2038 string getTimeoutText(float addOneSecond) {
2039         if (!autocvar_sv_timeout || !timeoutStatus)
2040                 return "";
2041
2042         local string retStr;
2043         if (timeoutStatus == 1) {
2044                 if (addOneSecond == 1) {
2045                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
2046                 }
2047                 else {
2048                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
2049                 }
2050                 return retStr;
2051         }
2052         else if (timeoutStatus == 2) {
2053                 if (addOneSecond) {
2054                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
2055                         //don't show messages like "Timeout ends in 0 seconds"...
2056                         if ((remainingTimeoutTime + 1) > 0)
2057                                 return retStr;
2058                         else
2059                                 return "";
2060                 }
2061                 else {
2062                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2063                         //don't show messages like "Timeout ends in 0 seconds"...
2064                         if (remainingTimeoutTime > 0)
2065                                 return retStr;
2066                         else
2067                                 return "";
2068                 }
2069         }
2070         else return "";
2071 }
2072
2073 void player_powerups (void)
2074 {
2075         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2076         olditems = self.items;
2077         
2078         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2079         {
2080                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2081                 self.modelflags |= MF_ROCKET;
2082         }
2083         else
2084         {
2085                 SoundEntity_StopSound(self, CHAN_PLAYER);
2086                 self.modelflags &~= MF_ROCKET;
2087         }
2088
2089         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2090
2091         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2092                 return;
2093         
2094         Fire_ApplyDamage(self);
2095         Fire_ApplyEffect(self);
2096
2097         if (g_minstagib)
2098         {
2099                 self.effects |= EF_FULLBRIGHT;
2100
2101                 if (self.items & IT_STRENGTH)
2102                 {
2103                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2104                         if (time > self.strength_finished)
2105                         {
2106                                 self.alpha = default_player_alpha;
2107                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2108                                 self.items &~= IT_STRENGTH;
2109                                 sprint(self, "^3Invisibility has worn off\n");
2110                         }
2111                 }
2112                 else
2113                 {
2114                         if (time < self.strength_finished)
2115                         {
2116                                 self.alpha = g_minstagib_invis_alpha;
2117                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2118                                 self.items |= IT_STRENGTH;
2119                                 sprint(self, "^3You are invisible\n");
2120                         }
2121                 }
2122
2123                 if (self.items & IT_INVINCIBLE)
2124                 {
2125                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2126                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2127                         {
2128                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2129                                 sprint(self, "^3Speed has worn off\n");
2130                         }
2131                 }
2132                 else
2133                 {
2134                         if (time < self.invincible_finished)
2135                         {
2136                                 self.items = self.items | IT_INVINCIBLE;
2137                                 sprint(self, "^3You are on speed\n");
2138                         }
2139                 }
2140         }
2141         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.
2142         {
2143                 if (self.items & IT_STRENGTH)
2144                 {
2145                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2146                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2147                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2148                         {
2149                                 self.items = self.items - (self.items & IT_STRENGTH);
2150                                 sprint(self, "^3Strength has worn off\n");
2151                         }
2152                 }
2153                 else
2154                 {
2155                         if (time < self.strength_finished)
2156                         {
2157                                 self.items = self.items | IT_STRENGTH;
2158                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2159                         }
2160                 }
2161                 if (self.items & IT_INVINCIBLE)
2162                 {
2163                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2164                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2165                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2166                         {
2167                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2168                                 sprint(self, "^3Shield has worn off\n");
2169                         }
2170                 }
2171                 else
2172                 {
2173                         if (time < self.invincible_finished)
2174                         {
2175                                 self.items = self.items | IT_INVINCIBLE;
2176                                 sprint(self, "^3Shield surrounds you\n");
2177                         }
2178                 }
2179
2180                 if(autocvar_g_nodepthtestplayers)
2181                         self.effects = self.effects | EF_NODEPTHTEST;
2182
2183                 if(autocvar_g_fullbrightplayers)
2184                         self.effects = self.effects | EF_FULLBRIGHT;
2185
2186                 // midair gamemode: damage only while in the air
2187                 // if in midair mode, being on ground grants temporary invulnerability
2188                 // (this is so that multishot weapon don't clear the ground flag on the
2189                 // first damage in the frame, leaving the player vulnerable to the
2190                 // remaining hits in the same frame)
2191                 if (self.flags & FL_ONGROUND)
2192                 if (g_midair)
2193                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2194
2195                 if (time >= game_starttime)
2196                 if (time < self.spawnshieldtime)
2197                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2198         }
2199         
2200         MUTATOR_CALLHOOK(PlayerPowerups);
2201 }
2202
2203 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2204 {
2205         if(current > stable)
2206                 return current;
2207         else if(current > stable - 0.25) // when close enough, "snap"
2208                 return stable;
2209         else
2210                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2211 }
2212
2213 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2214 {
2215         if(current < stable)
2216                 return current;
2217         else if(current < stable + 0.25) // when close enough, "snap"
2218                 return stable;
2219         else
2220                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2221 }
2222
2223 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2224 {
2225         if(current > rotstable)
2226         {
2227                 if(rotframetime > 0)
2228                 {
2229                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2230                         current = max(rotstable, current - rotlinear * rotframetime);
2231                 }
2232         }
2233         else if(current < regenstable)
2234         {
2235                 if(regenframetime > 0)
2236                 {
2237                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2238                         current = min(regenstable, current + regenlinear * regenframetime);
2239                 }
2240         }
2241
2242         if(current > limit)
2243                 current = limit;
2244
2245         return current;
2246 }
2247
2248 void player_regen (void)
2249 {
2250         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2251         maxh = autocvar_g_balance_health_rotstable;
2252         maxa = autocvar_g_balance_armor_rotstable;
2253         maxf = autocvar_g_balance_fuel_rotstable;
2254         minh = autocvar_g_balance_health_regenstable;
2255         mina = autocvar_g_balance_armor_regenstable;
2256         minf = autocvar_g_balance_fuel_regenstable;
2257         limith = autocvar_g_balance_health_limit;
2258         limita = autocvar_g_balance_armor_limit;
2259         limitf = autocvar_g_balance_fuel_limit;
2260
2261         max_mod = regen_mod = rot_mod = limit_mod = 1;
2262
2263         if (self.runes & RUNE_REGEN)
2264         {
2265                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2266                 {
2267                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2268                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2269                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2270                 }
2271                 else
2272                 {
2273                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2274                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2275                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2276                 }
2277         }
2278         else if (self.runes & CURSE_VENOM)
2279         {
2280                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2281                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2282                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2283                 else
2284                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2285                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2286                 //if (!self.runes & RUNE_REGEN)
2287                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2288         }
2289         maxh = maxh * max_mod;
2290         //maxa = maxa * max_mod;
2291         //maxf = maxf * max_mod;
2292         minh = minh * max_mod;
2293         //mina = mina * max_mod;
2294         //minf = minf * max_mod;
2295         limith = limith * limit_mod;
2296         limita = limita * limit_mod;
2297         //limitf = limitf * limit_mod;
2298
2299         if(g_lms && g_ca)
2300                 rot_mod = 0;
2301
2302         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2303         {
2304                 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);
2305                 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);
2306
2307                 // if player rotted to death...  die!
2308                 if(self.health < 1)
2309                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2310         }
2311
2312         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2313                 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);
2314 }
2315
2316 float zoomstate_set;
2317 void SetZoomState(float z)
2318 {
2319         if(z != self.zoomstate)
2320         {
2321                 self.zoomstate = z;
2322                 ClientData_Touch(self);
2323         }
2324         zoomstate_set = 1;
2325 }
2326
2327 void GetPressedKeys(void) {
2328         MUTATOR_CALLHOOK(GetPressedKeys);
2329         if (self.movement_x > 0) // get if movement keys are pressed
2330         {       // forward key pressed
2331                 self.pressedkeys |= KEY_FORWARD;
2332                 self.pressedkeys &~= KEY_BACKWARD;
2333         }
2334         else if (self.movement_x < 0)
2335         {       // backward key pressed
2336                 self.pressedkeys |= KEY_BACKWARD;
2337                 self.pressedkeys &~= KEY_FORWARD;
2338         }
2339         else
2340         {       // no x input
2341                 self.pressedkeys &~= KEY_FORWARD;
2342                 self.pressedkeys &~= KEY_BACKWARD;
2343         }
2344
2345         if (self.movement_y > 0)
2346         {       // right key pressed
2347                 self.pressedkeys |= KEY_RIGHT;
2348                 self.pressedkeys &~= KEY_LEFT;
2349         }
2350         else if (self.movement_y < 0)
2351         {       // left key pressed
2352                 self.pressedkeys |= KEY_LEFT;
2353                 self.pressedkeys &~= KEY_RIGHT;
2354         }
2355         else
2356         {       // no y input
2357                 self.pressedkeys &~= KEY_RIGHT;
2358                 self.pressedkeys &~= KEY_LEFT;
2359         }
2360
2361         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2362                 self.pressedkeys |= KEY_JUMP;
2363         else
2364                 self.pressedkeys &~= KEY_JUMP;
2365         if (self.BUTTON_CROUCH)
2366                 self.pressedkeys |= KEY_CROUCH;
2367         else
2368                 self.pressedkeys &~= KEY_CROUCH;
2369 }
2370
2371 /*
2372 ======================
2373 spectate mode routines
2374 ======================
2375 */
2376
2377 void SpectateCopy(entity spectatee) {
2378         other = spectatee;
2379         MUTATOR_CALLHOOK(SpectateCopy);
2380         self.armortype = spectatee.armortype;
2381         self.armorvalue = spectatee.armorvalue;
2382         self.ammo_cells = spectatee.ammo_cells;
2383         self.ammo_shells = spectatee.ammo_shells;
2384         self.ammo_nails = spectatee.ammo_nails;
2385         self.ammo_rockets = spectatee.ammo_rockets;
2386         self.ammo_fuel = spectatee.ammo_fuel;
2387         self.clip_load = spectatee.clip_load;
2388         self.clip_size = spectatee.clip_size;
2389         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2390         self.health = spectatee.health;
2391         self.impulse = 0;
2392         self.items = spectatee.items;
2393         self.last_pickup = spectatee.last_pickup;
2394         self.hit_time = spectatee.hit_time;
2395         self.metertime = spectatee.metertime;
2396         self.strength_finished = spectatee.strength_finished;
2397         self.invincible_finished = spectatee.invincible_finished;
2398         self.pressedkeys = spectatee.pressedkeys;
2399         self.weapons = spectatee.weapons;
2400         self.switchweapon = spectatee.switchweapon;
2401         self.weapon = spectatee.weapon;
2402         self.nex_charge = spectatee.nex_charge;
2403         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2404         self.hagar_load = spectatee.hagar_load;
2405         self.minelayer_mines = spectatee.minelayer_mines;
2406         self.punchangle = spectatee.punchangle;
2407         self.view_ofs = spectatee.view_ofs;
2408         self.v_angle = spectatee.v_angle;
2409         self.velocity = spectatee.velocity;
2410         self.dmg_take = spectatee.dmg_take;
2411         self.dmg_save = spectatee.dmg_save;
2412         self.dmg_inflictor = spectatee.dmg_inflictor;
2413         self.angles = spectatee.v_angle;
2414         self.fixangle = TRUE;
2415         setorigin(self, spectatee.origin);
2416         setsize(self, spectatee.mins, spectatee.maxs);
2417         SetZoomState(spectatee.zoomstate);
2418
2419         anticheat_spectatecopy(spectatee);
2420 }
2421
2422 float SpectateUpdate() {
2423         if(!self.enemy)
2424                 return 0;
2425
2426         if (self == self.enemy)
2427                 return 0;
2428
2429         if(self.enemy.classname != "player")
2430                 return 0;
2431
2432         SpectateCopy(self.enemy);
2433
2434         return 1;
2435 }
2436
2437 float SpectateNext() {
2438         other = find(self.enemy, classname, "player");
2439
2440         if (!other)
2441                 other = find(other, classname, "player");
2442
2443         if (other)
2444                 self.enemy = other;
2445
2446         if(self.enemy.classname == "player") {
2447                 msg_entity = self;
2448                 WriteByte(MSG_ONE, SVC_SETVIEW);
2449                 WriteEntity(MSG_ONE, self.enemy);
2450                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2451                 self.movetype = MOVETYPE_NONE;
2452                 accuracy_resend(self);
2453
2454                 if(!SpectateUpdate())
2455                         PutObserverInServer();
2456
2457                 return 1;
2458         } else {
2459                 return 0;
2460         }
2461 }
2462
2463 /*
2464 =============
2465 ShowRespawnCountdown()
2466
2467 Update a respawn countdown display.
2468 =============
2469 */
2470 void ShowRespawnCountdown()
2471 {
2472         float number;
2473         if(self.deadflag == DEAD_NO) // just respawned?
2474                 return;
2475         else
2476         {
2477                 number = ceil(self.death_time - time);
2478                 if(number <= 0)
2479                         return;
2480                 if(number <= self.respawn_countdown)
2481                 {
2482                         self.respawn_countdown = number - 1;
2483                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2484                                 AnnounceTo(self, strcat(ftos(number), ""));
2485                 }
2486         }
2487 }
2488
2489 void LeaveSpectatorMode()
2490 {
2491         if(nJoinAllowed(1)) {
2492                 if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2493                         self.classname = "player";
2494
2495                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2496                                 JoinBestTeam(self, FALSE, TRUE);
2497
2498                         if(autocvar_g_campaign)
2499                                 campaign_bots_may_start = 1;
2500
2501                         PutClientInServer();
2502
2503                         if(self.classname == "player")
2504                                 bprint ("^4", self.netname, "^4 is playing now\n");
2505
2506                         if(!autocvar_g_campaign)
2507                                 centerprint(self,""); // clear MOTD
2508
2509                         return;
2510                 } else {
2511                         if (g_ca && self.caplayer) {
2512                         }       // do nothing
2513                         else
2514                                 stuffcmd(self,"menu_showteamselect\n");
2515                         return;
2516                 }
2517         }
2518         else {
2519                 //player may not join because of g_maxplayers is set
2520                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2521         }
2522 }
2523
2524 /**
2525  * Determines whether the player is allowed to join. This depends on cvar
2526  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2527  * it checks whether the number of currently playing players exceeds g_maxplayers.
2528  * @return int number of free slots for players, 0 if none
2529  */
2530 float nJoinAllowed(float includeMe) {
2531         if(self.team_forced < 0)
2532                 return FALSE; // forced spectators can never join
2533
2534         // TODO simplify this
2535         local entity e;
2536
2537         local float totalClients;
2538         FOR_EACH_CLIENT(e)
2539                 totalClients += 1;
2540
2541         if (!autocvar_g_maxplayers)
2542                 return maxclients - totalClients + includeMe;
2543
2544         local float currentlyPlaying;
2545         FOR_EACH_REALPLAYER(e)
2546                 currentlyPlaying += 1;
2547
2548         if(currentlyPlaying < autocvar_g_maxplayers)
2549                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2550
2551         return 0;
2552 }
2553
2554 /**
2555  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2556  * g_maxplayers_spectator_blocktime seconds
2557  */
2558 void checkSpectatorBlock() {
2559         if(self.classname == "spectator" || self.classname == "observer") {
2560                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2561                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2562                         dropclient(self);
2563                 }
2564         }
2565 }
2566
2567 void ObserverThink()
2568 {
2569         if (self.flags & FL_JUMPRELEASED) {
2570                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2571                         self.welcomemessage_time = 0;
2572                         self.flags &~= FL_JUMPRELEASED;
2573                         self.flags |= FL_SPAWNING;
2574                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2575                         self.welcomemessage_time = 0;
2576                         self.flags &~= FL_JUMPRELEASED;
2577                         if(SpectateNext() == 1) {
2578                                 self.classname = "spectator";
2579                         }
2580                 }
2581         } else {
2582                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2583                         self.flags |= FL_JUMPRELEASED;
2584                         if(self.flags & FL_SPAWNING)
2585                         {
2586                                 self.flags &~= FL_SPAWNING;
2587                                 LeaveSpectatorMode();
2588                                 return;
2589                         }
2590                 }
2591         }
2592         PrintWelcomeMessage(self);
2593 }
2594
2595 void SpectatorThink()
2596 {
2597         if (self.flags & FL_JUMPRELEASED) {
2598                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2599                         self.welcomemessage_time = 0;
2600                         self.flags &~= FL_JUMPRELEASED;
2601                         self.flags |= FL_SPAWNING;
2602                 } else if(self.BUTTON_ATCK) {
2603                         self.welcomemessage_time = 0;
2604                         self.flags &~= FL_JUMPRELEASED;
2605                         if(SpectateNext() == 1) {
2606                                 self.classname = "spectator";
2607                         } else {
2608                                 self.classname = "observer";
2609                                 PutClientInServer();
2610                         }
2611                 } else if (self.BUTTON_ATCK2) {
2612                         self.welcomemessage_time = 0;
2613                         self.flags &~= FL_JUMPRELEASED;
2614                         self.classname = "observer";
2615                         PutClientInServer();
2616                 } else {
2617                         if(!SpectateUpdate())
2618                                 PutObserverInServer();
2619                 }
2620         } else {
2621                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2622                         self.flags |= FL_JUMPRELEASED;
2623                         if(self.flags & FL_SPAWNING)
2624                         {
2625                                 self.flags &~= FL_SPAWNING;
2626                                 LeaveSpectatorMode();
2627                                 return;
2628                         }
2629                 }
2630         }
2631
2632         PrintWelcomeMessage(self);
2633         self.flags |= FL_CLIENT | FL_NOTARGET;
2634 }
2635
2636 .float touchexplode_time;
2637
2638 /*
2639 =============
2640 PlayerPreThink
2641
2642 Called every frame for each client before the physics are run
2643 =============
2644 */
2645 void() ctf_setstatus;
2646 void() nexball_setstatus;
2647 .float items_added;
2648 void PlayerPreThink (void)
2649 {
2650         WarpZone_PlayerPhysics_FixVAngle();
2651
2652         self.stat_game_starttime = game_starttime;
2653         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2654         self.stat_leadlimit = autocvar_leadlimit;
2655
2656         if(frametime)
2657         {
2658                 // physics frames: update anticheat stuff
2659                 anticheat_prethink();
2660         }
2661
2662         if(blockSpectators && frametime)
2663                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2664                 checkSpectatorBlock();
2665
2666         zoomstate_set = 0;
2667
2668         if(self.netname_previous != self.netname)
2669         {
2670                 if(autocvar_sv_eventlog)
2671                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2672                 if(self.netname_previous)
2673                         strunzone(self.netname_previous);
2674                 self.netname_previous = strzone(self.netname);
2675         }
2676
2677         // version nagging
2678         if(self.version_nagtime)
2679                 if(self.cvar_g_xonoticversion)
2680                         if(time > self.version_nagtime)
2681                         {
2682                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2683                                 {
2684                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2685                                         {
2686                                                 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");
2687                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2688                                         }
2689                                         else
2690                                         {
2691                                                 float r;
2692                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2693                                                 if(r < 0)
2694                                                 {
2695                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2696                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2697                                                 }
2698                                                 else if(r > 0)
2699                                                 {
2700                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2701                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2702                                                 }
2703                                         }
2704                                 }
2705                                 self.version_nagtime = 0;
2706                         }
2707
2708         // GOD MODE info
2709         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2710         {
2711                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2712                 self.max_armorvalue = 0;
2713         }
2714
2715 #ifdef TETRIS
2716         if (TetrisPreFrame())
2717                 return;
2718 #endif
2719
2720         MUTATOR_CALLHOOK(PlayerPreThink);
2721
2722         if(self.classname == "player") {
2723 //              if(self.netname == "Wazat")
2724 //                      bprint(self.classname, "\n");
2725
2726                 CheckRules_Player();
2727
2728                 PrintWelcomeMessage(self);
2729
2730                 if (intermission_running)
2731                 {
2732                         IntermissionThink ();   // otherwise a button could be missed between
2733                         return;                                 // the think tics
2734                 }
2735
2736                 //don't allow the player to turn around while game is paused!
2737                 if(timeoutStatus == 2) {
2738                         self.v_angle = self.lastV_angle;
2739                         self.angles = self.lastV_angle;
2740                         self.fixangle = TRUE;
2741                 }
2742
2743                 if(frametime)
2744                 {
2745                         if(self.health <= 0 && autocvar_g_deathglow)
2746                         {
2747                                 if(self.glowmod_x > 0)
2748                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2749                                 else
2750                                         self.glowmod_x = -1;
2751                                 if(self.glowmod_y > 0)
2752                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2753                                 else
2754                                         self.glowmod_y = -1;
2755                                 if(self.glowmod_z > 0)
2756                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2757                                 else
2758                                         self.glowmod_z = -1;
2759                         }
2760                         else
2761                         {
2762                                 // set weapon and player glowmod
2763                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2764
2765                                 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2766                                 {
2767                                         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);
2768                                         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);
2769                                         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);
2770
2771                                         if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2772                                         {
2773                                                 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);
2774                                                 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);
2775                                                 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);
2776                                         }
2777                                 }
2778                                 else
2779                                         self.weaponentity_glowmod = self.glowmod;
2780                         }
2781                         player_powerups();
2782                 }
2783
2784                 if (self.deadflag != DEAD_NO)
2785                 {
2786                         float button_pressed, force_respawn;
2787                         if(self.personal && g_race_qualifying)
2788                         {
2789                                 if(time > self.death_time)
2790                                 {
2791                                         self.death_time = time + 1; // only retry once a second
2792                                         respawn();
2793                                         self.impulse = 141;
2794                                 }
2795                         }
2796                         else
2797                         {
2798                                 if(frametime)
2799                                         player_anim();
2800                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2801                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2802                                 if (self.deadflag == DEAD_DYING)
2803                                 {
2804                                         if(force_respawn)
2805                                                 self.deadflag = DEAD_RESPAWNING;
2806                                         else if(!button_pressed)
2807                                                 self.deadflag = DEAD_DEAD;
2808                                 }
2809                                 else if (self.deadflag == DEAD_DEAD)
2810                                 {
2811                                         if(button_pressed)
2812                                                 self.deadflag = DEAD_RESPAWNABLE;
2813                                 }
2814                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2815                                 {
2816                                         if(!button_pressed)
2817                                                 self.deadflag = DEAD_RESPAWNING;
2818                                 }
2819                                 else if (self.deadflag == DEAD_RESPAWNING)
2820                                 {
2821                                         if(time > self.death_time)
2822                                         {
2823                                                 self.death_time = time + 1; // only retry once a second
2824                                                 respawn();
2825                                         }
2826                                 }
2827                                 ShowRespawnCountdown();
2828                         }
2829                         return;
2830                 }
2831
2832                 if(g_touchexplode)
2833                 if(time > self.touchexplode_time)
2834                 if(self.classname == "player")
2835                 if(self.deadflag == DEAD_NO)
2836                 if not(IS_INDEPENDENT_PLAYER(self))
2837                 FOR_EACH_PLAYER(other) if(self != other)
2838                 {
2839                         if(time > other.touchexplode_time)
2840                         if(other.deadflag == DEAD_NO)
2841                         if not(IS_INDEPENDENT_PLAYER(other))
2842                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2843                         {
2844                                 PlayerTouchExplode(self, other);
2845                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2846                         }
2847                 }
2848
2849                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2850                 {
2851                         vector dist;
2852
2853                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2854                         dist = self.prevorigin - self.origin;
2855                         dist_z = 0;
2856                         self.lms_traveled_distance += fabs(vlen(dist));
2857
2858                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2859                         {
2860                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2861                                 self.lms_traveled_distance = 0;
2862                         }
2863
2864                         if(time > self.lms_nextcheck)
2865                         {
2866                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2867                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2868                                 {
2869                                         centerprint(self, autocvar_g_lms_campcheck_message);
2870                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2871                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2872                                         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');
2873                                 }
2874                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2875                                 self.lms_traveled_distance = 0;
2876                         }
2877                 }
2878
2879                 self.prevorigin = self.origin;
2880
2881                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2882                 {
2883                         if (!self.crouch)
2884                         {
2885                                 self.crouch = TRUE;
2886                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2887                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2888                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2889                         }
2890                 }
2891                 else
2892                 {
2893                         if (self.crouch)
2894                         {
2895                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2896                                 if (!trace_startsolid)
2897                                 {
2898                                         self.crouch = FALSE;
2899                                         self.view_ofs = PL_VIEW_OFS;
2900                                         setsize (self, PL_MIN, PL_MAX);
2901                                 }
2902                         }
2903                 }
2904
2905                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2906                 {
2907                         if(self.bloodloss_timer < time)
2908                         {
2909                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2910                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2911                         }
2912                 }
2913
2914                 FixPlayermodel();
2915
2916                 GrapplingHookFrame();
2917
2918                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2919                 //if(frametime)
2920                 {
2921                         self.items &~= self.items_added;
2922
2923                         W_WeaponFrame();
2924
2925                         self.items_added = 0;
2926                         if(self.items & IT_JETPACK)
2927                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2928                                         self.items_added |= IT_FUEL;
2929
2930                         self.items |= self.items_added;
2931                 }
2932
2933                 player_regen();
2934
2935                 // rot nex charge to the charge limit
2936                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2937                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2938
2939                 if(frametime)
2940                         player_anim();
2941
2942                 if (g_minstagib)
2943                         minstagib_ammocheck();
2944
2945                 if(g_ctf)
2946                         ctf_setstatus();
2947
2948                 if(g_nexball)
2949                         nexball_setstatus();
2950
2951                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2952
2953                 //self.angles_y=self.v_angle_y + 90;   // temp
2954         } else if(gameover) {
2955                 if (intermission_running)
2956                         IntermissionThink ();   // otherwise a button could be missed between
2957                 return;
2958         } else if(self.classname == "observer") {
2959                 ObserverThink();
2960         } else if(self.classname == "spectator") {
2961                 SpectatorThink();
2962         }
2963
2964         if(!zoomstate_set)
2965                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_SNIPERRIFLE && autocvar_g_balance_sniperrifle_secondary == 0));
2966
2967         float oldspectatee_status;
2968         oldspectatee_status = self.spectatee_status;
2969         if(self.classname == "spectator")
2970                 self.spectatee_status = num_for_edict(self.enemy);
2971         else if(self.classname == "observer")
2972                 self.spectatee_status = num_for_edict(self);
2973         else
2974                 self.spectatee_status = 0;
2975         if(self.spectatee_status != oldspectatee_status)
2976         {
2977                 ClientData_Touch(self);
2978                 if(g_race || g_cts)
2979                         race_InitSpectator();
2980         }
2981
2982         if(self.teamkill_soundtime)
2983         if(time > self.teamkill_soundtime)
2984         {
2985                 self.teamkill_soundtime = 0;
2986
2987                 entity oldpusher, oldself;
2988
2989                 oldself = self; self = self.teamkill_soundsource;
2990                 oldpusher = self.pusher; self.pusher = oldself;
2991
2992                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2993
2994                 self.pusher = oldpusher;
2995                 self = oldself;
2996         }
2997
2998         if(self.taunt_soundtime)
2999         if(time > self.taunt_soundtime)
3000         {
3001                 self.taunt_soundtime = 0;
3002                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
3003         }
3004
3005         target_voicescript_next(self);
3006
3007         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
3008         if(!self.weapon)
3009                 self.clip_load = self.clip_size = 0;
3010 }
3011
3012 float isInvisibleString(string s)
3013 {
3014         float i, n, c;
3015         s = strdecolorize(s);
3016         for((i = 0), (n = strlen(s)); i < n; ++i)
3017         {
3018                 c = str2chr(s, i);
3019                 switch(c)
3020                 {
3021                         case 0:
3022                         case 32: // space
3023                                 break;
3024                         case 192: // charmap space
3025                                 if (!autocvar_utf8_enable)
3026                                         break;
3027                                 return FALSE;
3028                         case 160: // space in unicode fonts
3029                         case 0xE000 + 192: // utf8 charmap space
3030                                 if (autocvar_utf8_enable)
3031                                         break;
3032                         default:
3033                                 return FALSE;
3034                 }
3035         }
3036         return TRUE;
3037 }
3038
3039 /*
3040 =============
3041 PlayerPostThink
3042
3043 Called every frame for each client after the physics are run
3044 =============
3045 */
3046 .float idlekick_lasttimeleft;
3047 .entity showheadshotbbox;
3048 void showheadshotbbox_think()
3049 {
3050         if(self.owner.showheadshotbbox != self)
3051         {
3052                 remove(self);
3053                 return;
3054         }
3055         self.nextthink = time;
3056         setorigin(self, self.owner.origin);
3057         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3058 }
3059 void PlayerPostThink (void)
3060 {
3061         // Savage: Check for nameless players
3062         if (isInvisibleString(self.netname)) {
3063                 self.netname = "Player";
3064                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3065         }
3066
3067         if(sv_maxidle && frametime)
3068         {
3069                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3070                 float timeleft;
3071                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3072                 if(timeleft <= 0)
3073                 {
3074                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3075                         AnnounceTo(self, "terminated");
3076                         dropclient(self);
3077                         return;
3078                 }
3079                 else if(timeleft <= 10)
3080                 {
3081                         if(timeleft != self.idlekick_lasttimeleft)
3082                         {
3083                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3084                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
3085                         }
3086                 }
3087                 else
3088                 {
3089                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
3090                 }
3091                 self.idlekick_lasttimeleft = timeleft;
3092         }
3093
3094 #ifdef TETRIS
3095         if(self.impulse == 100)
3096                 ImpulseCommands();
3097         if (TetrisPostFrame())
3098                 return;
3099 #endif
3100
3101         CheatFrame();
3102
3103         if(self.classname == "player") {
3104                 CheckRules_Player();
3105                 UpdateChatBubble();
3106                 UpdateTeamBubble();
3107                 if (self.impulse)
3108                         ImpulseCommands();
3109                 if (intermission_running)
3110                         return;         // intermission or finale
3111                 GetPressedKeys();
3112         } else if (self.classname == "observer") {
3113                 //do nothing
3114         } else if (self.classname == "spectator") {
3115                 //do nothing
3116         }
3117
3118         /*
3119         float i;
3120         for(i = 0; i < 1000; ++i)
3121         {
3122                 vector end;
3123                 end = self.origin + '0 0 1024' + 512 * randomvec();
3124                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3125                 if(trace_fraction < 1)
3126                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3127                 {
3128                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3129                         break;
3130                 }
3131         }
3132         */
3133
3134         Arena_Warmup();
3135
3136         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3137
3138         if(self.waypointsprite_attachedforcarrier)
3139                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3140         
3141         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3142         {
3143                 if(!self.showheadshotbbox)
3144                 {
3145                         self.showheadshotbbox = spawn();
3146                         self.showheadshotbbox.classname = "headshotbbox";
3147                         self.showheadshotbbox.owner = self;
3148                         self.showheadshotbbox.think = showheadshotbbox_think;
3149                         self.showheadshotbbox.nextthink = time;
3150                         self = self.showheadshotbbox;
3151                         self.think();
3152                         self = self.owner;
3153                 }
3154         }
3155         else
3156         {
3157                 if(self.showheadshotbbox)
3158                         remove(self.showheadshotbbox);
3159         }
3160
3161         playerdemo_write();
3162
3163         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3164         {
3165                 if(!self.stored_netname)
3166                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3167                 if(self.stored_netname != self.netname)
3168                 {
3169                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3170                         strunzone(self.stored_netname);
3171                         self.stored_netname = strzone(self.netname);
3172                 }
3173         }
3174
3175         /*
3176         if(g_race)
3177                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3178         */
3179 }