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