Lots and lots of updates, mainly involving spectators (waypoints are now not shown...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(0, SVC_TEMPENTITY);
6         WriteByte(0, TE_CSQC_TEAMNAGGER);
7 }
8
9 void send_CSQC_cr_maxbullets(entity e) {
10         msg_entity = e;
11         WriteByte(MSG_ONE, SVC_TEMPENTITY);
12         WriteByte(MSG_ONE, TE_CSQC_CR_MAXBULLETS);
13         WriteByte(MSG_ONE, cvar("g_balance_campingrifle_magazinecapacity"));
14 }
15
16 void Announce(string snd) {
17         WriteByte(MSG_ALL, SVC_TEMPENTITY);
18         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
19         WriteString(MSG_ALL, snd);
20 }
21
22 void AnnounceTo(entity e, string snd) {
23         if (clienttype(e) == CLIENTTYPE_REAL)
24         {
25                 msg_entity = e;
26                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
27                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
28                 WriteString(MSG_ONE, snd);
29         }
30 }
31
32 float ClientData_Send(entity to, float sf)
33 {
34         if(to != self.owner)
35         {
36                 error("wtf");
37                 return FALSE;
38         }
39
40         entity e;
41
42         e = to;
43         if(to.classname == "spectator")
44                 e = to.enemy;
45
46         sf = 0;
47
48         if(e.race_completed)
49                 sf |= 1; // forced scoreboard
50         if(to.spectatee_status)
51                 sf |= 2; // spectator ent number follows
52         if(e.zoomstate)
53                 sf |= 4; // zoomed
54         if(e.porto_v_angle_held)
55                 sf |= 8; // angles held
56
57         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
58         WriteByte(MSG_ENTITY, sf);
59
60         if(sf & 2)
61                 WriteByte(MSG_ENTITY, to.spectatee_status);
62
63         if(sf & 8)
64         {
65                 WriteAngle(MSG_ENTITY, e.v_angle_x);
66                 WriteAngle(MSG_ENTITY, e.v_angle_y);
67         }
68
69         return TRUE;
70 }
71
72 void ClientData_Attach()
73 {
74         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
75         self.clientdata.drawonlytoclient = self;
76         self.clientdata.owner = self;
77 }
78
79 void ClientData_Detach()
80 {
81         remove(self.clientdata);
82         self.clientdata = world;
83 }
84
85 void ClientData_Touch(entity e)
86 {
87         e.clientdata.SendFlags = 1;
88
89         // make it spectatable
90         entity e2;
91         FOR_EACH_REALCLIENT(e2)
92         {
93                 if(e2 != e)
94                         if(e2.classname == "spectator")
95                                 if(e2.enemy == e)
96                                         e2.clientdata.SendFlags = 1;
97         }
98 }
99
100
101 .vector spawnpoint_score;
102 .string netname_previous;
103
104 void spawnfunc_info_player_survivor (void)
105 {
106         spawnfunc_info_player_deathmatch();
107 }
108
109 void spawnfunc_info_player_start (void)
110 {
111         spawnfunc_info_player_deathmatch();
112 }
113
114 void spawnfunc_info_player_deathmatch (void)
115 {
116         self.classname = "info_player_deathmatch";
117         relocate_spawnpoint();
118 }
119
120 void spawnpoint_use()
121 {
122         if(teams_matter)
123         if(have_team_spawns > 0)
124         {
125                 self.team = activator.team;
126                 some_spawn_has_been_used = 1;
127         }
128 };
129
130 // Returns:
131 //   _x: prio (-1 if unusable)
132 //   _y: weight
133 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
134 {
135         float shortest, thisdist;
136         float prio;
137         entity player;
138
139         prio = 0;
140
141         // filter out spots for the wrong team
142         if(teamcheck)
143         if(spot.team != teamcheck)
144                 return '-1 0 0';
145
146         if(race_spawns)
147                 if(spot.target == "")
148                         return '-1 0 0';
149
150         if(clienttype(self) == CLIENTTYPE_REAL)
151         {
152                 if(spot.restriction == 1)
153                         return '-1 0 0';
154         }
155         else
156         {
157                 if(spot.restriction == 2)
158                         return '-1 0 0';
159         }
160
161         // filter out spots for assault
162         if(spot.target != "") {
163                 local entity ent;
164                 float good, found;
165                 ent = find(world, targetname, spot.target);
166
167                 while(ent) {
168                         if(ent.classname == "target_objective")
169                         {
170                                 found = 1;
171                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
172                                         return '-1 0 0';
173                                 good = 1;
174                         }
175                         else if(ent.classname == "trigger_race_checkpoint")
176                         {
177                                 found = 1;
178                                 if(!anypoint) // spectators may spawn everywhere
179
180                                 {
181                                         if(g_race_qualifying)
182                                         {
183                                                 // spawn at first
184                                                 if(ent.race_checkpoint != 0)
185                                                         return '-1 0 0';
186                                                 if(spot.race_place != race_lowest_place_spawn)
187                                                         return '-1 0 0';
188                                         }
189                                         else
190                                         {
191                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
192                                                         return '-1 0 0';
193                                                 // try reusing the previous spawn
194                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
195                                                         prio += 1;
196                                                 if(ent.race_checkpoint == 0)
197                                                 {
198                                                         float pl;
199                                                         pl = self.race_place;
200                                                         if(pl > race_highest_place_spawn)
201                                                                 pl = 0;
202                                                         if(pl == 0 && !self.race_started)
203                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
204                                                         if(spot.race_place != pl)
205                                                                 return '-1 0 0';
206                                                 }
207                                         }
208                                 }
209                                 good = 1;
210                         }
211                         ent = find(ent, targetname, spot.target);
212                 }
213
214                 if(found && !good)
215                         return '-1 0 0';
216         }
217
218         player = playerlist;
219         shortest = vlen(world.maxs - world.mins);
220         for(player = playerlist; player; player = player.chain)
221                 if (player != self)
222                 {
223                         thisdist = vlen(player.origin - spot.origin);
224                         if (thisdist < shortest)
225                                 shortest = thisdist;
226                 }
227         return prio * '1 0 0' + shortest * '0 1 0';
228 }
229
230 float spawn_allbad;
231 float spawn_allgood;
232 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
233 {
234         local entity spot, spotlist, spotlistend;
235         spawn_allgood = TRUE;
236         spawn_allbad = TRUE;
237
238         spotlist = world;
239         spotlistend = world;
240
241         for(spot = firstspot; spot; spot = spot.chain)
242         {
243                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
244
245                 if(cvar("spawn_debugview"))
246                 {
247                         setmodel(spot, "models/runematch/rune.mdl");
248                         if(spot.spawnpoint_score_y < mindist)
249                         {
250                                 spot.colormod = '1 0 0';
251                                 spot.scale = 1;
252                         }
253                         else
254                         {
255                                 spot.colormod = '0 1 0';
256                                 spot.scale = spot.spawnpoint_score_y / mindist;
257                         }
258                 }
259
260                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
261                 {
262                         if(spot.spawnpoint_score_y < mindist)
263                         {
264                                 // too short distance
265                                 spawn_allgood = FALSE;
266                         }
267                         else
268                         {
269                                 // perfect
270                                 spawn_allbad = FALSE;
271
272                                 if(spotlistend)
273                                         spotlistend.chain = spot;
274                                 spotlistend = spot;
275                                 if(!spotlist)
276                                         spotlist = spot;
277
278                                 /*
279                                 if(teamcheck)
280                                 if(spot.team != teamcheck)
281                                         error("invalid spawn added");
282
283                                 print("added ", etos(spot), "\n");
284                                 */
285                         }
286                 }
287         }
288         if(spotlistend)
289                 spotlistend.chain = world;
290
291         /*
292                 entity e;
293                 if(teamcheck)
294                         for(e = spotlist; e; e = e.chain)
295                         {
296                                 print("seen ", etos(e), "\n");
297                                 if(e.team != teamcheck)
298                                         error("invalid spawn found");
299                         }
300         */
301
302         return spotlist;
303 }
304
305 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
306 {
307         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
308         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
309         local entity spot;
310
311         RandomSelection_Init();
312         for(spot = firstspot; spot; spot = spot.chain)
313                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
314
315         return RandomSelection_chosen_ent;
316 }
317
318 /*
319 =============
320 SelectSpawnPoint
321
322 Finds a point to respawn
323 =============
324 */
325 entity SelectSpawnPoint (float anypoint)
326 {
327         local float teamcheck;
328         local entity firstspot_new;
329         local entity spot, firstspot, playerlist;
330
331         spot = find (world, classname, "testplayerstart");
332         if (spot)
333                 return spot;
334
335         teamcheck = 0;
336
337         if(!anypoint && have_team_spawns > 0)
338                 teamcheck = self.team;
339
340         // get the list of players
341         playerlist = findchain(classname, "player");
342         // get the entire list of spots
343         firstspot = findchain(classname, "info_player_deathmatch");
344         // filter out the bad ones
345         // (note this returns the original list if none survived)
346         if(anypoint)
347         {
348                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
349         }
350         else
351         {
352                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
353                 if(!firstspot_new)
354                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
355                 firstspot = firstspot_new;
356
357                 // there is 50/50 chance of choosing a random spot or the furthest spot
358                 // (this means that roughly every other spawn will be furthest, so you
359                 // usually won't get fragged at spawn twice in a row)
360                 if (arena_roundbased && !g_ca)
361                 {
362                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
363                         if(firstspot_new)
364                                 firstspot = firstspot_new;
365                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
366                 }
367                 else if (random() > cvar("g_spawn_furthest"))
368                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
369                 else
370                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
371         }
372
373         if(cvar("spawn_debugview"))
374         {
375                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
376
377                 entity e;
378                 if(teamcheck)
379                         for(e = firstspot; e; e = e.chain)
380                                 if(e.team != teamcheck)
381                                         error("invalid spawn found");
382         }
383
384         if (!spot)
385         {
386                 if(cvar("spawn_debug"))
387                         GotoNextMap();
388                 else
389                 {
390                         if(some_spawn_has_been_used)
391                                 return world; // team can't spawn any more, because of actions of other team
392                         else
393                                 error("Cannot find a spawn point - please fix the map!");
394                 }
395         }
396
397         return spot;
398 }
399
400 /*
401 =============
402 CheckPlayerModel
403
404 Checks if the argument string can be a valid playermodel.
405 Returns a valid one in doubt.
406 =============
407 */
408 string FallbackPlayerModel;
409 string CheckPlayerModel(string plyermodel) {
410         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
411         {
412                 // note: we cannot summon Don Strunzone here, some player may
413                 // still have the model string set. In case anyone manages how
414                 // to change a cvar default, we'll have a small leak here.
415                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
416         }
417         if(strlen(plyermodel) < 4)
418                 return FallbackPlayerModel;
419         if( substring(plyermodel,0,14) != "models/player/")
420                 return FallbackPlayerModel;
421         else if(cvar("sv_servermodelsonly"))
422         {
423                 if(substring(plyermodel,-4,4) != ".zym")
424                 if(substring(plyermodel,-4,4) != ".dpm")
425                 if(substring(plyermodel,-4,4) != ".iqm")
426                 if(substring(plyermodel,-4,4) != ".md3")
427                 if(substring(plyermodel,-4,4) != ".psk")
428                         return FallbackPlayerModel;
429                 // forbid the LOD models
430                 if(substring(plyermodel, -9,5) == "_lod1")
431                         return FallbackPlayerModel;
432                 if(substring(plyermodel, -9,5) == "_lod2")
433                         return FallbackPlayerModel;
434                 if(plyermodel != strtolower(plyermodel))
435                         return FallbackPlayerModel;
436                 if(!fexists(plyermodel))
437                         return FallbackPlayerModel;
438         }
439         return plyermodel;
440 }
441
442 /*
443 =============
444 Client_customizeentityforclient
445
446 LOD reduction
447 =============
448 */
449 void Client_uncustomizeentityforclient()
450 {
451         if(self.modelindex == 0) // no need to uncustomize then
452                 return;
453         self.modelindex = self.modelindex_lod0;
454         self.skin = self.skinindex;
455 }
456
457 float Client_customizeentityforclient()
458 {
459         entity modelsource;
460
461         if(self.modelindex == 0)
462                 return TRUE;
463
464         // forcemodel stuff
465
466 #ifdef PROFILING
467         float t0;
468         t0 = gettime(GETTIME_HIRES); // reference
469 #endif
470
471         modelsource = self;
472
473 #ifdef ALLOW_FORCEMODELS
474         if(other.cvar_cl_forceplayermodelsfromxonotic)
475                 if not(self.modelindex_lod0_from_xonotic)
476                         modelsource = other;
477         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
478                 modelsource = other;
479 #endif
480
481         self.skin = modelsource.skinindex;
482
483 #if 0
484         if(modelsource == self)
485                 self.skin = modelsource.skinindex;
486         else
487                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
488 #endif
489
490         // self: me
491         // other: the player viewing me
492         float distance;
493         float f;
494
495         if(other.cvar_cl_playerdetailreduction <= 0)
496         {
497                 if(other.cvar_cl_playerdetailreduction <= -2)
498                         self.modelindex = modelsource.modelindex_lod2;
499                 else if(other.cvar_cl_playerdetailreduction <= -1)
500                         self.modelindex = modelsource.modelindex_lod1;
501                 else
502                         self.modelindex = modelsource.modelindex_lod0;
503         }
504         else
505         {
506                 distance = vlen(self.origin - other.origin);
507                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
508                 if(f > sv_loddistance2)
509                         self.modelindex = modelsource.modelindex_lod2;
510                 else if(f > sv_loddistance1)
511                         self.modelindex = modelsource.modelindex_lod1;
512                 else
513                         self.modelindex = modelsource.modelindex_lod0;
514         }
515
516 #ifdef PROFILING
517         float t1;
518         t1 = gettime(GETTIME_HIRES); // reference
519         client_cefc_accumulator += (t1 - t0);
520 #endif
521
522         return TRUE;
523 }
524
525 void setmodel_lod(entity e, string modelname)
526 {
527         string s;
528
529         if(sv_loddistance1)
530         {
531                 // FIXME: this only supports 3-letter extensions
532                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
533                 if(fexists(s))
534                 {
535                         setmodel(e, s); // players have high precision
536                         self.modelindex_lod1 = self.modelindex;
537                 }
538                 else
539                         self.modelindex_lod1 = -1;
540
541                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
542                 if(fexists(s))
543                 {
544                         setmodel(e, s); // players have high precision
545                         self.modelindex_lod2 = self.modelindex;
546                 }
547                 else
548                         self.modelindex_lod2 = -1;
549
550                 precache_model(modelname);
551                 setmodel(e, modelname); // players have high precision
552                 self.modelindex_lod0 = self.modelindex;
553
554                 if(self.modelindex_lod1 < 0)
555                         self.modelindex_lod1 = self.modelindex;
556
557                 if(self.modelindex_lod2 < 0)
558                         self.modelindex_lod2 = self.modelindex;
559         }
560         else
561         {
562                 precache_model(modelname);
563                 setmodel(e, modelname); // players have high precision
564                 self.modelindex_lod0 = self.modelindex;
565                         // save it for possible player model forcing
566         }
567
568         s = whichpack(self.model);
569         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
570
571         player_setupanimsformodel();
572         UpdatePlayerSounds();
573 }
574
575 /*
576 =============
577 PutObserverInServer
578
579 putting a client as observer in the server
580 =============
581 */
582 void FixPlayermodel();
583 void PutObserverInServer (void)
584 {
585         entity  spot;
586
587         race_PreSpawnObserver();
588
589         spot = SelectSpawnPoint (TRUE);
590         if(!spot)
591                 error("No spawnpoints for observers?!?\n");
592         RemoveGrapplingHook(self); // Wazat's Grappling Hook
593
594         if(clienttype(self) == CLIENTTYPE_REAL)
595         {
596                 msg_entity = self;
597                 WriteByte(MSG_ONE, SVC_SETVIEW);
598                 WriteEntity(MSG_ONE, self);
599         }
600
601         DropAllRunes(self);
602         MUTATOR_CALLHOOK(MakePlayerObserver);
603
604         Portal_ClearAll(self);
605
606         if(self.flagcarried)
607                 DropFlag(self.flagcarried, world, world);
608
609         if(self.ballcarried && g_nexball)
610                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
611
612         WaypointSprite_PlayerDead();
613
614         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
615                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
616
617         if(self.killcount != -666) {
618                 if(g_lms) {
619                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
620                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
621                         else
622                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
623                 } else
624                         bprint ("^4", self.netname, "^4 is spectating now\n");
625
626                 if(self.just_joined == FALSE) {
627                         LogTeamchange(self.playerid, -1, 4);
628                 } else
629                         self.just_joined = FALSE;
630         }
631
632         PlayerScore_Clear(self); // clear scores when needed
633
634         accuracy_resend(self);
635
636         self.spectatortime = time;
637
638         self.classname = "observer";
639         self.iscreature = FALSE;
640         self.health = -666;
641         self.takedamage = DAMAGE_NO;
642         self.solid = SOLID_NOT;
643         self.movetype = MOVETYPE_NOCLIP;
644         self.flags = FL_CLIENT | FL_NOTARGET;
645         self.armorvalue = 666;
646         self.effects = 0;
647         self.armorvalue = cvar("g_balance_armor_start");
648         self.pauserotarmor_finished = 0;
649         self.pauserothealth_finished = 0;
650         self.pauseregen_finished = 0;
651         self.damageforcescale = 0;
652         self.death_time = 0;
653         self.dead_frame = 0;
654         self.alpha = 0;
655         self.scale = 0;
656         self.fade_time = 0;
657         self.pain_frame = 0;
658         self.pain_finished = 0;
659         self.strength_finished = 0;
660         self.invincible_finished = 0;
661         self.pushltime = 0;
662         self.think = SUB_Null;
663         self.nextthink = 0;
664         self.hook_time = 0;
665         self.runes = 0;
666         self.deadflag = DEAD_NO;
667         self.angles = spot.angles;
668         self.angles_z = 0;
669         self.fixangle = TRUE;
670         self.crouch = FALSE;
671
672         self.view_ofs = PL_VIEW_OFS;
673         setorigin (self, spot.origin);
674         setsize (self, '0 0 0', '0 0 0');
675         self.prevorigin = self.origin;
676         self.items = 0;
677         self.weapons = 0;
678         self.model = "";
679         FixPlayermodel();
680         self.model = "";
681         self.modelindex = 0;
682         self.weapon = 0;
683         self.weaponmodel = "";
684         self.weaponentity = world;
685         self.exteriorweaponentity = world;
686         self.killcount = -666;
687         self.velocity = '0 0 0';
688         self.avelocity = '0 0 0';
689         self.punchangle = '0 0 0';
690         self.punchvector = '0 0 0';
691         self.oldvelocity = self.velocity;
692         self.fire_endtime = -1;
693
694         if(sv_loddistance1)
695                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
696
697         if(g_arena)
698         {
699                 if(self.version_mismatch)
700                 {
701                         Spawnqueue_Unmark(self);
702                         Spawnqueue_Remove(self);
703                 }
704                 else
705                 {
706                         Spawnqueue_Insert(self);
707                 }
708         }
709         else if(g_lms)
710         {
711                 // Only if the player cannot play at all
712                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
713                         self.frags = FRAGS_SPECTATOR;
714                 else
715                         self.frags = FRAGS_LMS_LOSER;
716         }
717         else
718                 self.frags = FRAGS_SPECTATOR;
719 }
720
721 float RestrictSkin(float s)
722 {
723         if(!teams_matter)
724                 return s;
725         if(s == 6)
726                 return 6;
727         return mod(s, 3);
728 }
729
730 void FixPlayermodel()
731 {
732         local string defaultmodel;
733         local float defaultskin, chmdl, oldskin;
734         local vector m1, m2;
735
736         defaultmodel = "";
737
738         if(cvar("sv_defaultcharacter") == 1) {
739                 defaultskin = 0;
740
741                 if(teams_matter)
742                 {
743                         string s;
744                         s = Team_ColorNameLowerCase(self.team);
745                         if(s != "neutral")
746                         {
747                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
748                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
749                         }
750                 }
751
752                 if(defaultmodel == "")
753                 {
754                         defaultmodel = cvar_string("sv_defaultplayermodel");
755                         defaultskin = cvar("sv_defaultplayerskin");
756                 }
757         }
758
759         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
760         {
761                 if(self.model != "")
762                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
763                 self.model = ""; // force the != checks to return true
764         }
765
766         if(defaultmodel != "")
767         {
768                 if (defaultmodel != self.model)
769                 {
770                         m1 = self.mins;
771                         m2 = self.maxs;
772                         setmodel_lod (self, defaultmodel);
773                         setsize (self, m1, m2);
774                         chmdl = TRUE;
775                 }
776
777                 oldskin = self.skinindex;
778                 self.skinindex = defaultskin;
779         } else {
780                 if (self.playermodel != self.model || self.playermodel == "")
781                 {
782                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
783                         m1 = self.mins;
784                         m2 = self.maxs;
785                         setmodel_lod (self, self.playermodel);
786                         setsize (self, m1, m2);
787                         chmdl = TRUE;
788                 }
789
790                 oldskin = self.skinindex;
791                 self.skinindex = RestrictSkin(stof(self.playerskin));
792         }
793
794         if(chmdl || oldskin != self.skinindex)
795                 self.species = player_getspecies(); // model or skin has changed
796
797         if(!teams_matter)
798                 if(strlen(cvar_string("sv_defaultplayercolors")))
799                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
800                                 setcolor(self, cvar("sv_defaultplayercolors"));
801 }
802
803 void PlayerTouchExplode(entity p1, entity p2)
804 {
805         vector org;
806         org = (p1.origin + p2.origin) * 0.5;
807         org_z += (p1.mins_z + p2.mins_z) * 0.5;
808
809         te_explosion(org);
810
811         entity e;
812         e = spawn();
813         setorigin(e, org);
814         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
815         remove(e);
816 }
817
818 /*
819 =============
820 PutClientInServer
821
822 Called when a client spawns in the server
823 =============
824 */
825 //void() ctf_playerchanged;
826 void PutClientInServer (void)
827 {
828         if(clienttype(self) == CLIENTTYPE_BOT)
829         {
830                 self.classname = "player";
831         }
832         else if(clienttype(self) == CLIENTTYPE_REAL)
833         {
834                 msg_entity = self;
835                 WriteByte(MSG_ONE, SVC_SETVIEW);
836                 WriteEntity(MSG_ONE, self);
837         }
838
839         // player is dead and becomes observer
840         // FIXME fix LMS scoring for new system
841         if(g_lms)
842         {
843                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
844                         self.classname = "observer";
845         }
846
847         if(g_arena || (g_ca && !allowed_to_spawn))
848         if(!self.spawned)
849                 self.classname = "observer";
850
851         if(gameover)
852                 self.classname = "observer";
853
854         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
855                 entity spot, oldself;
856                 float j;
857
858                 accuracy_resend(self);
859
860                 if(self.team < 0)
861                         JoinBestTeam(self, FALSE, TRUE);
862
863                 race_PreSpawn();
864
865                 spot = SelectSpawnPoint (FALSE);
866                 if(!spot)
867                 {
868                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
869                         return; // spawn failed
870                 }
871
872                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
873
874                 self.classname = "player";
875                 self.wasplayer = TRUE;
876                 self.iscreature = TRUE;
877                 self.movetype = MOVETYPE_WALK;
878                 self.solid = SOLID_SLIDEBOX;
879                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
880                 if(cvar("g_playerclip_collisions"))
881                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
882                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))
883                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
884                 self.frags = FRAGS_PLAYER;
885                 if(independent_players)
886                         MAKE_INDEPENDENT_PLAYER(self);
887                 self.flags = FL_CLIENT;
888                 self.takedamage = DAMAGE_AIM;
889                 if(g_minstagib)
890                         self.effects = EF_FULLBRIGHT;
891                 else
892                         self.effects = 0;
893                 self.air_finished = time + 12;
894                 self.dmg = 2;
895                 if(cvar("g_balance_nex_charge"))
896                 {
897                         if(cvar("g_balance_nex_secondary_charge_pool"))
898                                 self.nex_charge_pool_ammo = 1;
899                         self.nex_charge = cvar("g_balance_nex_charge_start");
900                 }
901
902                 if(inWarmupStage)
903                 {
904                         self.ammo_shells = warmup_start_ammo_shells;
905                         self.ammo_nails = warmup_start_ammo_nails;
906                         self.ammo_rockets = warmup_start_ammo_rockets;
907                         self.ammo_cells = warmup_start_ammo_cells;
908                         self.ammo_fuel = warmup_start_ammo_fuel;
909                         self.health = warmup_start_health;
910                         self.armorvalue = warmup_start_armorvalue;
911                         self.weapons = warmup_start_weapons;
912                 }
913                 else
914                 {
915                         self.ammo_shells = start_ammo_shells;
916                         self.ammo_nails = start_ammo_nails;
917                         self.ammo_rockets = start_ammo_rockets;
918                         self.ammo_cells = start_ammo_cells;
919                         self.ammo_fuel = start_ammo_fuel;
920                         self.health = start_health;
921                         self.armorvalue = start_armorvalue;
922                         self.weapons = start_weapons;
923                 }
924
925                 if(g_weaponarena_random)
926                 {
927                         if(g_weaponarena_random_with_laser)
928                                 self.weapons &~= WEPBIT_LASER;
929                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
930                         if(g_weaponarena_random_with_laser)
931                                 self.weapons |= WEPBIT_LASER;
932                 }
933
934                 self.items = start_items;
935                 self.jump_interval = time;
936
937                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
938                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
939                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
940                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
941                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
942                 //extend the pause of rotting if client was reset at the beginning of the countdown
943                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
944                         self.spawnshieldtime += game_starttime - time;
945                         self.pauserotarmor_finished += game_starttime - time;
946                         self.pauserothealth_finished += game_starttime - time;
947                         self.pauseregen_finished += game_starttime - time;
948                 }
949                 self.damageforcescale = 2;
950                 self.death_time = 0;
951                 self.dead_frame = 0;
952                 self.alpha = 0;
953                 self.scale = 0;
954                 self.fade_time = 0;
955                 self.pain_frame = 0;
956                 self.pain_finished = 0;
957                 self.strength_finished = 0;
958                 self.invincible_finished = 0;
959                 self.pushltime = 0;
960                 // players have no think function
961                 self.think = SUB_Null;
962                 self.nextthink = 0;
963                 self.hook_time = 0;
964                 self.dmg_team = 0;
965                 self.ballistics_density = cvar("g_ballistics_density_player");
966
967                 self.metertime = 0;
968
969                 self.runes = 0;
970
971                 self.deadflag = DEAD_NO;
972
973                 self.angles = spot.angles;
974
975                 self.angles_z = 0; // never spawn tilted even if the spot says to
976                 self.fixangle = TRUE; // turn this way immediately
977                 self.velocity = '0 0 0';
978                 self.avelocity = '0 0 0';
979                 self.punchangle = '0 0 0';
980                 self.punchvector = '0 0 0';
981                 self.oldvelocity = self.velocity;
982                 self.fire_endtime = -1;
983
984                 msg_entity = self;
985                 WRITESPECTATABLE_MSG_ONE({
986                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
987                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
988                 });
989
990                 if(sv_loddistance1)
991                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
992
993                 self.model = "";
994                 FixPlayermodel();
995
996                 self.crouch = FALSE;
997                 self.view_ofs = PL_VIEW_OFS;
998                 setsize (self, PL_MIN, PL_MAX);
999                 self.spawnorigin = spot.origin;
1000                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1001                 // don't reset back to last position, even if new position is stuck in solid
1002                 self.oldorigin = self.origin;
1003                 self.prevorigin = self.origin;
1004                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1005
1006                 if(g_arena)
1007                 {
1008                         Spawnqueue_Remove(self);
1009                         Spawnqueue_Mark(self);
1010                 }
1011
1012                 else if(g_ca)
1013                         self.caplayer = 1;
1014
1015                 self.event_damage = PlayerDamage;
1016
1017                 self.bot_attack = TRUE;
1018
1019                 self.statdraintime = time + 5;
1020                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1021
1022                 if(self.killcount == -666) {
1023                         PlayerScore_Clear(self);
1024                         self.killcount = 0;
1025                 }
1026
1027                 self.cnt = WEP_LASER;
1028
1029                 CL_SpawnWeaponentity();
1030                 self.alpha = default_player_alpha;
1031                 self.colormod = '1 1 1' * cvar("g_player_brightness");
1032                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1033
1034                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1035                 self.lms_traveled_distance = 0;
1036                 self.speedrunning = FALSE;
1037
1038                 race_PostSpawn(spot);
1039
1040                 if(cvar("spawn_debug"))
1041                 {
1042                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1043                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1044                 }
1045
1046                 //stuffcmd(self, "chase_active 0");
1047                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1048
1049                 if (cvar("g_spawnsound"))
1050                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1051
1052                 if(g_assault) {
1053                         if(self.team == assault_attacker_team)
1054                                 centerprint(self, "You are attacking!");
1055                         else
1056                                 centerprint(self, "You are defending!");
1057                 }
1058
1059                 target_voicescript_clear(self);
1060
1061                 // reset fields the weapons may use
1062                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1063                         weapon_action(j, WR_RESETPLAYER);
1064
1065                 oldself = self;
1066                 self = spot;
1067                         activator = oldself;
1068                                 SUB_UseTargets();
1069                         activator = world;
1070                 self = oldself;
1071
1072                 MUTATOR_CALLHOOK(PlayerSpawn);
1073
1074                 self.switchweapon = w_getbestweapon(self);
1075                 self.cnt = self.switchweapon;
1076                 self.weapon = 0;
1077         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1078                 PutObserverInServer ();
1079         }
1080
1081         //if(g_ctf)
1082         //      ctf_playerchanged();
1083 }
1084
1085 .float ebouncefactor, ebouncestop; // electro's values
1086 // TODO do we need all these fields, or should we stop autodetecting runtime
1087 // changes and just have a console command to update this?
1088 float ClientInit_SendEntity(entity to, float sf)
1089 {
1090         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1091         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1092         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1093         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1094         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1095         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1096         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1097         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1098         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1099         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1100         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1101         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1102         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1103         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1104         if(sv_foginterval && world.fog != "")
1105                 WriteString(MSG_ENTITY, world.fog);
1106         else
1107                 WriteString(MSG_ENTITY, "");
1108         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1109         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1110         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1111         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1112         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1113         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1114         WriteByte(MSG_ENTITY, cvar("g_balance_nex_secondary")); // client has to know if it should zoom or not
1115         WriteByte(MSG_ENTITY, cvar("g_balance_campingrifle_secondary")); // client has to know if it should zoom or not
1116         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1117         return TRUE;
1118 }
1119
1120 void ClientInit_CheckUpdate()
1121 {
1122         self.nextthink = time;
1123         if(self.count != cvar("g_balance_armor_blockpercent"))
1124         {
1125                 self.count = cvar("g_balance_armor_blockpercent");
1126                 self.SendFlags |= 1;
1127         }
1128         if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1129         {
1130                 self.cnt = cvar("g_balance_weaponswitchdelay");
1131                 self.SendFlags |= 1;
1132         }
1133         if(self.bouncefactor != cvar("g_balance_grenadelauncher_bouncefactor"))
1134         {
1135                 self.bouncefactor = cvar("g_balance_grenadelauncher_bouncefactor");
1136                 self.SendFlags |= 1;
1137         }
1138         if(self.bouncestop != cvar("g_balance_grenadelauncher_bouncestop"))
1139         {
1140                 self.bouncestop = cvar("g_balance_grenadelauncher_bouncestop");
1141                 self.SendFlags |= 1;
1142         }
1143         if(self.ebouncefactor != cvar("g_balance_electro_secondary_bouncefactor"))
1144         {
1145                 self.ebouncefactor = cvar("g_balance_electro_secondary_bouncefactor");
1146                 self.SendFlags |= 1;
1147         }
1148         if(self.ebouncestop != cvar("g_balance_electro_secondary_bouncestop"))
1149         {
1150                 self.ebouncestop = cvar("g_balance_electro_secondary_bouncestop");
1151                 self.SendFlags |= 1;
1152         }
1153 }
1154
1155 void ClientInit_Spawn()
1156 {
1157         entity o;
1158         entity e;
1159         e = spawn();
1160         e.classname = "clientinit";
1161         e.think = ClientInit_CheckUpdate;
1162         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1163
1164         o = self;
1165         self = e;
1166         ClientInit_CheckUpdate();
1167         self = o;
1168 }
1169
1170 /*
1171 =============
1172 SetNewParms
1173 =============
1174 */
1175 void SetNewParms (void)
1176 {
1177         // initialize parms for a new player
1178         parm1 = -(86400 * 366);
1179 }
1180
1181 /*
1182 =============
1183 SetChangeParms
1184 =============
1185 */
1186 void SetChangeParms (void)
1187 {
1188         // save parms for level change
1189         parm1 = self.parm_idlesince - time;
1190 }
1191
1192 /*
1193 =============
1194 DecodeLevelParms
1195 =============
1196 */
1197 void DecodeLevelParms (void)
1198 {
1199         // load parms
1200         self.parm_idlesince = parm1;
1201         if(self.parm_idlesince == -(86400 * 366))
1202                 self.parm_idlesince = time;
1203
1204         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1205         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1206 }
1207
1208 /*
1209 =============
1210 ClientKill
1211
1212 Called when a client types 'kill' in the console
1213 =============
1214 */
1215
1216 void ClientKill_Now_TeamChange()
1217 {
1218         if(self.killindicator_teamchange == -1)
1219         {
1220                 self.team = -1;
1221                 JoinBestTeam( self, FALSE, FALSE );
1222         }
1223         else
1224                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1225 }
1226
1227 void ClientKill_Now()
1228 {
1229         if(self.killindicator_teamchange)
1230                 ClientKill_Now_TeamChange();
1231
1232         // in any case:
1233         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1234
1235         if(self.killindicator)
1236         {
1237                 dprint("Cleaned up after a leaked kill indicator.\n");
1238                 remove(self.killindicator);
1239                 self.killindicator = world;
1240         }
1241 }
1242 void KillIndicator_Think()
1243 {
1244         if (!self.owner.modelindex)
1245         {
1246                 self.owner.killindicator = world;
1247                 remove(self);
1248                 return;
1249         }
1250
1251         if(self.cnt <= 0)
1252         {
1253                 self = self.owner;
1254                 ClientKill_Now(); // no oldself needed
1255                 return;
1256         }
1257         else
1258         {
1259                 if(self.cnt <= 10)
1260                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1261                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1262                 {
1263                         if(self.cnt <= 10)
1264                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1265                         if(self.owner.killindicator_teamchange)
1266                         {
1267                                 if(self.owner.killindicator_teamchange == -1)
1268                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1269                                 else
1270                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1271                         }
1272                         else
1273                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1274                 }
1275                 self.nextthink = time + 1;
1276                 self.cnt -= 1;
1277         }
1278 }
1279
1280 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1281 {
1282         float killtime;
1283         entity e;
1284         killtime = cvar("g_balance_kill_delay");
1285
1286         if(g_race_qualifying)
1287                 killtime = 0;
1288
1289         self.killindicator_teamchange = targetteam;
1290
1291         if(!self.killindicator)
1292         {
1293                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1294                 {
1295                         ClientKill_Now();
1296                 }
1297                 else
1298                 {
1299                         self.killindicator = spawn();
1300                         self.killindicator.owner = self;
1301                         self.killindicator.scale = 0.5;
1302                         setattachment(self.killindicator, self, "");
1303                         setorigin(self.killindicator, '0 0 52');
1304                         self.killindicator.think = KillIndicator_Think;
1305                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1306                         self.killindicator.cnt = ceil(killtime);
1307                         self.killindicator.count = bound(0, ceil(killtime), 10);
1308                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1309
1310                         for(e = world; (e = find(e, classname, "body")) != world; )
1311                         {
1312                                 if(e.enemy != self)
1313                                         continue;
1314                                 e.killindicator = spawn();
1315                                 e.killindicator.owner = e;
1316                                 e.killindicator.scale = 0.5;
1317                                 setattachment(e.killindicator, e, "");
1318                                 setorigin(e.killindicator, '0 0 52');
1319                                 e.killindicator.think = KillIndicator_Think;
1320                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1321                                 e.killindicator.cnt = ceil(killtime);
1322                         }
1323                         self.lip = 0;
1324                 }
1325         }
1326         if(self.killindicator)
1327         {
1328                 if(targetteam)
1329                         self.killindicator.colormod = TeamColor(targetteam);
1330                 else
1331                         self.killindicator.colormod = '0 0 0';
1332         }
1333 }
1334
1335 void ClientKill (void)
1336 {
1337         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1338         {
1339                 // do nothing
1340         }
1341         else
1342                 ClientKill_TeamChange(0);
1343 }
1344
1345 void CTS_ClientKill_Think (void)
1346 {
1347         self = self.owner; // set self to the player to be killed
1348         sprint(self, "^1You were killed in order to prevent cheating!");
1349         ClientKill_Now();
1350 }
1351
1352 void CTS_ClientKill (float t) // silent version of ClientKill
1353 {
1354         entity e;
1355         e = spawn();
1356         e.owner = self;
1357         e.think = CTS_ClientKill_Think;
1358         e.nextthink = t;
1359 }
1360
1361 void DoTeamChange(float destteam)
1362 {
1363         float t, c0;
1364         if(!teams_matter)
1365         {
1366                 if(destteam >= 0)
1367                         SetPlayerColors(self, destteam);
1368                 return;
1369         }
1370         if(self.classname == "player")
1371         if(destteam == -1)
1372         {
1373                 CheckAllowedTeams(self);
1374                 t = FindSmallestTeam(self, TRUE);
1375                 switch(self.team)
1376                 {
1377                         case COLOR_TEAM1: c0 = c1; break;
1378                         case COLOR_TEAM2: c0 = c2; break;
1379                         case COLOR_TEAM3: c0 = c3; break;
1380                         case COLOR_TEAM4: c0 = c4; break;
1381                         default:          c0 = 999;
1382                 }
1383                 switch(t)
1384                 {
1385                         case 1:
1386                                 if(c0 > c1)
1387                                         destteam = COLOR_TEAM1;
1388                                 break;
1389                         case 2:
1390                                 if(c0 > c2)
1391                                         destteam = COLOR_TEAM2;
1392                                 break;
1393                         case 3:
1394                                 if(c0 > c3)
1395                                         destteam = COLOR_TEAM3;
1396                                 break;
1397                         case 4:
1398                                 if(c0 > c4)
1399                                         destteam = COLOR_TEAM4;
1400                                 break;
1401                 }
1402                 if(destteam == -1)
1403                         return;
1404         }
1405         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1406                 return;
1407         ClientKill_TeamChange(destteam);
1408 }
1409
1410 void FixClientCvars(entity e)
1411 {
1412         // send prediction settings to the client
1413         stuffcmd(e, "\nin_bindmap 0 0\n");
1414         if(g_race || g_cts)
1415                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1416         if(cvar("g_antilag") == 3) // client side hitscan
1417                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1418         if(sv_gentle)
1419                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1420         /*
1421          * we no longer need to stuff this. Remove this comment block if you feel
1422          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1423         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1424         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1425         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1426         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1427         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1428         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1429         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1430         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1431         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1432         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1433         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1434         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1435         stuffcmd(e, "cl_movement_edgefriction 1\n");
1436          */
1437 }
1438
1439 float PlayerInIDList(entity p, string idlist)
1440 {
1441         float n, i;
1442         string s;
1443
1444         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1445         if not(p.crypto_idfp)
1446                 return 0;
1447
1448         // this function allows abbreviated player IDs too!
1449         n = tokenize_console(idlist);
1450         for(i = 0; i < n; ++i)
1451         {
1452                 s = argv(i);
1453                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1454                         return 1;
1455         }
1456
1457         return 0;
1458 }
1459
1460 /*
1461 =============
1462 ClientConnect
1463
1464 Called when a client connects to the server
1465 =============
1466 */
1467 //void ctf_clientconnect();
1468 string ColoredTeamName(float t);
1469 void DecodeLevelParms (void);
1470 //void dom_player_join_team(entity pl);
1471 void ClientConnect (void)
1472 {
1473         float t;
1474
1475         if(self.flags & FL_CLIENT)
1476         {
1477                 print("Warning: ClientConnect, but already connected!\n");
1478                 return;
1479         }
1480
1481         if(Ban_MaybeEnforceBan(self))
1482                 return;
1483
1484         DecodeLevelParms();
1485
1486 #ifdef WATERMARK
1487         sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1488 #endif
1489
1490         self.classname = "player_joining";
1491
1492         self.flags = FL_CLIENT;
1493         self.version_nagtime = time + 10 + random() * 10;
1494
1495         if(player_count<0)
1496         {
1497                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1498                 player_count = 0;
1499         }
1500
1501         PlayerScore_Attach(self);
1502         ClientData_Attach();
1503         accuracy_init(self);
1504
1505         bot_clientconnect();
1506
1507         playerdemo_init();
1508
1509         anticheat_init();
1510         
1511         race_PreSpawnObserver();
1512
1513         //if(g_domination)
1514         //      dom_player_join_team(self);
1515
1516         // identify the right forced team
1517         if(PlayerInIDList(self, cvar_string("g_forced_team_red")))
1518                 self.team_forced = COLOR_TEAM1;
1519         else if(PlayerInIDList(self, cvar_string("g_forced_team_blue")))
1520                 self.team_forced = COLOR_TEAM2;
1521         else if(PlayerInIDList(self, cvar_string("g_forced_team_yellow")))
1522                 self.team_forced = COLOR_TEAM3;
1523         else if(PlayerInIDList(self, cvar_string("g_forced_team_pink")))
1524                 self.team_forced = COLOR_TEAM4;
1525         else if(cvar_string("g_forced_team_otherwise") == "red")
1526                 self.team_forced = COLOR_TEAM1;
1527         else if(cvar_string("g_forced_team_otherwise") == "blue")
1528                 self.team_forced = COLOR_TEAM2;
1529         else if(cvar_string("g_forced_team_otherwise") == "yellow")
1530                 self.team_forced = COLOR_TEAM3;
1531         else if(cvar_string("g_forced_team_otherwise") == "pink")
1532                 self.team_forced = COLOR_TEAM4;
1533         else if(cvar_string("g_forced_team_otherwise") == "spectate")
1534                 self.team_forced = -1;
1535         else if(cvar_string("g_forced_team_otherwise") == "spectator")
1536                 self.team_forced = -1;
1537         else
1538                 self.team_forced = 0;
1539
1540         if(!teams_matter)
1541                 if(self.team_forced > 0)
1542                         self.team_forced = 0;
1543
1544         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1545
1546         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign") || self.team_forced < 0) {
1547                 self.classname = "observer";
1548         } else {
1549                 if(teams_matter)
1550                 {
1551                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1552                         {
1553                                 self.classname = "player";
1554                                 campaign_bots_may_start = 1;
1555                         }
1556                         else
1557                         {
1558                                 self.classname = "observer"; // do it anyway
1559                         }
1560                 }
1561                 else
1562                 {
1563                         self.classname = "player";
1564                         campaign_bots_may_start = 1;
1565                 }
1566         }
1567
1568         self.playerid = (playerid_last = playerid_last + 1);
1569
1570         if(cvar("sv_eventlog"))
1571                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1572
1573         LogTeamchange(self.playerid, self.team, 1);
1574
1575         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1576
1577         self.netname_previous = strzone(self.netname);
1578
1579         bprint("^4", self.netname, "^4 connected");
1580
1581         if(self.classname != "observer" && (g_domination || g_ctf))
1582                 bprint(" and joined the ", ColoredTeamName(self.team));
1583
1584         bprint("\n");
1585
1586         self.welcomemessage_time = 0;
1587
1588         stuffcmd(self, strcat(clientstuff, "\n"));
1589         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1590         stuffcmd(self, "cl_particles_reloadeffects\n");
1591
1592         FixClientCvars(self);
1593
1594         // spawnfunc_waypoint sprites
1595         WaypointSprite_InitClient(self);
1596
1597         // Wazat's grappling hook
1598         SetGrappleHookBindings();
1599
1600         // get autoswitch state from player when he toggles it
1601         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1602
1603         // get version info from player
1604         stuffcmd(self, "cmd clientversion $gameversion\n");
1605
1606         // get other cvars from player
1607         GetCvars(0);
1608
1609         // set cvar for team scoreboard
1610         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1611
1612         // notify about available teams
1613         if(teams_matter)
1614         {
1615                 CheckAllowedTeams(self);
1616                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1617                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1618         }
1619         else
1620                 stuffcmd(self, "set _teams_available 0\n");
1621
1622         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1623
1624         if(g_arena || g_ca)
1625         {
1626                 self.classname = "observer";
1627                 if(g_arena)
1628                         Spawnqueue_Insert(self);
1629         }
1630         /*else if(g_ctf)
1631         {
1632                 ctf_clientconnect();
1633         }*/
1634
1635         if(teams_matter || radar_showennemies)
1636                 attach_entcs();
1637
1638         bot_relinkplayerlist();
1639
1640         self.spectatortime = time;
1641         if(blockSpectators)
1642         {
1643                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1644         }
1645
1646         self.jointime = time;
1647         self.allowedTimeouts = cvar("sv_timeout_number");
1648
1649         if(clienttype(self) == CLIENTTYPE_REAL)
1650         {
1651                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1652                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1653         }
1654
1655         if(g_lms)
1656         {
1657                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1658                 {
1659                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1660                         self.frags = FRAGS_SPECTATOR;
1661                 }
1662         }
1663
1664         if(!sv_foginterval && world.fog != "")
1665                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1666
1667         SoundEntity_Attach(self);
1668
1669         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1670         {
1671                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1672                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1673         }
1674         else
1675                 self.hitplotfh = -1;
1676
1677         if(g_race || g_cts) {
1678                 string rr;
1679                 if(g_cts)
1680                         rr = CTS_RECORD;
1681                 else
1682                         rr = RACE_RECORD;
1683                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1684
1685                 msg_entity = self;
1686                 race_send_recordtime(MSG_ONE);
1687                 race_send_speedaward(MSG_ONE);
1688
1689                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1690                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1691                 race_send_speedaward_alltimebest(MSG_ONE);
1692
1693                 float i;
1694                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1695                         race_SendRankings(i, 0, 0, MSG_ONE);
1696                 }
1697         }
1698         else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1699                 send_CSQC_teamnagger();
1700
1701         send_CSQC_cr_maxbullets(self);
1702
1703         CheatInitClient();
1704 }
1705
1706 /*
1707 =============
1708 ClientDisconnect
1709
1710 Called when a client disconnects from the server
1711 =============
1712 */
1713 .entity chatbubbleentity;
1714 .entity teambubbleentity;
1715 void ReadyCount();
1716 void ClientDisconnect (void)
1717 {
1718         if not(self.flags & FL_CLIENT)
1719         {
1720                 print("Warning: ClientDisconnect without ClientConnect\n");
1721                 return;
1722         }
1723
1724         CheatShutdownClient();
1725
1726         if(self.hitplotfh >= 0)
1727         {
1728                 fclose(self.hitplotfh);
1729                 self.hitplotfh = -1;
1730         }
1731
1732         anticheat_report();
1733         anticheat_shutdown();
1734
1735         playerdemo_shutdown();
1736
1737         bot_clientdisconnect();
1738
1739         if(self.entcs)
1740                 detach_entcs();
1741
1742         if(cvar("sv_eventlog"))
1743                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1744         bprint ("^4",self.netname);
1745         bprint ("^4 disconnected\n");
1746
1747         SoundEntity_Detach(self);
1748
1749         DropAllRunes(self);
1750         MUTATOR_CALLHOOK(ClientDisconnect);
1751
1752         Portal_ClearAll(self);
1753
1754         if(self.flagcarried)
1755                 DropFlag(self.flagcarried, world, world);
1756         if(self.ballcarried && g_nexball)
1757                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1758
1759         // Here, everything has been done that requires this player to be a client.
1760
1761         self.flags &~= FL_CLIENT;
1762
1763         if (self.chatbubbleentity)
1764                 remove (self.chatbubbleentity);
1765
1766         if (self.teambubbleentity)
1767                 remove (self.teambubbleentity);
1768
1769         if (self.killindicator)
1770                 remove (self.killindicator);
1771
1772         WaypointSprite_PlayerGone();
1773
1774         bot_relinkplayerlist();
1775
1776         if(g_arena)
1777         {
1778                 Spawnqueue_Unmark(self);
1779                 Spawnqueue_Remove(self);
1780         }
1781
1782         accuracy_free(self);
1783         ClientData_Detach();
1784         PlayerScore_Detach(self);
1785
1786         if(self.netname_previous)
1787                 strunzone(self.netname_previous);
1788         if(self.clientstatus)
1789                 strunzone(self.clientstatus);
1790         if(self.weaponorder_byimpulse)
1791                 strunzone(self.weaponorder_byimpulse);
1792
1793         ClearPlayerSounds();
1794
1795         if(self.personal)
1796                 remove(self.personal);
1797
1798         self.playerid = 0;
1799         ReadyCount();
1800
1801         // free cvars
1802         GetCvars(-1);
1803 }
1804
1805 .float BUTTON_CHAT;
1806 void ChatBubbleThink()
1807 {
1808         self.nextthink = time;
1809         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1810         {
1811                 if(self.owner) // but why can that ever be world?
1812                         self.owner.chatbubbleentity = world;
1813                 remove(self);
1814                 return;
1815         }
1816         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1817 #ifdef TETRIS
1818                 || self.owner.tetris_on
1819 #endif
1820         )
1821                 self.model = self.mdl;
1822         else
1823                 self.model = "";
1824 };
1825
1826 void UpdateChatBubble()
1827 {
1828         if (!self.modelindex)
1829                 return;
1830         // spawn a chatbubble entity if needed
1831         if (!self.chatbubbleentity)
1832         {
1833                 self.chatbubbleentity = spawn();
1834                 self.chatbubbleentity.owner = self;
1835                 self.chatbubbleentity.exteriormodeltoclient = self;
1836                 self.chatbubbleentity.think = ChatBubbleThink;
1837                 self.chatbubbleentity.nextthink = time;
1838                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1839                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1840                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1841                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1842                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1843                 self.chatbubbleentity.model = "";
1844                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1845         }
1846 }
1847
1848
1849 void TeamBubbleThink()
1850 {
1851         self.nextthink = time;
1852         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1853         {
1854                 if(self.owner) // but why can that ever be world?
1855                         self.owner.teambubbleentity = world;
1856                 remove(self);
1857                 return;
1858         }
1859 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1860         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1861                 self.model = "";
1862         else
1863                 self.model = self.mdl;
1864
1865 };
1866
1867 float TeamBubble_customizeentityforclient()
1868 {
1869         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1870 }
1871
1872 void UpdateTeamBubble()
1873 {
1874         if (!self.modelindex || !teams_matter)
1875                 return;
1876         // spawn a teambubble entity if needed
1877         if (!self.teambubbleentity && teams_matter)
1878         {
1879                 self.teambubbleentity = spawn();
1880                 self.teambubbleentity.owner = self;
1881                 self.teambubbleentity.exteriormodeltoclient = self;
1882                 self.teambubbleentity.think = TeamBubbleThink;
1883                 self.teambubbleentity.nextthink = time;
1884                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1885 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1886                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1887                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1888                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1889                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1890                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1891                 self.teambubbleentity.effects = EF_LOWPRECISION;
1892         }
1893 }
1894
1895 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1896 // added to the model skins
1897 /*void UpdateColorModHack()
1898 {
1899         local float c;
1900         c = self.clientcolors & 15;
1901         // LordHavoc: only bothering to support white, green, red, yellow, blue
1902              if (!teams_matter) self.colormod = '0 0 0';
1903         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1904         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1905         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1906         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1907         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1908         else self.colormod = '1 1 1';
1909 };*/
1910
1911 .float oldcolormap;
1912 void respawn(void)
1913 {
1914         if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1915         {
1916                 self.solid = SOLID_NOT;
1917                 self.takedamage = DAMAGE_NO;
1918                 self.movetype = MOVETYPE_FLY;
1919                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1920                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1921                 self.effects |= EF_ADDITIVE;
1922                 self.oldcolormap = self.colormap;
1923                 self.colormap = 512;
1924                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1925                 if(cvar("g_respawn_ghosts_maxtime"))
1926                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1927         }
1928
1929         CopyBody(1);
1930         self.effects |= EF_NODRAW; // prevent another CopyBody
1931         if(self.oldcolormap)
1932         {
1933                 self.colormap = self.oldcolormap;
1934                 self.oldcolormap = 0;
1935         }
1936         PutClientInServer();
1937 }
1938
1939 void play_countdown(float finished, string samp)
1940 {
1941         if(clienttype(self) == CLIENTTYPE_REAL)
1942                 if(floor(finished - time - frametime) != floor(finished - time))
1943                         if(finished - time < 6)
1944                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1945 }
1946
1947 /**
1948  * When sv_timeout is used this function returs strings like
1949  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1950  * Called by centerprint functions
1951  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1952  */
1953 string getTimeoutText(float addOneSecond) {
1954         if (!cvar("sv_timeout") || !timeoutStatus)
1955                 return "";
1956
1957         local string retStr;
1958         if (timeoutStatus == 1) {
1959                 if (addOneSecond == 1) {
1960                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1961                 }
1962                 else {
1963                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1964                 }
1965                 return retStr;
1966         }
1967         else if (timeoutStatus == 2) {
1968                 if (addOneSecond) {
1969                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1970                         //don't show messages like "Timeout ends in 0 seconds"...
1971                         if ((remainingTimeoutTime + 1) > 0)
1972                                 return retStr;
1973                         else
1974                                 return "";
1975                 }
1976                 else {
1977                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1978                         //don't show messages like "Timeout ends in 0 seconds"...
1979                         if (remainingTimeoutTime > 0)
1980                                 return retStr;
1981                         else
1982                                 return "";
1983                 }
1984         }
1985         else return "";
1986 }
1987
1988 void player_powerups (void)
1989 {
1990         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1991         olditems = self.items;
1992         
1993         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1994         {
1995                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1996                 self.modelflags |= MF_ROCKET;
1997         }
1998         else
1999         {
2000                 SoundEntity_StopSound(self, CHAN_PLAYER);
2001                 self.modelflags &~= MF_ROCKET;
2002         }
2003
2004         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2005
2006         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2007                 return;
2008         
2009         Fire_ApplyDamage(self);
2010         Fire_ApplyEffect(self);
2011
2012         if (g_minstagib)
2013         {
2014                 self.effects |= EF_FULLBRIGHT;
2015
2016                 if (self.items & IT_STRENGTH)
2017                 {
2018                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2019                         if (time > self.strength_finished)
2020                         {
2021                                 self.alpha = default_player_alpha;
2022                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2023                                 self.items &~= IT_STRENGTH;
2024                                 sprint(self, "^3Invisibility has worn off\n");
2025                         }
2026                 }
2027                 else
2028                 {
2029                         if (time < self.strength_finished)
2030                         {
2031                                 self.alpha = g_minstagib_invis_alpha;
2032                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2033                                 self.items |= IT_STRENGTH;
2034                                 sprint(self, "^3You are invisible\n");
2035                         }
2036                 }
2037
2038                 if (self.items & IT_INVINCIBLE)
2039                 {
2040                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2041                         if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
2042                         {
2043                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2044                                 sprint(self, "^3Speed has worn off\n");
2045                         }
2046                 }
2047                 else
2048                 {
2049                         if (time < self.invincible_finished)
2050                         {
2051                                 self.items = self.items | IT_INVINCIBLE;
2052                                 sprint(self, "^3You are on speed\n");
2053                         }
2054                 }
2055         }
2056         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.
2057         {
2058                 if (self.items & IT_STRENGTH)
2059                 {
2060                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2061                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2062                         if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
2063                         {
2064                                 self.items = self.items - (self.items & IT_STRENGTH);
2065                                 sprint(self, "^3Strength has worn off\n");
2066                         }
2067                 }
2068                 else
2069                 {
2070                         if (time < self.strength_finished)
2071                         {
2072                                 self.items = self.items | IT_STRENGTH;
2073                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2074                         }
2075                 }
2076                 if (self.items & IT_INVINCIBLE)
2077                 {
2078                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2079                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2080                         if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
2081                         {
2082                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2083                                 sprint(self, "^3Shield has worn off\n");
2084                         }
2085                 }
2086                 else
2087                 {
2088                         if (time < self.invincible_finished)
2089                         {
2090                                 self.items = self.items | IT_INVINCIBLE;
2091                                 sprint(self, "^3Shield surrounds you\n");
2092                         }
2093                 }
2094
2095                 if(cvar("g_nodepthtestplayers"))
2096                         self.effects = self.effects | EF_NODEPTHTEST;
2097
2098                 if(cvar("g_fullbrightplayers"))
2099                         self.effects = self.effects | EF_FULLBRIGHT;
2100
2101                 // midair gamemode: damage only while in the air
2102                 // if in midair mode, being on ground grants temporary invulnerability
2103                 // (this is so that multishot weapon don't clear the ground flag on the
2104                 // first damage in the frame, leaving the player vulnerable to the
2105                 // remaining hits in the same frame)
2106                 if (self.flags & FL_ONGROUND)
2107                 if (g_midair)
2108                         self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
2109
2110                 if (time >= game_starttime)
2111                 if (time < self.spawnshieldtime)
2112                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2113         }
2114         
2115         MUTATOR_CALLHOOK(PlayerPowerups);
2116 }
2117
2118 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2119 {
2120         if(current > stable)
2121                 return current;
2122         else if(current > stable - 0.25) // when close enough, "snap"
2123                 return stable;
2124         else
2125                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2126 }
2127
2128 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2129 {
2130         if(current < stable)
2131                 return current;
2132         else if(current < stable + 0.25) // when close enough, "snap"
2133                 return stable;
2134         else
2135                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2136 }
2137
2138 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2139 {
2140         if(current > rotstable)
2141         {
2142                 if(rotframetime > 0)
2143                 {
2144                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2145                         current = max(rotstable, current - rotlinear * rotframetime);
2146                 }
2147         }
2148         else if(current < regenstable)
2149         {
2150                 if(regenframetime > 0)
2151                 {
2152                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2153                         current = min(regenstable, current + regenlinear * regenframetime);
2154                 }
2155         }
2156
2157         if(current > limit)
2158                 current = limit;
2159
2160         return current;
2161 }
2162
2163 void player_regen (void)
2164 {
2165         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2166         maxh = cvar("g_balance_health_rotstable");
2167         maxa = cvar("g_balance_armor_rotstable");
2168         maxf = cvar("g_balance_fuel_rotstable");
2169         minh = cvar("g_balance_health_regenstable");
2170         mina = cvar("g_balance_armor_regenstable");
2171         minf = cvar("g_balance_fuel_regenstable");
2172         limith = cvar("g_balance_health_limit");
2173         limita = cvar("g_balance_armor_limit");
2174         limitf = cvar("g_balance_fuel_limit");
2175
2176         max_mod = regen_mod = rot_mod = limit_mod = 1;
2177
2178         if (self.runes & RUNE_REGEN)
2179         {
2180                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2181                 {
2182                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2183                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2184                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2185                 }
2186                 else
2187                 {
2188                         regen_mod = cvar("g_balance_rune_regen_regenrate");
2189                         max_mod = cvar("g_balance_rune_regen_hpmod");
2190                         limit_mod = cvar("g_balance_rune_regen_limitmod");
2191                 }
2192         }
2193         else if (self.runes & CURSE_VENOM)
2194         {
2195                 max_mod = cvar("g_balance_curse_venom_hpmod");
2196                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2197                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2198                 else
2199                         rot_mod = cvar("g_balance_curse_venom_rotrate");
2200                 limit_mod = cvar("g_balance_curse_venom_limitmod");
2201                 //if (!self.runes & RUNE_REGEN)
2202                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
2203         }
2204         maxh = maxh * max_mod;
2205         //maxa = maxa * max_mod;
2206         //maxf = maxf * max_mod;
2207         minh = minh * max_mod;
2208         //mina = mina * max_mod;
2209         //minf = minf * max_mod;
2210         limith = limith * limit_mod;
2211         limita = limita * limit_mod;
2212         //limitf = limitf * limit_mod;
2213
2214         if(g_lms && g_ca)
2215                 rot_mod = 0;
2216
2217         if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2218         {
2219                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2220                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2221
2222                 // if player rotted to death...  die!
2223                 if(self.health < 1)
2224                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2225         }
2226
2227         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2228                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2229 }
2230
2231 float zoomstate_set;
2232 void SetZoomState(float z)
2233 {
2234         if(z != self.zoomstate)
2235         {
2236                 self.zoomstate = z;
2237                 ClientData_Touch(self);
2238         }
2239         zoomstate_set = 1;
2240 }
2241
2242 void GetPressedKeys(void) {
2243         MUTATOR_CALLHOOK(GetPressedKeys);
2244         if (self.movement_x > 0) // get if movement keys are pressed
2245         {       // forward key pressed
2246                 self.pressedkeys |= KEY_FORWARD;
2247                 self.pressedkeys &~= KEY_BACKWARD;
2248         }
2249         else if (self.movement_x < 0)
2250         {       // backward key pressed
2251                 self.pressedkeys |= KEY_BACKWARD;
2252                 self.pressedkeys &~= KEY_FORWARD;
2253         }
2254         else
2255         {       // no x input
2256                 self.pressedkeys &~= KEY_FORWARD;
2257                 self.pressedkeys &~= KEY_BACKWARD;
2258         }
2259
2260         if (self.movement_y > 0)
2261         {       // right key pressed
2262                 self.pressedkeys |= KEY_RIGHT;
2263                 self.pressedkeys &~= KEY_LEFT;
2264         }
2265         else if (self.movement_y < 0)
2266         {       // left key pressed
2267                 self.pressedkeys |= KEY_LEFT;
2268                 self.pressedkeys &~= KEY_RIGHT;
2269         }
2270         else
2271         {       // no y input
2272                 self.pressedkeys &~= KEY_RIGHT;
2273                 self.pressedkeys &~= KEY_LEFT;
2274         }
2275
2276         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2277                 self.pressedkeys |= KEY_JUMP;
2278         else
2279                 self.pressedkeys &~= KEY_JUMP;
2280         if (self.BUTTON_CROUCH)
2281                 self.pressedkeys |= KEY_CROUCH;
2282         else
2283                 self.pressedkeys &~= KEY_CROUCH;
2284 }
2285
2286 /*
2287 ======================
2288 spectate mode routines
2289 ======================
2290 */
2291
2292 void SpectateCopy(entity spectatee) {
2293         other = spectatee;
2294         MUTATOR_CALLHOOK(SpectateCopy);
2295         self.armortype = spectatee.armortype;
2296         self.armorvalue = spectatee.armorvalue;
2297         self.ammo_cells = spectatee.ammo_cells;
2298         self.ammo_shells = spectatee.ammo_shells;
2299         self.ammo_nails = spectatee.ammo_nails;
2300         self.ammo_rockets = spectatee.ammo_rockets;
2301         self.ammo_fuel = spectatee.ammo_fuel;
2302         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2303         self.health = spectatee.health;
2304         self.impulse = 0;
2305         self.items = spectatee.items;
2306         self.last_pickup = spectatee.last_pickup;
2307         self.metertime = spectatee.metertime;
2308         self.strength_finished = spectatee.strength_finished;
2309         self.invincible_finished = spectatee.invincible_finished;
2310         self.pressedkeys = spectatee.pressedkeys;
2311         self.weapons = spectatee.weapons;
2312         self.switchweapon = spectatee.switchweapon;
2313         self.weapon = spectatee.weapon;
2314         self.punchangle = spectatee.punchangle;
2315         self.view_ofs = spectatee.view_ofs;
2316         self.v_angle = spectatee.v_angle;
2317         self.velocity = spectatee.velocity;
2318         self.dmg_take = spectatee.dmg_take;
2319         self.dmg_save = spectatee.dmg_save;
2320         self.dmg_inflictor = spectatee.dmg_inflictor;
2321         self.angles = spectatee.v_angle;
2322         self.fixangle = TRUE;
2323         setorigin(self, spectatee.origin);
2324         setsize(self, spectatee.mins, spectatee.maxs);
2325         SetZoomState(spectatee.zoomstate);
2326
2327         anticheat_spectatecopy(spectatee);
2328 }
2329
2330 float SpectateUpdate() {
2331         if(!self.enemy)
2332                 return 0;
2333
2334         if (self == self.enemy)
2335                 return 0;
2336
2337         if(self.enemy.classname != "player")
2338                 return 0;
2339
2340         SpectateCopy(self.enemy);
2341
2342         return 1;
2343 }
2344
2345 float SpectateNext() {
2346         other = find(self.enemy, classname, "player");
2347
2348         if (!other)
2349                 other = find(other, classname, "player");
2350
2351         if (other)
2352                 self.enemy = other;
2353
2354         if(self.enemy.classname == "player") {
2355                 msg_entity = self;
2356                 WriteByte(MSG_ONE, SVC_SETVIEW);
2357                 WriteEntity(MSG_ONE, self.enemy);
2358                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2359                 self.movetype = MOVETYPE_NONE;
2360                 accuracy_resend(self);
2361
2362                 if(!SpectateUpdate())
2363                         PutObserverInServer();
2364
2365                 return 1;
2366         } else {
2367                 return 0;
2368         }
2369 }
2370
2371 /*
2372 =============
2373 ShowRespawnCountdown()
2374
2375 Update a respawn countdown display.
2376 =============
2377 */
2378 void ShowRespawnCountdown()
2379 {
2380         float number;
2381         if(self.deadflag == DEAD_NO) // just respawned?
2382                 return;
2383         else
2384         {
2385                 number = ceil(self.death_time - time);
2386                 if(number <= 0)
2387                         return;
2388                 if(number <= self.respawn_countdown)
2389                 {
2390                         self.respawn_countdown = number - 1;
2391                         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
2392                                 AnnounceTo(self, strcat(ftos(number), ""));
2393                 }
2394         }
2395 }
2396
2397 void LeaveSpectatorMode()
2398 {
2399         if(isJoinAllowed()) {
2400                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned")) || self.team_forced > 0) {
2401                         self.classname = "player";
2402
2403                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2404                                 JoinBestTeam(self, FALSE, TRUE);
2405
2406                         if(cvar("g_campaign"))
2407                                 campaign_bots_may_start = 1;
2408
2409                         PutClientInServer();
2410
2411                         if(self.classname == "player")
2412                                 bprint ("^4", self.netname, "^4 is playing now\n");
2413
2414                         if(!cvar("g_campaign"))
2415                                 centerprint(self,""); // clear MOTD
2416
2417                         return;
2418                 } else {
2419                         if (g_ca && self.caplayer) {
2420                         }       // do nothing
2421                         else
2422                                 stuffcmd(self,"menu_showteamselect\n");
2423                         return;
2424                 }
2425         }
2426         else {
2427                 //player may not join because of g_maxplayers is set
2428                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2429         }
2430 }
2431
2432 /**
2433  * Determines whether the player is allowed to join. This depends on cvar
2434  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2435  * it checks whether the number of currently playing players exceeds g_maxplayers.
2436  * @return bool TRUE if the player is allowed to join, false otherwise
2437  */
2438 float isJoinAllowed() {
2439         if(self.team_forced < 0)
2440                 return FALSE; // forced spectators can never join
2441
2442         if (!cvar("g_maxplayers"))
2443                 return TRUE;
2444
2445         local entity e;
2446         local float currentlyPlaying;
2447         FOR_EACH_REALPLAYER(e) {
2448                 if(e.classname == "player")
2449                         currentlyPlaying += 1;
2450         }
2451         if(currentlyPlaying < cvar("g_maxplayers"))
2452                 return TRUE;
2453
2454         return FALSE;
2455 }
2456
2457 /**
2458  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2459  * g_maxplayers_spectator_blocktime seconds
2460  */
2461 void checkSpectatorBlock() {
2462         if(self.classname == "spectator" || self.classname == "observer") {
2463                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2464                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2465                         dropclient(self);
2466                 }
2467         }
2468 }
2469
2470 void ObserverThink()
2471 {
2472         if (self.flags & FL_JUMPRELEASED) {
2473                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2474                         self.welcomemessage_time = 0;
2475                         self.flags &~= FL_JUMPRELEASED;
2476                         self.flags |= FL_SPAWNING;
2477                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2478                         self.welcomemessage_time = 0;
2479                         self.flags &~= FL_JUMPRELEASED;
2480                         if(SpectateNext() == 1) {
2481                                 self.classname = "spectator";
2482                         }
2483                 }
2484         } else {
2485                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2486                         self.flags |= FL_JUMPRELEASED;
2487                         if(self.flags & FL_SPAWNING)
2488                         {
2489                                 self.flags &~= FL_SPAWNING;
2490                                 LeaveSpectatorMode();
2491                                 return;
2492                         }
2493                 }
2494         }
2495         PrintWelcomeMessage(self);
2496 }
2497
2498 void SpectatorThink()
2499 {
2500         if (self.flags & FL_JUMPRELEASED) {
2501                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2502                         self.welcomemessage_time = 0;
2503                         self.flags &~= FL_JUMPRELEASED;
2504                         self.flags |= FL_SPAWNING;
2505                 } else if(self.BUTTON_ATCK) {
2506                         self.welcomemessage_time = 0;
2507                         self.flags &~= FL_JUMPRELEASED;
2508                         if(SpectateNext() == 1) {
2509                                 self.classname = "spectator";
2510                         } else {
2511                                 self.classname = "observer";
2512                                 PutClientInServer();
2513                         }
2514                 } else if (self.BUTTON_ATCK2) {
2515                         self.welcomemessage_time = 0;
2516                         self.flags &~= FL_JUMPRELEASED;
2517                         self.classname = "observer";
2518                         PutClientInServer();
2519                 } else {
2520                         if(!SpectateUpdate())
2521                                 PutObserverInServer();
2522                 }
2523         } else {
2524                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2525                         self.flags |= FL_JUMPRELEASED;
2526                         if(self.flags & FL_SPAWNING)
2527                         {
2528                                 self.flags &~= FL_SPAWNING;
2529                                 LeaveSpectatorMode();
2530                                 return;
2531                         }
2532                 }
2533         }
2534
2535         PrintWelcomeMessage(self);
2536         self.flags |= FL_CLIENT | FL_NOTARGET;
2537 }
2538
2539 .float touchexplode_time;
2540
2541 /*
2542 =============
2543 PlayerPreThink
2544
2545 Called every frame for each client before the physics are run
2546 =============
2547 */
2548 void() ctf_setstatus;
2549 void() nexball_setstatus;
2550 .float items_added;
2551 void PlayerPreThink (void)
2552 {
2553         self.stat_game_starttime = game_starttime;
2554         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2555         self.stat_leadlimit = cvar("leadlimit");
2556
2557         if(frametime)
2558         {
2559                 // physics frames: update anticheat stuff
2560                 anticheat_prethink();
2561         }
2562
2563         if(blockSpectators && frametime)
2564                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2565                 checkSpectatorBlock();
2566
2567         zoomstate_set = 0;
2568
2569         if(self.netname_previous != self.netname)
2570         {
2571                 if(cvar("sv_eventlog"))
2572                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2573                 if(self.netname_previous)
2574                         strunzone(self.netname_previous);
2575                 self.netname_previous = strzone(self.netname);
2576         }
2577
2578         // version nagging
2579         if(self.version_nagtime)
2580                 if(self.cvar_g_xonoticversion)
2581                         if(time > self.version_nagtime)
2582                         {
2583                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2584                                 {
2585                                         if(strstr(cvar_string("g_xonoticversion"), "git", 0) >= 0)
2586                                         {
2587                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2588                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2589                                         }
2590                                         else
2591                                         {
2592                                                 float r;
2593                                                 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2594                                                 if(r < 0)
2595                                                 {
2596                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", cvar_string("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");
2597                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", cvar_string("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"));
2598                                                 }
2599                                                 else if(r > 0)
2600                                                 {
2601                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2602                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2603                                                 }
2604                                         }
2605                                 }
2606                                 self.version_nagtime = 0;
2607                         }
2608
2609         // GOD MODE info
2610         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2611         {
2612                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2613                 self.max_armorvalue = 0;
2614         }
2615
2616 #ifdef TETRIS
2617         if (TetrisPreFrame())
2618                 return;
2619 #endif
2620
2621         MUTATOR_CALLHOOK(PlayerPreThink);
2622
2623         if(self.classname == "player") {
2624 //              if(self.netname == "Wazat")
2625 //                      bprint(self.classname, "\n");
2626
2627                 CheckRules_Player();
2628
2629                 PrintWelcomeMessage(self);
2630
2631                 if (intermission_running)
2632                 {
2633                         IntermissionThink ();   // otherwise a button could be missed between
2634                         return;                                 // the think tics
2635                 }
2636
2637                 if(self.teleport_time)
2638                 if(time > self.teleport_time)
2639                 {
2640                         self.teleport_time = 0;
2641                         self.effects = self.effects - (self.effects & EF_NODRAW);
2642                 }
2643
2644                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2645                         UpdateSelectedPlayer();
2646
2647                 //don't allow the player to turn around while game is paused!
2648                 if(timeoutStatus == 2) {
2649                         self.v_angle = self.lastV_angle;
2650                         self.angles = self.lastV_angle;
2651                         self.fixangle = TRUE;
2652                 }
2653
2654                 if(frametime)
2655                 {
2656                         if(self.health <= 0 && cvar("g_deathglow"))
2657                         {
2658                                 if(self.glowmod_x > 0)
2659                                         self.glowmod_x -= cvar("g_deathglow") * frametime;
2660                                 else
2661                                         self.glowmod_x = -1;
2662                                 if(self.glowmod_y > 0)
2663                                         self.glowmod_y -= cvar("g_deathglow") * frametime;
2664                                 else
2665                                         self.glowmod_y = -1;
2666                                 if(self.glowmod_z > 0)
2667                                         self.glowmod_z -= cvar("g_deathglow") * frametime;
2668                                 else
2669                                         self.glowmod_z = -1;
2670                         }
2671                         else
2672                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2673                         player_powerups();
2674                 }
2675
2676                 if (self.deadflag != DEAD_NO)
2677                 {
2678                         float button_pressed, force_respawn;
2679                         if(self.personal && g_race_qualifying)
2680                         {
2681                                 if(time > self.death_time)
2682                                 {
2683                                         self.death_time = time + 1; // only retry once a second
2684                                         respawn();
2685                                         self.impulse = 141;
2686                                 }
2687                         }
2688                         else
2689                         {
2690                                 if(frametime)
2691                                         player_anim();
2692                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2693                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2694                                 if (self.deadflag == DEAD_DYING)
2695                                 {
2696                                         if(force_respawn)
2697                                                 self.deadflag = DEAD_RESPAWNING;
2698                                         else if(!button_pressed)
2699                                                 self.deadflag = DEAD_DEAD;
2700                                 }
2701                                 else if (self.deadflag == DEAD_DEAD)
2702                                 {
2703                                         if(button_pressed)
2704                                                 self.deadflag = DEAD_RESPAWNABLE;
2705                                 }
2706                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2707                                 {
2708                                         if(!button_pressed)
2709                                                 self.deadflag = DEAD_RESPAWNING;
2710                                 }
2711                                 else if (self.deadflag == DEAD_RESPAWNING)
2712                                 {
2713                                         if(time > self.death_time)
2714                                         {
2715                                                 self.death_time = time + 1; // only retry once a second
2716                                                 respawn();
2717                                         }
2718                                 }
2719                                 ShowRespawnCountdown();
2720                         }
2721                         return;
2722                 }
2723
2724                 if(g_touchexplode)
2725                 if(time > self.touchexplode_time)
2726                 if(self.classname == "player")
2727                 if(self.deadflag == DEAD_NO)
2728                 if not(IS_INDEPENDENT_PLAYER(self))
2729                 FOR_EACH_PLAYER(other) if(self != other)
2730                 {
2731                         if(time > other.touchexplode_time)
2732                         if(other.deadflag == DEAD_NO)
2733                         if not(IS_INDEPENDENT_PLAYER(other))
2734                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2735                         {
2736                                 PlayerTouchExplode(self, other);
2737                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2738                         }
2739                 }
2740
2741                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2742                 {
2743                         vector dist;
2744
2745                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2746                         dist = self.prevorigin - self.origin;
2747                         dist_z = 0;
2748                         self.lms_traveled_distance += fabs(vlen(dist));
2749
2750                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2751                         {
2752                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2753                                 self.lms_traveled_distance = 0;
2754                         }
2755
2756                         if(time > self.lms_nextcheck)
2757                         {
2758                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2759                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2760                                 {
2761                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2762                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2763                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2764                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');
2765                                 }
2766                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2767                                 self.lms_traveled_distance = 0;
2768                         }
2769                 }
2770
2771                 self.prevorigin = self.origin;
2772
2773                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2774                 {
2775                         if (!self.crouch)
2776                         {
2777                                 self.crouch = TRUE;
2778                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2779                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2780                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2781                         }
2782                 }
2783                 else
2784                 {
2785                         if (self.crouch)
2786                         {
2787                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2788                                 if (!trace_startsolid)
2789                                 {
2790                                         self.crouch = FALSE;
2791                                         self.view_ofs = PL_VIEW_OFS;
2792                                         setsize (self, PL_MIN, PL_MAX);
2793                                 }
2794                         }
2795                 }
2796
2797                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2798                 {
2799                         if(self.bloodloss_timer < time)
2800                         {
2801                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2802                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2803                         }
2804                 }
2805
2806                 FixPlayermodel();
2807
2808                 GrapplingHookFrame();
2809
2810                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2811                 //if(frametime)
2812                 {
2813                         self.items &~= self.items_added;
2814
2815                         W_WeaponFrame();
2816
2817                         self.items_added = 0;
2818                         if(self.items & IT_JETPACK)
2819                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2820                                         self.items_added |= IT_FUEL;
2821
2822                         self.items |= self.items_added;
2823                 }
2824
2825                 player_regen();
2826
2827                 // rot nex charge to the charge limit
2828                 if(cvar("g_balance_nex_charge_rot_rate") && self.nex_charge > cvar("g_balance_nex_charge_limit") && self.nex_charge_rottime < time)
2829                         self.nex_charge = bound(cvar("g_balance_nex_charge_limit"), self.nex_charge - cvar("g_balance_nex_charge_rot_rate") * frametime / W_TICSPERFRAME, 1);
2830
2831                 if(frametime)
2832                         player_anim();
2833
2834                 if (g_minstagib)
2835                         minstagib_ammocheck();
2836
2837                 if(g_ctf)
2838                         ctf_setstatus();
2839
2840                 if(g_nexball)
2841                         nexball_setstatus();
2842
2843                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2844
2845                 //self.angles_y=self.v_angle_y + 90;   // temp
2846         } else if(gameover) {
2847                 if (intermission_running)
2848                         IntermissionThink ();   // otherwise a button could be missed between
2849                 return;
2850         } else if(self.classname == "observer") {
2851                 ObserverThink();
2852         } else if(self.classname == "spectator") {
2853                 SpectatorThink();
2854         }
2855
2856         if(!zoomstate_set)
2857                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && cvar("g_balance_campingrifle_secondary") == 0));
2858
2859         float oldspectatee_status;
2860         oldspectatee_status = self.spectatee_status;
2861         if(self.classname == "spectator")
2862                 self.spectatee_status = num_for_edict(self.enemy);
2863         else if(self.classname == "observer")
2864                 self.spectatee_status = num_for_edict(self);
2865         else
2866                 self.spectatee_status = 0;
2867         if(self.spectatee_status != oldspectatee_status)
2868         {
2869                 ClientData_Touch(self);
2870                 if(g_race || g_cts)
2871                         race_InitSpectator();
2872         }
2873
2874         if(self.teamkill_soundtime)
2875         if(time > self.teamkill_soundtime)
2876         {
2877                 self.teamkill_soundtime = 0;
2878
2879                 entity oldpusher, oldself;
2880
2881                 oldself = self; self = self.teamkill_soundsource;
2882                 oldpusher = self.pusher; self.pusher = oldself;
2883
2884                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2885
2886                 self.pusher = oldpusher;
2887                 self = oldself;
2888         }
2889
2890         if(self.taunt_soundtime)
2891         if(time > self.taunt_soundtime)
2892         {
2893                 self.taunt_soundtime = 0;
2894                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2895         }
2896
2897         target_voicescript_next(self);
2898 }
2899
2900 float isInvisibleString(string s)
2901 {
2902         float i, n, c;
2903         s = strdecolorize(s);
2904         for((i = 0), (n = strlen(s)); i < n; ++i)
2905         {
2906                 c = str2chr(s, i);
2907                 switch(c)
2908                 {
2909                         case 0:
2910                         case 32: // space
2911                                 break;
2912                         case 192: // charmap space
2913                                 if (!cvar("utf8_enable"))
2914                                         break;
2915                                 return FALSE;
2916                         case 160: // space in unicode fonts
2917                         case 0xE000 + 192: // utf8 charmap space
2918                                 if (cvar("utf8_enable"))
2919                                         break;
2920                         default:
2921                                 return FALSE;
2922                 }
2923         }
2924         return TRUE;
2925 }
2926
2927 /*
2928 =============
2929 PlayerPostThink
2930
2931 Called every frame for each client after the physics are run
2932 =============
2933 */
2934 .float idlekick_lasttimeleft;
2935 .entity showheadshotbbox;
2936 void showheadshotbbox_think()
2937 {
2938         if(self.owner.showheadshotbbox != self)
2939         {
2940                 remove(self);
2941                 return;
2942         }
2943         self.nextthink = time;
2944         setorigin(self, self.owner.origin);
2945         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2946 }
2947 void PlayerPostThink (void)
2948 {
2949         // Savage: Check for nameless players
2950         if (isInvisibleString(self.netname)) {
2951                 self.netname = "Player";
2952                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2953         }
2954
2955         if(sv_maxidle && frametime)
2956         {
2957                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2958                 float timeleft;
2959                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2960                 if(timeleft <= 0)
2961                 {
2962                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2963                         AnnounceTo(self, "terminated");
2964                         dropclient(self);
2965                         return;
2966                 }
2967                 else if(timeleft <= 10)
2968                 {
2969                         if(timeleft != self.idlekick_lasttimeleft)
2970                         {
2971                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2972                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
2973                         }
2974                 }
2975                 else
2976                 {
2977                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2978                 }
2979                 self.idlekick_lasttimeleft = timeleft;
2980         }
2981
2982 #ifdef TETRIS
2983         if(self.impulse == 100)
2984                 ImpulseCommands();
2985         if (TetrisPostFrame())
2986                 return;
2987 #endif
2988
2989         CheatFrame();
2990
2991         if(self.classname == "player") {
2992                 CheckRules_Player();
2993                 UpdateChatBubble();
2994                 UpdateTeamBubble();
2995                 if (self.impulse)
2996                         ImpulseCommands();
2997                 if (intermission_running)
2998                         return;         // intermission or finale
2999                 GetPressedKeys();
3000         } else if (self.classname == "observer") {
3001                 //do nothing
3002         } else if (self.classname == "spectator") {
3003                 //do nothing
3004         }
3005
3006         /*
3007         float i;
3008         for(i = 0; i < 1000; ++i)
3009         {
3010                 vector end;
3011                 end = self.origin + '0 0 1024' + 512 * randomvec();
3012                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3013                 if(trace_fraction < 1)
3014                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3015                 {
3016                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3017                         break;
3018                 }
3019         }
3020         */
3021
3022         Arena_Warmup();
3023
3024         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3025
3026         if(self.waypointsprite_attachedforcarrier)
3027                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
3028         
3029         if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes"))
3030         {
3031                 if(!self.showheadshotbbox)
3032                 {
3033                         self.showheadshotbbox = spawn();
3034                         self.showheadshotbbox.classname = "headshotbbox";
3035                         self.showheadshotbbox.owner = self;
3036                         self.showheadshotbbox.think = showheadshotbbox_think;
3037                         self.showheadshotbbox.nextthink = time;
3038                         self = self.showheadshotbbox;
3039                         self.think();
3040                         self = self.owner;
3041                 }
3042         }
3043         else
3044         {
3045                 if(self.showheadshotbbox)