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