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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(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         // filter out spots for assault
155         if(spot.target != "") {
156                 entity ent;
157                 float good, found;
158
159                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
160                 {
161                         if(ent.classname == "target_objective")
162                         {
163                                 found = 1;
164                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
165                                         continue;
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                                                         continue;
179                                                 if(spot.race_place != race_lowest_place_spawn)
180                                                         continue;
181                                         }
182                                         else
183                                         {
184                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
185                                                         continue;
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                                                                 continue;
199                                                 }
200                                         }
201                                 }
202                                 good = 1;
203                         }
204                 }
205
206                 if(!found)
207                 {
208                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
209                         return '-1 0 0';
210                 }
211
212                 if(found && !good)
213                         return '-1 0 0';
214         }
215
216         player = playerlist;
217         shortest = vlen(world.maxs - world.mins);
218         for(player = playerlist; player; player = player.chain)
219                 if (player != self)
220                 {
221                         thisdist = vlen(player.origin - spot.origin);
222                         if (thisdist < shortest)
223                                 shortest = thisdist;
224                 }
225         return prio * '1 0 0' + shortest * '0 1 0';
226 }
227
228 float spawn_allbad;
229 float spawn_allgood;
230 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
231 {
232         entity spot, spotlist, spotlistend;
233         spawn_allgood = TRUE;
234         spawn_allbad = TRUE;
235
236         spotlist = world;
237         spotlistend = world;
238
239         for(spot = firstspot; spot; spot = spot.chain)
240         {
241                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
242
243                 if(autocvar_spawn_debugview)
244                 {
245                         setmodel(spot, "models/runematch/rune.mdl");
246                         if(spot.spawnpoint_score_y < mindist)
247                         {
248                                 spot.colormod = '1 0 0';
249                                 spot.scale = 1;
250                         }
251                         else
252                         {
253                                 spot.colormod = '0 1 0';
254                                 spot.scale = spot.spawnpoint_score_y / mindist;
255                         }
256                 }
257
258                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
259                 {
260                         if(spot.spawnpoint_score_y < mindist)
261                         {
262                                 // too short distance
263                                 spawn_allgood = FALSE;
264                         }
265                         else
266                         {
267                                 // perfect
268                                 spawn_allbad = FALSE;
269
270                                 if(spotlistend)
271                                         spotlistend.chain = spot;
272                                 spotlistend = spot;
273                                 if(!spotlist)
274                                         spotlist = spot;
275
276                                 /*
277                                 if(teamcheck >= 0)
278                                 if(spot.team != teamcheck)
279                                         error("invalid spawn added");
280
281                                 print("added ", etos(spot), "\n");
282                                 */
283                         }
284                 }
285         }
286         if(spotlistend)
287                 spotlistend.chain = world;
288
289         /*
290                 entity e;
291                 if(teamcheck >= 0)
292                         for(e = spotlist; e; e = e.chain)
293                         {
294                                 print("seen ", etos(e), "\n");
295                                 if(e.team != teamcheck)
296                                         error("invalid spawn found");
297                         }
298         */
299
300         return spotlist;
301 }
302
303 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
304 {
305         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
306         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
307         entity spot;
308
309         RandomSelection_Init();
310         for(spot = firstspot; spot; spot = spot.chain)
311                 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);
312
313         return RandomSelection_chosen_ent;
314 }
315
316 /*
317 =============
318 SelectSpawnPoint
319
320 Finds a point to respawn
321 =============
322 */
323 entity SelectSpawnPoint (float anypoint)
324 {
325         float teamcheck;
326         entity firstspot_new;
327         entity spot, firstspot, playerlist;
328
329         spot = find (world, classname, "testplayerstart");
330         if (spot)
331                 return spot;
332
333         if(anypoint)
334                 teamcheck = -1;
335         else if(have_team_spawns > 0)
336         {
337                 if(have_team_spawns_forteam[self.team] == 0)
338                 {
339                         // we request a spawn for a team, and we have team
340                         // spawns, but that team has no spawns?
341                         if(have_team_spawns_forteam[0])
342                                 // try noteam spawns
343                                 teamcheck = 0;
344                         else
345                                 // if not, any spawn has to do
346                                 teamcheck = -1;
347                 }
348                 else
349                         teamcheck = self.team; // MUST be team
350         }
351         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
352                 teamcheck = 0; // MUST be noteam
353         else
354                 teamcheck = -1;
355                 // 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
356
357
358         // get the list of players
359         playerlist = findchain(classname, "player");
360         // get the entire list of spots
361         firstspot = findchain(classname, "info_player_deathmatch");
362         // filter out the bad ones
363         // (note this returns the original list if none survived)
364         if(anypoint)
365         {
366                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
367         }
368         else
369         {
370                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
371                 if(!firstspot_new)
372                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
373                 firstspot = firstspot_new;
374
375                 // there is 50/50 chance of choosing a random spot or the furthest spot
376                 // (this means that roughly every other spawn will be furthest, so you
377                 // usually won't get fragged at spawn twice in a row)
378                 if (arena_roundbased && !g_ca)
379                 {
380                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
381                         if(firstspot_new)
382                                 firstspot = firstspot_new;
383                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
384                 }
385                 else if (random() > autocvar_g_spawn_furthest)
386                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
387                 else
388                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
389         }
390
391         if(autocvar_spawn_debugview)
392         {
393                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
394
395                 entity e;
396                 if(teamcheck >= 0)
397                         for(e = firstspot; e; e = e.chain)
398                                 if(e.team != teamcheck)
399                                         error("invalid spawn found");
400         }
401
402         if (!spot)
403         {
404                 if(autocvar_spawn_debug)
405                         GotoNextMap();
406                 else
407                 {
408                         if(some_spawn_has_been_used)
409                                 return world; // team can't spawn any more, because of actions of other team
410                         else
411                                 error("Cannot find a spawn point - please fix the map!");
412                 }
413         }
414
415         return spot;
416 }
417
418 /*
419 =============
420 CheckPlayerModel
421
422 Checks if the argument string can be a valid playermodel.
423 Returns a valid one in doubt.
424 =============
425 */
426 string FallbackPlayerModel;
427 string CheckPlayerModel(string plyermodel) {
428         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
429         {
430                 // note: we cannot summon Don Strunzone here, some player may
431                 // still have the model string set. In case anyone manages how
432                 // to change a cvar default, we'll have a small leak here.
433                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
434         }
435         if(strlen(plyermodel) < 4)
436                 return FallbackPlayerModel;
437         if( substring(plyermodel,0,14) != "models/player/")
438                 return FallbackPlayerModel;
439         else if(autocvar_sv_servermodelsonly)
440         {
441                 if(substring(plyermodel,-4,4) != ".zym")
442                 if(substring(plyermodel,-4,4) != ".dpm")
443                 if(substring(plyermodel,-4,4) != ".iqm")
444                 if(substring(plyermodel,-4,4) != ".md3")
445                 if(substring(plyermodel,-4,4) != ".psk")
446                         return FallbackPlayerModel;
447                 // forbid the LOD models
448                 if(substring(plyermodel, -9,5) == "_lod1")
449                         return FallbackPlayerModel;
450                 if(substring(plyermodel, -9,5) == "_lod2")
451                         return FallbackPlayerModel;
452                 if(plyermodel != strtolower(plyermodel))
453                         return FallbackPlayerModel;
454                 if(!fexists(plyermodel))
455                         return FallbackPlayerModel;
456         }
457         return plyermodel;
458 }
459
460 /*
461 =============
462 Client_customizeentityforclient
463
464 LOD reduction
465 =============
466 */
467 void Client_uncustomizeentityforclient()
468 {
469         if(self.modelindex == 0) // no need to uncustomize then
470                 return;
471         self.modelindex = self.modelindex_lod0;
472         self.skin = self.skinindex;
473 }
474
475 float Client_customizeentityforclient()
476 {
477         entity modelsource;
478
479         if(self.modelindex == 0)
480                 return TRUE;
481
482         // forcemodel stuff
483
484 #ifdef PROFILING
485         float t0;
486         t0 = gettime(GETTIME_HIRES); // reference
487 #endif
488
489         modelsource = self;
490
491 #ifdef ALLOW_FORCEMODELS
492         if(other.cvar_cl_forceplayermodelsfromxonotic)
493                 if not(self.modelindex_lod0_from_xonotic)
494                         modelsource = other;
495         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
496                 modelsource = other;
497 #endif
498
499         self.skin = modelsource.skinindex;
500
501 #if 0
502         if(modelsource == self)
503                 self.skin = modelsource.skinindex;
504         else
505                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
506 #endif
507
508         // self: me
509         // other: the player viewing me
510         float distance;
511         float f;
512
513         if(other.cvar_cl_playerdetailreduction <= 0)
514         {
515                 if(other.cvar_cl_playerdetailreduction <= -2)
516                         self.modelindex = modelsource.modelindex_lod2;
517                 else if(other.cvar_cl_playerdetailreduction <= -1)
518                         self.modelindex = modelsource.modelindex_lod1;
519                 else
520                         self.modelindex = modelsource.modelindex_lod0;
521         }
522         else
523         {
524                 distance = vlen(self.origin - other.origin);
525                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
526                 if(f > sv_loddistance2)
527                         self.modelindex = modelsource.modelindex_lod2;
528                 else if(f > sv_loddistance1)
529                         self.modelindex = modelsource.modelindex_lod1;
530                 else
531                         self.modelindex = modelsource.modelindex_lod0;
532         }
533
534 #ifdef PROFILING
535         float t1;
536         t1 = gettime(GETTIME_HIRES); // reference
537         client_cefc_accumulator += (t1 - t0);
538 #endif
539
540         return TRUE;
541 }
542
543 void setmodel_lod(entity e, string modelname)
544 {
545         string s;
546
547         if(sv_loddistance1)
548         {
549                 // FIXME: this only supports 3-letter extensions
550                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
551                 if(fexists(s))
552                 {
553                         setmodel(e, s); // players have high precision
554                         self.modelindex_lod1 = self.modelindex;
555                 }
556                 else
557                         self.modelindex_lod1 = -1;
558
559                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
560                 if(fexists(s))
561                 {
562                         setmodel(e, s); // players have high precision
563                         self.modelindex_lod2 = self.modelindex;
564                 }
565                 else
566                         self.modelindex_lod2 = -1;
567
568                 precache_model(modelname);
569                 setmodel(e, modelname); // players have high precision
570                 self.modelindex_lod0 = self.modelindex;
571
572                 if(self.modelindex_lod1 < 0)
573                         self.modelindex_lod1 = self.modelindex;
574
575                 if(self.modelindex_lod2 < 0)
576                         self.modelindex_lod2 = self.modelindex;
577         }
578         else
579         {
580                 precache_model(modelname);
581                 setmodel(e, modelname); // players have high precision
582                 self.modelindex_lod0 = self.modelindex;
583                         // save it for possible player model forcing
584         }
585
586         s = whichpack(self.model);
587         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
588
589         player_setupanimsformodel();
590         UpdatePlayerSounds();
591 }
592
593 /*
594 =============
595 PutObserverInServer
596
597 putting a client as observer in the server
598 =============
599 */
600 void FixPlayermodel();
601 void PutObserverInServer (void)
602 {
603         entity  spot;
604     self.hud = HUD_NORMAL;
605         race_PreSpawnObserver();
606
607         spot = SelectSpawnPoint (TRUE);
608         if(!spot)
609                 error("No spawnpoints for observers?!?\n");
610         RemoveGrapplingHook(self); // Wazat's Grappling Hook
611
612         if(clienttype(self) == CLIENTTYPE_REAL)
613         {
614                 msg_entity = self;
615                 WriteByte(MSG_ONE, SVC_SETVIEW);
616                 WriteEntity(MSG_ONE, self);
617         }
618
619         DropAllRunes(self);
620         MUTATOR_CALLHOOK(MakePlayerObserver);
621
622         if (g_minstagib)
623                 minstagib_stop_countdown();
624
625         Portal_ClearAll(self);
626
627         if(self.alivetime)
628         {
629                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
630                 self.alivetime = 0;
631         }
632
633         if(self.vehicle)
634             vehicles_exit(VHEF_RELESE);
635
636         if(self.flagcarried)
637                 DropFlag(self.flagcarried, world, world);
638
639         if(self.ballcarried && g_nexball)
640                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
641
642         WaypointSprite_PlayerDead();
643
644         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
645                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
646
647         if(self.killcount != -666) {
648                 if(g_lms) {
649                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
650                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
651                         else
652                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
653                 } else
654                         bprint ("^4", self.netname, "^4 is spectating now\n");
655
656                 if(self.just_joined == FALSE) {
657                         LogTeamchange(self.playerid, -1, 4);
658                 } else
659                         self.just_joined = FALSE;
660         }
661
662         PlayerScore_Clear(self); // clear scores when needed
663
664         accuracy_resend(self);
665
666         self.spectatortime = time;
667         
668         self.classname = "observer";
669         self.iscreature = FALSE;
670         self.damagedbycontents = FALSE;
671         self.health = -666;
672         self.takedamage = DAMAGE_NO;
673         self.solid = SOLID_NOT;
674         self.movetype = MOVETYPE_FLY_WORLDONLY; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink
675         self.flags = FL_CLIENT | FL_NOTARGET;
676         self.armorvalue = 666;
677         self.effects = 0;
678         self.armorvalue = autocvar_g_balance_armor_start;
679         self.pauserotarmor_finished = 0;
680         self.pauserothealth_finished = 0;
681         self.pauseregen_finished = 0;
682         self.damageforcescale = 0;
683         self.death_time = 0;
684         self.dead_frame = 0;
685         self.alpha = 0;
686         self.scale = 0;
687         self.fade_time = 0;
688         self.pain_frame = 0;
689         self.pain_finished = 0;
690         self.strength_finished = 0;
691         self.invincible_finished = 0;
692         self.pushltime = 0;
693         self.think = SUB_Null;
694         self.nextthink = 0;
695         self.hook_time = 0;
696         self.runes = 0;
697         self.deadflag = DEAD_NO;
698         self.angles = spot.angles;
699         self.angles_z = 0;
700         self.fixangle = TRUE;
701         self.crouch = FALSE;
702
703         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
704         setorigin (self, spot.origin);
705         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
706         self.prevorigin = self.origin;
707         self.items = 0;
708         self.weapons = 0;
709         self.model = "";
710         FixPlayermodel();
711         self.model = "";
712         self.modelindex = 0;
713         self.weapon = 0;
714         self.weaponname = "";
715         self.switchingweapon = 0;
716         self.weaponmodel = "";
717         self.weaponentity = world;
718         self.exteriorweaponentity = world;
719         self.killcount = -666;
720         self.velocity = '0 0 0';
721         self.avelocity = '0 0 0';
722         self.punchangle = '0 0 0';
723         self.punchvector = '0 0 0';
724         self.oldvelocity = self.velocity;
725         self.fire_endtime = -1;
726
727         if(sv_loddistance1)
728                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
729
730         if(g_arena)
731         {
732                 if(self.version_mismatch)
733                 {
734                         Spawnqueue_Unmark(self);
735                         Spawnqueue_Remove(self);
736                 }
737                 else
738                 {
739                         Spawnqueue_Insert(self);
740                 }
741         }
742         else if(g_lms)
743         {
744                 // Only if the player cannot play at all
745                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
746                         self.frags = FRAGS_SPECTATOR;
747                 else
748                         self.frags = FRAGS_LMS_LOSER;
749         }
750         else if(g_ca)
751         {
752                 if(self.caplayer)
753                         self.frags = FRAGS_LMS_LOSER;
754                 else
755                         self.frags = FRAGS_SPECTATOR;
756         }
757         else
758                 self.frags = FRAGS_SPECTATOR;
759 }
760
761 void FixPlayermodel()
762 {
763         string defaultmodel;
764         float defaultskin, chmdl, oldskin;
765         vector m1, m2;
766
767         defaultmodel = "";
768
769         if(autocvar_sv_defaultcharacter == 1) {
770                 defaultskin = 0;
771
772                 if(teamplay)
773                 {
774                         string s;
775                         s = Team_ColorNameLowerCase(self.team);
776                         if(s != "neutral")
777                         {
778                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
779                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
780                         }
781                 }
782
783                 if(defaultmodel == "")
784                 {
785                         defaultmodel = autocvar_sv_defaultplayermodel;
786                         defaultskin = autocvar_sv_defaultplayerskin;
787                 }
788         }
789
790         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
791         {
792                 if(self.model != "")
793                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
794                 self.model = ""; // force the != checks to return true
795         }
796
797         if(defaultmodel != "")
798         {
799                 if (defaultmodel != self.model)
800                 {
801                         m1 = self.mins;
802                         m2 = self.maxs;
803                         setmodel_lod (self, defaultmodel);
804                         setsize (self, m1, m2);
805                         chmdl = TRUE;
806                 }
807
808                 oldskin = self.skinindex;
809                 self.skinindex = defaultskin;
810         } else {
811                 if (self.playermodel != self.model || self.playermodel == "")
812                 {
813                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
814                         m1 = self.mins;
815                         m2 = self.maxs;
816                         setmodel_lod (self, self.playermodel);
817                         setsize (self, m1, m2);
818                         chmdl = TRUE;
819                 }
820
821                 oldskin = self.skinindex;
822                 self.skinindex = stof(self.playerskin);
823         }
824
825         if(chmdl || oldskin != self.skinindex)
826                 self.species = player_getspecies(); // model or skin has changed
827
828         if(!teamplay)
829                 if(strlen(autocvar_sv_defaultplayercolors))
830                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
831                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
832 }
833
834 void PlayerTouchExplode(entity p1, entity p2)
835 {
836         vector org;
837         org = (p1.origin + p2.origin) * 0.5;
838         org_z += (p1.mins_z + p2.mins_z) * 0.5;
839
840         te_explosion(org);
841
842         entity e;
843         e = spawn();
844         setorigin(e, org);
845         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
846         remove(e);
847 }
848
849 /*
850 =============
851 PutClientInServer
852
853 Called when a client spawns in the server
854 =============
855 */
856 //void() ctf_playerchanged;
857 void PutClientInServer (void)
858 {
859         if(clienttype(self) == CLIENTTYPE_BOT)
860         {
861                 self.classname = "player";
862         }
863         else if(clienttype(self) == CLIENTTYPE_REAL)
864         {
865                 msg_entity = self;
866                 WriteByte(MSG_ONE, SVC_SETVIEW);
867                 WriteEntity(MSG_ONE, self);
868         }
869         
870         // reset player keys
871         self.itemkeys = 0;
872
873         // player is dead and becomes observer
874         // FIXME fix LMS scoring for new system
875         if(g_lms)
876         {
877                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
878                         self.classname = "observer";
879         }
880
881         if(g_arena || (g_ca && !allowed_to_spawn))
882         if(!self.spawned)
883                 self.classname = "observer";
884
885         if(gameover)
886                 self.classname = "observer";
887
888         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
889                 entity spot, oldself;
890                 float j;
891
892                 accuracy_resend(self);
893
894                 if(self.team < 0)
895                         JoinBestTeam(self, FALSE, TRUE);
896
897                 race_PreSpawn();
898
899                 spot = SelectSpawnPoint (FALSE);
900                 if(!spot)
901                 {
902                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
903                         return; // spawn failed
904                 }
905
906                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
907
908                 self.classname = "player";
909                 self.wasplayer = TRUE;
910                 self.iscreature = TRUE;
911                 self.damagedbycontents = TRUE;
912                 self.movetype = MOVETYPE_WALK;
913                 self.solid = SOLID_SLIDEBOX;
914                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
915                 if(autocvar_g_playerclip_collisions)
916                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
917                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
918                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
919                 self.frags = FRAGS_PLAYER;
920                 if(INDEPENDENT_PLAYERS)
921                         MAKE_INDEPENDENT_PLAYER(self);
922                 self.flags = FL_CLIENT;
923                 if(autocvar__notarget)
924                         self.flags |= FL_NOTARGET;
925                 self.takedamage = DAMAGE_AIM;
926                 if(g_minstagib)
927                         self.effects = EF_FULLBRIGHT;
928                 else
929                         self.effects = 0;
930                 self.air_finished = time + 12;
931                 self.dmg = 2;
932                 if(autocvar_g_balance_nex_charge)
933                 {
934                         if(autocvar_g_balance_nex_secondary_chargepool)
935                                 self.nex_chargepool_ammo = 1;
936                         self.nex_charge = autocvar_g_balance_nex_charge_start;
937                 }
938
939                 if(inWarmupStage)
940                 {
941                         self.ammo_shells = warmup_start_ammo_shells;
942                         self.ammo_nails = warmup_start_ammo_nails;
943                         self.ammo_rockets = warmup_start_ammo_rockets;
944                         self.ammo_cells = warmup_start_ammo_cells;
945                         self.ammo_fuel = warmup_start_ammo_fuel;
946                         self.health = warmup_start_health;
947                         self.armorvalue = warmup_start_armorvalue;
948                         self.weapons = warmup_start_weapons;
949                 }
950                 else
951                 {
952                         self.ammo_shells = start_ammo_shells;
953                         self.ammo_nails = start_ammo_nails;
954                         self.ammo_rockets = start_ammo_rockets;
955                         self.ammo_cells = start_ammo_cells;
956                         self.ammo_fuel = start_ammo_fuel;
957                         self.health = start_health;
958                         self.armorvalue = start_armorvalue;
959                         self.weapons = start_weapons;
960                 }
961
962                 if(g_weaponarena_random)
963                 {
964                         if(g_weaponarena_random_with_laser)
965                                 self.weapons &~= WEPBIT_LASER;
966                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
967                         if(g_weaponarena_random_with_laser)
968                                 self.weapons |= WEPBIT_LASER;
969                 }
970
971                 self.items = start_items;
972                 self.jump_interval = time;
973
974                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
975                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
976                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
977                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
978                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
979                 //extend the pause of rotting if client was reset at the beginning of the countdown
980                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
981                         self.spawnshieldtime += game_starttime - time;
982                         self.pauserotarmor_finished += game_starttime - time;
983                         self.pauserothealth_finished += game_starttime - time;
984                         self.pauseregen_finished += game_starttime - time;
985                 }
986                 self.damageforcescale = 2;
987                 self.death_time = 0;
988                 self.dead_frame = 0;
989                 self.alpha = 0;
990                 self.scale = 0;
991                 self.fade_time = 0;
992                 self.pain_frame = 0;
993                 self.pain_finished = 0;
994                 self.strength_finished = 0;
995                 self.invincible_finished = 0;
996                 self.pushltime = 0;
997                 // players have no think function
998                 self.think = SUB_Null;
999                 self.nextthink = 0;
1000                 self.hook_time = 0;
1001                 self.dmg_team = 0;
1002                 self.ballistics_density = autocvar_g_ballistics_density_player;
1003
1004                 self.metertime = 0;
1005
1006                 self.runes = 0;
1007
1008                 self.deadflag = DEAD_NO;
1009
1010                 self.angles = spot.angles;
1011
1012                 self.angles_z = 0; // never spawn tilted even if the spot says to
1013                 self.fixangle = TRUE; // turn this way immediately
1014                 self.velocity = '0 0 0';
1015                 self.avelocity = '0 0 0';
1016                 self.punchangle = '0 0 0';
1017                 self.punchvector = '0 0 0';
1018                 self.oldvelocity = self.velocity;
1019                 self.fire_endtime = -1;
1020
1021                 msg_entity = self;
1022                 WRITESPECTATABLE_MSG_ONE({
1023                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
1024                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
1025                 });
1026
1027                 if(sv_loddistance1)
1028                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1029
1030                 self.model = "";
1031                 FixPlayermodel();
1032
1033                 self.crouch = FALSE;
1034                 self.view_ofs = PL_VIEW_OFS;
1035                 setsize (self, PL_MIN, PL_MAX);
1036                 self.spawnorigin = spot.origin;
1037                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1038                 // don't reset back to last position, even if new position is stuck in solid
1039                 self.oldorigin = self.origin;
1040                 self.prevorigin = self.origin;
1041                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1042                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
1043         self.hud = HUD_NORMAL;
1044         
1045                 if(g_arena)
1046                 {
1047                         Spawnqueue_Remove(self);
1048                         Spawnqueue_Mark(self);
1049                 }
1050
1051                 else if(g_ca)
1052                         self.caplayer = 1;
1053
1054                 self.event_damage = PlayerDamage;
1055
1056                 self.bot_attack = TRUE;
1057
1058                 self.statdraintime = time + 5;
1059                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1060
1061                 if(self.killcount == -666) {
1062                         PlayerScore_Clear(self);
1063                         self.killcount = 0;
1064                 }
1065
1066                 CL_SpawnWeaponentity();
1067                 self.alpha = default_player_alpha;
1068                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1069                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1070
1071                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1072                 self.lms_traveled_distance = 0;
1073                 self.speedrunning = FALSE;
1074
1075                 race_PostSpawn(spot);
1076
1077                 if(autocvar_spawn_debug)
1078                 {
1079                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1080                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1081                 }
1082
1083                 //stuffcmd(self, "chase_active 0");
1084                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1085
1086                 if (autocvar_g_spawnsound)
1087                         sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1088
1089                 if(g_assault) {
1090                         if(self.team == assault_attacker_team)
1091                                 centerprint(self, "You are attacking!");
1092                         else
1093                                 centerprint(self, "You are defending!");
1094                 }
1095
1096                 target_voicescript_clear(self);
1097
1098                 // reset fields the weapons may use
1099                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1100                 {
1101                         weapon_action(j, WR_RESETPLAYER);
1102
1103                         // all weapons must be fully loaded when we spawn
1104                         entity e;
1105                         e = get_weaponinfo(j);
1106                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1107                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1108                 }
1109
1110                 oldself = self;
1111                 self = spot;
1112                         activator = oldself;
1113                                 string s;
1114                                 s = self.target;
1115                                 self.target = string_null;
1116                                 SUB_UseTargets();
1117                                 self.target = s;
1118                         activator = world;
1119                 self = oldself;
1120
1121                 MUTATOR_CALLHOOK(PlayerSpawn);
1122
1123                 self.switchweapon = w_getbestweapon(self);
1124                 self.cnt = -1; // W_LastWeapon will not complain
1125                 self.weapon = 0;
1126                 self.weaponname = "";
1127                 self.switchingweapon = 0;
1128
1129                 if(!self.alivetime)
1130                         self.alivetime = time;
1131         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1132                 PutObserverInServer ();
1133         }
1134
1135         //if(g_ctf)
1136         //      ctf_playerchanged();
1137 }
1138
1139 .float ebouncefactor, ebouncestop; // electro's values
1140 // TODO do we need all these fields, or should we stop autodetecting runtime
1141 // changes and just have a console command to update this?
1142 float ClientInit_SendEntity(entity to, float sf)
1143 {
1144         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1145         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1146         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1147         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1148         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1149         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1150         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1151         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1152         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1153         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1154         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1155         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1156         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1157         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1158         if(sv_foginterval && world.fog != "")
1159                 WriteString(MSG_ENTITY, world.fog);
1160         else
1161                 WriteString(MSG_ENTITY, "");
1162         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1163         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1164         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1165         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1166         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1167         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1168         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1169         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
1170         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1171         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1172         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1173         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1174         return TRUE;
1175 }
1176
1177 void ClientInit_CheckUpdate()
1178 {
1179         self.nextthink = time;
1180         if(self.count != autocvar_g_balance_armor_blockpercent)
1181         {
1182                 self.count = autocvar_g_balance_armor_blockpercent;
1183                 self.SendFlags |= 1;
1184         }
1185         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1186         {
1187                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1188                 self.SendFlags |= 1;
1189         }
1190         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1191         {
1192                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1193                 self.SendFlags |= 1;
1194         }
1195         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1196         {
1197                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1198                 self.SendFlags |= 1;
1199         }
1200         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1201         {
1202                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1203                 self.SendFlags |= 1;
1204         }
1205         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1206         {
1207                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1208                 self.SendFlags |= 1;
1209         }
1210 }
1211
1212 void ClientInit_Spawn()
1213 {
1214         entity o;
1215         entity e;
1216         e = spawn();
1217         e.classname = "clientinit";
1218         e.think = ClientInit_CheckUpdate;
1219         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1220
1221         o = self;
1222         self = e;
1223         ClientInit_CheckUpdate();
1224         self = o;
1225 }
1226
1227 /*
1228 =============
1229 SetNewParms
1230 =============
1231 */
1232 void SetNewParms (void)
1233 {
1234         // initialize parms for a new player
1235         parm1 = -(86400 * 366);
1236 }
1237
1238 /*
1239 =============
1240 SetChangeParms
1241 =============
1242 */
1243 void SetChangeParms (void)
1244 {
1245         // save parms for level change
1246         parm1 = self.parm_idlesince - time;
1247 }
1248
1249 /*
1250 =============
1251 DecodeLevelParms
1252 =============
1253 */
1254 void DecodeLevelParms (void)
1255 {
1256         // load parms
1257         self.parm_idlesince = parm1;
1258         if(self.parm_idlesince == -(86400 * 366))
1259                 self.parm_idlesince = time;
1260
1261         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1262         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1263 }
1264
1265 /*
1266 =============
1267 ClientKill
1268
1269 Called when a client types 'kill' in the console
1270 =============
1271 */
1272
1273 .float clientkill_nexttime;
1274 void ClientKill_Now_TeamChange()
1275 {
1276         if(self.killindicator_teamchange == -1)
1277         {
1278                 self.team = -1;
1279                 JoinBestTeam( self, FALSE, FALSE );
1280         }
1281         else if(self.killindicator_teamchange == -2)
1282         {
1283                 if(g_ca)
1284                         self.caplayer = 0;
1285                 if(blockSpectators)
1286                         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"));
1287                 PutObserverInServer();
1288         }
1289         else
1290                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1291 }
1292
1293 void ClientKill_Now()
1294 {
1295         if(self.vehicle)
1296         {
1297             vehicles_exit(VHEF_RELESE);
1298             if(!self.killindicator_teamchange)
1299             {
1300             self.vehicle_health = -1;
1301             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1302             }
1303         }
1304
1305         if(self.killindicator && !wasfreed(self.killindicator))
1306                 remove(self.killindicator);
1307
1308         self.killindicator = world;
1309
1310         if(self.killindicator_teamchange)
1311                 ClientKill_Now_TeamChange();
1312
1313         // in any case:
1314         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1315
1316         // now I am sure the player IS dead
1317 }
1318 void KillIndicator_Think()
1319 {
1320         if (gameover)
1321         {
1322                 self.owner.killindicator = world;
1323                 remove(self);
1324                 return;
1325         }
1326
1327         if (!self.owner.modelindex)
1328         {
1329                 self.owner.killindicator = world;
1330                 remove(self);
1331                 return;
1332         }
1333
1334         if(self.cnt <= 0)
1335         {
1336                 self = self.owner;
1337                 ClientKill_Now(); // no oldself needed
1338                 return;
1339         }
1340     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1341     {
1342         self.nextthink = time + 1;
1343         self.cnt -= 1;
1344     }
1345         else
1346         {
1347                 if(self.cnt <= 10)
1348                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1349                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1350                 {
1351                         if(self.cnt <= 10)
1352                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1353                 }
1354                 self.nextthink = time + 1;
1355                 self.cnt -= 1;
1356         }
1357 }
1358
1359 float clientkilltime;
1360 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1361 {
1362         float killtime;
1363         float starttime;
1364         entity e;
1365
1366         if (gameover)
1367                 return;
1368
1369         killtime = autocvar_g_balance_kill_delay;
1370
1371         if(g_race_qualifying || g_cts)
1372                 killtime = 0;
1373
1374     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1375     {
1376                 remove(self.killindicator);
1377                 self.killindicator = world;
1378
1379         ClientKill_Now(); // allow instant kill in this case
1380         return;
1381     }
1382
1383         self.killindicator_teamchange = targetteam;
1384
1385     if(!self.killindicator)
1386         {
1387                 if(self.modelindex && self.deadflag == DEAD_NO)
1388                 {
1389                         killtime = max(killtime, self.clientkill_nexttime - time);
1390                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1391                 }
1392
1393                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1394                 {
1395                         ClientKill_Now();
1396                 }
1397                 else
1398                 {
1399                         starttime = max(time, clientkilltime);
1400
1401                         self.killindicator = spawn();
1402                         self.killindicator.owner = self;
1403                         self.killindicator.scale = 0.5;
1404                         setattachment(self.killindicator, self, "");
1405                         setorigin(self.killindicator, '0 0 52');
1406                         self.killindicator.think = KillIndicator_Think;
1407                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1408                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1409                         self.killindicator.cnt = ceil(killtime);
1410                         self.killindicator.count = bound(0, ceil(killtime), 10);
1411                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1412
1413                         for(e = world; (e = find(e, classname, "body")) != world; )
1414                         {
1415                                 if(e.enemy != self)
1416                                         continue;
1417                                 e.killindicator = spawn();
1418                                 e.killindicator.owner = e;
1419                                 e.killindicator.scale = 0.5;
1420                                 setattachment(e.killindicator, e, "");
1421                                 setorigin(e.killindicator, '0 0 52');
1422                                 e.killindicator.think = KillIndicator_Think;
1423                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1424                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1425                                 e.killindicator.cnt = ceil(killtime);
1426                         }
1427                         self.lip = 0;
1428                 }
1429         }
1430         if(self.killindicator)
1431         {
1432                 if(targetteam == 0) // just die
1433                 {
1434                         self.killindicator.colormod = '0 0 0';
1435                         if(clienttype(self) == CLIENTTYPE_REAL)
1436                         if(self.killindicator.cnt > 0)
1437                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1438                 }
1439                 else if(targetteam == -1) // auto
1440                 {
1441                         self.killindicator.colormod = '0 1 0';
1442                         if(clienttype(self) == CLIENTTYPE_REAL)
1443                         if(self.killindicator.cnt > 0)
1444                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1445                 }
1446                 else if(targetteam == -2) // spectate
1447                 {
1448                         self.killindicator.colormod = '0.5 0.5 0.5';
1449                         if(clienttype(self) == CLIENTTYPE_REAL)
1450                         if(self.killindicator.cnt > 0)
1451                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1452                 }
1453                 else
1454                 {
1455                         self.killindicator.colormod = TeamColor(targetteam);
1456                         if(clienttype(self) == CLIENTTYPE_REAL)
1457                         if(self.killindicator.cnt > 0)
1458                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1459                 }
1460         }
1461
1462 }
1463
1464 void ClientKill (void)
1465 {
1466         if (gameover)
1467                 return;
1468
1469         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1470         {
1471                 // do nothing
1472         }
1473     else if(self.freezetag_frozen)
1474     {
1475         // do nothing
1476     }
1477         else
1478                 ClientKill_TeamChange(0);
1479 }
1480
1481 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
1482 {
1483     e.killindicator = spawn();
1484     e.killindicator.owner = e;
1485     e.killindicator.think = KillIndicator_Think;
1486     e.killindicator.nextthink = time + (e.lip) * 0.05;
1487     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1488     e.killindicator.health = 1; // this is used to indicate that it should be silent
1489     e.lip = 0;
1490 }
1491
1492 void FixClientCvars(entity e)
1493 {
1494         // send prediction settings to the client
1495         stuffcmd(e, "\nin_bindmap 0 0\n");
1496         if(g_race || g_cts)
1497                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1498         if(autocvar_g_antilag == 3) // client side hitscan
1499                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1500         if(sv_gentle)
1501                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1502         /*
1503          * we no longer need to stuff this. Remove this comment block if you feel
1504          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1505         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1506         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1507         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1508         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1509         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1510         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1511         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1512         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1513         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1514         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1515         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1516         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1517         stuffcmd(e, "cl_movement_edgefriction 1\n");
1518          */
1519 }
1520
1521 float PlayerInIDList(entity p, string idlist)
1522 {
1523         float n, i;
1524         string s;
1525
1526         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1527         if not(p.crypto_idfp)
1528                 return 0;
1529
1530         // this function allows abbreviated player IDs too!
1531         n = tokenize_console(idlist);
1532         for(i = 0; i < n; ++i)
1533         {
1534                 s = argv(i);
1535                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1536                         return 1;
1537         }
1538
1539         return 0;
1540 }
1541
1542 /*
1543 =============
1544 ClientConnect
1545
1546 Called when a client connects to the server
1547 =============
1548 */
1549 //void ctf_clientconnect();
1550 string ColoredTeamName(float t);
1551 void DecodeLevelParms (void);
1552 //void dom_player_join_team(entity pl);
1553 void set_dom_state(entity e);
1554 void ClientConnect (void)
1555 {
1556         float t;
1557
1558         if(self.flags & FL_CLIENT)
1559         {
1560                 print("Warning: ClientConnect, but already connected!\n");
1561                 return;
1562         }
1563
1564         if(Ban_MaybeEnforceBan(self))
1565                 return;
1566
1567         DecodeLevelParms();
1568
1569 #ifdef WATERMARK
1570         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1571 #endif
1572
1573         self.classname = "player_joining";
1574
1575         self.flags = FL_CLIENT;
1576         self.version_nagtime = time + 10 + random() * 10;
1577
1578         if(player_count<0)
1579         {
1580                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1581                 player_count = 0;
1582         }
1583
1584         PlayerScore_Attach(self);
1585         ClientData_Attach();
1586         accuracy_init(self);
1587
1588         bot_clientconnect();
1589
1590         playerdemo_init();
1591
1592         anticheat_init();
1593
1594         race_PreSpawnObserver();
1595
1596         //if(g_domination)
1597         //      dom_player_join_team(self);
1598
1599         // identify the right forced team
1600         if(autocvar_g_campaign)
1601         {
1602                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1603                 {
1604                         switch(autocvar_g_campaign_forceteam)
1605                         {
1606                                 case 1: self.team_forced = COLOR_TEAM1; break;
1607                                 case 2: self.team_forced = COLOR_TEAM2; break;
1608                                 case 3: self.team_forced = COLOR_TEAM3; break;
1609                                 case 4: self.team_forced = COLOR_TEAM4; break;
1610                                 default: self.team_forced = 0;
1611                         }
1612                 }
1613         }
1614         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1615                 self.team_forced = COLOR_TEAM1;
1616         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1617                 self.team_forced = COLOR_TEAM2;
1618         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1619                 self.team_forced = COLOR_TEAM3;
1620         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1621                 self.team_forced = COLOR_TEAM4;
1622         else if(autocvar_g_forced_team_otherwise == "red")
1623                 self.team_forced = COLOR_TEAM1;
1624         else if(autocvar_g_forced_team_otherwise == "blue")
1625                 self.team_forced = COLOR_TEAM2;
1626         else if(autocvar_g_forced_team_otherwise == "yellow")
1627                 self.team_forced = COLOR_TEAM3;
1628         else if(autocvar_g_forced_team_otherwise == "pink")
1629                 self.team_forced = COLOR_TEAM4;
1630         else if(autocvar_g_forced_team_otherwise == "spectate")
1631                 self.team_forced = -1;
1632         else if(autocvar_g_forced_team_otherwise == "spectator")
1633                 self.team_forced = -1;
1634         else
1635                 self.team_forced = 0;
1636
1637         if(!teamplay)
1638                 if(self.team_forced > 0)
1639                         self.team_forced = 0;
1640
1641         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1642
1643         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1644                 self.classname = "observer";
1645         } else {
1646                 if(teamplay)
1647                 {
1648                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1649                         {
1650                                 self.classname = "player";
1651                                 campaign_bots_may_start = 1;
1652                         }
1653                         else
1654                         {
1655                                 self.classname = "observer"; // do it anyway
1656                         }
1657                 }
1658                 else
1659                 {
1660                         self.classname = "player";
1661                         campaign_bots_may_start = 1;
1662                 }
1663         }
1664
1665         self.playerid = (playerid_last = playerid_last + 1);
1666
1667         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1668
1669     if(clienttype(self) == CLIENTTYPE_BOT)
1670         PlayerStats_AddPlayer(self);
1671
1672         if(autocvar_sv_eventlog)
1673                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1674
1675         LogTeamchange(self.playerid, self.team, 1);
1676
1677         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1678
1679         self.netname_previous = strzone(self.netname);
1680
1681         bprint("^4", self.netname, "^4 connected");
1682
1683         if(self.classname != "observer" && (g_domination || g_ctf))
1684                 bprint(" and joined the ", ColoredTeamName(self.team));
1685
1686         bprint("\n");
1687
1688         stuffcmd(self, strcat(clientstuff, "\n"));
1689         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1690
1691         FixClientCvars(self);
1692
1693         // spawnfunc_waypoint sprites
1694         WaypointSprite_InitClient(self);
1695
1696         // Wazat's grappling hook
1697         SetGrappleHookBindings();
1698
1699         // get version info from player
1700         stuffcmd(self, "cmd clientversion $gameversion\n");
1701
1702         // get other cvars from player
1703         GetCvars(0);
1704
1705         // notify about available teams
1706         if(teamplay)
1707         {
1708                 CheckAllowedTeams(self);
1709                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1710                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1711         }
1712         else
1713                 stuffcmd(self, "set _teams_available 0\n");
1714
1715         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1716
1717         if(g_arena || g_ca)
1718         {
1719                 self.classname = "observer";
1720                 if(g_arena)
1721                         Spawnqueue_Insert(self);
1722         }
1723         /*else if(g_ctf)
1724         {
1725                 ctf_clientconnect();
1726         }*/
1727
1728         attach_entcs();
1729
1730         bot_relinkplayerlist();
1731
1732         self.spectatortime = time;
1733         if(blockSpectators)
1734         {
1735                 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"));
1736         }
1737
1738         self.jointime = time;
1739         self.allowedTimeouts = autocvar_sv_timeout_number;
1740
1741         if(clienttype(self) == CLIENTTYPE_REAL)
1742         {
1743                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1744                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1745         }
1746
1747         if(g_lms)
1748         {
1749                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1750                 {
1751                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1752                         self.frags = FRAGS_SPECTATOR;
1753                 }
1754         }
1755
1756         if(!sv_foginterval && world.fog != "")
1757                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1758
1759         SoundEntity_Attach(self);
1760
1761         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1762         {
1763                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1764                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1765         }
1766         else
1767                 self.hitplotfh = -1;
1768
1769         if(g_race || g_cts) {
1770                 string rr;
1771                 if(g_cts)
1772                         rr = CTS_RECORD;
1773                 else
1774                         rr = RACE_RECORD;
1775                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1776
1777                 msg_entity = self;
1778                 race_send_recordtime(MSG_ONE);
1779                 race_send_speedaward(MSG_ONE);
1780
1781                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1782                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1783                 race_send_speedaward_alltimebest(MSG_ONE);
1784
1785                 float i;
1786                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1787                         race_SendRankings(i, 0, 0, MSG_ONE);
1788                 }
1789         }
1790         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1791                 send_CSQC_teamnagger();
1792
1793         if (g_domination)
1794                 set_dom_state(self);
1795
1796         CheatInitClient();
1797
1798         if(!autocvar_g_campaign)
1799                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1800 }
1801
1802 /*
1803 =============
1804 ClientDisconnect
1805
1806 Called when a client disconnects from the server
1807 =============
1808 */
1809 .entity chatbubbleentity;
1810 void ReadyCount();
1811 void ClientDisconnect (void)
1812 {
1813         if(self.vehicle)
1814             vehicles_exit(VHEF_RELESE);
1815
1816         if not(self.flags & FL_CLIENT)
1817         {
1818                 print("Warning: ClientDisconnect without ClientConnect\n");
1819                 return;
1820         }
1821
1822         PlayerStats_AddGlobalInfo(self);
1823
1824         CheatShutdownClient();
1825
1826         if(self.hitplotfh >= 0)
1827         {
1828                 fclose(self.hitplotfh);
1829                 self.hitplotfh = -1;
1830         }
1831
1832         anticheat_report();
1833         anticheat_shutdown();
1834
1835         playerdemo_shutdown();
1836
1837         bot_clientdisconnect();
1838
1839         if(self.entcs)
1840                 detach_entcs();
1841
1842         if(autocvar_sv_eventlog)
1843                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1844         bprint ("^4",self.netname);
1845         bprint ("^4 disconnected\n");
1846
1847         SoundEntity_Detach(self);
1848
1849         DropAllRunes(self);
1850         MUTATOR_CALLHOOK(ClientDisconnect);
1851
1852         Portal_ClearAll(self);
1853
1854         RemoveGrapplingHook(self);
1855         if(self.flagcarried)
1856                 DropFlag(self.flagcarried, world, world);
1857         if(self.ballcarried && g_nexball)
1858                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1859
1860         // Here, everything has been done that requires this player to be a client.
1861
1862         self.flags &~= FL_CLIENT;
1863
1864         if (self.chatbubbleentity)
1865                 remove (self.chatbubbleentity);
1866
1867         if (self.killindicator)
1868                 remove (self.killindicator);
1869
1870         WaypointSprite_PlayerGone();
1871
1872         bot_relinkplayerlist();
1873
1874         if(g_arena)
1875         {
1876                 Spawnqueue_Unmark(self);
1877                 Spawnqueue_Remove(self);
1878         }
1879
1880         accuracy_free(self);
1881         ClientData_Detach();
1882         PlayerScore_Detach(self);
1883
1884         if(self.netname_previous)
1885                 strunzone(self.netname_previous);
1886         if(self.clientstatus)
1887                 strunzone(self.clientstatus);
1888         if(self.weaponorder_byimpulse)
1889                 strunzone(self.weaponorder_byimpulse);
1890
1891         ClearPlayerSounds();
1892
1893         if(self.personal)
1894                 remove(self.personal);
1895
1896         self.playerid = 0;
1897         ReadyCount();
1898
1899         // free cvars
1900         GetCvars(-1);
1901 }
1902
1903 .float BUTTON_CHAT;
1904 void ChatBubbleThink()
1905 {
1906         self.nextthink = time;
1907         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1908         {
1909                 if(self.owner) // but why can that ever be world?
1910                         self.owner.chatbubbleentity = world;
1911                 remove(self);
1912                 return;
1913         }
1914         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1915 #ifdef TETRIS
1916                 || self.owner.tetris_on
1917 #endif
1918         )
1919                 self.model = self.mdl;
1920         else
1921                 self.model = "";
1922 }
1923
1924 void UpdateChatBubble()
1925 {
1926         if (!self.modelindex)
1927                 return;
1928         // spawn a chatbubble entity if needed
1929         if (!self.chatbubbleentity)
1930         {
1931                 self.chatbubbleentity = spawn();
1932                 self.chatbubbleentity.owner = self;
1933                 self.chatbubbleentity.exteriormodeltoclient = self;
1934                 self.chatbubbleentity.think = ChatBubbleThink;
1935                 self.chatbubbleentity.nextthink = time;
1936                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1937                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1938                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1939                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1940                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1941                 self.chatbubbleentity.model = "";
1942                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1943         }
1944 }
1945
1946
1947 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1948 // added to the model skins
1949 /*void UpdateColorModHack()
1950 {
1951         float c;
1952         c = self.clientcolors & 15;
1953         // LordHavoc: only bothering to support white, green, red, yellow, blue
1954              if (!teamplay) self.colormod = '0 0 0';
1955         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1956         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1957         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1958         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1959         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1960         else self.colormod = '1 1 1';
1961 }*/
1962
1963 .float oldcolormap;
1964 void respawn(void)
1965 {
1966         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1967         {
1968                 self.solid = SOLID_NOT;
1969                 self.takedamage = DAMAGE_NO;
1970                 self.movetype = MOVETYPE_FLY;
1971                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1972                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1973                 self.effects |= EF_ADDITIVE;
1974                 self.oldcolormap = self.colormap;
1975                 self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it
1976                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1977                 if(autocvar_g_respawn_ghosts_maxtime)
1978                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1979         }
1980
1981         CopyBody(1);
1982         self.effects |= EF_NODRAW; // prevent another CopyBody
1983         if(self.oldcolormap)
1984         {
1985                 self.colormap = self.oldcolormap;
1986                 self.oldcolormap = 0;
1987         }
1988         PutClientInServer();
1989 }
1990
1991 void play_countdown(float finished, string samp)
1992 {
1993         if(clienttype(self) == CLIENTTYPE_REAL)
1994                 if(floor(finished - time - frametime) != floor(finished - time))
1995                         if(finished - time < 6)
1996                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1997 }
1998
1999 void player_powerups (void)
2000 {
2001         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2002         olditems = self.items;
2003
2004         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2005         {
2006                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2007                 self.modelflags |= MF_ROCKET;
2008         }
2009         else
2010         {
2011                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
2012                 self.modelflags &~= MF_ROCKET;
2013         }
2014
2015         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2016
2017         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2018                 return;
2019
2020         Fire_ApplyDamage(self);
2021         Fire_ApplyEffect(self);
2022
2023         if (g_minstagib)
2024         {
2025                 self.effects |= EF_FULLBRIGHT;
2026
2027                 if (self.items & IT_STRENGTH)
2028                 {
2029                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2030                         if (time > self.strength_finished)
2031                         {
2032                                 self.alpha = default_player_alpha;
2033                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2034                                 self.items &~= IT_STRENGTH;
2035                                 sprint(self, "^3Invisibility has worn off\n");
2036                         }
2037                 }
2038                 else
2039                 {
2040                         if (time < self.strength_finished)
2041                         {
2042                                 self.alpha = g_minstagib_invis_alpha;
2043                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2044                                 self.items |= IT_STRENGTH;
2045                                 sprint(self, "^3You are invisible\n");
2046                         }
2047                 }
2048
2049                 if (self.items & IT_INVINCIBLE)
2050                 {
2051                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2052                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2053                         {
2054                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2055                                 sprint(self, "^3Speed has worn off\n");
2056                         }
2057                 }
2058                 else
2059                 {
2060                         if (time < self.invincible_finished)
2061                         {
2062                                 self.items = self.items | IT_INVINCIBLE;
2063                                 sprint(self, "^3You are on speed\n");
2064                         }
2065                 }
2066         }
2067         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.
2068         {
2069                 if (self.items & IT_STRENGTH)
2070                 {
2071                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2072                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2073                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2074                         {
2075                                 self.items = self.items - (self.items & IT_STRENGTH);
2076                                 sprint(self, "^3Strength has worn off\n");
2077                         }
2078                 }
2079                 else
2080                 {
2081                         if (time < self.strength_finished)
2082                         {
2083                                 self.items = self.items | IT_STRENGTH;
2084                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2085                         }
2086                 }
2087                 if (self.items & IT_INVINCIBLE)
2088                 {
2089                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2090                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2091                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2092                         {
2093                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2094                                 sprint(self, "^3Shield has worn off\n");
2095                         }
2096                 }
2097                 else
2098                 {
2099                         if (time < self.invincible_finished)
2100                         {
2101                                 self.items = self.items | IT_INVINCIBLE;
2102                                 sprint(self, "^3Shield surrounds you\n");
2103                         }
2104                 }
2105
2106                 if(autocvar_g_nodepthtestplayers)
2107                         self.effects = self.effects | EF_NODEPTHTEST;
2108
2109                 if(autocvar_g_fullbrightplayers)
2110                         self.effects = self.effects | EF_FULLBRIGHT;
2111
2112                 // midair gamemode: damage only while in the air
2113                 // if in midair mode, being on ground grants temporary invulnerability
2114                 // (this is so that multishot weapon don't clear the ground flag on the
2115                 // first damage in the frame, leaving the player vulnerable to the
2116                 // remaining hits in the same frame)
2117                 if (self.flags & FL_ONGROUND)
2118                 if (g_midair)
2119                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2120
2121                 if (time >= game_starttime)
2122                 if (time < self.spawnshieldtime)
2123                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2124         }
2125
2126         MUTATOR_CALLHOOK(PlayerPowerups);
2127 }
2128
2129 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2130 {
2131         if(current > stable)
2132                 return current;
2133         else if(current > stable - 0.25) // when close enough, "snap"
2134                 return stable;
2135         else
2136                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2137 }
2138
2139 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2140 {
2141         if(current < stable)
2142                 return current;
2143         else if(current < stable + 0.25) // when close enough, "snap"
2144                 return stable;
2145         else
2146                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2147 }
2148
2149 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2150 {
2151         if(current > rotstable)
2152         {
2153                 if(rotframetime > 0)
2154                 {
2155                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2156                         current = max(rotstable, current - rotlinear * rotframetime);
2157                 }
2158         }
2159         else if(current < regenstable)
2160         {
2161                 if(regenframetime > 0)
2162                 {
2163                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2164                         current = min(regenstable, current + regenlinear * regenframetime);
2165                 }
2166         }
2167
2168         if(current > limit)
2169                 current = limit;
2170
2171         return current;
2172 }
2173
2174 void player_regen (void)
2175 {
2176         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2177         maxh = autocvar_g_balance_health_rotstable;
2178         maxa = autocvar_g_balance_armor_rotstable;
2179         maxf = autocvar_g_balance_fuel_rotstable;
2180         minh = autocvar_g_balance_health_regenstable;
2181         mina = autocvar_g_balance_armor_regenstable;
2182         minf = autocvar_g_balance_fuel_regenstable;
2183         limith = autocvar_g_balance_health_limit;
2184         limita = autocvar_g_balance_armor_limit;
2185         limitf = autocvar_g_balance_fuel_limit;
2186
2187         max_mod = regen_mod = rot_mod = limit_mod = 1;
2188
2189         if (self.runes & RUNE_REGEN)
2190         {
2191                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2192                 {
2193                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2194                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2195                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2196                 }
2197                 else
2198                 {
2199                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2200                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2201                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2202                 }
2203         }
2204         else if (self.runes & CURSE_VENOM)
2205         {
2206                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2207                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2208                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2209                 else
2210                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2211                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2212                 //if (!self.runes & RUNE_REGEN)
2213                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2214         }
2215         maxh = maxh * max_mod;
2216         //maxa = maxa * max_mod;
2217         //maxf = maxf * max_mod;
2218         minh = minh * max_mod;
2219         //mina = mina * max_mod;
2220         //minf = minf * max_mod;
2221         limith = limith * limit_mod;
2222         limita = limita * limit_mod;
2223         //limitf = limitf * limit_mod;
2224
2225         if(g_lms && g_ca)
2226                 rot_mod = 0;
2227
2228         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2229         {
2230                 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);
2231                 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);
2232
2233                 // if player rotted to death...  die!
2234                 if(self.health < 1)
2235                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2236         }
2237
2238         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2239                 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);
2240 }
2241
2242 float zoomstate_set;
2243 void SetZoomState(float z)
2244 {
2245         if(z != self.zoomstate)
2246         {
2247                 self.zoomstate = z;
2248                 ClientData_Touch(self);
2249         }
2250         zoomstate_set = 1;
2251 }
2252
2253 void GetPressedKeys(void) {
2254         MUTATOR_CALLHOOK(GetPressedKeys);
2255         if (self.movement_x > 0) // get if movement keys are pressed
2256         {       // forward key pressed
2257                 self.pressedkeys |= KEY_FORWARD;
2258                 self.pressedkeys &~= KEY_BACKWARD;
2259         }
2260         else if (self.movement_x < 0)
2261         {       // backward key pressed
2262                 self.pressedkeys |= KEY_BACKWARD;
2263                 self.pressedkeys &~= KEY_FORWARD;
2264         }
2265         else
2266         {       // no x input
2267                 self.pressedkeys &~= KEY_FORWARD;
2268                 self.pressedkeys &~= KEY_BACKWARD;
2269         }
2270
2271         if (self.movement_y > 0)
2272         {       // right key pressed
2273                 self.pressedkeys |= KEY_RIGHT;
2274                 self.pressedkeys &~= KEY_LEFT;
2275         }
2276         else if (self.movement_y < 0)
2277         {       // left key pressed
2278                 self.pressedkeys |= KEY_LEFT;
2279                 self.pressedkeys &~= KEY_RIGHT;
2280         }
2281         else
2282         {       // no y input
2283                 self.pressedkeys &~= KEY_RIGHT;
2284                 self.pressedkeys &~= KEY_LEFT;
2285         }
2286
2287         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2288                 self.pressedkeys |= KEY_JUMP;
2289         else
2290                 self.pressedkeys &~= KEY_JUMP;
2291         if (self.BUTTON_CROUCH)
2292                 self.pressedkeys |= KEY_CROUCH;
2293         else
2294                 self.pressedkeys &~= KEY_CROUCH;
2295 }
2296
2297 /*
2298 ======================
2299 spectate mode routines
2300 ======================
2301 */
2302
2303 void SpectateCopy(entity spectatee) {
2304         other = spectatee;
2305         MUTATOR_CALLHOOK(SpectateCopy);
2306         self.armortype = spectatee.armortype;
2307         self.armorvalue = spectatee.armorvalue;
2308         self.ammo_cells = spectatee.ammo_cells;
2309         self.ammo_shells = spectatee.ammo_shells;
2310         self.ammo_nails = spectatee.ammo_nails;
2311         self.ammo_rockets = spectatee.ammo_rockets;
2312         self.ammo_fuel = spectatee.ammo_fuel;
2313         self.clip_load = spectatee.clip_load;
2314         self.clip_size = spectatee.clip_size;
2315         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2316         self.health = spectatee.health;
2317         self.impulse = 0;
2318         self.items = spectatee.items;
2319         self.last_pickup = spectatee.last_pickup;
2320         self.hit_time = spectatee.hit_time;
2321         self.metertime = spectatee.metertime;
2322         self.strength_finished = spectatee.strength_finished;
2323         self.invincible_finished = spectatee.invincible_finished;
2324         self.pressedkeys = spectatee.pressedkeys;
2325         self.weapons = spectatee.weapons;
2326         self.switchweapon = spectatee.switchweapon;
2327         self.switchingweapon = spectatee.switchingweapon;
2328         self.weapon = spectatee.weapon;
2329         self.nex_charge = spectatee.nex_charge;
2330         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2331         self.hagar_load = spectatee.hagar_load;
2332         self.minelayer_mines = spectatee.minelayer_mines;
2333         self.punchangle = spectatee.punchangle;
2334         self.view_ofs = spectatee.view_ofs;
2335         self.v_angle = spectatee.v_angle;
2336         self.velocity = spectatee.velocity;
2337         self.dmg_take = spectatee.dmg_take;
2338         self.dmg_save = spectatee.dmg_save;
2339         self.dmg_inflictor = spectatee.dmg_inflictor;
2340         self.angles = spectatee.v_angle;
2341         if(!self.BUTTON_USE)
2342                 self.fixangle = TRUE;
2343         setorigin(self, spectatee.origin);
2344         setsize(self, spectatee.mins, spectatee.maxs);
2345         SetZoomState(spectatee.zoomstate);
2346
2347         anticheat_spectatecopy(spectatee);
2348
2349         //self.vehicle = spectatee.vehicle;
2350
2351         self.hud = spectatee.hud;
2352         if(spectatee.vehicle)
2353     {
2354         setorigin(self, spectatee.origin);
2355         self.velocity = spectatee.vehicle.velocity;
2356         self.v_angle += spectatee.vehicle.angles;
2357         //self.v_angle_x *= -1;
2358         self.vehicle_health = spectatee.vehicle_health;
2359         self.vehicle_shield = spectatee.vehicle_shield;
2360         self.vehicle_energy = spectatee.vehicle_energy;
2361         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2362         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2363         self.vehicle_reload1 = spectatee.vehicle_reload1;
2364         self.vehicle_reload2 = spectatee.vehicle_reload2;
2365         
2366         msg_entity = self;
2367         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2368         WriteEntity(MSG_ONE, spectatee);
2369         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2370     }
2371 }
2372
2373 float SpectateUpdate() {
2374         if(!self.enemy)
2375             return 0;           
2376
2377         if (self == self.enemy)
2378                 return 0;
2379
2380         if(self.enemy.classname != "player")
2381                 return 0;
2382
2383         SpectateCopy(self.enemy);
2384
2385         return 1;
2386 }
2387
2388
2389 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2390 entity CA_SpectateNext(entity start) {
2391         if (start.team == self.team) {
2392                 return start;
2393         }
2394         
2395         other = start;
2396         // continue from current player
2397         while(other && other.team != self.team) {
2398                 other = find(other, classname, "player");
2399         }
2400         
2401         if (!other) {
2402                 // restart from begining
2403                 other = find(other, classname, "player");
2404                 while(other && other.team != self.team) {
2405                         other = find(other, classname, "player");
2406                 }
2407         }
2408         
2409         return other;
2410 }
2411
2412 float SpectateNext() {
2413         other = find(self.enemy, classname, "player");
2414         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2415                 // CA and ca players when spectating enemies is forbidden
2416                 other = CA_SpectateNext(other);
2417         } else {
2418                 // other modes and ca spectators or spectating enemies is allowed
2419                 if (!other)
2420                         other = find(other, classname, "player");
2421         }
2422         
2423         if (other)
2424                 self.enemy = other;
2425
2426         if(self.enemy.classname == "player") {
2427             if(self.enemy.vehicle)
2428             {      
2429             msg_entity = self;
2430             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2431             WriteEntity(MSG_ONE, self.enemy);
2432             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2433             self.movetype = MOVETYPE_NONE;
2434             accuracy_resend(self);
2435             }
2436             else 
2437             {           
2438             msg_entity = self;
2439             WriteByte(MSG_ONE, SVC_SETVIEW);
2440             WriteEntity(MSG_ONE, self.enemy);
2441             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2442             self.movetype = MOVETYPE_NONE;
2443             accuracy_resend(self);
2444
2445             if(!SpectateUpdate())
2446                 PutObserverInServer();
2447         }
2448         return 1;
2449         } else {
2450                 return 0;
2451         }
2452 }
2453
2454 /*
2455 =============
2456 ShowRespawnCountdown()
2457
2458 Update a respawn countdown display.
2459 =============
2460 */
2461 void ShowRespawnCountdown()
2462 {
2463         float number;
2464         if(self.deadflag == DEAD_NO) // just respawned?
2465                 return;
2466         else
2467         {
2468                 number = ceil(self.death_time - time);
2469                 if(number <= 0)
2470                         return;
2471                 if(number <= self.respawn_countdown)
2472                 {
2473                         self.respawn_countdown = number - 1;
2474                         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
2475                                 AnnounceTo(self, strcat(ftos(number), ""));
2476                 }
2477         }
2478 }
2479
2480 .float prevent_join_msgtime;
2481 void LeaveSpectatorMode()
2482 {
2483         if(nJoinAllowed(1)) {
2484                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2485                         self.classname = "player";
2486
2487                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2488                                 JoinBestTeam(self, FALSE, TRUE);
2489
2490                         if(autocvar_g_campaign)
2491                                 campaign_bots_may_start = 1;
2492
2493                         PutClientInServer();
2494
2495                         if(self.classname == "player")
2496                                 bprint ("^4", self.netname, "^4 is playing now\n");
2497
2498                         if(!autocvar_g_campaign)
2499                         if (time < self.jointime + autocvar_welcome_message_time)
2500                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2501
2502                         if (self.prevent_join_msgtime)
2503                         {
2504                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2505                                 self.prevent_join_msgtime = 0;
2506                         }
2507
2508                         return;
2509                 } else {
2510                         if (g_ca && self.caplayer) {
2511                         }       // do nothing
2512                         else
2513                                 stuffcmd(self,"menu_showteamselect\n");
2514                         return;
2515                 }
2516         }
2517         else {
2518                 //player may not join because of g_maxplayers is set
2519                 if (time - self.prevent_join_msgtime > 2)
2520                 {
2521                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2522                         self.prevent_join_msgtime = time;
2523                 }
2524         }
2525 }
2526
2527 /**
2528  * Determines whether the player is allowed to join. This depends on cvar
2529  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2530  * it checks whether the number of currently playing players exceeds g_maxplayers.
2531  * @return int number of free slots for players, 0 if none
2532  */
2533 float nJoinAllowed(float includeMe) {
2534         if(self.team_forced < 0)
2535                 return FALSE; // forced spectators can never join
2536
2537         // TODO simplify this
2538         entity e;
2539
2540         float totalClients;
2541         FOR_EACH_CLIENT(e)
2542                 totalClients += 1;
2543
2544         if (!autocvar_g_maxplayers)
2545                 return maxclients - totalClients + includeMe;
2546
2547         float currentlyPlaying;
2548         FOR_EACH_REALPLAYER(e)
2549                 currentlyPlaying += 1;
2550
2551         if(currentlyPlaying < autocvar_g_maxplayers)
2552                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2553
2554         return 0;
2555 }
2556
2557 /**
2558  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2559  * g_maxplayers_spectator_blocktime seconds
2560  */
2561 void checkSpectatorBlock() {
2562         if(self.classname == "spectator" || self.classname == "observer") {
2563                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2564                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2565                         dropclient(self);
2566                 }
2567         }
2568 }
2569
2570 .float motd_actived_time; // used for both motd and campaign_message
2571 void PrintWelcomeMessage()
2572 {
2573         if (self.motd_actived_time == 0) { // is there already a message showing?
2574                 if (autocvar_g_campaign) {
2575                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2576                                 self.motd_actived_time = time;
2577                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2578                         }
2579                 } else {
2580                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2581                                 self.motd_actived_time = time;
2582                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2583                         }
2584                 }
2585         } else { // showing MOTD or campaign message
2586                 if (autocvar_g_campaign) {
2587                         if (self.BUTTON_INFO)
2588                                 self.motd_actived_time = time;
2589                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2590                                 self.motd_actived_time = 0;
2591                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2592                         }
2593                 } else {
2594                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2595                                 if (self.BUTTON_INFO)
2596                                         self.motd_actived_time = time;
2597                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2598                                         self.motd_actived_time = 0;
2599                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2600                                 }
2601                         }
2602                 }
2603         }
2604 }
2605
2606 void ObserverThink()
2607 {
2608         float prefered_movetype;
2609         if (self.flags & FL_JUMPRELEASED) {
2610                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2611                         self.flags &~= FL_JUMPRELEASED;
2612                         self.flags |= FL_SPAWNING;
2613                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2614                         self.flags &~= FL_JUMPRELEASED;
2615                         if(SpectateNext() == 1) {
2616                                 self.classname = "spectator";
2617                         }
2618                 } else {
2619                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2620                         if (self.movetype != prefered_movetype)
2621                                 self.movetype = prefered_movetype;
2622                 }
2623         } else {
2624                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2625                         self.flags |= FL_JUMPRELEASED;
2626                         if(self.flags & FL_SPAWNING)
2627                         {
2628                                 self.flags &~= FL_SPAWNING;
2629                                 LeaveSpectatorMode();
2630                                 return;
2631                         }
2632                 }
2633         }
2634
2635         PrintWelcomeMessage();
2636 }
2637
2638 void SpectatorThink()
2639 {
2640         if (self.flags & FL_JUMPRELEASED) {
2641                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2642                         self.flags &~= FL_JUMPRELEASED;
2643                         self.flags |= FL_SPAWNING;
2644                 } else if(self.BUTTON_ATCK) {
2645                         self.flags &~= FL_JUMPRELEASED;
2646                         if(SpectateNext() == 1) {
2647                                 self.classname = "spectator";
2648                         } else {
2649                                 self.classname = "observer";
2650                                 PutClientInServer();
2651                         }
2652                 } else if (self.BUTTON_ATCK2) {
2653                         self.flags &~= FL_JUMPRELEASED;
2654                         self.classname = "observer";
2655                         PutClientInServer();
2656                 } else {
2657                         if(!SpectateUpdate())
2658                                 PutObserverInServer();
2659                 }
2660         } else {
2661                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2662                         self.flags |= FL_JUMPRELEASED;
2663                         if(self.flags & FL_SPAWNING)
2664                         {
2665                                 self.flags &~= FL_SPAWNING;
2666                                 LeaveSpectatorMode();
2667                                 return;
2668                         }
2669                 }
2670                 if(!SpectateUpdate())
2671                         PutObserverInServer();
2672         }
2673
2674         PrintWelcomeMessage();
2675         self.flags |= FL_CLIENT | FL_NOTARGET;
2676 }
2677
2678 float ctf_usekey();
2679 void PlayerUseKey()
2680 {
2681         if(self.classname != "player")
2682                 return;
2683
2684         if(self.vehicle)
2685         {
2686         vehicles_exit(VHEF_NORMAL);
2687         return;
2688         }
2689         
2690         // a use key was pressed; call handlers
2691         if(ctf_usekey())
2692                 return;
2693
2694         MUTATOR_CALLHOOK(PlayerUseKey);
2695 }
2696
2697 .float touchexplode_time;
2698
2699 /*
2700 =============
2701 PlayerPreThink
2702
2703 Called every frame for each client before the physics are run
2704 =============
2705 */
2706 .float usekeypressed;
2707 void() ctf_setstatus;
2708 void() nexball_setstatus;
2709 .float items_added;
2710 void PlayerPreThink (void)
2711 {
2712         WarpZone_PlayerPhysics_FixVAngle();
2713
2714         self.stat_game_starttime = game_starttime;
2715         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2716         self.stat_leadlimit = autocvar_leadlimit;
2717
2718         if(frametime)
2719         {
2720                 // physics frames: update anticheat stuff
2721                 anticheat_prethink();
2722         }
2723
2724         if(blockSpectators && frametime)
2725                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2726                 checkSpectatorBlock();
2727
2728         zoomstate_set = 0;
2729
2730         if(self.netname_previous != self.netname)
2731         {
2732                 if(autocvar_sv_eventlog)
2733                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2734                 if(self.netname_previous)
2735                         strunzone(self.netname_previous);
2736                 self.netname_previous = strzone(self.netname);
2737         }
2738
2739         // version nagging
2740         if(self.version_nagtime)
2741                 if(self.cvar_g_xonoticversion)
2742                         if(time > self.version_nagtime)
2743                         {
2744                                 // don't notify git users
2745                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2746                                 {
2747                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2748                                         {
2749                                                 // notify release users if connecting to git
2750                                                 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");
2751                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2752                                         }
2753                                         else
2754                                         {
2755                                                 float r;
2756                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2757                                                 if(r < 0)
2758                                                 {
2759                                                         // give users new version
2760                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2761                                                         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.org/^1!\n"));
2762                                                 }
2763                                                 else if(r > 0)
2764                                                 {
2765                                                         // notify users about old server version
2766                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2767                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2768                                                 }
2769                                         }
2770                                 }
2771                                 self.version_nagtime = 0;
2772                         }
2773
2774         // GOD MODE info
2775         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2776         {
2777                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2778                 self.max_armorvalue = 0;
2779         }
2780
2781 #ifdef TETRIS
2782         if (TetrisPreFrame())
2783                 return;
2784 #endif
2785
2786         MUTATOR_CALLHOOK(PlayerPreThink);
2787
2788         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2789         {
2790                 if(self.BUTTON_USE && !self.usekeypressed)
2791                         PlayerUseKey();
2792                 self.usekeypressed = self.BUTTON_USE;
2793         }
2794
2795         PrintWelcomeMessage();
2796
2797         if(self.classname == "player") {
2798 //              if(self.netname == "Wazat")
2799 //                      bprint(self.classname, "\n");
2800
2801                 CheckRules_Player();
2802
2803                 if (intermission_running)
2804                 {
2805                         IntermissionThink ();   // otherwise a button could be missed between
2806                         return;                                 // the think tics
2807                 }
2808
2809                 //don't allow the player to turn around while game is paused!
2810                 if(timeoutStatus == 2) {
2811                         // FIXME turn this into CSQC stuff
2812                         self.v_angle = self.lastV_angle;
2813                         self.angles = self.lastV_angle;
2814                         self.fixangle = TRUE;
2815                 }
2816
2817                 if(frametime)
2818                 {
2819                         if(self.health <= 0 && autocvar_g_deathglow)
2820                         {
2821                                 if(self.glowmod_x > 0)
2822                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2823                                 else
2824                                         self.glowmod_x = -1;
2825                                 if(self.glowmod_y > 0)
2826                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2827                                 else
2828                                         self.glowmod_y = -1;
2829                                 if(self.glowmod_z > 0)
2830                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2831                                 else
2832                                         self.glowmod_z = -1;
2833                         }
2834                         else
2835                         {
2836                                 // set weapon and player glowmod
2837                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2838
2839                                 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2840                                 {
2841                                         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);
2842                                         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);
2843                                         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);
2844
2845                                         if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2846                                         {
2847                                                 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);
2848                                                 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);
2849                                                 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);
2850                                         }
2851                                 }
2852                                 else
2853                                         self.weaponentity_glowmod = self.glowmod;
2854                         }
2855                         player_powerups();
2856                 }
2857
2858                 if (g_minstagib)
2859                         minstagib_ammocheck();
2860
2861                 if (self.deadflag != DEAD_NO)
2862                 {
2863                         float button_pressed, force_respawn;
2864                         if(self.personal && g_race_qualifying)
2865                         {
2866                                 if(time > self.death_time)
2867                                 {
2868                                         self.death_time = time + 1; // only retry once a second
2869                                         respawn();
2870                                         self.impulse = 141;
2871                                 }
2872                         }
2873                         else
2874                         {
2875                                 if(frametime)
2876                                         player_anim();
2877                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2878                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2879                                 if (self.deadflag == DEAD_DYING)
2880                                 {
2881                                         if(force_respawn)
2882                                                 self.deadflag = DEAD_RESPAWNING;
2883                                         else if(!button_pressed)
2884                                                 self.deadflag = DEAD_DEAD;
2885                                 }
2886                                 else if (self.deadflag == DEAD_DEAD)
2887                                 {
2888                                         if(button_pressed)
2889                                                 self.deadflag = DEAD_RESPAWNABLE;
2890                                 }
2891                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2892                                 {
2893                                         if(!button_pressed)
2894                                                 self.deadflag = DEAD_RESPAWNING;
2895                                 }
2896                                 else if (self.deadflag == DEAD_RESPAWNING)
2897                                 {
2898                                         if(time > self.death_time)
2899                                         {
2900                                                 self.death_time = time + 1; // only retry once a second
2901                                                 respawn();
2902                                         }
2903                                 }
2904                                 ShowRespawnCountdown();
2905                         }
2906                         return;
2907                 }
2908                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2909                 // so (self.deadflag == DEAD_NO) is always true in the code below
2910
2911                 if(g_touchexplode)
2912                 if(time > self.touchexplode_time)
2913                 if(self.classname == "player")
2914                 if(self.deadflag == DEAD_NO)
2915                 if not(IS_INDEPENDENT_PLAYER(self))
2916                 FOR_EACH_PLAYER(other) if(self != other)
2917                 {
2918                         if(time > other.touchexplode_time)
2919                         if(other.deadflag == DEAD_NO)
2920                         if not(IS_INDEPENDENT_PLAYER(other))
2921                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2922                         {
2923                                 PlayerTouchExplode(self, other);
2924                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2925                         }
2926                 }
2927
2928                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2929                 {
2930                         vector dist;
2931
2932                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2933                         dist = self.prevorigin - self.origin;
2934                         dist_z = 0;
2935                         self.lms_traveled_distance += fabs(vlen(dist));
2936
2937                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2938                         {
2939                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2940                                 self.lms_traveled_distance = 0;
2941                         }
2942
2943                         if(time > self.lms_nextcheck)
2944                         {
2945                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2946                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2947                                 {
2948                                         centerprint(self, autocvar_g_lms_campcheck_message);
2949                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2950                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2951                                         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');
2952                                 }
2953                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2954                                 self.lms_traveled_distance = 0;
2955                         }
2956                 }
2957
2958                 self.prevorigin = self.origin;
2959
2960                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
2961                 {
2962                         if (!self.crouch)
2963                         {
2964                                 self.crouch = TRUE;
2965                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2966                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2967                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2968                         }
2969                 }
2970                 else
2971                 {
2972                         if (self.crouch)
2973                         {
2974                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2975                                 if (!trace_startsolid)
2976                                 {
2977                                         self.crouch = FALSE;
2978                                         self.view_ofs = PL_VIEW_OFS;
2979                                         setsize (self, PL_MIN, PL_MAX);
2980                                 }
2981                         }
2982                 }
2983
2984                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2985                 {
2986                         if(self.bloodloss_timer < time)
2987                         {
2988                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2989                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2990                         }
2991                 }
2992
2993                 FixPlayermodel();
2994
2995                 GrapplingHookFrame();
2996
2997                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2998                 //if(frametime)
2999                 {
3000                         self.items &~= self.items_added;
3001
3002                         W_WeaponFrame();
3003
3004                         self.items_added = 0;
3005                         if(self.items & IT_JETPACK)
3006                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
3007                                         self.items_added |= IT_FUEL;
3008
3009                         self.items |= self.items_added;
3010                 }
3011
3012                 player_regen();
3013
3014                 // rot nex charge to the charge limit
3015                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
3016                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
3017
3018                 if(frametime)
3019                         player_anim();
3020
3021                 if(g_ctf)
3022                         ctf_setstatus();
3023
3024                 if(g_nexball)
3025                         nexball_setstatus();
3026                 
3027                 // secret status
3028                 secrets_setstatus();
3029                 
3030                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
3031
3032                 //self.angles_y=self.v_angle_y + 90;   // temp
3033         } else if(gameover) {
3034                 if (intermission_running)
3035                         IntermissionThink ();   // otherwise a button could be missed between
3036                 return;
3037         } else if(self.classname == "observer") {
3038                 ObserverThink();
3039         } else if(self.classname == "spectator") {
3040                 SpectatorThink();
3041         }
3042
3043         if(!zoomstate_set)
3044                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
3045
3046         float oldspectatee_status;
3047         oldspectatee_status = self.spectatee_status;
3048         if(self.classname == "spectator")
3049                 self.spectatee_status = num_for_edict(self.enemy);
3050         else if(self.classname == "observer")
3051                 self.spectatee_status = num_for_edict(self);
3052         else
3053                 self.spectatee_status = 0;
3054         if(self.spectatee_status != oldspectatee_status)
3055         {
3056                 ClientData_Touch(self);
3057                 if(g_race || g_cts)
3058                         race_InitSpectator();
3059         }
3060
3061         if(self.teamkill_soundtime)
3062         if(time > self.teamkill_soundtime)
3063         {
3064                 self.teamkill_soundtime = 0;
3065
3066                 entity oldpusher, oldself;
3067
3068                 oldself = self; self = self.teamkill_soundsource;
3069                 oldpusher = self.pusher; self.pusher = oldself;
3070
3071                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
3072
3073                 self.pusher = oldpusher;
3074                 self = oldself;
3075         }
3076
3077         if(self.taunt_soundtime)
3078         if(time > self.taunt_soundtime)
3079         {
3080                 self.taunt_soundtime = 0;
3081                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
3082         }
3083
3084         target_voicescript_next(self);
3085
3086         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
3087         if(!self.weapon)
3088                 self.clip_load = self.clip_size = 0;
3089 }
3090
3091 float isInvisibleString(string s)
3092 {
3093         float i, n, c;
3094         s = strdecolorize(s);
3095         for((i = 0), (n = strlen(s)); i < n; ++i)
3096         {
3097                 c = str2chr(s, i);
3098                 switch(c)
3099                 {
3100                         case 0:
3101                         case 32: // space
3102                                 break;
3103                         case 192: // charmap space
3104                                 if (!autocvar_utf8_enable)
3105                                         break;
3106                                 return FALSE;
3107                         case 160: // space in unicode fonts
3108                         case 0xE000 + 192: // utf8 charmap space
3109                                 if (autocvar_utf8_enable)
3110                                         break;
3111                         default:
3112                                 return FALSE;
3113                 }
3114         }
3115         return TRUE;
3116 }
3117
3118 /*
3119 =============
3120 PlayerPostThink
3121
3122 Called every frame for each client after the physics are run
3123 =============
3124 */
3125 .float idlekick_lasttimeleft;
3126 .entity showheadshotbbox;
3127 void showheadshotbbox_think()
3128 {
3129         if(self.owner.showheadshotbbox != self)
3130         {
3131                 remove(self);
3132                 return;
3133         }
3134         self.nextthink = time;
3135         setorigin(self, self.owner.origin);
3136         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3137 }
3138 void PlayerPostThink (void)
3139 {
3140         // Savage: Check for nameless players
3141         if (isInvisibleString(self.netname)) {
3142                 self.netname = "Player";
3143                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3144         }
3145
3146         if(sv_maxidle && frametime)
3147         {
3148                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3149                 float timeleft;
3150                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
3151                 {
3152                         if(self.idlekick_lasttimeleft)
3153                         {
3154                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
3155                                 self.idlekick_lasttimeleft = 0;
3156                         }
3157                         return;
3158                 }
3159                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3160                 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
3161                 {
3162                         if(!self.idlekick_lasttimeleft)
3163                                 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
3164                 }
3165                 if(timeleft <= 0)
3166                 {
3167                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3168                         AnnounceTo(self, "terminated");
3169                         dropclient(self);
3170                         return;
3171                 }
3172                 else if(timeleft <= 10)
3173                 {
3174                         if(timeleft != self.idlekick_lasttimeleft)
3175                                 AnnounceTo(self, ftos(timeleft));
3176                         self.idlekick_lasttimeleft = timeleft;
3177                 }
3178         }
3179
3180 #ifdef TETRIS
3181         if(self.impulse == 100)
3182                 ImpulseCommands();
3183         if (TetrisPostFrame())
3184                 return;
3185 #endif
3186
3187         CheatFrame();
3188
3189         //CheckPlayerJump();
3190
3191         if(self.classname == "player") {
3192                 CheckRules_Player();
3193                 UpdateChatBubble();
3194                 if (self.impulse)
3195                         ImpulseCommands();
3196                 if (intermission_running)
3197                         return;         // intermission or finale
3198                 GetPressedKeys();
3199         } else if (self.classname == "observer") {
3200                 //do nothing
3201         } else if (self.classname == "spectator") {
3202                 //do nothing
3203         }
3204         
3205         /*
3206         float i;
3207         for(i = 0; i < 1000; ++i)
3208         {
3209                 vector end;
3210                 end = self.origin + '0 0 1024' + 512 * randomvec();
3211                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3212                 if(trace_fraction < 1)
3213                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3214                 {
3215                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3216                         break;
3217                 }
3218         }
3219         */
3220
3221         Arena_Warmup();
3222
3223         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3224
3225         if(self.waypointsprite_attachedforcarrier)
3226                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3227
3228         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3229         {
3230                 if(!self.showheadshotbbox)
3231                 {
3232                         self.showheadshotbbox = spawn();
3233                         self.showheadshotbbox.classname = "headshotbbox";
3234                         self.showheadshotbbox.owner = self;
3235                         self.showheadshotbbox.think = showheadshotbbox_think;
3236                         self.showheadshotbbox.nextthink = time;
3237                         self = self.showheadshotbbox;
3238                         self.think();
3239                         self = self.owner;
3240                 }
3241         }
3242         else
3243         {
3244                 if(self.showheadshotbbox)
3245                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3246                 remove(self.showheadshotbbox);
3247         }
3248
3249         playerdemo_write();
3250
3251         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3252         {
3253                 if(!self.stored_netname)
3254                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3255                 if(self.stored_netname != self.netname)
3256                 {
3257                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3258                         strunzone(self.stored_netname);
3259                         self.stored_netname = strzone(self.netname);
3260                 }
3261         }
3262
3263         /*
3264         if(g_race)
3265                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3266         */
3267 }