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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(0, SVC_TEMPENTITY);
6         WriteByte(0, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teams_matter)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 };
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck)
136         if(spot.team != teamcheck)
137                 return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         // filter out spots for assault
155         if(spot.target != "") {
156                 local entity ent;
157                 float good, found;
158                 ent = find(world, targetname, spot.target);
159
160                 while(ent) {
161                         if(ent.classname == "target_objective")
162                         {
163                                 found = 1;
164                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
165                                         return '-1 0 0';
166                                 good = 1;
167                         }
168                         else if(ent.classname == "trigger_race_checkpoint")
169                         {
170                                 found = 1;
171                                 if(!anypoint) // spectators may spawn everywhere
172
173                                 {
174                                         if(g_race_qualifying)
175                                         {
176                                                 // spawn at first
177                                                 if(ent.race_checkpoint != 0)
178                                                         return '-1 0 0';
179                                                 if(spot.race_place != race_lowest_place_spawn)
180                                                         return '-1 0 0';
181                                         }
182                                         else
183                                         {
184                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
185                                                         return '-1 0 0';
186                                                 // try reusing the previous spawn
187                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
188                                                         prio += 1;
189                                                 if(ent.race_checkpoint == 0)
190                                                 {
191                                                         float pl;
192                                                         pl = self.race_place;
193                                                         if(pl > race_highest_place_spawn)
194                                                                 pl = 0;
195                                                         if(pl == 0 && !self.race_started)
196                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197                                                         if(spot.race_place != pl)
198                                                                 return '-1 0 0';
199                                                 }
200                                         }
201                                 }
202                                 good = 1;
203                         }
204                         ent = find(ent, targetname, spot.target);
205                 }
206
207                 if(found && !good)
208                         return '-1 0 0';
209         }
210
211         player = playerlist;
212         shortest = vlen(world.maxs - world.mins);
213         for(player = playerlist; player; player = player.chain)
214                 if (player != self)
215                 {
216                         thisdist = vlen(player.origin - spot.origin);
217                         if (thisdist < shortest)
218                                 shortest = thisdist;
219                 }
220         return prio * '1 0 0' + shortest * '0 1 0';
221 }
222
223 float spawn_allbad;
224 float spawn_allgood;
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
226 {
227         local entity spot, spotlist, spotlistend;
228         spawn_allgood = TRUE;
229         spawn_allbad = TRUE;
230
231         spotlist = world;
232         spotlistend = world;
233
234         for(spot = firstspot; spot; spot = spot.chain)
235         {
236                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
237
238                 if(cvar("spawn_debugview"))
239                 {
240                         setmodel(spot, "models/runematch/rune.mdl");
241                         if(spot.spawnpoint_score_y < mindist)
242                         {
243                                 spot.colormod = '1 0 0';
244                                 spot.scale = 1;
245                         }
246                         else
247                         {
248                                 spot.colormod = '0 1 0';
249                                 spot.scale = spot.spawnpoint_score_y / mindist;
250                         }
251                 }
252
253                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
254                 {
255                         if(spot.spawnpoint_score_y < mindist)
256                         {
257                                 // too short distance
258                                 spawn_allgood = FALSE;
259                         }
260                         else
261                         {
262                                 // perfect
263                                 spawn_allbad = FALSE;
264
265                                 if(spotlistend)
266                                         spotlistend.chain = spot;
267                                 spotlistend = spot;
268                                 if(!spotlist)
269                                         spotlist = spot;
270
271                                 /*
272                                 if(teamcheck)
273                                 if(spot.team != teamcheck)
274                                         error("invalid spawn added");
275
276                                 print("added ", etos(spot), "\n");
277                                 */
278                         }
279                 }
280         }
281         if(spotlistend)
282                 spotlistend.chain = world;
283
284         /*
285                 entity e;
286                 if(teamcheck)
287                         for(e = spotlist; e; e = e.chain)
288                         {
289                                 print("seen ", etos(e), "\n");
290                                 if(e.team != teamcheck)
291                                         error("invalid spawn found");
292                         }
293         */
294
295         return spotlist;
296 }
297
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
299 {
300         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
302         local entity spot;
303
304         RandomSelection_Init();
305         for(spot = firstspot; spot; spot = spot.chain)
306                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
307
308         return RandomSelection_chosen_ent;
309 }
310
311 /*
312 =============
313 SelectSpawnPoint
314
315 Finds a point to respawn
316 =============
317 */
318 entity SelectSpawnPoint (float anypoint)
319 {
320         local float teamcheck;
321         local entity firstspot_new;
322         local entity spot, firstspot, playerlist;
323
324         spot = find (world, classname, "testplayerstart");
325         if (spot)
326                 return spot;
327
328         teamcheck = 0;
329
330         if(!anypoint && have_team_spawns > 0)
331                 teamcheck = self.team;
332
333         // get the list of players
334         playerlist = findchain(classname, "player");
335         // get the entire list of spots
336         firstspot = findchain(classname, "info_player_deathmatch");
337         // filter out the bad ones
338         // (note this returns the original list if none survived)
339         if(anypoint)
340         {
341                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
342         }
343         else
344         {
345                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
346                 if(!firstspot_new)
347                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
348                 firstspot = firstspot_new;
349
350                 // there is 50/50 chance of choosing a random spot or the furthest spot
351                 // (this means that roughly every other spawn will be furthest, so you
352                 // usually won't get fragged at spawn twice in a row)
353                 if (arena_roundbased && !g_ca)
354                 {
355                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
356                         if(firstspot_new)
357                                 firstspot = firstspot_new;
358                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
359                 }
360                 else if (random() > cvar("g_spawn_furthest"))
361                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
362                 else
363                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
364         }
365
366         if(cvar("spawn_debugview"))
367         {
368                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
369
370                 entity e;
371                 if(teamcheck)
372                         for(e = firstspot; e; e = e.chain)
373                                 if(e.team != teamcheck)
374                                         error("invalid spawn found");
375         }
376
377         if (!spot)
378         {
379                 if(cvar("spawn_debug"))
380                         GotoNextMap();
381                 else
382                 {
383                         if(some_spawn_has_been_used)
384                                 return world; // team can't spawn any more, because of actions of other team
385                         else
386                                 error("Cannot find a spawn point - please fix the map!");
387                 }
388         }
389
390         return spot;
391 }
392
393 /*
394 =============
395 CheckPlayerModel
396
397 Checks if the argument string can be a valid playermodel.
398 Returns a valid one in doubt.
399 =============
400 */
401 string FallbackPlayerModel = "models/player/marine.zym";
402 string CheckPlayerModel(string plyermodel) {
403         if(strlen(plyermodel) < 4)
404                 return FallbackPlayerModel;
405         if( substring(plyermodel,0,14) != "models/player/")
406                 return FallbackPlayerModel;
407         else if(cvar("sv_servermodelsonly"))
408         {
409                 if(substring(plyermodel,-4,4) != ".zym")
410                 if(substring(plyermodel,-4,4) != ".dpm")
411                 if(substring(plyermodel,-4,4) != ".iqm")
412                 if(substring(plyermodel,-4,4) != ".md3")
413                 if(substring(plyermodel,-4,4) != ".psk")
414                         return FallbackPlayerModel;
415                 // forbid the LOD models
416                 if(substring(plyermodel, -9,5) == "_lod1")
417                         return FallbackPlayerModel;
418                 if(substring(plyermodel, -9,5) == "_lod2")
419                         return FallbackPlayerModel;
420                 if(plyermodel != strtolower(plyermodel))
421                         return FallbackPlayerModel;
422                 if(!fexists(plyermodel))
423                         return FallbackPlayerModel;
424         }
425         return plyermodel;
426 }
427
428 /*
429 =============
430 Client_customizeentityforclient
431
432 LOD reduction
433 =============
434 */
435 void Client_uncustomizeentityforclient()
436 {
437         if(self.modelindex == 0) // no need to uncustomize then
438                 return;
439         self.modelindex = self.modelindex_lod0;
440         self.skin = self.skinindex;
441 }
442
443 float Client_customizeentityforclient()
444 {
445         entity modelsource;
446
447         if(self.modelindex == 0)
448                 return TRUE;
449
450         // forcemodel stuff
451
452 #ifdef PROFILING
453         float t0;
454         t0 = gettime(GETTIME_HIRES); // reference
455 #endif
456
457         modelsource = self;
458
459 #ifdef ALLOW_FORCEMODELS
460         if(other.cvar_cl_forceplayermodelsfromxonotic)
461                 if not(self.modelindex_lod0_from_xonotic)
462                         modelsource = other;
463         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
464                 modelsource = other;
465 #endif
466
467         self.skin = modelsource.skinindex;
468
469 #if 0
470         if(modelsource == self)
471                 self.skin = modelsource.skinindex;
472         else
473                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
474 #endif
475
476         // self: me
477         // other: the player viewing me
478         float distance;
479         float f;
480
481         if(other.cvar_cl_playerdetailreduction <= 0)
482         {
483                 if(other.cvar_cl_playerdetailreduction <= -2)
484                         self.modelindex = modelsource.modelindex_lod2;
485                 else if(other.cvar_cl_playerdetailreduction <= -1)
486                         self.modelindex = modelsource.modelindex_lod1;
487                 else
488                         self.modelindex = modelsource.modelindex_lod0;
489         }
490         else
491         {
492                 distance = vlen(self.origin - other.origin);
493                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
494                 if(f > sv_loddistance2)
495                         self.modelindex = modelsource.modelindex_lod2;
496                 else if(f > sv_loddistance1)
497                         self.modelindex = modelsource.modelindex_lod1;
498                 else
499                         self.modelindex = modelsource.modelindex_lod0;
500         }
501
502 #ifdef PROFILING
503         float t1;
504         t1 = gettime(GETTIME_HIRES); // reference
505         client_cefc_accumulator += (t1 - t0);
506 #endif
507
508         return TRUE;
509 }
510
511 void UpdatePlayerSounds();
512 void setmodel_lod(entity e, string modelname)
513 {
514         string s;
515
516         if(sv_loddistance1)
517         {
518                 // FIXME: this only supports 3-letter extensions
519                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
520                 if(fexists(s))
521                 {
522                         setmodel(e, s); // players have high precision
523                         self.modelindex_lod1 = self.modelindex;
524                 }
525                 else
526                         self.modelindex_lod1 = -1;
527
528                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
529                 if(fexists(s))
530                 {
531                         setmodel(e, s); // players have high precision
532                         self.modelindex_lod2 = self.modelindex;
533                 }
534                 else
535                         self.modelindex_lod2 = -1;
536
537                 precache_model(modelname);
538                 setmodel(e, modelname); // players have high precision
539                 self.modelindex_lod0 = self.modelindex;
540
541                 if(self.modelindex_lod1 < 0)
542                         self.modelindex_lod1 = self.modelindex;
543
544                 if(self.modelindex_lod2 < 0)
545                         self.modelindex_lod2 = self.modelindex;
546         }
547         else
548         {
549                 precache_model(modelname);
550                 setmodel(e, modelname); // players have high precision
551                 self.modelindex_lod0 = self.modelindex;
552                         // save it for possible player model forcing
553         }
554
555         s = whichpack(self.model);
556         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
557
558         player_setupanimsformodel();
559         UpdatePlayerSounds();
560 }
561
562 /*
563 =============
564 PutObserverInServer
565
566 putting a client as observer in the server
567 =============
568 */
569 void FixPlayermodel();
570 void PutObserverInServer (void)
571 {
572         entity  spot;
573
574         race_PreSpawnObserver();
575
576         spot = SelectSpawnPoint (TRUE);
577         if(!spot)
578                 error("No spawnpoints for observers?!?\n");
579         RemoveGrapplingHook(self); // Wazat's Grappling Hook
580
581         if(clienttype(self) == CLIENTTYPE_REAL)
582         {
583                 msg_entity = self;
584                 WriteByte(MSG_ONE, SVC_SETVIEW);
585                 WriteEntity(MSG_ONE, self);
586         }
587
588         DropAllRunes(self);
589
590         Portal_ClearAll(self);
591
592         if(self.flagcarried)
593                 DropFlag(self.flagcarried, world, world);
594
595         if(self.ballcarried)
596                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
597
598         WaypointSprite_PlayerDead();
599
600         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
601                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
602
603         if(self.killcount != -666) {
604                 if(g_lms) {
605                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
606                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
607                         else
608                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
609                 } else
610                         bprint ("^4", self.netname, "^4 is spectating now\n");
611
612                 if(self.just_joined == FALSE) {
613                         LogTeamchange(self.playerid, -1, 4);
614                 } else
615                         self.just_joined = FALSE;
616         }
617
618         PlayerScore_Clear(self); // clear scores when needed
619
620         self.spectatortime = time;
621
622         self.classname = "observer";
623         self.iscreature = FALSE;
624         self.health = -666;
625         self.takedamage = DAMAGE_NO;
626         self.solid = SOLID_NOT;
627         self.movetype = MOVETYPE_NOCLIP;
628         self.flags = FL_CLIENT | FL_NOTARGET;
629         self.armorvalue = 666;
630         self.effects = 0;
631         self.armorvalue = cvar("g_balance_armor_start");
632         self.pauserotarmor_finished = 0;
633         self.pauserothealth_finished = 0;
634         self.pauseregen_finished = 0;
635         self.damageforcescale = 0;
636         self.death_time = 0;
637         self.dead_frame = 0;
638         self.alpha = 0;
639         self.scale = 0;
640         self.fade_time = 0;
641         self.pain_frame = 0;
642         self.pain_finished = 0;
643         self.strength_finished = 0;
644         self.invincible_finished = 0;
645         self.pushltime = 0;
646         self.think = SUB_Null;
647         self.nextthink = 0;
648         self.hook_time = 0;
649         self.runes = 0;
650         self.deadflag = DEAD_NO;
651         self.angles = spot.angles;
652         self.angles_z = 0;
653         self.fixangle = TRUE;
654         self.crouch = FALSE;
655
656         self.view_ofs = PL_VIEW_OFS;
657         setorigin (self, spot.origin);
658         setsize (self, '0 0 0', '0 0 0');
659         self.prevorigin = self.origin;
660         self.items = 0;
661         self.weapons = 0;
662         self.model = "";
663         FixPlayermodel();
664         self.model = "";
665         self.modelindex = 0;
666         self.weapon = 0;
667         self.weaponmodel = "";
668         self.weaponentity = world;
669         self.exteriorweaponentity = world;
670         self.killcount = -666;
671         self.velocity = '0 0 0';
672         self.avelocity = '0 0 0';
673         self.punchangle = '0 0 0';
674         self.punchvector = '0 0 0';
675         self.oldvelocity = self.velocity;
676         self.fire_endtime = -1;
677
678         if(sv_loddistance1)
679                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
680
681         if(g_arena)
682         {
683                 if(self.version_mismatch)
684                 {
685                         Spawnqueue_Unmark(self);
686                         Spawnqueue_Remove(self);
687                 }
688                 else
689                 {
690                         Spawnqueue_Insert(self);
691                 }
692         }
693         else if(g_lms)
694         {
695                 // Only if the player cannot play at all
696                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
697                         self.frags = FRAGS_SPECTATOR;
698                 else
699                         self.frags = FRAGS_LMS_LOSER;
700         }
701         else
702                 self.frags = FRAGS_SPECTATOR;
703
704         MUTATOR_CALLHOOK(MakePlayerObserver);
705 }
706
707 float RestrictSkin(float s)
708 {
709         if(!teams_matter)
710                 return s;
711         if(s == 6)
712                 return 6;
713         return mod(s, 3);
714 }
715
716 void FixPlayermodel()
717 {
718         local string defaultmodel;
719         local float defaultskin, chmdl, oldskin;
720         local vector m1, m2;
721
722         defaultmodel = "";
723
724         if(cvar("sv_defaultcharacter") == 1) {
725                 defaultskin = 0;
726
727                 if(teams_matter)
728                 {
729                         string s;
730                         s = Team_ColorNameLowerCase(self.team);
731                         if(s != "neutral")
732                         {
733                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
734                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
735                         }
736                 }
737
738                 if(defaultmodel == "")
739                 {
740                         defaultmodel = cvar_string("sv_defaultplayermodel");
741                         defaultskin = cvar("sv_defaultplayerskin");
742                 }
743         }
744
745         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
746         {
747                 if(self.model != "")
748                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
749                 self.model = ""; // force the != checks to return true
750         }
751
752         if(defaultmodel != "")
753         {
754                 if (defaultmodel != self.model)
755                 {
756                         m1 = self.mins;
757                         m2 = self.maxs;
758                         setmodel_lod (self, defaultmodel);
759                         setsize (self, m1, m2);
760                         chmdl = TRUE;
761                 }
762
763                 oldskin = self.skinindex;
764                 self.skinindex = defaultskin;
765         } else {
766                 if (self.playermodel != self.model || self.playermodel == "")
767                 {
768                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
769                         m1 = self.mins;
770                         m2 = self.maxs;
771                         setmodel_lod (self, self.playermodel);
772                         setsize (self, m1, m2);
773                         chmdl = TRUE;
774                 }
775
776                 oldskin = self.skinindex;
777                 self.skinindex = RestrictSkin(stof(self.playerskin));
778         }
779
780         if(chmdl || oldskin != self.skinindex)
781                 self.species = player_getspecies(); // model or skin has changed
782
783         if(!teams_matter)
784                 if(strlen(cvar_string("sv_defaultplayercolors")))
785                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
786                                 setcolor(self, cvar("sv_defaultplayercolors"));
787 }
788
789 void PlayerTouchExplode(entity p1, entity p2)
790 {
791         vector org;
792         org = (p1.origin + p2.origin) * 0.5;
793         org_z += (p1.mins_z + p2.mins_z) * 0.5;
794
795         te_explosion(org);
796
797         entity e;
798         e = spawn();
799         setorigin(e, org);
800         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
801         remove(e);
802 }
803
804 /*
805 =============
806 PutClientInServer
807
808 Called when a client spawns in the server
809 =============
810 */
811 //void() ctf_playerchanged;
812 void PutClientInServer (void)
813 {
814         if(clienttype(self) == CLIENTTYPE_BOT)
815         {
816                 self.classname = "player";
817         }
818         else if(clienttype(self) == CLIENTTYPE_REAL)
819         {
820                 msg_entity = self;
821                 WriteByte(MSG_ONE, SVC_SETVIEW);
822                 WriteEntity(MSG_ONE, self);
823         }
824
825         // player is dead and becomes observer
826         // FIXME fix LMS scoring for new system
827         if(g_lms)
828         {
829                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
830                         self.classname = "observer";
831         }
832
833         if(g_arena || (g_ca && !allowed_to_spawn))
834         if(!self.spawned)
835                 self.classname = "observer";
836
837         if(gameover)
838                 self.classname = "observer";
839
840         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
841                 entity spot, oldself;
842                 float j;
843
844                 if(self.team < 0)
845                         JoinBestTeam(self, FALSE, TRUE);
846
847                 race_PreSpawn();
848
849                 spot = SelectSpawnPoint (FALSE);
850                 if(!spot)
851                 {
852                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
853                         return; // spawn failed
854                 }
855
856                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
857
858                 self.classname = "player";
859                 self.wasplayer = TRUE;
860                 self.iscreature = TRUE;
861                 self.movetype = MOVETYPE_WALK;
862                 self.solid = SOLID_SLIDEBOX;
863                 if(cvar("g_playerclip_collisions"))
864                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
865                 else
866                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
867                 self.frags = FRAGS_PLAYER;
868                 if(independent_players)
869                         MAKE_INDEPENDENT_PLAYER(self);
870                 self.flags = FL_CLIENT;
871                 self.takedamage = DAMAGE_AIM;
872                 if(g_minstagib)
873                         self.effects = EF_FULLBRIGHT;
874                 else
875                         self.effects = 0;
876                 self.air_finished = time + 12;
877                 self.dmg = 2;
878
879                 if(inWarmupStage)
880                 {
881                         self.ammo_shells = warmup_start_ammo_shells;
882                         self.ammo_nails = warmup_start_ammo_nails;
883                         self.ammo_rockets = warmup_start_ammo_rockets;
884                         self.ammo_cells = warmup_start_ammo_cells;
885                         self.ammo_fuel = warmup_start_ammo_fuel;
886                         self.health = warmup_start_health;
887                         self.armorvalue = warmup_start_armorvalue;
888                         self.weapons = warmup_start_weapons;
889                 }
890                 else
891                 {
892                         self.ammo_shells = start_ammo_shells;
893                         self.ammo_nails = start_ammo_nails;
894                         self.ammo_rockets = start_ammo_rockets;
895                         self.ammo_cells = start_ammo_cells;
896                         self.ammo_fuel = start_ammo_fuel;
897                         self.health = start_health;
898                         self.armorvalue = start_armorvalue;
899                         self.weapons = start_weapons;
900                 }
901
902                 if(g_weaponarena_random)
903                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
904
905                 self.items = start_items;
906                 self.jump_interval = time;
907
908                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
909                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
910                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
911                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
912                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
913                 //extend the pause of rotting if client was reset at the beginning of the countdown
914                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
915                         self.spawnshieldtime += game_starttime - time;
916                         self.pauserotarmor_finished += game_starttime - time;
917                         self.pauserothealth_finished += game_starttime - time;
918                         self.pauseregen_finished += game_starttime - time;
919                 }
920                 self.damageforcescale = 2;
921                 self.death_time = 0;
922                 self.dead_frame = 0;
923                 self.alpha = 0;
924                 self.scale = 0;
925                 self.fade_time = 0;
926                 self.pain_frame = 0;
927                 self.pain_finished = 0;
928                 self.strength_finished = 0;
929                 self.invincible_finished = 0;
930                 self.pushltime = 0;
931                 // players have no think function
932                 self.think = SUB_Null;
933                 self.nextthink = 0;
934                 self.hook_time = 0;
935                 self.dmg_team = 0;
936
937                 self.metertime = 0;
938
939                 self.runes = 0;
940
941                 self.deadflag = DEAD_NO;
942
943                 self.angles = spot.angles;
944
945                 self.angles_z = 0; // never spawn tilted even if the spot says to
946                 self.fixangle = TRUE; // turn this way immediately
947                 self.velocity = '0 0 0';
948                 self.avelocity = '0 0 0';
949                 self.punchangle = '0 0 0';
950                 self.punchvector = '0 0 0';
951                 self.oldvelocity = self.velocity;
952                 self.fire_endtime = -1;
953
954                 msg_entity = self;
955                 WRITESPECTATABLE_MSG_ONE({
956                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
957                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
958                 });
959
960                 if(sv_loddistance1)
961                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
962
963                 self.model = "";
964                 FixPlayermodel();
965
966                 self.crouch = FALSE;
967                 self.view_ofs = PL_VIEW_OFS;
968                 setsize (self, PL_MIN, PL_MAX);
969                 self.spawnorigin = spot.origin;
970                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
971                 // don't reset back to last position, even if new position is stuck in solid
972                 self.oldorigin = self.origin;
973                 self.prevorigin = self.origin;
974                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
975
976                 if(g_arena)
977                 {
978                         Spawnqueue_Remove(self);
979                         Spawnqueue_Mark(self);
980                 }
981
982                 else if(g_ca)
983                         self.caplayer = 1;
984
985                 self.event_damage = PlayerDamage;
986
987                 self.bot_attack = TRUE;
988
989                 self.statdraintime = time + 5;
990                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
991
992                 if(self.killcount == -666) {
993                         PlayerScore_Clear(self);
994                         self.killcount = 0;
995                 }
996
997                 self.cnt = WEP_LASER;
998
999                 CL_SpawnWeaponentity();
1000                 self.alpha = default_player_alpha;
1001                 self.colormod = '1 1 1' * cvar("g_player_brightness");
1002                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1003
1004                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1005                 self.lms_traveled_distance = 0;
1006                 self.speedrunning = FALSE;
1007
1008                 race_PostSpawn(spot);
1009
1010                 if(cvar("spawn_debug"))
1011                 {
1012                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1013                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1014                 }
1015
1016                 //stuffcmd(self, "chase_active 0");
1017                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1018
1019                 if (cvar("g_spawnsound"))
1020                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1021
1022                 if(g_assault) {
1023                         if(self.team == assault_attacker_team)
1024                                 centerprint(self, "You are attacking!");
1025                         else
1026                                 centerprint(self, "You are defending!");
1027                 }
1028
1029                 target_voicescript_clear(self);
1030
1031                 // reset fields the weapons may use
1032                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1033                         weapon_action(j, WR_RESETPLAYER);
1034
1035                 oldself = self;
1036                 self = spot;
1037                         activator = oldself;
1038                                 SUB_UseTargets();
1039                         activator = world;
1040                 self = oldself;
1041
1042                 MUTATOR_CALLHOOK(PlayerSpawn);
1043
1044                 self.switchweapon = w_getbestweapon(self);
1045                 self.cnt = self.switchweapon;
1046                 self.weapon = 0;
1047         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1048                 PutObserverInServer ();
1049         }
1050
1051         //if(g_ctf)
1052         //      ctf_playerchanged();
1053 }
1054
1055 float ClientInit_SendEntity(entity to, float sf)
1056 {
1057         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1058         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1059         WriteCoord(MSG_ENTITY, hook_shotorigin_x);
1060         WriteCoord(MSG_ENTITY, hook_shotorigin_y);
1061         WriteCoord(MSG_ENTITY, hook_shotorigin_z);
1062
1063         if(sv_foginterval && world.fog != "")
1064                 WriteString(MSG_ENTITY, world.fog);
1065         else
1066                 WriteString(MSG_ENTITY, "");
1067         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);
1068         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);
1069         return TRUE;
1070 }
1071
1072 void ClientInit_Spawn()
1073 {
1074         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);
1075 }
1076
1077 /*
1078 =============
1079 SetNewParms
1080 =============
1081 */
1082 void SetNewParms (void)
1083 {
1084         // initialize parms for a new player
1085         parm1 = -(86400 * 366);
1086 }
1087
1088 /*
1089 =============
1090 SetChangeParms
1091 =============
1092 */
1093 void SetChangeParms (void)
1094 {
1095         // save parms for level change
1096         parm1 = self.parm_idlesince - time;
1097 }
1098
1099 /*
1100 =============
1101 DecodeLevelParms
1102 =============
1103 */
1104 void DecodeLevelParms (void)
1105 {
1106         // load parms
1107         self.parm_idlesince = parm1;
1108         if(self.parm_idlesince == -(86400 * 366))
1109                 self.parm_idlesince = time;
1110
1111         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1112         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1113 }
1114
1115 /*
1116 =============
1117 ClientKill
1118
1119 Called when a client types 'kill' in the console
1120 =============
1121 */
1122
1123 void ClientKill_Now_TeamChange()
1124 {
1125         if(self.killindicator_teamchange == -1)
1126         {
1127                 self.team = -1;
1128                 JoinBestTeam( self, FALSE, FALSE );
1129         }
1130         else
1131                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1132 }
1133
1134 void ClientKill_Now()
1135 {
1136         if(self.killindicator_teamchange)
1137                 ClientKill_Now_TeamChange();
1138
1139         // in any case:
1140         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1141
1142         if(self.killindicator)
1143         {
1144                 dprint("Cleaned up after a leaked kill indicator.\n");
1145                 remove(self.killindicator);
1146                 self.killindicator = world;
1147         }
1148 }
1149 void KillIndicator_Think()
1150 {
1151         if (!self.owner.modelindex)
1152         {
1153                 self.owner.killindicator = world;
1154                 remove(self);
1155                 return;
1156         }
1157
1158         if(self.cnt <= 0)
1159         {
1160                 self = self.owner;
1161                 ClientKill_Now(); // no oldself needed
1162                 return;
1163         }
1164         else
1165         {
1166                 if(self.cnt <= 10)
1167                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1168                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1169                 {
1170                         if(self.cnt <= 10)
1171                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1172                         if(self.owner.killindicator_teamchange)
1173                         {
1174                                 if(self.owner.killindicator_teamchange == -1)
1175                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1176                                 else
1177                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1178                         }
1179                         else
1180                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1181                 }
1182                 self.nextthink = time + 1;
1183                 self.cnt -= 1;
1184         }
1185 }
1186
1187 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1188 {
1189         float killtime;
1190         entity e;
1191         killtime = cvar("g_balance_kill_delay");
1192
1193         if(g_race_qualifying)
1194                 killtime = 0;
1195
1196         self.killindicator_teamchange = targetteam;
1197
1198         if(!self.killindicator)
1199         {
1200                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1201                 {
1202                         ClientKill_Now();
1203                 }
1204                 else
1205                 {
1206                         self.killindicator = spawn();
1207                         self.killindicator.owner = self;
1208                         self.killindicator.scale = 0.5;
1209                         setattachment(self.killindicator, self, "");
1210                         setorigin(self.killindicator, '0 0 52');
1211                         self.killindicator.think = KillIndicator_Think;
1212                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1213                         self.killindicator.cnt = ceil(killtime);
1214                         self.killindicator.count = bound(0, ceil(killtime), 10);
1215                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1216
1217                         for(e = world; (e = find(e, classname, "body")) != world; )
1218                         {
1219                                 if(e.enemy != self)
1220                                         continue;
1221                                 e.killindicator = spawn();
1222                                 e.killindicator.owner = e;
1223                                 e.killindicator.scale = 0.5;
1224                                 setattachment(e.killindicator, e, "");
1225                                 setorigin(e.killindicator, '0 0 52');
1226                                 e.killindicator.think = KillIndicator_Think;
1227                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1228                                 e.killindicator.cnt = ceil(killtime);
1229                         }
1230                         self.lip = 0;
1231                 }
1232         }
1233         if(self.killindicator)
1234         {
1235                 if(targetteam)
1236                         self.killindicator.colormod = TeamColor(targetteam);
1237                 else
1238                         self.killindicator.colormod = '0 0 0';
1239         }
1240 }
1241
1242 void ClientKill (void)
1243 {
1244         ClientKill_TeamChange(0);
1245 }
1246
1247 void DoTeamChange(float destteam)
1248 {
1249         float t, c0;
1250         if(!teams_matter)
1251         {
1252                 if(destteam >= 0)
1253                         SetPlayerColors(self, destteam);
1254                 return;
1255         }
1256         if(self.classname == "player")
1257         if(destteam == -1)
1258         {
1259                 CheckAllowedTeams(self);
1260                 t = FindSmallestTeam(self, TRUE);
1261                 switch(self.team)
1262                 {
1263                         case COLOR_TEAM1: c0 = c1; break;
1264                         case COLOR_TEAM2: c0 = c2; break;
1265                         case COLOR_TEAM3: c0 = c3; break;
1266                         case COLOR_TEAM4: c0 = c4; break;
1267                         default:          c0 = 999;
1268                 }
1269                 switch(t)
1270                 {
1271                         case 1:
1272                                 if(c0 > c1)
1273                                         destteam = COLOR_TEAM1;
1274                                 break;
1275                         case 2:
1276                                 if(c0 > c2)
1277                                         destteam = COLOR_TEAM2;
1278                                 break;
1279                         case 3:
1280                                 if(c0 > c3)
1281                                         destteam = COLOR_TEAM3;
1282                                 break;
1283                         case 4:
1284                                 if(c0 > c4)
1285                                         destteam = COLOR_TEAM4;
1286                                 break;
1287                 }
1288                 if(destteam == -1)
1289                         return;
1290         }
1291         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1292                 return;
1293         ClientKill_TeamChange(destteam);
1294 }
1295
1296 void FixClientCvars(entity e)
1297 {
1298         // send prediction settings to the client
1299         stuffcmd(e, "\nin_bindmap 0 0\n");
1300         if(g_race || g_cts)
1301                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1302         if(cvar("g_antilag") == 3) // client side hitscan
1303                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");
1304                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1305         /*
1306          * we no longer need to stuff this. Remove this comment block if you feel
1307          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1308         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1309         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1310         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1311         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1312         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1313         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1314         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1315         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1316         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1317         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1318         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1319         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1320         stuffcmd(e, "cl_movement_edgefriction 1\n");
1321          */
1322 }
1323
1324 /*
1325 =============
1326 ClientConnect
1327
1328 Called when a client connects to the server
1329 =============
1330 */
1331 //void ctf_clientconnect();
1332 string ColoredTeamName(float t);
1333 void DecodeLevelParms (void);
1334 //void dom_player_join_team(entity pl);
1335 #ifdef UID
1336 .float uid_kicktime;
1337 .string uid;
1338 #endif
1339 void ClientConnect (void)
1340 {
1341         float t;
1342
1343         if(self.flags & FL_CLIENT)
1344         {
1345                 print("Warning: ClientConnect, but already connected!\n");
1346                 return;
1347         }
1348
1349         if(Ban_MaybeEnforceBan(self))
1350                 return;
1351
1352         DecodeLevelParms();
1353
1354         self.classname = "player_joining";
1355
1356         self.flags = FL_CLIENT;
1357         self.version_nagtime = time + 10 + random() * 10;
1358
1359         if(player_count<0)
1360         {
1361                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1362                 player_count = 0;
1363         }
1364
1365         PlayerScore_Attach(self);
1366         ClientData_Attach();
1367
1368         bot_clientconnect();
1369
1370         playerdemo_init();
1371
1372         anticheat_init();
1373         
1374         race_PreSpawnObserver();
1375
1376         //if(g_domination)
1377         //      dom_player_join_team(self);
1378
1379         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1380
1381         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1382                 self.classname = "observer";
1383         } else {
1384                 if(teams_matter)
1385                 {
1386                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1387                         {
1388                                 self.classname = "player";
1389                                 campaign_bots_may_start = 1;
1390                         }
1391                         else
1392                         {
1393                                 self.classname = "observer"; // do it anyway
1394                         }
1395                 }
1396                 else
1397                 {
1398                         self.classname = "player";
1399                         campaign_bots_may_start = 1;
1400                 }
1401         }
1402
1403         self.playerid = (playerid_last = playerid_last + 1);
1404
1405         if(cvar("sv_eventlog"))
1406                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1407
1408         LogTeamchange(self.playerid, self.team, 1);
1409
1410         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1411
1412         self.netname_previous = strzone(self.netname);
1413
1414         bprint("^4", self.netname, "^4 connected");
1415
1416         if(self.classname != "observer" && (g_domination || g_ctf))
1417                 bprint(" and joined the ", ColoredTeamName(self.team));
1418
1419         bprint("\n");
1420
1421         self.welcomemessage_time = 0;
1422
1423         stuffcmd(self, strcat(clientstuff, "\n"));
1424         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1425         stuffcmd(self, "cl_particles_reloadeffects\n");
1426
1427         FixClientCvars(self);
1428
1429         // spawnfunc_waypoint sprites
1430         WaypointSprite_InitClient(self);
1431
1432         // Wazat's grappling hook
1433         SetGrappleHookBindings();
1434
1435         // get autoswitch state from player when he toggles it
1436         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1437
1438         // get version info from player
1439         stuffcmd(self, "cmd clientversion $gameversion\n");
1440
1441         // get other cvars from player
1442         GetCvars(0);
1443
1444         // set cvar for team scoreboard
1445         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1446
1447         // notify about available teams
1448         if(teams_matter)
1449         {
1450                 CheckAllowedTeams(self);
1451                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1452                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1453         }
1454         else
1455                 stuffcmd(self, "set _teams_available 0\n");
1456
1457         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1458
1459         if(g_arena || g_ca)
1460         {
1461                 self.classname = "observer";
1462                 if(g_arena)
1463                         Spawnqueue_Insert(self);
1464         }
1465         /*else if(g_ctf)
1466         {
1467                 ctf_clientconnect();
1468         }*/
1469
1470         if(teams_matter || radar_showennemies)
1471                 attach_entcs();
1472
1473         bot_relinkplayerlist();
1474
1475         self.spectatortime = time;
1476         if(blockSpectators)
1477         {
1478                 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"));
1479         }
1480
1481         self.jointime = time;
1482         self.allowedTimeouts = cvar("sv_timeout_number");
1483
1484         if(clienttype(self) == CLIENTTYPE_REAL)
1485         {
1486                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1487                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1488         }
1489
1490         if(g_lms)
1491         {
1492                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1493                 {
1494                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1495                         self.frags = FRAGS_SPECTATOR;
1496                 }
1497         }
1498
1499         if(!sv_foginterval && world.fog != "")
1500                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1501
1502         SoundEntity_Attach(self);
1503
1504         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1505         {
1506                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1507                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1508         }
1509         else
1510                 self.hitplotfh = -1;
1511
1512 #ifdef UID
1513         if(clienttype(self) == CLIENTTYPE_REAL)
1514         if not(self.uid)
1515                 self.uid_kicktime = time + 60;
1516 #endif
1517
1518         if(g_race || g_cts) {
1519                 string rr;
1520                 if(g_cts)
1521                         rr = CTS_RECORD;
1522                 else
1523                         rr = RACE_RECORD;
1524                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1525
1526                 race_send_recordtime(MSG_ONE);
1527                 race_send_speedaward(MSG_ONE);
1528
1529                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1530                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));
1531                 race_send_speedaward_alltimebest(MSG_ONE);
1532
1533                 float i;
1534                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1535                         race_SendRankings(i, 0, 0, MSG_ONE);
1536                 }
1537         }
1538         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca
1539                 send_CSQC_teamnagger();
1540
1541         CheatInitClient();
1542 }
1543
1544 /*
1545 =============
1546 ClientDisconnect
1547
1548 Called when a client disconnects from the server
1549 =============
1550 */
1551 .entity chatbubbleentity;
1552 .entity teambubbleentity;
1553 void ReadyCount();
1554 void ClientDisconnect (void)
1555 {
1556         if not(self.flags & FL_CLIENT)
1557         {
1558                 print("Warning: ClientDisconnect without ClientConnect\n");
1559                 return;
1560         }
1561
1562         CheatShutdownClient();
1563
1564         if(self.hitplotfh >= 0)
1565         {
1566                 fclose(self.hitplotfh);
1567                 self.hitplotfh = -1;
1568         }
1569
1570         anticheat_report();
1571         anticheat_shutdown();
1572
1573         playerdemo_shutdown();
1574
1575         bot_clientdisconnect();
1576
1577         if(self.entcs)
1578                 detach_entcs();
1579
1580         if(cvar("sv_eventlog"))
1581                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1582         bprint ("^4",self.netname);
1583         bprint ("^4 disconnected\n");
1584
1585         SoundEntity_Detach(self);
1586
1587         DropAllRunes(self);
1588         MUTATOR_CALLHOOK(ClientDisconnect);
1589
1590         Portal_ClearAll(self);
1591
1592         if(self.flagcarried)
1593                 DropFlag(self.flagcarried, world, world);
1594         if(self.ballcarried)
1595                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1596
1597         // Here, everything has been done that requires this player to be a client.
1598
1599         self.flags &~= FL_CLIENT;
1600
1601         if (self.chatbubbleentity)
1602                 remove (self.chatbubbleentity);
1603
1604         if (self.teambubbleentity)
1605                 remove (self.teambubbleentity);
1606
1607         if (self.killindicator)
1608                 remove (self.killindicator);
1609
1610         WaypointSprite_PlayerGone();
1611
1612         bot_relinkplayerlist();
1613
1614         // remove laserdot
1615         if(self.weaponentity)
1616                 if(self.weaponentity.lasertarget)
1617                         remove(self.weaponentity.lasertarget);
1618
1619         if(g_arena)
1620         {
1621                 Spawnqueue_Unmark(self);
1622                 Spawnqueue_Remove(self);
1623         }
1624
1625         ClientData_Detach();
1626         PlayerScore_Detach(self);
1627
1628         if(self.netname_previous)
1629                 strunzone(self.netname_previous);
1630         if(self.clientstatus)
1631                 strunzone(self.clientstatus);
1632
1633         ClearPlayerSounds();
1634
1635         if(self.personal)
1636                 remove(self.personal);
1637
1638         self.playerid = 0;
1639         ReadyCount();
1640
1641         // free cvars
1642         GetCvars(-1);
1643 }
1644
1645 .float BUTTON_CHAT;
1646 void ChatBubbleThink()
1647 {
1648         self.nextthink = time;
1649         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1650         {
1651                 if(self.owner) // but why can that ever be world?
1652                         self.owner.chatbubbleentity = world;
1653                 remove(self);
1654                 return;
1655         }
1656         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1657 #ifdef TETRIS
1658                 || self.owner.tetris_on
1659 #endif
1660         )
1661                 self.model = self.mdl;
1662         else
1663                 self.model = "";
1664 };
1665
1666 void UpdateChatBubble()
1667 {
1668         if (!self.modelindex)
1669                 return;
1670         // spawn a chatbubble entity if needed
1671         if (!self.chatbubbleentity)
1672         {
1673                 self.chatbubbleentity = spawn();
1674                 self.chatbubbleentity.owner = self;
1675                 self.chatbubbleentity.exteriormodeltoclient = self;
1676                 self.chatbubbleentity.think = ChatBubbleThink;
1677                 self.chatbubbleentity.nextthink = time;
1678                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1679                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1680                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1681                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1682                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1683                 self.chatbubbleentity.model = "";
1684                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1685         }
1686 }
1687
1688
1689 void TeamBubbleThink()
1690 {
1691         self.nextthink = time;
1692         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1693         {
1694                 if(self.owner) // but why can that ever be world?
1695                         self.owner.teambubbleentity = world;
1696                 remove(self);
1697                 return;
1698         }
1699 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1700         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1701                 self.model = "";
1702         else
1703                 self.model = self.mdl;
1704
1705 };
1706
1707 float TeamBubble_customizeentityforclient()
1708 {
1709         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1710 }
1711
1712 void UpdateTeamBubble()
1713 {
1714         if (!self.modelindex || !teams_matter)
1715                 return;
1716         // spawn a teambubble entity if needed
1717         if (!self.teambubbleentity && teams_matter)
1718         {
1719                 self.teambubbleentity = spawn();
1720                 self.teambubbleentity.owner = self;
1721                 self.teambubbleentity.exteriormodeltoclient = self;
1722                 self.teambubbleentity.think = TeamBubbleThink;
1723                 self.teambubbleentity.nextthink = time;
1724                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1725 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1726                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1727                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1728                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1729                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1730                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1731                 self.teambubbleentity.effects = EF_LOWPRECISION;
1732         }
1733 }
1734
1735 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1736 // added to the model skins
1737 /*void UpdateColorModHack()
1738 {
1739         local float c;
1740         c = self.clientcolors & 15;
1741         // LordHavoc: only bothering to support white, green, red, yellow, blue
1742              if (!teams_matter) self.colormod = '0 0 0';
1743         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1744         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1745         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1746         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1747         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1748         else self.colormod = '1 1 1';
1749 };*/
1750
1751 .float oldcolormap;
1752 void respawn(void)
1753 {
1754         if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1755         {
1756                 self.solid = SOLID_NOT;
1757                 self.takedamage = DAMAGE_NO;
1758                 self.movetype = MOVETYPE_FLY;
1759                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1760                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1761                 self.effects |= EF_ADDITIVE;
1762                 self.oldcolormap = self.colormap;
1763                 self.colormap = 512;
1764                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1765                 if(cvar("g_respawn_ghosts_maxtime"))
1766                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1767         }
1768
1769         CopyBody(1);
1770         self.effects |= EF_NODRAW; // prevent another CopyBody
1771         if(self.oldcolormap)
1772         {
1773                 self.colormap = self.oldcolormap;
1774                 self.oldcolormap = 0;
1775         }
1776         PutClientInServer();
1777 }
1778
1779 void play_countdown(float finished, string samp)
1780 {
1781         if(clienttype(self) == CLIENTTYPE_REAL)
1782                 if(floor(finished - time - frametime) != floor(finished - time))
1783                         if(finished - time < 6)
1784                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1785 }
1786
1787 /**
1788  * When sv_timeout is used this function returs strings like
1789  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1790  * Called by centerprint functions
1791  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1792  */
1793 string getTimeoutText(float addOneSecond) {
1794         if (!cvar("sv_timeout") || !timeoutStatus)
1795                 return "";
1796
1797         local string retStr;
1798         if (timeoutStatus == 1) {
1799                 if (addOneSecond == 1) {
1800                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1801                 }
1802                 else {
1803                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1804                 }
1805                 return retStr;
1806         }
1807         else if (timeoutStatus == 2) {
1808                 if (addOneSecond) {
1809                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1810                         //don't show messages like "Timeout ends in 0 seconds"...
1811                         if ((remainingTimeoutTime + 1) > 0)
1812                                 return retStr;
1813                         else
1814                                 return "";
1815                 }
1816                 else {
1817                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1818                         //don't show messages like "Timeout ends in 0 seconds"...
1819                         if (remainingTimeoutTime > 0)
1820                                 return retStr;
1821                         else
1822                                 return "";
1823                 }
1824         }
1825         else return "";
1826 }
1827
1828 void player_powerups (void)
1829 {
1830         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1831         {
1832                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1833                 self.modelflags |= MF_ROCKET;
1834         }
1835         else
1836         {
1837                 SoundEntity_StopSound(self, CHAN_PLAYER);
1838                 self.modelflags &~= MF_ROCKET;
1839         }
1840
1841         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1842
1843         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1844                 return;
1845         
1846         Fire_ApplyDamage(self);
1847         Fire_ApplyEffect(self);
1848
1849         if (g_minstagib)
1850         {
1851                 self.effects |= EF_FULLBRIGHT;
1852
1853                 if (self.items & IT_STRENGTH)
1854                 {
1855                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1856                         if (time > self.strength_finished)
1857                         {
1858                                 self.alpha = default_player_alpha;
1859                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1860                                 self.items &~= IT_STRENGTH;
1861                                 sprint(self, "^3Invisibility has worn off\n");
1862                         }
1863                 }
1864                 else
1865                 {
1866                         if (time < self.strength_finished)
1867                         {
1868                                 self.alpha = g_minstagib_invis_alpha;
1869                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1870                                 self.items |= IT_STRENGTH;
1871                                 sprint(self, "^3You are invisible\n");
1872                         }
1873                 }
1874
1875                 if (self.items & IT_INVINCIBLE)
1876                 {
1877                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1878                         if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1879                         {
1880                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1881                                 sprint(self, "^3Speed has worn off\n");
1882                         }
1883                 }
1884                 else
1885                 {
1886                         if (time < self.invincible_finished)
1887                         {
1888                                 self.items = self.items | IT_INVINCIBLE;
1889                                 sprint(self, "^3You are on speed\n");
1890                         }
1891                 }
1892                 return;
1893         }
1894
1895         if (self.items & IT_STRENGTH)
1896         {
1897                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1898                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1899                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
1900                 {
1901                         self.items = self.items - (self.items & IT_STRENGTH);
1902                         sprint(self, "^3Strength has worn off\n");
1903                 }
1904         }
1905         else
1906         {
1907                 if (time < self.strength_finished)
1908                 {
1909                         self.items = self.items | IT_STRENGTH;
1910                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1911                 }
1912         }
1913         if (self.items & IT_INVINCIBLE)
1914         {
1915                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1916                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1917                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1918                 {
1919                         self.items = self.items - (self.items & IT_INVINCIBLE);
1920                         sprint(self, "^3Shield has worn off\n");
1921                 }
1922         }
1923         else
1924         {
1925                 if (time < self.invincible_finished)
1926                 {
1927                         self.items = self.items | IT_INVINCIBLE;
1928                         sprint(self, "^3Shield surrounds you\n");
1929                 }
1930         }
1931
1932         if(cvar("g_nodepthtestplayers"))
1933                 self.effects = self.effects | EF_NODEPTHTEST;
1934
1935         if(cvar("g_fullbrightplayers"))
1936                 self.effects = self.effects | EF_FULLBRIGHT;
1937
1938         // midair gamemode: damage only while in the air
1939         // if in midair mode, being on ground grants temporary invulnerability
1940         // (this is so that multishot weapon don't clear the ground flag on the
1941         // first damage in the frame, leaving the player vulnerable to the
1942         // remaining hits in the same frame)
1943         if (self.flags & FL_ONGROUND)
1944         if (g_midair)
1945                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1946
1947         if (time >= game_starttime)
1948         if (time < self.spawnshieldtime)
1949                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1950 }
1951
1952 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1953 {
1954         if(current > stable)
1955                 return current;
1956         else if(current > stable - 0.25) // when close enough, "snap"
1957                 return stable;
1958         else
1959                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1960 }
1961
1962 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1963 {
1964         if(current < stable)
1965                 return current;
1966         else if(current < stable + 0.25) // when close enough, "snap"
1967                 return stable;
1968         else
1969                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1970 }
1971
1972 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1973 {
1974         if(current > rotstable)
1975         {
1976                 if(rotframetime > 0)
1977                 {
1978                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1979                         current = max(rotstable, current - rotlinear * rotframetime);
1980                 }
1981         }
1982         else if(current < regenstable)
1983         {
1984                 if(regenframetime > 0)
1985                 {
1986                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1987                         current = min(regenstable, current + regenlinear * regenframetime);
1988                 }
1989         }
1990
1991         if(current > limit)
1992                 current = limit;
1993
1994         return current;
1995 }
1996
1997 void player_regen (void)
1998 {
1999         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2000         maxh = cvar("g_balance_health_rotstable");
2001         maxa = cvar("g_balance_armor_rotstable");
2002         maxf = cvar("g_balance_fuel_rotstable");
2003         minh = cvar("g_balance_health_regenstable");
2004         mina = cvar("g_balance_armor_regenstable");
2005         minf = cvar("g_balance_fuel_regenstable");
2006         limith = cvar("g_balance_health_limit");
2007         limita = cvar("g_balance_armor_limit");
2008         limitf = cvar("g_balance_fuel_limit");
2009
2010         max_mod = regen_mod = rot_mod = limit_mod = 1;
2011
2012         if (self.runes & RUNE_REGEN)
2013         {
2014                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2015                 {
2016                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2017                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2018                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2019                 }
2020                 else
2021                 {
2022                         regen_mod = cvar("g_balance_rune_regen_regenrate");
2023                         max_mod = cvar("g_balance_rune_regen_hpmod");
2024                         limit_mod = cvar("g_balance_rune_regen_limitmod");
2025                 }
2026         }
2027         else if (self.runes & CURSE_VENOM)
2028         {
2029                 max_mod = cvar("g_balance_curse_venom_hpmod");
2030                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2031                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2032                 else
2033                         rot_mod = cvar("g_balance_curse_venom_rotrate");
2034                 limit_mod = cvar("g_balance_curse_venom_limitmod");
2035                 //if (!self.runes & RUNE_REGEN)
2036                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
2037         }
2038         maxh = maxh * max_mod;
2039         //maxa = maxa * max_mod;
2040         //maxf = maxf * max_mod;
2041         minh = minh * max_mod;
2042         //mina = mina * max_mod;
2043         //minf = minf * max_mod;
2044         limith = limith * limit_mod;
2045         limita = limita * limit_mod;
2046         //limitf = limitf * limit_mod;
2047
2048         if(g_lms && g_ca)
2049                 rot_mod = 0;
2050
2051         if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2052         {
2053                 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);
2054                 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);
2055
2056                 // if player rotted to death...  die!
2057                 if(self.health < 1)
2058                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2059         }
2060
2061         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2062                 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);
2063 }
2064
2065 float zoomstate_set;
2066 void SetZoomState(float z)
2067 {
2068         if(z != self.zoomstate)
2069         {
2070                 self.zoomstate = z;
2071                 ClientData_Touch(self);
2072         }
2073         zoomstate_set = 1;
2074 }
2075
2076 void GetPressedKeys(void) {
2077         MUTATOR_CALLHOOK(GetPressedKeys);
2078         if (self.movement_x > 0) // get if movement keys are pressed
2079         {       // forward key pressed
2080                 self.pressedkeys |= KEY_FORWARD;
2081                 self.pressedkeys &~= KEY_BACKWARD;
2082         }
2083         else if (self.movement_x < 0)
2084         {       // backward key pressed
2085                 self.pressedkeys |= KEY_BACKWARD;
2086                 self.pressedkeys &~= KEY_FORWARD;
2087         }
2088         else
2089         {       // no x input
2090                 self.pressedkeys &~= KEY_FORWARD;
2091                 self.pressedkeys &~= KEY_BACKWARD;
2092         }
2093
2094         if (self.movement_y > 0)
2095         {       // right key pressed
2096                 self.pressedkeys |= KEY_RIGHT;
2097                 self.pressedkeys &~= KEY_LEFT;
2098         }
2099         else if (self.movement_y < 0)
2100         {       // left key pressed
2101                 self.pressedkeys |= KEY_LEFT;
2102                 self.pressedkeys &~= KEY_RIGHT;
2103         }
2104         else
2105         {       // no y input
2106                 self.pressedkeys &~= KEY_RIGHT;
2107                 self.pressedkeys &~= KEY_LEFT;
2108         }
2109
2110         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2111                 self.pressedkeys |= KEY_JUMP;
2112         else
2113                 self.pressedkeys &~= KEY_JUMP;
2114         if (self.BUTTON_CROUCH)
2115                 self.pressedkeys |= KEY_CROUCH;
2116         else
2117                 self.pressedkeys &~= KEY_CROUCH;
2118 }
2119
2120 void update_stats (float number, float hit, float fired) {
2121 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;
2122 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2123
2124         if(number) {
2125                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2126                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2127         } else {
2128                 self.stat_hit = hit * sv_accuracy_data_share;
2129                 self.stat_fired = fired * sv_accuracy_data_share;
2130         }
2131 }
2132
2133 /*
2134 ======================
2135 spectate mode routines
2136 ======================
2137 */
2138
2139 .float weapon_count;
2140 void SpectateCopy(entity spectatee) {
2141         if(spectatee.weapon_count < WEP_LAST) {
2142                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));
2143                 spectatee.weapon_count ++;
2144         } else
2145                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2146
2147         other = spectatee;
2148         MUTATOR_CALLHOOK(SpectateCopy);
2149         self.armortype = spectatee.armortype;
2150         self.armorvalue = spectatee.armorvalue;
2151         self.ammo_cells = spectatee.ammo_cells;
2152         self.ammo_shells = spectatee.ammo_shells;
2153         self.ammo_nails = spectatee.ammo_nails;
2154         self.ammo_rockets = spectatee.ammo_rockets;
2155         self.ammo_fuel = spectatee.ammo_fuel;
2156         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2157         self.health = spectatee.health;
2158         self.impulse = 0;
2159         self.items = spectatee.items;
2160         self.metertime = spectatee.metertime;
2161         self.strength_finished = spectatee.strength_finished;
2162         self.invincible_finished = spectatee.invincible_finished;
2163         self.pressedkeys = spectatee.pressedkeys;
2164         self.weapons = spectatee.weapons;
2165         self.switchweapon = spectatee.switchweapon;
2166         self.weapon = spectatee.weapon;
2167         self.punchangle = spectatee.punchangle;
2168         self.view_ofs = spectatee.view_ofs;
2169         self.v_angle = spectatee.v_angle;
2170         self.velocity = spectatee.velocity;
2171         self.dmg_take = spectatee.dmg_take;
2172         self.dmg_save = spectatee.dmg_save;
2173         self.dmg_inflictor = spectatee.dmg_inflictor;
2174         self.angles = spectatee.v_angle;
2175         self.fixangle = TRUE;
2176         setorigin(self, spectatee.origin);
2177         setsize(self, spectatee.mins, spectatee.maxs);
2178         SetZoomState(spectatee.zoomstate);
2179
2180         anticheat_spectatecopy(spectatee);
2181 }
2182
2183 float SpectateUpdate() {
2184         if(!self.enemy)
2185                 return 0;
2186
2187         if (self == self.enemy)
2188                 return 0;
2189
2190         if(self.enemy.classname != "player")
2191                 return 0;
2192
2193         SpectateCopy(self.enemy);
2194
2195         return 1;
2196 }
2197
2198 float SpectateNext() {
2199         other = find(self.enemy, classname, "player");
2200
2201         if (!other)
2202                 other = find(other, classname, "player");
2203
2204         if (other)
2205                 self.enemy = other;
2206
2207         if(self.enemy.classname == "player") {
2208                 msg_entity = self;
2209                 WriteByte(MSG_ONE, SVC_SETVIEW);
2210                 WriteEntity(MSG_ONE, self.enemy);
2211                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2212                 self.movetype = MOVETYPE_NONE;
2213
2214                 self.enemy.weapon_count = 0;
2215
2216                 if(!SpectateUpdate())
2217                         PutObserverInServer();
2218
2219                 return 1;
2220         } else {
2221                 return 0;
2222         }
2223 }
2224
2225 /*
2226 =============
2227 ShowRespawnCountdown()
2228
2229 Update a respawn countdown display.
2230 =============
2231 */
2232 void ShowRespawnCountdown()
2233 {
2234         float number;
2235         if(self.deadflag == DEAD_NO) // just respawned?
2236                 return;
2237         else
2238         {
2239                 number = ceil(self.death_time - time);
2240                 if(number <= 0)
2241                         return;
2242                 if(number <= self.respawn_countdown)
2243                 {
2244                         self.respawn_countdown = number - 1;
2245                         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
2246                                 AnnounceTo(self, strcat(ftos(number), ""));
2247                 }
2248         }
2249 }
2250
2251 void LeaveSpectatorMode()
2252 {
2253         if(isJoinAllowed()) {
2254                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2255                         self.classname = "player";
2256
2257                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2258                                 JoinBestTeam(self, FALSE, TRUE);
2259
2260                         if(cvar("g_campaign"))
2261                                 campaign_bots_may_start = 1;
2262
2263                         self.stat_count = WEP_LAST;
2264
2265                         PutClientInServer();
2266
2267                         if(self.classname == "player")
2268                                 bprint ("^4", self.netname, "^4 is playing now\n");
2269
2270                         if(!cvar("g_campaign"))
2271                                 centerprint(self,""); // clear MOTD
2272
2273                         return;
2274                 } else {
2275                         if (g_ca && self.caplayer) {
2276                         }       // do nothing
2277                         else
2278                                 stuffcmd(self,"menu_showteamselect\n");
2279                         return;
2280                 }
2281         }
2282         else {
2283                 //player may not join because of g_maxplayers is set
2284                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2285         }
2286 }
2287
2288 /**
2289  * Determines whether the player is allowed to join. This depends on cvar
2290  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2291  * it checks whether the number of currently playing players exceeds g_maxplayers.
2292  * @return bool TRUE if the player is allowed to join, false otherwise
2293  */
2294 float isJoinAllowed() {
2295         if (!cvar("g_maxplayers"))
2296                 return TRUE;
2297
2298         local entity e;
2299         local float currentlyPlaying;
2300         FOR_EACH_REALPLAYER(e) {
2301                 if(e.classname == "player")
2302                         currentlyPlaying += 1;
2303         }
2304         if(currentlyPlaying < cvar("g_maxplayers"))
2305                 return TRUE;
2306
2307         return FALSE;
2308 }
2309
2310 /**
2311  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2312  * g_maxplayers_spectator_blocktime seconds
2313  */
2314 void checkSpectatorBlock() {
2315         if(self.classname == "spectator" || self.classname == "observer") {
2316                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2317                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2318                         dropclient(self);
2319                 }
2320         }
2321 }
2322
2323 float vercmp_recursive(string v1, string v2)
2324 {
2325         float dot1, dot2;
2326         string s1, s2;
2327         float r;
2328
2329         dot1 = strstrofs(v1, ".", 0);
2330         dot2 = strstrofs(v2, ".", 0);
2331         if(dot1 == -1)
2332                 s1 = v1;
2333         else
2334                 s1 = substring(v1, 0, dot1);
2335         if(dot2 == -1)
2336                 s2 = v2;
2337         else
2338                 s2 = substring(v2, 0, dot2);
2339
2340         r = stof(s1) - stof(s2);
2341         if(r != 0)
2342                 return r;
2343
2344         r = strcasecmp(s1, s2);
2345         if(r != 0)
2346                 return r;
2347
2348         if(dot1 == -1)
2349                 if(dot2 == -1)
2350                         return 0;
2351                 else
2352                         return -1;
2353         else
2354                 if(dot2 == -1)
2355                         return 1;
2356                 else
2357                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2358 }
2359
2360 float vercmp(string v1, string v2)
2361 {
2362         if(strcasecmp(v1, v2) == 0) // early out check
2363                 return 0;
2364         return vercmp_recursive(v1, v2);
2365 }
2366
2367 void ObserverThink()
2368 {
2369         if (self.flags & FL_JUMPRELEASED) {
2370                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2371                         self.welcomemessage_time = 0;
2372                         self.flags &~= FL_JUMPRELEASED;
2373                         self.flags |= FL_SPAWNING;
2374                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2375                         self.welcomemessage_time = 0;
2376                         self.flags &~= FL_JUMPRELEASED;
2377                         if(SpectateNext() == 1) {
2378                                 self.classname = "spectator";
2379                         }
2380                 }
2381         } else {
2382                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2383                         self.flags |= FL_JUMPRELEASED;
2384                         if(self.flags & FL_SPAWNING)
2385                         {
2386                                 self.flags &~= FL_SPAWNING;
2387                                 LeaveSpectatorMode();
2388                                 return;
2389                         }
2390                 }
2391         }
2392         PrintWelcomeMessage(self);
2393 }
2394
2395 void SpectatorThink()
2396 {
2397         if (self.flags & FL_JUMPRELEASED) {
2398                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2399                         self.welcomemessage_time = 0;
2400                         self.flags &~= FL_JUMPRELEASED;
2401                         self.flags |= FL_SPAWNING;
2402                 } else if(self.BUTTON_ATCK) {
2403                         self.welcomemessage_time = 0;
2404                         self.flags &~= FL_JUMPRELEASED;
2405                         if(SpectateNext() == 1) {
2406                                 self.classname = "spectator";
2407                         } else {
2408                                 self.classname = "observer";
2409                                 self.stat_count = WEP_LAST;
2410                                 PutClientInServer();
2411                         }
2412                 } else if (self.BUTTON_ATCK2) {
2413                         self.welcomemessage_time = 0;
2414                         self.flags &~= FL_JUMPRELEASED;
2415                         self.classname = "observer";
2416                         self.stat_count = WEP_LAST;
2417                         PutClientInServer();
2418                 } else {
2419                         if(!SpectateUpdate())
2420                                 PutObserverInServer();
2421                 }
2422         } else {
2423                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2424                         self.flags |= FL_JUMPRELEASED;
2425                         if(self.flags & FL_SPAWNING)
2426                         {
2427                                 self.flags &~= FL_SPAWNING;
2428                                 LeaveSpectatorMode();
2429                                 return;
2430                         }
2431                 }
2432         }
2433
2434         PrintWelcomeMessage(self);
2435         self.flags |= FL_CLIENT | FL_NOTARGET;
2436 }
2437
2438 .float touchexplode_time;
2439
2440 /*
2441 =============
2442 PlayerPreThink
2443
2444 Called every frame for each client before the physics are run
2445 =============
2446 */
2447 void() ctf_setstatus;
2448 void() nexball_setstatus;
2449 .float items_added;
2450 void PlayerPreThink (void)
2451 {
2452         self.stat_game_starttime = game_starttime;
2453         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2454         self.stat_leadlimit = cvar("leadlimit");
2455
2456         if(frametime)
2457         {
2458                 // physics frames: update anticheat stuff
2459                 anticheat_prethink();
2460         }
2461
2462         if(blockSpectators && frametime)
2463                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2464                 checkSpectatorBlock();
2465
2466         zoomstate_set = 0;
2467
2468         if(self.netname_previous != self.netname)
2469         {
2470                 if(cvar("sv_eventlog"))
2471                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2472                 if(self.netname_previous)
2473                         strunzone(self.netname_previous);
2474                 self.netname_previous = strzone(self.netname);
2475         }
2476
2477         // version nagging
2478         if(self.version_nagtime)
2479                 if(self.cvar_g_xonoticversion)
2480                         if(time > self.version_nagtime)
2481                         {
2482                                 if(strstr(self.cvar_g_xonoticversion, "svn", 0) < 0)
2483                                 {
2484                                         if(strstr(cvar_string("g_xonoticversion"), "svn", 0) >= 0)
2485                                         {
2486                                                 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");
2487                                                 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"));
2488                                         }
2489                                         else
2490                                         {
2491                                                 float r;
2492                                                 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2493                                                 if(r < 0)
2494                                                 {
2495                                                         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");
2496                                                         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"));
2497                                                 }
2498                                                 else if(r > 0)
2499                                                 {
2500                                                         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");
2501                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2502                                                 }
2503                                         }
2504                                 }
2505                                 self.version_nagtime = 0;
2506                         }
2507
2508         // GOD MODE info
2509         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2510         {
2511                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2512                 self.max_armorvalue = 0;
2513         }
2514
2515 #ifdef TETRIS
2516         if (TetrisPreFrame())
2517                 return;
2518 #endif
2519
2520         MUTATOR_CALLHOOK(PlayerPreThink);
2521
2522         if(self.classname == "player") {
2523 //              if(self.netname == "Wazat")
2524 //                      bprint(self.classname, "\n");
2525
2526                 CheckRules_Player();
2527
2528                 PrintWelcomeMessage(self);
2529
2530                 if (intermission_running)
2531                 {
2532                         IntermissionThink ();   // otherwise a button could be missed between
2533                         return;                                 // the think tics
2534                 }
2535
2536                 if(self.teleport_time)
2537                 if(time > self.teleport_time)
2538                 {
2539                         self.teleport_time = 0;
2540                         self.effects = self.effects - (self.effects & EF_NODRAW);
2541                 }
2542
2543                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2544                         UpdateSelectedPlayer();
2545
2546                 //don't allow the player to turn around while game is paused!
2547                 if(timeoutStatus == 2) {
2548                         self.v_angle = self.lastV_angle;
2549                         self.angles = self.lastV_angle;
2550                         self.fixangle = TRUE;
2551                 }
2552
2553                 if(frametime)
2554                 {
2555                         self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2556                         player_powerups();
2557                 }
2558
2559                 if (self.deadflag != DEAD_NO)
2560                 {
2561                         float button_pressed, force_respawn;
2562                         if(self.personal && g_race_qualifying)
2563                         {
2564                                 if(time > self.death_time)
2565                                 {
2566                                         self.death_time = time + 1; // only retry once a second
2567                                         respawn();
2568                                         self.impulse = 141;
2569                                 }
2570                         }
2571                         else
2572                         {
2573                                 if(frametime)
2574                                         player_anim();
2575                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2576                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2577                                 if (self.deadflag == DEAD_DYING)
2578                                 {
2579                                         if(force_respawn)
2580                                                 self.deadflag = DEAD_RESPAWNING;
2581                                         else if(!button_pressed)
2582                                                 self.deadflag = DEAD_DEAD;
2583                                 }
2584                                 else if (self.deadflag == DEAD_DEAD)
2585                                 {
2586                                         if(button_pressed)
2587                                                 self.deadflag = DEAD_RESPAWNABLE;
2588                                 }
2589                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2590                                 {
2591                                         if(!button_pressed)
2592                                                 self.deadflag = DEAD_RESPAWNING;
2593                                 }
2594                                 else if (self.deadflag == DEAD_RESPAWNING)
2595                                 {
2596                                         if(time > self.death_time)
2597                                         {
2598                                                 self.death_time = time + 1; // only retry once a second
2599                                                 respawn();
2600                                         }
2601                                 }
2602                                 ShowRespawnCountdown();
2603                         }
2604                         return;
2605                 }
2606
2607                 if(g_touchexplode)
2608                 if(time > self.touchexplode_time)
2609                 if(self.classname == "player")
2610                 if(self.deadflag == DEAD_NO)
2611                 if not(IS_INDEPENDENT_PLAYER(self))
2612                 FOR_EACH_PLAYER(other) if(self != other)
2613                 {
2614                         if(time > other.touchexplode_time)
2615                         if(other.classname == "player")
2616                         if(other.deadflag == DEAD_NO)
2617                         if not(IS_INDEPENDENT_PLAYER(other))
2618                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2619                         {
2620                                 PlayerTouchExplode(self, other);
2621                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2622                         }
2623                 }
2624
2625                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2626                 {
2627                         vector dist;
2628
2629                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2630                         dist = self.prevorigin - self.origin;
2631                         dist_z = 0;
2632                         self.lms_traveled_distance += fabs(vlen(dist));
2633
2634                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2635                         {
2636                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2637                                 self.lms_traveled_distance = 0;
2638                         }
2639
2640                         if(time > self.lms_nextcheck)
2641                         {
2642                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2643                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2644                                 {
2645                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2646                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2647                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2648                                         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');
2649                                 }
2650                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2651                                 self.lms_traveled_distance = 0;
2652                         }
2653                 }
2654
2655                 self.prevorigin = self.origin;
2656
2657                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2658                 {
2659                         if (!self.crouch)
2660                         {
2661                                 self.crouch = TRUE;
2662                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2663                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2664                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2665                         }
2666                 }
2667                 else
2668                 {
2669                         if (self.crouch)
2670                         {
2671                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2672                                 if (!trace_startsolid)
2673                                 {
2674                                         self.crouch = FALSE;
2675                                         self.view_ofs = PL_VIEW_OFS;
2676                                         setsize (self, PL_MIN, PL_MAX);
2677                                 }
2678                         }
2679                 }
2680
2681                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2682                 {
2683                         if(self.bloodloss_timer < time)
2684                         {
2685                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2686                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2687                         }
2688                 }
2689
2690                 FixPlayermodel();
2691
2692                 GrapplingHookFrame();
2693
2694                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2695                 //if(frametime)
2696                 {
2697                         self.items &~= self.items_added;
2698
2699                         W_WeaponFrame();
2700
2701                         self.items_added = 0;
2702                         if(self.items & IT_JETPACK)
2703                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2704                                         self.items_added |= IT_FUEL;
2705
2706                         self.items |= self.items_added;
2707                 }
2708
2709                 player_regen();
2710                 if(frametime)
2711                         player_anim();
2712
2713                 if (g_minstagib)
2714                         minstagib_ammocheck();
2715
2716                 ctf_setstatus();
2717                 nexball_setstatus();
2718
2719                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2720
2721                 //self.angles_y=self.v_angle_y + 90;   // temp
2722         } else if(gameover) {
2723                 if (intermission_running)
2724                         IntermissionThink ();   // otherwise a button could be missed between
2725                 return;
2726         } else if(self.classname == "observer") {
2727                 ObserverThink();
2728         } else if(self.classname == "spectator") {
2729                 SpectatorThink();
2730         }
2731
2732         if(!zoomstate_set)
2733                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2734
2735         float oldspectatee_status;
2736         oldspectatee_status = self.spectatee_status;
2737         if(self.classname == "spectator")
2738                 self.spectatee_status = num_for_edict(self.enemy);
2739         else if(self.classname == "observer")
2740                 self.spectatee_status = num_for_edict(self);
2741         else
2742                 self.spectatee_status = 0;
2743         if(self.spectatee_status != oldspectatee_status)
2744         {
2745                 ClientData_Touch(self);
2746                 if(g_race || g_cts)
2747                         race_InitSpectator();
2748         }
2749
2750         if(self.teamkill_soundtime)
2751         if(time > self.teamkill_soundtime)
2752         {
2753                 self.teamkill_soundtime = 0;
2754
2755                 entity oldpusher, oldself;
2756
2757                 oldself = self; self = self.teamkill_soundsource;
2758                 oldpusher = self.pusher; self.pusher = oldself;
2759
2760                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2761
2762                 self.pusher = oldpusher;
2763                 self = oldself;
2764         }
2765
2766         if(self.taunt_soundtime)
2767         if(time > self.taunt_soundtime)
2768         {
2769                 self.taunt_soundtime = 0;
2770                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2771         }
2772
2773         target_voicescript_next(self);
2774 }
2775
2776 float isInvisibleString(string s)
2777 {
2778         float i, n, c;
2779         s = strdecolorize(s);
2780         for((i = 0), (n = strlen(s)); i < n; ++i)
2781         {
2782                 c = str2chr(s, i);
2783                 switch(c)
2784                 {
2785                         case 0:
2786                         case 32:
2787                         case 160:
2788                                 break;
2789                         default:
2790                                 return FALSE;
2791                 }
2792         }
2793         return TRUE;
2794 }
2795
2796 /*
2797 =============
2798 PlayerPostThink
2799
2800 Called every frame for each client after the physics are run
2801 =============
2802 */
2803 .float idlekick_lasttimeleft;
2804 void PlayerPostThink (void)
2805 {
2806         // Savage: Check for nameless players
2807         if (isInvisibleString(self.netname)) {
2808                 self.netname = "Player";
2809                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2810         }
2811
2812         // send the clients accuracy stats to the client
2813         if(self.stat_count > 0)
2814         if(frametime)
2815         {
2816                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2817                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2818                 self.stat_count -= 1;
2819         }
2820
2821 #ifdef UID
2822         if(self.uid_kicktime)
2823         if(time > self.uid_kicktime)
2824         {
2825                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");
2826                 dropclient(self);
2827                 return;
2828         }
2829 #endif
2830
2831         if(sv_maxidle && frametime)
2832         {
2833                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2834                 float timeleft;
2835                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2836                 if(timeleft <= 0)
2837                 {
2838                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2839                         AnnounceTo(self, "terminated");
2840                         dropclient(self);
2841                         return;
2842                 }
2843                 else if(timeleft <= 10)
2844                 {
2845                         if(timeleft != self.idlekick_lasttimeleft)
2846                         {
2847                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2848                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
2849                         }
2850                 }
2851                 else
2852                 {
2853                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2854                 }
2855                 self.idlekick_lasttimeleft = timeleft;
2856         }
2857
2858 #ifdef TETRIS
2859         if(self.impulse == 100)
2860                 ImpulseCommands();
2861         if (TetrisPostFrame())
2862                 return;
2863 #endif
2864
2865         CheatFrame();
2866
2867         if(self.classname == "player") {
2868                 CheckRules_Player();
2869                 UpdateChatBubble();
2870                 UpdateTeamBubble();
2871                 if (self.impulse)
2872                         ImpulseCommands();
2873                 if (intermission_running)
2874                         return;         // intermission or finale
2875                 GetPressedKeys();
2876         } else if (self.classname == "observer") {
2877                 //do nothing
2878         } else if (self.classname == "spectator") {
2879                 //do nothing
2880         }
2881
2882         /*
2883         float i;
2884         for(i = 0; i < 1000; ++i)
2885         {
2886                 vector end;
2887                 end = self.origin + '0 0 1024' + 512 * randomvec();
2888                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2889                 if(trace_fraction < 1)
2890                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2891                 {
2892                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2893                         break;
2894                 }
2895         }
2896         */
2897
2898         Arena_Warmup();
2899
2900         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2901
2902         if(self.waypointsprite_attachedforcarrier)
2903                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
2904         
2905         playerdemo_write();
2906
2907         /*
2908         if(g_race)
2909                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
2910         */
2911 }