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