8d84988b411af58825ad35d31d881c2db231fea1
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
11         WriteByte(MSG_BROADCAST, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_BROADCAST, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         shortest = vlen(world.maxs - world.mins);
155         FOR_EACH_PLAYER(player) if (player != self)
156         {
157                 thisdist = vlen(player.origin - spot.origin);
158                 if (thisdist < shortest)
159                         shortest = thisdist;
160         }
161         if(shortest > mindist)
162                 prio += SPAWN_PRIO_GOOD_DISTANCE;
163
164         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
165         spawn_spot = spot;
166
167         // filter out spots for assault
168         if(spot.target != "") {
169                 entity ent;
170                 float found;
171
172                 found = 0;
173                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
174                 {
175                         ++found;
176                         if(ent.spawn_evalfunc)
177                         {
178                                 entity oldself = self;
179                                 self = ent;
180                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
181                                 self = oldself;
182                                 if(spawn_score_x < 0)
183                                         return spawn_score;
184                         }
185                 }
186
187                 if(!found)
188                 {
189                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
190                         return '-1 0 0';
191                 }
192         }
193
194         MUTATOR_CALLHOOK(Spawn_Score);
195         return spawn_score;
196 }
197
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
199 {
200         entity spot;
201         for(spot = firstspot; spot; spot = spot.chain)
202                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
203 }
204
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
206 {
207         entity spot, spotlist, spotlistend;
208
209         spotlist = world;
210         spotlistend = world;
211
212         Spawn_ScoreAll(firstspot, mindist, teamcheck);
213
214         for(spot = firstspot; spot; spot = spot.chain)
215         {
216                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
217                 {
218                         if(spotlistend)
219                                 spotlistend.chain = spot;
220                         spotlistend = spot;
221                         if(!spotlist)
222                                 spotlist = spot;
223                 }
224         }
225         if(spotlistend)
226                 spotlistend.chain = world;
227
228         return spotlist;
229 }
230
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
232 {
233         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
235         entity spot;
236
237         RandomSelection_Init();
238         for(spot = firstspot; spot; spot = spot.chain)
239                 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);
240
241         return RandomSelection_chosen_ent;
242 }
243
244 /*
245 =============
246 SelectSpawnPoint
247
248 Finds a point to respawn
249 =============
250 */
251 entity SelectSpawnPoint (float anypoint)
252 {
253         float teamcheck;
254         entity spot, firstspot;
255
256         spot = find (world, classname, "testplayerstart");
257         if (spot)
258                 return spot;
259
260         if(anypoint || autocvar_g_spawn_useallspawns)
261                 teamcheck = -1;
262         else if(have_team_spawns > 0)
263         {
264                 if(have_team_spawns_forteam[self.team] == 0)
265                 {
266                         // we request a spawn for a team, and we have team
267                         // spawns, but that team has no spawns?
268                         if(have_team_spawns_forteam[0])
269                                 // try noteam spawns
270                                 teamcheck = 0;
271                         else
272                                 // if not, any spawn has to do
273                                 teamcheck = -1;
274                 }
275                 else
276                         teamcheck = self.team; // MUST be team
277         }
278         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279                 teamcheck = 0; // MUST be noteam
280         else
281                 teamcheck = -1;
282                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
283
284
285         // get the entire list of spots
286         firstspot = findchain(classname, "info_player_deathmatch");
287         // filter out the bad ones
288         // (note this returns the original list if none survived)
289         if(anypoint)
290         {
291                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
292         }
293         else
294         {
295                 float mindist;
296                 if (arena_roundbased && !g_ca)
297                         mindist = 800;
298                 else
299                         mindist = 100;
300                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
301
302                 // there is 50/50 chance of choosing a random spot or the furthest spot
303                 // (this means that roughly every other spawn will be furthest, so you
304                 // usually won't get fragged at spawn twice in a row)
305                 if (random() > autocvar_g_spawn_furthest)
306                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
307                 else
308                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
309         }
310
311         if (!spot)
312         {
313                 if(autocvar_spawn_debug)
314                         GotoNextMap(0);
315                 else
316                 {
317                         if(some_spawn_has_been_used)
318                                 return world; // team can't spawn any more, because of actions of other team
319                         else
320                                 error("Cannot find a spawn point - please fix the map!");
321                 }
322         }
323
324         return spot;
325 }
326
327 /*
328 =============
329 CheckPlayerModel
330
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
333 =============
334 */
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
338         {
339                 // note: we cannot summon Don Strunzone here, some player may
340                 // still have the model string set. In case anyone manages how
341                 // to change a cvar default, we'll have a small leak here.
342                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
343         }
344         // only in right path
345         if( substring(plyermodel,0,14) != "models/player/")
346                 return FallbackPlayerModel;
347         // only good file extensions
348         if(substring(plyermodel,-4,4) != ".zym")
349         if(substring(plyermodel,-4,4) != ".dpm")
350         if(substring(plyermodel,-4,4) != ".iqm")
351         if(substring(plyermodel,-4,4) != ".md3")
352         if(substring(plyermodel,-4,4) != ".psk")
353                 return FallbackPlayerModel;
354         // forbid the LOD models
355         if(substring(plyermodel, -9,5) == "_lod1")
356                 return FallbackPlayerModel;
357         if(substring(plyermodel, -9,5) == "_lod2")
358                 return FallbackPlayerModel;
359         if(plyermodel != strtolower(plyermodel))
360                 return FallbackPlayerModel;
361         // also, restrict to server models
362         if(autocvar_sv_servermodelsonly)
363         {
364                 if(!fexists(plyermodel))
365                         return FallbackPlayerModel;
366         }
367         return plyermodel;
368 }
369
370 void setplayermodel(entity e, string modelname)
371 {
372         precache_model(modelname);
373         setmodel(e, modelname);
374         player_setupanimsformodel();
375         UpdatePlayerSounds();
376 }
377
378 /*
379 =============
380 PutObserverInServer
381
382 putting a client as observer in the server
383 =============
384 */
385 void FixPlayermodel();
386 void PutObserverInServer (void)
387 {
388         entity  spot;
389     self.hud = HUD_NORMAL;
390         race_PreSpawnObserver();
391
392         spot = SelectSpawnPoint (TRUE);
393         if(!spot)
394                 error("No spawnpoints for observers?!?\n");
395         RemoveGrapplingHook(self); // Wazat's Grappling Hook
396
397         if(clienttype(self) == CLIENTTYPE_REAL)
398         {
399                 msg_entity = self;
400                 WriteByte(MSG_ONE, SVC_SETVIEW);
401                 WriteEntity(MSG_ONE, self);
402         }
403
404         MUTATOR_CALLHOOK(MakePlayerObserver);
405
406         minstagib_stop_countdown(self);
407
408         Portal_ClearAll(self);
409         
410         if(self.alivetime)
411         {
412                 if(!inWarmupStage)
413                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
414                 self.alivetime = 0;
415         }
416
417         if(self.vehicle)
418                 vehicles_exit(VHEF_RELESE);         
419
420         WaypointSprite_PlayerDead();
421
422         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
423                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
424
425         if(self.killcount != -666) {
426                 if(g_lms) {
427                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
428                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
429                         else
430                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
431                 } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
432
433                 if(self.just_joined == FALSE) {
434                         LogTeamchange(self.playerid, -1, 4);
435                 } else
436                         self.just_joined = FALSE;
437         }
438
439         PlayerScore_Clear(self); // clear scores when needed
440
441         accuracy_resend(self);
442
443         self.spectatortime = time;
444         
445         self.classname = "observer";
446         self.iscreature = FALSE;
447         self.teleportable = TELEPORT_SIMPLE;
448         self.damagedbycontents = FALSE;
449         self.health = -666;
450         self.takedamage = DAMAGE_NO;
451         self.solid = SOLID_NOT;
452         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
453         self.flags = FL_CLIENT | FL_NOTARGET;
454         self.armorvalue = 666;
455         self.effects = 0;
456         self.armorvalue = autocvar_g_balance_armor_start;
457         self.pauserotarmor_finished = 0;
458         self.pauserothealth_finished = 0;
459         self.pauseregen_finished = 0;
460         self.damageforcescale = 0;
461         self.death_time = 0;
462         self.respawn_time = 0;
463         self.alpha = 0;
464         self.scale = 0;
465         self.fade_time = 0;
466         self.pain_frame = 0;
467         self.pain_finished = 0;
468         self.strength_finished = 0;
469         self.invincible_finished = 0;
470         self.superweapons_finished = 0;
471         self.pushltime = 0;
472         self.istypefrag = 0;
473         self.think = func_null;
474         self.nextthink = 0;
475         self.hook_time = 0;
476         self.deadflag = DEAD_NO;
477         self.angles = spot.angles;
478         self.angles_z = 0;
479         self.fixangle = TRUE;
480         self.crouch = FALSE;
481
482         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
483         self.prevorigin = self.origin;
484         self.items = 0;
485         WEPSET_CLEAR_E(self);
486         self.model = "";
487         FixPlayermodel();
488         setmodel(self, "null");
489         self.drawonlytoclient = self;
490
491         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
492         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
493
494         self.weapon = 0;
495         self.weaponname = "";
496         self.switchingweapon = 0;
497         self.weaponmodel = "";
498         self.weaponentity = world;
499         self.exteriorweaponentity = world;
500         self.killcount = -666;
501         self.velocity = '0 0 0';
502         self.avelocity = '0 0 0';
503         self.punchangle = '0 0 0';
504         self.punchvector = '0 0 0';
505         self.oldvelocity = self.velocity;
506         self.fire_endtime = -1;
507
508         if(g_arena)
509         {
510                 if(self.version_mismatch)
511                 {
512                         self.frags = FRAGS_SPECTATOR;
513                         Spawnqueue_Unmark(self);
514                         Spawnqueue_Remove(self);
515                 }
516                 else
517                 {
518                         self.frags = FRAGS_LMS_LOSER;
519                         Spawnqueue_Insert(self);
520                 }
521         }
522         else if(g_lms)
523         {
524                 // Only if the player cannot play at all
525                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
526                         self.frags = FRAGS_SPECTATOR;
527                 else
528                         self.frags = FRAGS_LMS_LOSER;
529         }
530         else if(g_ca)
531         {
532                 if(self.caplayer)
533                         self.frags = FRAGS_LMS_LOSER;
534                 else
535                         self.frags = FRAGS_SPECTATOR;
536         }
537         else if((g_race && g_race_qualifying) || g_cts)
538         {
539                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
540                         self.frags = FRAGS_LMS_LOSER;
541                 else
542                         self.frags = FRAGS_SPECTATOR;
543         }
544         else
545                 self.frags = FRAGS_SPECTATOR;
546 }
547
548 .float model_randomizer;
549 void FixPlayermodel()
550 {
551         string defaultmodel;
552         float defaultskin, chmdl, oldskin, n, i;
553         vector m1, m2;
554
555         defaultmodel = "";
556         defaultskin = 0;
557         chmdl = FALSE;
558
559         if(autocvar_sv_defaultcharacter == 1)
560         {
561                 if(teamplay)
562                 {
563                         string s;
564                         s = Team_ColorName_Lower(self.team);
565                         if(s != "neutral")
566                         {
567                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
568                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
569                         }
570                 }
571
572                 if(defaultmodel == "")
573                 {
574                         defaultmodel = autocvar_sv_defaultplayermodel;
575                         defaultskin = autocvar_sv_defaultplayerskin;
576                 }
577
578                 n = tokenize_console(defaultmodel);
579                 if(n > 0)
580                         defaultmodel = argv(floor(n * self.model_randomizer));
581
582                 i = strstrofs(defaultmodel, ":", 0);
583                 if(i >= 0)
584                 {
585                         defaultskin = stof(substring(defaultmodel, i+1, -1));
586                         defaultmodel = substring(defaultmodel, 0, i);
587                 }
588         }
589
590         if(defaultmodel != "")
591         {
592                 if (defaultmodel != self.model)
593                 {
594                         m1 = self.mins;
595                         m2 = self.maxs;
596                         setplayermodel (self, defaultmodel);
597                         setsize (self, m1, m2);
598                         chmdl = TRUE;
599                 }
600
601                 oldskin = self.skin;
602                 self.skin = defaultskin;
603         } else {
604                 if (self.playermodel != self.model || self.playermodel == "")
605                 {
606                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
607                         m1 = self.mins;
608                         m2 = self.maxs;
609                         setplayermodel (self, self.playermodel);
610                         setsize (self, m1, m2);
611                         chmdl = TRUE;
612                 }
613
614                 oldskin = self.skin;
615                 self.skin = stof(self.playerskin);
616         }
617
618         if(chmdl || oldskin != self.skin) // model or skin has changed
619         {
620                 self.species = player_getspecies(); // update species
621                 UpdatePlayerSounds(); // update skin sounds
622         }
623
624         if(!teamplay)
625                 if(strlen(autocvar_sv_defaultplayercolors))
626                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
627                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
628 }
629
630 void PlayerTouchExplode(entity p1, entity p2)
631 {
632         vector org;
633         org = (p1.origin + p2.origin) * 0.5;
634         org_z += (p1.mins_z + p2.mins_z) * 0.5;
635
636         te_explosion(org);
637
638         entity e;
639         e = spawn();
640         setorigin(e, org);
641         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
642         remove(e);
643 }
644
645 /*
646 =============
647 PutClientInServer
648
649 Called when a client spawns in the server
650 =============
651 */
652
653 void PutClientInServer (void)
654 {
655         if(clienttype(self) == CLIENTTYPE_BOT)
656         {
657                 self.classname = "player";
658                 if(g_ca)
659                         self.caplayer = 1;
660         }
661         else if(clienttype(self) == CLIENTTYPE_REAL)
662         {
663                 msg_entity = self;
664                 WriteByte(MSG_ONE, SVC_SETVIEW);
665                 WriteEntity(MSG_ONE, self);
666         }
667
668         // reset player keys
669         self.itemkeys = 0;
670
671         // player is dead and becomes observer
672         // FIXME fix LMS scoring for new system
673         if(g_lms)
674         {
675                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
676                         self.classname = "observer";
677         }
678
679         if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
680                 self.classname = "observer";
681
682         if(gameover)
683                 self.classname = "observer";
684
685         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
686                 entity spot, oldself;
687                 float j;
688
689                 accuracy_resend(self);
690
691                 if(self.team < 0)
692                         JoinBestTeam(self, FALSE, TRUE);
693
694                 race_PreSpawn();
695
696                 spot = SelectSpawnPoint (FALSE);
697                 if(!spot)
698                 {
699                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
700                         return; // spawn failed
701                 }
702
703                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
704
705                 self.classname = "player";
706                 self.wasplayer = TRUE;
707                 self.iscreature = TRUE;
708                 self.teleportable = TELEPORT_NORMAL;
709                 self.damagedbycontents = TRUE;
710                 self.movetype = MOVETYPE_WALK;
711                 self.solid = SOLID_SLIDEBOX;
712                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
713                 if(autocvar_g_playerclip_collisions)
714                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
715                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
716                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
717                 self.frags = FRAGS_PLAYER;
718                 if(INDEPENDENT_PLAYERS)
719                         MAKE_INDEPENDENT_PLAYER(self);
720                 self.flags = FL_CLIENT;
721                 if(autocvar__notarget)
722                         self.flags |= FL_NOTARGET;
723                 self.takedamage = DAMAGE_AIM;
724                 if(g_minstagib)
725                         self.effects = EF_FULLBRIGHT;
726                 else
727                         self.effects = 0;
728                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
729                 self.air_finished = time + 12;
730                 self.dmg = 2;
731                 if(autocvar_g_balance_nex_charge)
732                 {
733                         if(autocvar_g_balance_nex_secondary_chargepool)
734                                 self.nex_chargepool_ammo = 1;
735                         self.nex_charge = autocvar_g_balance_nex_charge_start;
736                 }
737
738                 if(inWarmupStage)
739                 {
740                         self.ammo_shells = warmup_start_ammo_shells;
741                         self.ammo_nails = warmup_start_ammo_nails;
742                         self.ammo_rockets = warmup_start_ammo_rockets;
743                         self.ammo_cells = warmup_start_ammo_cells;
744                         self.ammo_fuel = warmup_start_ammo_fuel;
745                         self.health = warmup_start_health;
746                         self.armorvalue = warmup_start_armorvalue;
747                         WEPSET_COPY_EA(self, warmup_start_weapons);
748                 }
749                 else
750                 {
751                         self.ammo_shells = start_ammo_shells;
752                         self.ammo_nails = start_ammo_nails;
753                         self.ammo_rockets = start_ammo_rockets;
754                         self.ammo_cells = start_ammo_cells;
755                         self.ammo_fuel = start_ammo_fuel;
756                         self.health = start_health;
757                         self.armorvalue = start_armorvalue;
758                         WEPSET_COPY_EA(self, start_weapons);
759                 }
760
761                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
762                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
763                 else
764                         self.superweapons_finished = 0;
765
766                 if(g_weaponarena_random)
767                 {
768                         if(g_weaponarena_random_with_laser)
769                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
770                         W_RandomWeapons(self, g_weaponarena_random);
771                         if(g_weaponarena_random_with_laser)
772                                 WEPSET_OR_EW(self, WEP_LASER);
773                 }
774
775                 self.items = start_items;
776
777                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
778                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
779                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
780                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
781                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
782                 //extend the pause of rotting if client was reset at the beginning of the countdown
783                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
784                         self.spawnshieldtime += game_starttime - time;
785                         self.pauserotarmor_finished += game_starttime - time;
786                         self.pauserothealth_finished += game_starttime - time;
787                         self.pauseregen_finished += game_starttime - time;
788                 }
789                 self.damageforcescale = 2;
790                 self.death_time = 0;
791                 self.respawn_time = 0;
792                 self.scale = 0;
793                 self.fade_time = 0;
794                 self.pain_frame = 0;
795                 self.pain_finished = 0;
796                 self.strength_finished = 0;
797                 self.invincible_finished = 0;
798                 self.pushltime = 0;
799                 // players have no think function
800                 self.think = func_null;
801                 self.nextthink = 0;
802                 self.hook_time = 0;
803                 self.dmg_team = 0;
804                 self.ballistics_density = autocvar_g_ballistics_density_player;
805
806                 self.metertime = 0;
807
808                 self.deadflag = DEAD_NO;
809
810                 self.angles = spot.angles;
811
812                 self.angles_z = 0; // never spawn tilted even if the spot says to
813                 self.fixangle = TRUE; // turn this way immediately
814                 self.velocity = '0 0 0';
815                 self.avelocity = '0 0 0';
816                 self.punchangle = '0 0 0';
817                 self.punchvector = '0 0 0';
818                 self.oldvelocity = self.velocity;
819                 self.fire_endtime = -1;
820
821                 msg_entity = self;
822                 WRITESPECTATABLE_MSG_ONE({
823                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
824                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
825                 });
826
827                 self.model = "";
828                 FixPlayermodel();
829                 self.drawonlytoclient = world;
830
831                 self.crouch = FALSE;
832                 self.view_ofs = PL_VIEW_OFS;
833                 setsize (self, PL_MIN, PL_MAX);
834                 self.spawnorigin = spot.origin;
835                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
836                 // don't reset back to last position, even if new position is stuck in solid
837                 self.oldorigin = self.origin;
838                 self.prevorigin = self.origin;
839                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
840                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
841         self.hud = HUD_NORMAL;
842
843                 if(g_arena)
844                 {
845                         Spawnqueue_Remove(self);
846                         Spawnqueue_Mark(self);
847                 }
848                 else if(g_ca)
849                         self.caplayer = 1;
850
851                 self.event_damage = PlayerDamage;
852
853                 self.bot_attack = TRUE;
854
855                 self.statdraintime = time + 5;
856                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
857
858                 if(self.killcount == -666) {
859                         PlayerScore_Clear(self);
860                         self.killcount = 0;
861                 }
862
863                 CL_SpawnWeaponentity();
864                 self.alpha = default_player_alpha;
865                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
866                 self.exteriorweaponentity.alpha = default_weapon_alpha;
867
868                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
869                 self.lms_traveled_distance = 0;
870                 self.speedrunning = FALSE;
871
872                 race_PostSpawn(spot);
873
874                 //stuffcmd(self, "chase_active 0");
875                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
876
877                 if(g_assault) {
878                         if(self.team == assault_attacker_team)
879                                 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
880                         else
881                                 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
882                 }
883
884                 target_voicescript_clear(self);
885
886                 // reset fields the weapons may use
887                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
888                 {
889                         weapon_action(j, WR_RESETPLAYER);
890
891                         // all weapons must be fully loaded when we spawn
892                         entity e;
893                         e = get_weaponinfo(j);
894                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
895                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
896                 }
897
898                 oldself = self;
899                 self = spot;
900                         activator = oldself;
901                                 string s;
902                                 s = self.target;
903                                 self.target = string_null;
904                                 SUB_UseTargets();
905                                 self.target = s;
906                         activator = world;
907                 self = oldself;
908
909                 spawn_spot = spot;
910                 MUTATOR_CALLHOOK(PlayerSpawn);
911
912                 if(autocvar_spawn_debug)
913                 {
914                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
915                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
916                 }
917
918                 self.switchweapon = w_getbestweapon(self);
919                 self.cnt = -1; // W_LastWeapon will not complain
920                 self.weapon = 0;
921                 self.weaponname = "";
922                 self.switchingweapon = 0;
923
924                 if(!inWarmupStage)
925                         if(!self.alivetime)
926                                 self.alivetime = time;
927
928                 antilag_clear(self);
929
930                 if (autocvar_g_spawnsound)
931                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
932         } else if(self.classname == "observer") {
933                 PutObserverInServer ();
934         }
935 }
936
937 .float ebouncefactor, ebouncestop; // electro's values
938 // TODO do we need all these fields, or should we stop autodetecting runtime
939 // changes and just have a console command to update this?
940 float ClientInit_SendEntity(entity to, float sf)
941 {
942         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
943         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
944         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
945         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
946         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
947         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
948         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
949         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
950         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
951         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
952         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
953         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
954         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
955         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
956         if(sv_foginterval && world.fog != "")
957                 WriteString(MSG_ENTITY, world.fog);
958         else
959                 WriteString(MSG_ENTITY, "");
960         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
961         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
962         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
963         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
964         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
965         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
966         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
967         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
968         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
969         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
970         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
971         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
972         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
973         return TRUE;
974 }
975
976 void ClientInit_CheckUpdate()
977 {
978         self.nextthink = time;
979         if(self.count != autocvar_g_balance_armor_blockpercent)
980         {
981                 self.count = autocvar_g_balance_armor_blockpercent;
982                 self.SendFlags |= 1;
983         }
984         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
985         {
986                 self.cnt = autocvar_g_balance_weaponswitchdelay;
987                 self.SendFlags |= 1;
988         }
989         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
990         {
991                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
992                 self.SendFlags |= 1;
993         }
994         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
995         {
996                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
997                 self.SendFlags |= 1;
998         }
999         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1000         {
1001                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1002                 self.SendFlags |= 1;
1003         }
1004         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1005         {
1006                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1007                 self.SendFlags |= 1;
1008         }
1009 }
1010
1011 void ClientInit_Spawn()
1012 {
1013         entity o;
1014         entity e;
1015         e = spawn();
1016         e.classname = "clientinit";
1017         e.think = ClientInit_CheckUpdate;
1018         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1019
1020         o = self;
1021         self = e;
1022         ClientInit_CheckUpdate();
1023         self = o;
1024 }
1025
1026 /*
1027 =============
1028 SetNewParms
1029 =============
1030 */
1031 void SetNewParms (void)
1032 {
1033         // initialize parms for a new player
1034         parm1 = -(86400 * 366);
1035 }
1036
1037 /*
1038 =============
1039 SetChangeParms
1040 =============
1041 */
1042 void SetChangeParms (void)
1043 {
1044         // save parms for level change
1045         parm1 = self.parm_idlesince - time;
1046 }
1047
1048 /*
1049 =============
1050 DecodeLevelParms
1051 =============
1052 */
1053 void DecodeLevelParms (void)
1054 {
1055         // load parms
1056         self.parm_idlesince = parm1;
1057         if(self.parm_idlesince == -(86400 * 366))
1058                 self.parm_idlesince = time;
1059
1060         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1061         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1062 }
1063
1064 /*
1065 =============
1066 ClientKill
1067
1068 Called when a client types 'kill' in the console
1069 =============
1070 */
1071
1072 .float clientkill_nexttime;
1073 void ClientKill_Now_TeamChange()
1074 {
1075         if(self.killindicator_teamchange == -1)
1076         {
1077                 JoinBestTeam( self, FALSE, TRUE );
1078         }
1079         else if(self.killindicator_teamchange == -2)
1080         {
1081                 if(g_ca)
1082                         self.caplayer = 0;
1083                 if(blockSpectators)
1084                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1085                 PutObserverInServer();
1086         }
1087         else
1088                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1089 }
1090
1091 void ClientKill_Now()
1092 {
1093         if(self.vehicle)
1094         {
1095             vehicles_exit(VHEF_RELESE);
1096             if(!self.killindicator_teamchange)
1097             {
1098             self.vehicle_health = -1;
1099             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1100             }
1101         }
1102
1103         if(self.killindicator && !wasfreed(self.killindicator))
1104                 remove(self.killindicator);
1105
1106         self.killindicator = world;
1107
1108         if(self.killindicator_teamchange)
1109                 ClientKill_Now_TeamChange();
1110
1111         // in any case:
1112         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1113
1114         // now I am sure the player IS dead
1115 }
1116 void KillIndicator_Think()
1117 {
1118         if (gameover)
1119         {
1120                 self.owner.killindicator = world;
1121                 remove(self);
1122                 return;
1123         }
1124
1125         if (self.owner.alpha < 0 && !self.owner.vehicle)
1126         {
1127                 self.owner.killindicator = world;
1128                 remove(self);
1129                 return;
1130         }
1131
1132         if(self.cnt <= 0)
1133         {
1134                 self = self.owner;
1135                 ClientKill_Now(); // no oldself needed
1136                 return;
1137         }
1138     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1139     {
1140         self.nextthink = time + 1;
1141         self.cnt -= 1;
1142     }
1143         else
1144         {
1145                 if(self.cnt <= 10)
1146                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1147                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1148                 {
1149                         if(self.cnt <= 10)
1150                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1151                 }
1152                 self.nextthink = time + 1;
1153                 self.cnt -= 1;
1154         }
1155 }
1156
1157 float clientkilltime;
1158 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1159 {
1160         float killtime;
1161         float starttime;
1162         entity e;
1163
1164         if (gameover)
1165                 return;
1166
1167         killtime = autocvar_g_balance_kill_delay;
1168
1169         if(g_race_qualifying || g_cts)
1170                 killtime = 0;
1171
1172     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1173     {
1174                 remove(self.killindicator);
1175                 self.killindicator = world;
1176
1177         ClientKill_Now(); // allow instant kill in this case
1178         return;
1179     }
1180
1181         self.killindicator_teamchange = targetteam;
1182
1183     if(!self.killindicator)
1184         {
1185                 if(self.deadflag == DEAD_NO)
1186                 {
1187                         killtime = max(killtime, self.clientkill_nexttime - time);
1188                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1189                 }
1190
1191                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1192                 {
1193                         ClientKill_Now();
1194                 }
1195                 else
1196                 {
1197                         starttime = max(time, clientkilltime);
1198
1199                         self.killindicator = spawn();
1200                         self.killindicator.owner = self;
1201                         self.killindicator.scale = 0.5;
1202                         setattachment(self.killindicator, self, "");
1203                         setorigin(self.killindicator, '0 0 52');
1204                         self.killindicator.think = KillIndicator_Think;
1205                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1206                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1207                         self.killindicator.cnt = ceil(killtime);
1208                         self.killindicator.count = bound(0, ceil(killtime), 10);
1209                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1210
1211                         for(e = world; (e = find(e, classname, "body")) != world; )
1212                         {
1213                                 if(e.enemy != self)
1214                                         continue;
1215                                 e.killindicator = spawn();
1216                                 e.killindicator.owner = e;
1217                                 e.killindicator.scale = 0.5;
1218                                 setattachment(e.killindicator, e, "");
1219                                 setorigin(e.killindicator, '0 0 52');
1220                                 e.killindicator.think = KillIndicator_Think;
1221                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1222                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1223                                 e.killindicator.cnt = ceil(killtime);
1224                         }
1225                         self.lip = 0;
1226                 }
1227         }
1228         if(self.killindicator)
1229         {
1230                 if(targetteam == 0) // just die
1231                 {
1232                         self.killindicator.colormod = '0 0 0';
1233                         if(clienttype(self) == CLIENTTYPE_REAL)
1234                         if(self.killindicator.cnt > 0)
1235                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
1236                 }
1237                 else if(targetteam == -1) // auto
1238                 {
1239                         self.killindicator.colormod = '0 1 0';
1240                         if(clienttype(self) == CLIENTTYPE_REAL)
1241                         if(self.killindicator.cnt > 0)
1242                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
1243                 }
1244                 else if(targetteam == -2) // spectate
1245                 {
1246                         self.killindicator.colormod = '0.5 0.5 0.5';
1247                         if(clienttype(self) == CLIENTTYPE_REAL)
1248                         if(self.killindicator.cnt > 0)
1249                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1250                 }
1251                 else
1252                 {
1253                         self.killindicator.colormod = Team_ColorRGB(targetteam);
1254                         if(clienttype(self) == CLIENTTYPE_REAL)
1255                         if(self.killindicator.cnt > 0)
1256                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
1257                 }
1258         }
1259
1260 }
1261
1262 void ClientKill (void)
1263 {
1264         if (gameover)
1265                 return;
1266
1267         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1268         {
1269                 // do nothing
1270         }
1271     else if(self.freezetag_frozen)
1272     {
1273         // do nothing
1274     }
1275         else
1276                 ClientKill_TeamChange(0);
1277 }
1278
1279 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
1280 {
1281     e.killindicator = spawn();
1282     e.killindicator.owner = e;
1283     e.killindicator.think = KillIndicator_Think;
1284     e.killindicator.nextthink = time + (e.lip) * 0.05;
1285     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1286     e.killindicator.health = 1; // this is used to indicate that it should be silent
1287     e.lip = 0;
1288 }
1289
1290 void FixClientCvars(entity e)
1291 {
1292         // send prediction settings to the client
1293         stuffcmd(e, "\nin_bindmap 0 0\n");
1294         if(g_race || g_cts)
1295                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1296         if(autocvar_g_antilag == 3) // client side hitscan
1297                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1298         if(autocvar_sv_gentle)
1299                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1300         /*
1301          * we no longer need to stuff this. Remove this comment block if you feel
1302          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1303         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1304         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1305         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1306         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1307         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1308         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1309         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1310         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1311         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1312         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1313         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1314         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1315         stuffcmd(e, "cl_movement_edgefriction 1\n");
1316          */
1317 }
1318
1319 float PlayerInIDList(entity p, string idlist)
1320 {
1321         float n, i;
1322         string s;
1323
1324         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1325         if not(p.crypto_idfp)
1326                 return 0;
1327
1328         // this function allows abbreviated player IDs too!
1329         n = tokenize_console(idlist);
1330         for(i = 0; i < n; ++i)
1331         {
1332                 s = argv(i);
1333                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1334                         return 1;
1335         }
1336
1337         return 0;
1338 }
1339
1340 /*
1341 =============
1342 ClientConnect
1343
1344 Called when a client connects to the server
1345 =============
1346 */
1347 void DecodeLevelParms (void);
1348 //void dom_player_join_team(entity pl);
1349 void set_dom_state(entity e);
1350 void ClientConnect (void)
1351 {
1352         float t;
1353
1354         if(self.flags & FL_CLIENT)
1355         {
1356                 print("Warning: ClientConnect, but already connected!\n");
1357                 return;
1358         }
1359
1360         if(Ban_MaybeEnforceBanOnce(self))
1361                 return;
1362
1363         DecodeLevelParms();
1364
1365 #ifdef WATERMARK
1366         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1367 #endif
1368
1369         self.classname = "player_joining";
1370
1371         self.flags = FL_CLIENT;
1372         self.version_nagtime = time + 10 + random() * 10;
1373
1374         if(player_count<0)
1375         {
1376                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1377                 player_count = 0;
1378         }
1379
1380         PlayerScore_Attach(self);
1381         ClientData_Attach();
1382         accuracy_init(self);
1383
1384         bot_clientconnect();
1385
1386         playerdemo_init();
1387
1388         anticheat_init();
1389
1390         race_PreSpawnObserver();
1391
1392         // identify the right forced team
1393         if(autocvar_g_campaign)
1394         {
1395                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1396                 {
1397                         switch(autocvar_g_campaign_forceteam)
1398                         {
1399                                 case 1: self.team_forced = NUM_TEAM_1; break;
1400                                 case 2: self.team_forced = NUM_TEAM_2; break;
1401                                 case 3: self.team_forced = NUM_TEAM_3; break;
1402                                 case 4: self.team_forced = NUM_TEAM_4; break;
1403                                 default: self.team_forced = 0;
1404                         }
1405                 }
1406         }
1407         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1408                 self.team_forced = NUM_TEAM_1;
1409         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1410                 self.team_forced = NUM_TEAM_2;
1411         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1412                 self.team_forced = NUM_TEAM_3;
1413         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1414                 self.team_forced = NUM_TEAM_4;
1415         else if(autocvar_g_forced_team_otherwise == "red")
1416                 self.team_forced = NUM_TEAM_1;
1417         else if(autocvar_g_forced_team_otherwise == "blue")
1418                 self.team_forced = NUM_TEAM_2;
1419         else if(autocvar_g_forced_team_otherwise == "yellow")
1420                 self.team_forced = NUM_TEAM_3;
1421         else if(autocvar_g_forced_team_otherwise == "pink")
1422                 self.team_forced = NUM_TEAM_4;
1423         else if(autocvar_g_forced_team_otherwise == "spectate")
1424                 self.team_forced = -1;
1425         else if(autocvar_g_forced_team_otherwise == "spectator")
1426                 self.team_forced = -1;
1427         else
1428                 self.team_forced = 0;
1429
1430         if(!teamplay)
1431                 if(self.team_forced > 0)
1432                         self.team_forced = 0;
1433
1434         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1435
1436         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1437                 self.classname = "observer";
1438         } else {
1439                 if(teamplay)
1440                 {
1441                         if(autocvar_g_balance_teams)
1442                         {
1443                                 self.classname = "player";
1444                                 campaign_bots_may_start = 1;
1445                         }
1446                         else
1447                         {
1448                                 self.classname = "observer"; // do it anyway
1449                         }
1450                 }
1451                 else
1452                 {
1453                         self.classname = "player";
1454                         campaign_bots_may_start = 1;
1455                 }
1456         }
1457
1458         self.playerid = (playerid_last = playerid_last + 1);
1459
1460         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1461
1462     if(clienttype(self) == CLIENTTYPE_BOT)
1463         PlayerStats_AddPlayer(self);
1464
1465         if(autocvar_sv_eventlog)
1466                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1467
1468         LogTeamchange(self.playerid, self.team, 1);
1469
1470         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1471
1472         self.netname_previous = strzone(self.netname);
1473
1474         if((self.classname == STR_PLAYER && teamplay))
1475                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1476         else
1477                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1478
1479         stuffcmd(self, strcat(clientstuff, "\n"));
1480         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1481
1482         FixClientCvars(self);
1483
1484         // spawnfunc_waypoint sprites
1485         WaypointSprite_InitClient(self);
1486
1487         // Wazat's grappling hook
1488         SetGrappleHookBindings();
1489
1490         // get version info from player
1491         stuffcmd(self, "cmd clientversion $gameversion\n");
1492
1493         // get other cvars from player
1494         GetCvars(0);
1495
1496         // notify about available teams
1497         if(teamplay)
1498         {
1499                 CheckAllowedTeams(self);
1500                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1501                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1502         }
1503         else
1504                 stuffcmd(self, "set _teams_available 0\n");
1505
1506         if(g_arena || g_ca)
1507         {
1508                 self.classname = "observer";
1509                 if(g_arena)
1510                         Spawnqueue_Insert(self);
1511         }
1512
1513         attach_entcs();
1514
1515         bot_relinkplayerlist();
1516
1517         self.spectatortime = time;
1518         if(blockSpectators)
1519         {
1520                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1521         }
1522
1523         self.jointime = time;
1524         self.allowed_timeouts = autocvar_sv_timeout_number;
1525
1526         if(clienttype(self) == CLIENTTYPE_REAL)
1527         {
1528                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1529                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1530         }
1531
1532         if(g_lms)
1533         {
1534                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1535                 {
1536                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1537                         self.frags = FRAGS_SPECTATOR;
1538                 }
1539         }
1540
1541         if(!sv_foginterval && world.fog != "")
1542                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1543
1544         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1545         {
1546                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1547                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1548         }
1549         else
1550                 self.hitplotfh = -1;
1551
1552         if(g_race || g_cts) {
1553                 string rr;
1554                 if(g_cts)
1555                         rr = CTS_RECORD;
1556                 else
1557                         rr = RACE_RECORD;
1558
1559                 msg_entity = self;
1560                 race_send_recordtime(MSG_ONE);
1561                 race_send_speedaward(MSG_ONE);
1562
1563                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1564                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1565                 race_send_speedaward_alltimebest(MSG_ONE);
1566
1567                 float i;
1568                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1569                         race_SendRankings(i, 0, 0, MSG_ONE);
1570                 }
1571         }
1572         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1573                 send_CSQC_teamnagger();
1574
1575         CheatInitClient();
1576
1577         if(!autocvar_g_campaign)
1578                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1579
1580         CSQCMODEL_AUTOINIT();
1581
1582         self.model_randomizer = random();
1583     
1584     if(clienttype(self) != CLIENTTYPE_REAL)
1585         return;
1586         
1587     sv_notice_join();
1588     
1589     MUTATOR_CALLHOOK(ClientConnect);
1590 }
1591 /*
1592 =============
1593 ClientDisconnect
1594
1595 Called when a client disconnects from the server
1596 =============
1597 */
1598 .entity chatbubbleentity;
1599 void ReadyCount();
1600 void ClientDisconnect (void)
1601 {
1602         if(self.vehicle)
1603             vehicles_exit(VHEF_RELESE);
1604
1605         if not(self.flags & FL_CLIENT)
1606         {
1607                 print("Warning: ClientDisconnect without ClientConnect\n");
1608                 return;
1609         }
1610
1611         PlayerStats_AddGlobalInfo(self);
1612
1613         CheatShutdownClient();
1614
1615         if(self.hitplotfh >= 0)
1616         {
1617                 fclose(self.hitplotfh);
1618                 self.hitplotfh = -1;
1619         }
1620
1621         anticheat_report();
1622         anticheat_shutdown();
1623
1624         playerdemo_shutdown();
1625
1626         bot_clientdisconnect();
1627
1628         if(self.entcs)
1629                 detach_entcs();
1630
1631         if(autocvar_sv_eventlog)
1632                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1633                 
1634         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1635
1636         MUTATOR_CALLHOOK(ClientDisconnect);
1637
1638         Portal_ClearAll(self);
1639
1640         RemoveGrapplingHook(self);
1641
1642         // Here, everything has been done that requires this player to be a client.
1643
1644         self.flags &~= FL_CLIENT;
1645
1646         if (self.chatbubbleentity)
1647                 remove (self.chatbubbleentity);
1648
1649         if (self.killindicator)
1650                 remove (self.killindicator);
1651
1652         WaypointSprite_PlayerGone();
1653
1654         bot_relinkplayerlist();
1655
1656         if(g_arena)
1657         {
1658                 Spawnqueue_Unmark(self);
1659                 Spawnqueue_Remove(self);
1660         }
1661
1662         accuracy_free(self);
1663         ClientData_Detach();
1664         PlayerScore_Detach(self);
1665
1666         if(self.netname_previous)
1667                 strunzone(self.netname_previous);
1668         if(self.clientstatus)
1669                 strunzone(self.clientstatus);
1670         if(self.weaponorder_byimpulse)
1671                 strunzone(self.weaponorder_byimpulse);
1672
1673         ClearPlayerSounds();
1674
1675         if(self.personal)
1676                 remove(self.personal);
1677
1678         self.playerid = 0;
1679         ReadyCount();
1680
1681         // free cvars
1682         GetCvars(-1);
1683 }
1684
1685 .float BUTTON_CHAT;
1686 void ChatBubbleThink()
1687 {
1688         self.nextthink = time;
1689         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1690         {
1691                 if(self.owner) // but why can that ever be world?
1692                         self.owner.chatbubbleentity = world;
1693                 remove(self);
1694                 return;
1695         }
1696         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1697 #ifdef TETRIS
1698                 || self.owner.tetris_on
1699 #endif
1700         )
1701                 self.model = self.mdl;
1702         else
1703                 self.model = "";
1704 }
1705
1706 void UpdateChatBubble()
1707 {
1708         if (self.alpha < 0)
1709                 return;
1710         // spawn a chatbubble entity if needed
1711         if (!self.chatbubbleentity)
1712         {
1713                 self.chatbubbleentity = spawn();
1714                 self.chatbubbleentity.owner = self;
1715                 self.chatbubbleentity.exteriormodeltoclient = self;
1716                 self.chatbubbleentity.think = ChatBubbleThink;
1717                 self.chatbubbleentity.nextthink = time;
1718                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1719                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1720                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1721                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1722                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1723                 self.chatbubbleentity.model = "";
1724                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1725         }
1726 }
1727
1728
1729 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1730 // added to the model skins
1731 /*void UpdateColorModHack()
1732 {
1733         float c;
1734         c = self.clientcolors & 15;
1735         // LordHavoc: only bothering to support white, green, red, yellow, blue
1736              if (!teamplay) self.colormod = '0 0 0';
1737         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1738         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1739         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1740         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1741         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1742         else self.colormod = '1 1 1';
1743 }*/
1744
1745 void respawn(void)
1746 {
1747         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1748         {
1749                 self.solid = SOLID_NOT;
1750                 self.takedamage = DAMAGE_NO;
1751                 self.movetype = MOVETYPE_FLY;
1752                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1753                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1754                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1755                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1756                 if(autocvar_g_respawn_ghosts_maxtime)
1757                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1758         }
1759
1760         CopyBody(1);
1761
1762         self.effects |= EF_NODRAW; // prevent another CopyBody
1763         PutClientInServer();
1764 }
1765
1766 void play_countdown(float finished, string samp)
1767 {
1768         if(clienttype(self) == CLIENTTYPE_REAL)
1769                 if(floor(finished - time - frametime) != floor(finished - time))
1770                         if(finished - time < 6)
1771                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1772 }
1773
1774 void player_powerups (void)
1775 {
1776         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1777         olditems = self.items;
1778
1779         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1780                 self.modelflags |= MF_ROCKET;
1781         else
1782                 self.modelflags &~= MF_ROCKET;
1783
1784         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1785
1786         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1787                 return;
1788
1789         Fire_ApplyDamage(self);
1790         Fire_ApplyEffect(self);
1791
1792         if (g_minstagib)
1793         {
1794                 self.effects |= EF_FULLBRIGHT;
1795
1796                 if (self.items & IT_STRENGTH)
1797                 {
1798                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1799                         if (time > self.strength_finished)
1800                         {
1801                                 self.alpha = default_player_alpha;
1802                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1803                                 self.items &~= IT_STRENGTH;
1804                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
1805                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
1806                         }
1807                 }
1808                 else
1809                 {
1810                         if (time < self.strength_finished)
1811                         {
1812                                 self.alpha = g_minstagib_invis_alpha;
1813                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1814                                 self.items |= IT_STRENGTH;
1815                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
1816                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
1817                         }
1818                 }
1819
1820                 if (self.items & IT_INVINCIBLE)
1821                 {
1822                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1823                         if (time > self.invincible_finished)
1824                         {
1825                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1826                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
1827                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
1828                         }
1829                 }
1830                 else
1831                 {
1832                         if (time < self.invincible_finished)
1833                         {
1834                                 self.items = self.items | IT_INVINCIBLE;
1835                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
1836                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
1837                         }
1838                 }
1839         }
1840         else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
1841         {
1842                 if (self.items & IT_STRENGTH)
1843                 {
1844                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1845                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1846                         if (time > self.strength_finished)
1847                         {
1848                                 self.items = self.items - (self.items & IT_STRENGTH);
1849                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1850                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1851                         }
1852                 }
1853                 else
1854                 {
1855                         if (time < self.strength_finished)
1856                         {
1857                                 self.items = self.items | IT_STRENGTH;
1858                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1859                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1860                         }
1861                 }
1862                 if (self.items & IT_INVINCIBLE)
1863                 {
1864                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1865                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1866                         if (time > self.invincible_finished)
1867                         {
1868                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1869                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1870                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1871                         }
1872                 }
1873                 else
1874                 {
1875                         if (time < self.invincible_finished)
1876                         {
1877                                 self.items = self.items | IT_INVINCIBLE;
1878                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1879                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1880                         }
1881                 }
1882                 if (self.items & IT_SUPERWEAPON)
1883                 {
1884                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1885                         {
1886                                 self.superweapons_finished = 0;
1887                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1888                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1889                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1890                         }
1891                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1892                         {
1893                                 // don't let them run out
1894                         }
1895                         else
1896                         {
1897                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1898                                 if (time > self.superweapons_finished)
1899                                 {
1900                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1901                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1902                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1903                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1904                                 }
1905                         }
1906                 }
1907                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1908                 {
1909                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1910                         {
1911                                 self.items = self.items | IT_SUPERWEAPON;
1912                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1913                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1914                         }
1915                         else
1916                         {
1917                                 self.superweapons_finished = 0;
1918                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1919                         }
1920                 }
1921                 else
1922                 {
1923                         self.superweapons_finished = 0;
1924                 }
1925         }
1926         
1927         if(autocvar_g_nodepthtestplayers)
1928                 self.effects = self.effects | EF_NODEPTHTEST;
1929
1930         if(autocvar_g_fullbrightplayers)
1931                 self.effects = self.effects | EF_FULLBRIGHT;
1932
1933         // midair gamemode: damage only while in the air
1934         // if in midair mode, being on ground grants temporary invulnerability
1935         // (this is so that multishot weapon don't clear the ground flag on the
1936         // first damage in the frame, leaving the player vulnerable to the
1937         // remaining hits in the same frame)
1938         if (self.flags & FL_ONGROUND)
1939         if (g_midair)
1940                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1941
1942         if (time >= game_starttime)
1943         if (time < self.spawnshieldtime)
1944                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1945
1946         MUTATOR_CALLHOOK(PlayerPowerups);
1947 }
1948
1949 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1950 {
1951         if(current > stable)
1952                 return current;
1953         else if(current > stable - 0.25) // when close enough, "snap"
1954                 return stable;
1955         else
1956                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1957 }
1958
1959 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1960 {
1961         if(current < stable)
1962                 return current;
1963         else if(current < stable + 0.25) // when close enough, "snap"
1964                 return stable;
1965         else
1966                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1967 }
1968
1969 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1970 {
1971         if(current > rotstable)
1972         {
1973                 if(rotframetime > 0)
1974                 {
1975                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1976                         current = max(rotstable, current - rotlinear * rotframetime);
1977                 }
1978         }
1979         else if(current < regenstable)
1980         {
1981                 if(regenframetime > 0)
1982                 {
1983                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1984                         current = min(regenstable, current + regenlinear * regenframetime);
1985                 }
1986         }
1987
1988         if(current > limit)
1989                 current = limit;
1990
1991         return current;
1992 }
1993
1994 void player_regen (void)
1995 {
1996         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1997         maxh = autocvar_g_balance_health_rotstable;
1998         maxa = autocvar_g_balance_armor_rotstable;
1999         maxf = autocvar_g_balance_fuel_rotstable;
2000         minh = autocvar_g_balance_health_regenstable;
2001         mina = autocvar_g_balance_armor_regenstable;
2002         minf = autocvar_g_balance_fuel_regenstable;
2003         limith = autocvar_g_balance_health_limit;
2004         limita = autocvar_g_balance_armor_limit;
2005         limitf = autocvar_g_balance_fuel_limit;
2006
2007         max_mod = regen_mod = rot_mod = limit_mod = 1;
2008
2009         maxh = maxh * max_mod;
2010         //maxa = maxa * max_mod;
2011         //maxf = maxf * max_mod;
2012         minh = minh * max_mod;
2013         //mina = mina * max_mod;
2014         //minf = minf * max_mod;
2015         limith = limith * limit_mod;
2016         limita = limita * limit_mod;
2017         //limitf = limitf * limit_mod;
2018
2019         if(g_lms && g_ca)
2020                 rot_mod = 0;
2021
2022         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2023         {
2024                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2025                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2026
2027                 // if player rotted to death...  die!
2028                 if(self.health < 1)
2029                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2030         }
2031
2032         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2033                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2034 }
2035
2036 float zoomstate_set;
2037 void SetZoomState(float z)
2038 {
2039         if(z != self.zoomstate)
2040         {
2041                 self.zoomstate = z;
2042                 ClientData_Touch(self);
2043         }
2044         zoomstate_set = 1;
2045 }
2046
2047 void GetPressedKeys(void) {
2048         MUTATOR_CALLHOOK(GetPressedKeys);
2049         if (self.movement_x > 0) // get if movement keys are pressed
2050         {       // forward key pressed
2051                 self.pressedkeys |= KEY_FORWARD;
2052                 self.pressedkeys &~= KEY_BACKWARD;
2053         }
2054         else if (self.movement_x < 0)
2055         {       // backward key pressed
2056                 self.pressedkeys |= KEY_BACKWARD;
2057                 self.pressedkeys &~= KEY_FORWARD;
2058         }
2059         else
2060         {       // no x input
2061                 self.pressedkeys &~= KEY_FORWARD;
2062                 self.pressedkeys &~= KEY_BACKWARD;
2063         }
2064
2065         if (self.movement_y > 0)
2066         {       // right key pressed
2067                 self.pressedkeys |= KEY_RIGHT;
2068                 self.pressedkeys &~= KEY_LEFT;
2069         }
2070         else if (self.movement_y < 0)
2071         {       // left key pressed
2072                 self.pressedkeys |= KEY_LEFT;
2073                 self.pressedkeys &~= KEY_RIGHT;
2074         }
2075         else
2076         {       // no y input
2077                 self.pressedkeys &~= KEY_RIGHT;
2078                 self.pressedkeys &~= KEY_LEFT;
2079         }
2080
2081         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2082                 self.pressedkeys |= KEY_JUMP;
2083         else
2084                 self.pressedkeys &~= KEY_JUMP;
2085         if (self.BUTTON_CROUCH)
2086                 self.pressedkeys |= KEY_CROUCH;
2087         else
2088                 self.pressedkeys &~= KEY_CROUCH;
2089
2090         if (self.BUTTON_ATCK)
2091                 self.pressedkeys |= KEY_ATCK;
2092         else
2093                 self.pressedkeys &~= KEY_ATCK;
2094         if (self.BUTTON_ATCK2)
2095                 self.pressedkeys |= KEY_ATCK2;
2096         else
2097                 self.pressedkeys &~= KEY_ATCK2;
2098 }
2099
2100 /*
2101 ======================
2102 spectate mode routines
2103 ======================
2104 */
2105
2106 void SpectateCopy(entity spectatee) {
2107         other = spectatee;
2108         MUTATOR_CALLHOOK(SpectateCopy);
2109         self.armortype = spectatee.armortype;
2110         self.armorvalue = spectatee.armorvalue;
2111         self.ammo_cells = spectatee.ammo_cells;
2112         self.ammo_shells = spectatee.ammo_shells;
2113         self.ammo_nails = spectatee.ammo_nails;
2114         self.ammo_rockets = spectatee.ammo_rockets;
2115         self.ammo_fuel = spectatee.ammo_fuel;
2116         self.clip_load = spectatee.clip_load;
2117         self.clip_size = spectatee.clip_size;
2118         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2119         self.health = spectatee.health;
2120         self.impulse = 0;
2121         self.items = spectatee.items;
2122         self.last_pickup = spectatee.last_pickup;
2123         self.hit_time = spectatee.hit_time;
2124         self.metertime = spectatee.metertime;
2125         self.strength_finished = spectatee.strength_finished;
2126         self.invincible_finished = spectatee.invincible_finished;
2127         self.pressedkeys = spectatee.pressedkeys;
2128         WEPSET_COPY_EE(self, spectatee);
2129         self.switchweapon = spectatee.switchweapon;
2130         self.switchingweapon = spectatee.switchingweapon;
2131         self.weapon = spectatee.weapon;
2132         self.nex_charge = spectatee.nex_charge;
2133         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2134         self.hagar_load = spectatee.hagar_load;
2135         self.minelayer_mines = spectatee.minelayer_mines;
2136         self.punchangle = spectatee.punchangle;
2137         self.view_ofs = spectatee.view_ofs;
2138         self.velocity = spectatee.velocity;
2139         self.dmg_take = spectatee.dmg_take;
2140         self.dmg_save = spectatee.dmg_save;
2141         self.dmg_inflictor = spectatee.dmg_inflictor;
2142         self.v_angle = spectatee.v_angle;
2143         self.angles = spectatee.v_angle;
2144         self.stat_respawn_time = spectatee.stat_respawn_time;
2145         if(!self.BUTTON_USE)
2146                 self.fixangle = TRUE;
2147         setorigin(self, spectatee.origin);
2148         setsize(self, spectatee.mins, spectatee.maxs);
2149         SetZoomState(spectatee.zoomstate);
2150     
2151     anticheat_spectatecopy(spectatee);
2152         self.hud = spectatee.hud;
2153         if(spectatee.vehicle)
2154     {
2155         self.fixangle = FALSE;
2156         //self.velocity = spectatee.vehicle.velocity;
2157         self.vehicle_health = spectatee.vehicle_health;
2158         self.vehicle_shield = spectatee.vehicle_shield;
2159         self.vehicle_energy = spectatee.vehicle_energy;
2160         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2161         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2162         self.vehicle_reload1 = spectatee.vehicle_reload1;
2163         self.vehicle_reload2 = spectatee.vehicle_reload2;
2164
2165         msg_entity = self;
2166         
2167         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2168             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
2169             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
2170             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
2171
2172         //WriteByte (MSG_ONE, SVC_SETVIEW);
2173         //    WriteEntity(MSG_ONE, self);            
2174         //makevectors(spectatee.v_angle);
2175         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
2176     }
2177 }
2178
2179 float SpectateUpdate() {
2180         if(!self.enemy)
2181             return 0;           
2182
2183         if (self == self.enemy)
2184                 return 0;
2185
2186         if(self.enemy.classname != "player")
2187                 return 0;
2188
2189         SpectateCopy(self.enemy);
2190
2191         return 1;
2192 }
2193
2194
2195 float setSpectator()
2196 {
2197         if(self.enemy.classname != "player")
2198                 return FALSE;
2199         /*if(self.enemy.vehicle)
2200         {
2201
2202                 msg_entity = self;
2203                 WriteByte(MSG_ONE, SVC_SETVIEW);
2204                 WriteEntity(MSG_ONE, self.enemy);
2205                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2206
2207                 self.movetype = MOVETYPE_NONE;
2208                 accuracy_resend(self);
2209         }
2210         else
2211         {*/
2212                 msg_entity = self;
2213                 WriteByte(MSG_ONE, SVC_SETVIEW);
2214                 WriteEntity(MSG_ONE, self.enemy);
2215                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2216                 self.movetype = MOVETYPE_NONE;
2217                 accuracy_resend(self);
2218
2219                 if(!SpectateUpdate())
2220                         PutObserverInServer();
2221         //}
2222         return TRUE;
2223 }
2224
2225 float Spectate(entity pl)
2226 {
2227         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
2228         if(pl.team != self.team)
2229                 return 0;
2230
2231         self.enemy = pl;
2232         return setSpectator();
2233 }
2234
2235 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2236 entity CA_SpectateNext(entity start) {
2237         if (start.team == self.team) {
2238                 return start;
2239         }
2240         
2241         other = start;
2242         // continue from current player
2243         while(other && other.team != self.team) {
2244                 other = find(other, classname, "player");
2245         }
2246         
2247         if (!other) {
2248                 // restart from begining
2249                 other = find(other, classname, "player");
2250                 while(other && other.team != self.team) {
2251                         other = find(other, classname, "player");
2252                 }
2253         }
2254         
2255         return other;
2256 }
2257
2258 float SpectateNext()
2259 {
2260         other = find(self.enemy, classname, "player");
2261
2262         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2263                 // CA and ca players when spectating enemies is forbidden
2264                 other = CA_SpectateNext(other);
2265         } else {
2266                 // other modes and ca spectators or spectating enemies is allowed
2267                 if (!other)
2268                         other = find(other, classname, "player");
2269         }
2270
2271         if (other)
2272                 self.enemy = other;
2273
2274         return setSpectator();
2275 }
2276
2277 /*
2278 =============
2279 ShowRespawnCountdown()
2280
2281 Update a respawn countdown display.
2282 =============
2283 */
2284 void ShowRespawnCountdown()
2285 {
2286         float number;
2287         if(self.deadflag == DEAD_NO) // just respawned?
2288                 return;
2289         else
2290         {
2291                 number = ceil(self.respawn_time - time);
2292                 if(number <= 0)
2293                         return;
2294                 if(number <= self.respawn_countdown)
2295                 {
2296                         self.respawn_countdown = number - 1;
2297                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2298                                 AnnounceTo(self, strcat(ftos(number), ""));
2299                 }
2300         }
2301 }
2302
2303 void LeaveSpectatorMode()
2304 {
2305         if(nJoinAllowed(self))
2306         {
2307                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2308                 {
2309                         self.classname = "player";
2310
2311                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2312                                 { JoinBestTeam(self, FALSE, TRUE); }
2313
2314                         if(autocvar_g_campaign)
2315                                 { campaign_bots_may_start = 1; }
2316                         else
2317                                 { Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD); }
2318
2319                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2320                         
2321                         PutClientInServer();
2322
2323                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2324                 }
2325                 else if not(g_ca && self.caplayer) { stuffcmd(self, "menu_showteamselect\n"); }
2326         }
2327         else
2328         {
2329                 // Player may not join because g_maxplayers is set
2330                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2331         }
2332 }
2333
2334 /**
2335  * Determines whether the player is allowed to join. This depends on cvar
2336  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2337  * it checks whether the number of currently playing players exceeds g_maxplayers.
2338  * @return int number of free slots for players, 0 if none
2339  */
2340 float nJoinAllowed(entity ignore) {
2341         if(!ignore)
2342         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2343         // so report 0 free slots if restricted
2344         {
2345                 if(autocvar_g_forced_team_otherwise == "spectate")
2346                         return 0;
2347                 if(autocvar_g_forced_team_otherwise == "spectator")
2348                         return 0;
2349         }
2350
2351         if(self.team_forced < 0)
2352                 return 0; // forced spectators can never join
2353
2354         // TODO simplify this
2355         entity e;
2356         float totalClients = 0;
2357         FOR_EACH_CLIENT(e)
2358                 if(e != ignore)
2359                         totalClients += 1;
2360
2361         if (!autocvar_g_maxplayers)
2362                 return maxclients - totalClients;
2363
2364         float currentlyPlaying = 0;
2365         FOR_EACH_REALPLAYER(e)
2366                 currentlyPlaying += 1;
2367
2368         if(currentlyPlaying < autocvar_g_maxplayers)
2369                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2370
2371         return 0;
2372 }
2373
2374 /**
2375  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2376  * g_maxplayers_spectator_blocktime seconds
2377  */
2378 void checkSpectatorBlock() {
2379         if(self.classname == "spectator" || self.classname == "observer") {
2380                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2381                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2382                         dropclient(self);
2383                 }
2384         }
2385 }
2386
2387 .float motd_actived_time; // used for both motd and campaign_message
2388 void PrintWelcomeMessage()
2389 {
2390         if (self.motd_actived_time == 0) { // is there already a message showing?
2391                 if (autocvar_g_campaign) {
2392                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2393                                 self.motd_actived_time = time;
2394                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2395                         }
2396                 } else {
2397                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2398                                 self.motd_actived_time = time;
2399                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2400                         }
2401                 }
2402         } else { // showing MOTD or campaign message
2403                 if (autocvar_g_campaign) {
2404                         if (self.BUTTON_INFO)
2405                                 self.motd_actived_time = time;
2406                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2407                                 self.motd_actived_time = 0;
2408                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2409                         }
2410                 } else {
2411                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2412                                 if (self.BUTTON_INFO)
2413                                         self.motd_actived_time = time;
2414                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2415                                         self.motd_actived_time = 0;
2416                                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2417                                 }
2418                         }
2419                 }
2420         }
2421 }
2422
2423 void ObserverThink()
2424 {
2425         float prefered_movetype;
2426         if (self.flags & FL_JUMPRELEASED) {
2427                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2428                         self.flags &~= FL_JUMPRELEASED;
2429                         self.flags |= FL_SPAWNING;
2430                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2431                         self.flags &~= FL_JUMPRELEASED;
2432                         if(SpectateNext()) {
2433                                 self.classname = "spectator";
2434                         }
2435                 } else {
2436                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2437                         if (self.movetype != prefered_movetype)
2438                                 self.movetype = prefered_movetype;
2439                 }
2440         } else {
2441                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2442                         self.flags |= FL_JUMPRELEASED;
2443                         if(self.flags & FL_SPAWNING)
2444                         {
2445                                 self.flags &~= FL_SPAWNING;
2446                                 LeaveSpectatorMode();
2447                                 return;
2448                         }
2449                 }
2450         }
2451
2452         PrintWelcomeMessage();
2453 }
2454
2455 void SpectatorThink()
2456 {
2457         if (self.flags & FL_JUMPRELEASED) {
2458                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2459                         self.flags &~= FL_JUMPRELEASED;
2460                         self.flags |= FL_SPAWNING;
2461                 } else if(self.BUTTON_ATCK) {
2462                         self.flags &~= FL_JUMPRELEASED;
2463                         if(SpectateNext()) {
2464                                 self.classname = "spectator";
2465                         } else {
2466                                 self.classname = "observer";
2467                                 PutClientInServer();
2468                         }
2469                 } else if (self.BUTTON_ATCK2) {
2470                         self.flags &~= FL_JUMPRELEASED;
2471                         self.classname = "observer";
2472                         PutClientInServer();
2473                 } else {
2474                         if(!SpectateUpdate())
2475                                 PutObserverInServer();
2476                 }
2477         } else {
2478                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2479                         self.flags |= FL_JUMPRELEASED;
2480                         if(self.flags & FL_SPAWNING)
2481                         {
2482                                 self.flags &~= FL_SPAWNING;
2483                                 LeaveSpectatorMode();
2484                                 return;
2485                         }
2486                 }
2487                 if(!SpectateUpdate())
2488                         PutObserverInServer();
2489         }
2490
2491         PrintWelcomeMessage();
2492         self.flags |= FL_CLIENT | FL_NOTARGET;
2493 }
2494
2495 void PlayerUseKey()
2496 {
2497         if(self.classname != "player")
2498                 return;
2499
2500         if(self.vehicle)
2501         {
2502         vehicles_exit(VHEF_NORMAL);
2503         return;
2504         }
2505         
2506         // a use key was pressed; call handlers
2507         MUTATOR_CALLHOOK(PlayerUseKey);
2508 }
2509
2510 .float touchexplode_time;
2511
2512 /*
2513 =============
2514 PlayerPreThink
2515
2516 Called every frame for each client before the physics are run
2517 =============
2518 */
2519 .float usekeypressed;
2520 void() nexball_setstatus;
2521 .float items_added;
2522 void PlayerPreThink (void)
2523 {
2524         WarpZone_PlayerPhysics_FixVAngle();
2525
2526         self.stat_game_starttime = game_starttime;
2527         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2528         self.stat_leadlimit = autocvar_leadlimit;
2529
2530         if(g_arena || (g_ca && !allowed_to_spawn))
2531                 self.stat_respawn_time = 0;
2532         else
2533                 self.stat_respawn_time = self.respawn_time;
2534
2535         if(frametime)
2536         {
2537                 // physics frames: update anticheat stuff
2538                 anticheat_prethink();
2539         }
2540
2541         if(blockSpectators && frametime)
2542                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2543                 checkSpectatorBlock();
2544
2545         zoomstate_set = 0;
2546
2547         if(self.netname_previous != self.netname)
2548         {
2549                 if(autocvar_sv_eventlog)
2550                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2551                 if(self.netname_previous)
2552                         strunzone(self.netname_previous);
2553                 self.netname_previous = strzone(self.netname);
2554         }
2555
2556         // version nagging
2557         if(self.version_nagtime)
2558                 if(self.cvar_g_xonoticversion)
2559                         if(time > self.version_nagtime)
2560                         {
2561                                 // don't notify git users
2562                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2563                                 {
2564                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2565                                         {
2566                                                 // notify release users if connecting to git
2567                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2568                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2569                                         }
2570                                         else
2571                                         {
2572                                                 float r;
2573                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2574                                                 if(r < 0)
2575                                                 {
2576                                                         // give users new version
2577                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2578                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2579                                                 }
2580                                                 else if(r > 0)
2581                                                 {
2582                                                         // notify users about old server version
2583                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2584                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2585                                                 }
2586                                         }
2587                                 }
2588                                 self.version_nagtime = 0;
2589                         }
2590
2591         // GOD MODE info
2592         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2593         {
2594                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2595                 self.max_armorvalue = 0;
2596         }
2597
2598 #ifdef TETRIS
2599         if (TetrisPreFrame())
2600                 return;
2601 #endif
2602
2603         MUTATOR_CALLHOOK(PlayerPreThink);
2604
2605         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2606         {
2607                 if(self.BUTTON_USE && !self.usekeypressed)
2608                         PlayerUseKey();
2609                 self.usekeypressed = self.BUTTON_USE;
2610         }
2611
2612         PrintWelcomeMessage();
2613
2614         if(self.classname == "player") {
2615 //              if(self.netname == "Wazat")
2616 //                      bprint(self.classname, "\n");
2617
2618                 CheckRules_Player();
2619
2620                 if (intermission_running)
2621                 {
2622                         IntermissionThink ();   // otherwise a button could be missed between
2623                         return;                                 // the think tics
2624                 }
2625
2626                 //don't allow the player to turn around while game is paused!
2627                 if(timeout_status == TIMEOUT_ACTIVE) {
2628                         // FIXME turn this into CSQC stuff
2629                         self.v_angle = self.lastV_angle;
2630                         self.angles = self.lastV_angle;
2631                         self.fixangle = TRUE;
2632                 }
2633
2634                 if(frametime)
2635                 {
2636                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2637                         {
2638                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2639                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2640                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2641
2642                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2643                                 {
2644                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2645                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2646                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2647                                 }
2648                         }
2649                         else
2650                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2651
2652                         player_powerups();
2653                 }
2654
2655                 if (g_minstagib)
2656                         minstagib_ammocheck();
2657
2658                 if (self.deadflag != DEAD_NO)
2659                 {
2660                         float button_pressed, force_respawn;
2661                         if(self.personal && g_race_qualifying)
2662                         {
2663                                 if(time > self.respawn_time)
2664                                 {
2665                                         self.respawn_time = time + 1; // only retry once a second
2666                                         respawn();
2667                                         self.impulse = 141;
2668                                 }
2669                         }
2670                         else
2671                         {
2672                                 if(frametime)
2673                                         player_anim();
2674                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2675                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2676                                 if (self.deadflag == DEAD_DYING)
2677                                 {
2678                                         if(force_respawn)
2679                                                 self.deadflag = DEAD_RESPAWNING;
2680                                         else if(!button_pressed)
2681                                                 self.deadflag = DEAD_DEAD;
2682                                 }
2683                                 else if (self.deadflag == DEAD_DEAD)
2684                                 {
2685                                         if(button_pressed)
2686                                                 self.deadflag = DEAD_RESPAWNABLE;
2687                                 }
2688                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2689                                 {
2690                                         if(!button_pressed)
2691                                                 self.deadflag = DEAD_RESPAWNING;
2692                                 }
2693                                 else if (self.deadflag == DEAD_RESPAWNING)
2694                                 {
2695                                         if(time > self.respawn_time)
2696                                         {
2697                                                 self.respawn_time = time + 1; // only retry once a second
2698                                                 respawn();
2699                                         }
2700                                 }
2701                                 ShowRespawnCountdown();
2702                         }
2703
2704                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2705                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2706                                 self.stat_respawn_time *= -1;
2707
2708                         return;
2709                 }
2710                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2711                 // so (self.deadflag == DEAD_NO) is always true in the code below
2712
2713                 if(g_touchexplode)
2714                 if(time > self.touchexplode_time)
2715                 if(self.classname == "player")
2716                 if(self.deadflag == DEAD_NO)
2717                 if not(IS_INDEPENDENT_PLAYER(self))
2718                 FOR_EACH_PLAYER(other) if(self != other)
2719                 {
2720                         if(time > other.touchexplode_time)
2721                         if(other.deadflag == DEAD_NO)
2722                         if not(IS_INDEPENDENT_PLAYER(other))
2723                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2724                         {
2725                                 PlayerTouchExplode(self, other);
2726                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2727                         }
2728                 }
2729
2730                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2731                 {
2732                         vector dist;
2733
2734                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2735                         dist = self.prevorigin - self.origin;
2736                         dist_z = 0;
2737                         self.lms_traveled_distance += fabs(vlen(dist));
2738
2739                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2740                         {
2741                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2742                                 self.lms_traveled_distance = 0;
2743                         }
2744
2745                         if(time > self.lms_nextcheck)
2746                         {
2747                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2748                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2749                                 {
2750                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
2751                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2752                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2753                                         Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
2754                                 }
2755                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2756                                 self.lms_traveled_distance = 0;
2757                         }
2758                 }
2759
2760                 self.prevorigin = self.origin;
2761
2762                 float do_crouch = self.BUTTON_CROUCH;
2763                 if(self.hook.state)
2764                         do_crouch = 0;
2765                 if(self.health <= g_bloodloss)
2766                         do_crouch = 1;
2767                 if(self.vehicle)
2768                         do_crouch = 0;
2769                 if(self.freezetag_frozen)
2770                         do_crouch = 0;
2771                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2772                         do_crouch = 0;
2773
2774                 if (do_crouch)
2775                 {
2776                         if (!self.crouch)
2777                         {
2778                                 self.crouch = TRUE;
2779                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2780                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2781                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2782                         }
2783                 }
2784                 else
2785                 {
2786                         if (self.crouch)
2787                         {
2788                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2789                                 if (!trace_startsolid)
2790                                 {
2791                                         self.crouch = FALSE;
2792                                         self.view_ofs = PL_VIEW_OFS;
2793                                         setsize (self, PL_MIN, PL_MAX);
2794                                 }
2795                         }
2796                 }
2797
2798                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2799                 {
2800                         if(self.bloodloss_timer < time)
2801                         {
2802                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2803                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2804                         }
2805                 }
2806
2807                 FixPlayermodel();
2808
2809                 GrapplingHookFrame();
2810
2811                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2812                 //if(frametime)
2813                 {
2814                         self.items &~= self.items_added;
2815
2816                         W_WeaponFrame();
2817
2818                         self.items_added = 0;
2819                         if(self.items & IT_JETPACK)
2820                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2821                                         self.items_added |= IT_FUEL;
2822
2823                         self.items |= self.items_added;
2824                 }
2825
2826                 player_regen();
2827
2828                 // rot nex charge to the charge limit
2829                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2830                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2831
2832                 if(frametime)
2833                         player_anim();
2834
2835                 if(g_nexball)
2836                         nexball_setstatus();
2837                 
2838                 // secret status
2839                 secrets_setstatus();
2840                 
2841                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2842
2843                 //self.angles_y=self.v_angle_y + 90;   // temp
2844         } else if(gameover) {
2845                 if (intermission_running)
2846                         IntermissionThink ();   // otherwise a button could be missed between
2847                 return;
2848         } else if(self.classname == "observer") {
2849                 ObserverThink();
2850         } else if(self.classname == "spectator") {
2851                 SpectatorThink();
2852         }
2853
2854         if(!zoomstate_set)
2855                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2856
2857         float oldspectatee_status;
2858         oldspectatee_status = self.spectatee_status;
2859         if(self.classname == "spectator")
2860                 self.spectatee_status = num_for_edict(self.enemy);
2861         else if(self.classname == "observer")
2862                 self.spectatee_status = num_for_edict(self);
2863         else
2864                 self.spectatee_status = 0;
2865         if(self.spectatee_status != oldspectatee_status)
2866         {
2867                 ClientData_Touch(self);
2868                 if(g_race || g_cts)
2869                         race_InitSpectator();
2870         }
2871
2872         if(self.teamkill_soundtime)
2873         if(time > self.teamkill_soundtime)
2874         {
2875                 self.teamkill_soundtime = 0;
2876
2877                 entity oldpusher, oldself;
2878
2879                 oldself = self; self = self.teamkill_soundsource;
2880                 oldpusher = self.pusher; self.pusher = oldself;
2881
2882                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2883
2884                 self.pusher = oldpusher;
2885                 self = oldself;
2886         }
2887
2888         if(self.taunt_soundtime)
2889         if(time > self.taunt_soundtime)
2890         {
2891                 self.taunt_soundtime = 0;
2892                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2893         }
2894
2895         target_voicescript_next(self);
2896
2897         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2898         if(!self.weapon)
2899                 self.clip_load = self.clip_size = 0;
2900 }
2901
2902 float isInvisibleString(string s)
2903 {
2904         float i, n, c;
2905         s = strdecolorize(s);
2906         for((i = 0), (n = strlen(s)); i < n; ++i)
2907         {
2908                 c = str2chr(s, i);
2909                 switch(c)
2910                 {
2911                         case 0:
2912                         case 32: // space
2913                                 break;
2914                         case 192: // charmap space
2915                                 if (!autocvar_utf8_enable)
2916                                         break;
2917                                 return FALSE;
2918                         case 160: // space in unicode fonts
2919                         case 0xE000 + 192: // utf8 charmap space
2920                                 if (autocvar_utf8_enable)
2921                                         break;
2922                         default:
2923                                 return FALSE;
2924                 }
2925         }
2926         return TRUE;
2927 }
2928
2929 /*
2930 =============
2931 PlayerPostThink
2932
2933 Called every frame for each client after the physics are run
2934 =============
2935 */
2936 .float idlekick_lasttimeleft;
2937 void PlayerPostThink (void)
2938 {
2939         // Savage: Check for nameless players
2940         if (isInvisibleString(self.netname)) {
2941                 self.netname = "Player";
2942                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2943         }
2944
2945         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2946         {
2947                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2948                 {
2949                         if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2950                 }
2951                 else
2952                 {
2953                         float timeleft;
2954                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2955                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2956                         {
2957                                 if(!self.idlekick_lasttimeleft)
2958                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2959                         }
2960                         if(timeleft <= 0)
2961                         {
2962                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2963                                 dropclient(self);
2964                                 return;
2965                         }
2966                         else if(timeleft <= 10)
2967                         {
2968                                 if(timeleft != self.idlekick_lasttimeleft)
2969                                         AnnounceTo(self, ftos(timeleft));
2970                                 self.idlekick_lasttimeleft = timeleft;
2971                         }
2972                 }
2973         }
2974
2975 #ifdef TETRIS
2976         if(self.impulse == 100)
2977                 ImpulseCommands();
2978         if (!TetrisPostFrame())
2979         {
2980 #endif
2981
2982         CheatFrame();
2983
2984         //CheckPlayerJump();
2985
2986         if(self.classname == "player") {
2987                 CheckRules_Player();
2988                 UpdateChatBubble();
2989                 if (self.impulse)
2990                         ImpulseCommands();
2991                 if (intermission_running)
2992                         return;         // intermission or finale
2993                 GetPressedKeys();
2994         }
2995         
2996 #ifdef TETRIS
2997         }
2998 #endif
2999
3000         /*
3001         float i;
3002         for(i = 0; i < 1000; ++i)
3003         {
3004                 vector end;
3005                 end = self.origin + '0 0 1024' + 512 * randomvec();
3006                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3007                 if(trace_fraction < 1)
3008                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3009                 {
3010                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3011                         break;
3012                 }
3013         }
3014         */
3015
3016         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3017
3018         if(self.waypointsprite_attachedforcarrier)
3019                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3020
3021         playerdemo_write();
3022
3023         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3024         {
3025                 if not(self.stored_netname)
3026                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3027                 if(self.stored_netname != self.netname)
3028                 {
3029                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3030                         strunzone(self.stored_netname);
3031                         self.stored_netname = strzone(self.netname);
3032                 }
3033         }
3034
3035         /*
3036         if(g_race)
3037                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3038         */
3039
3040         CSQCMODEL_AUTOUPDATE();
3041 }