]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'master' into terencehill/itemstime
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         shortest = vlen(world.maxs - world.mins);
155         FOR_EACH_PLAYER(player) if (player != self)
156         {
157                 thisdist = vlen(player.origin - spot.origin);
158                 if (thisdist < shortest)
159                         shortest = thisdist;
160         }
161         if(shortest > mindist)
162                 prio += SPAWN_PRIO_GOOD_DISTANCE;
163
164         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
165         spawn_spot = spot;
166
167         // filter out spots for assault
168         if(spot.target != "") {
169                 entity ent;
170                 float found;
171
172                 found = 0;
173                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
174                 {
175                         ++found;
176                         if(ent.spawn_evalfunc)
177                         {
178                                 entity oldself = self;
179                                 self = ent;
180                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
181                                 self = oldself;
182                                 if(spawn_score_x < 0)
183                                         return spawn_score;
184                         }
185                 }
186
187                 if(!found)
188                 {
189                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
190                         return '-1 0 0';
191                 }
192         }
193
194         MUTATOR_CALLHOOK(Spawn_Score);
195         return spawn_score;
196 }
197
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
199 {
200         entity spot;
201         for(spot = firstspot; spot; spot = spot.chain)
202                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
203 }
204
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
206 {
207         entity spot, spotlist, spotlistend;
208
209         spotlist = world;
210         spotlistend = world;
211
212         Spawn_ScoreAll(firstspot, mindist, teamcheck);
213
214         for(spot = firstspot; spot; spot = spot.chain)
215         {
216                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
217                 {
218                         if(spotlistend)
219                                 spotlistend.chain = spot;
220                         spotlistend = spot;
221                         if(!spotlist)
222                                 spotlist = spot;
223                 }
224         }
225         if(spotlistend)
226                 spotlistend.chain = world;
227
228         return spotlist;
229 }
230
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
232 {
233         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
235         entity spot;
236
237         RandomSelection_Init();
238         for(spot = firstspot; spot; spot = spot.chain)
239                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
240
241         return RandomSelection_chosen_ent;
242 }
243
244 /*
245 =============
246 SelectSpawnPoint
247
248 Finds a point to respawn
249 =============
250 */
251 entity SelectSpawnPoint (float anypoint)
252 {
253         float teamcheck;
254         entity spot, firstspot;
255
256         spot = find (world, classname, "testplayerstart");
257         if (spot)
258                 return spot;
259
260         if(anypoint || autocvar_g_spawn_useallspawns)
261                 teamcheck = -1;
262         else if(have_team_spawns > 0)
263         {
264                 if(have_team_spawns_forteam[self.team] == 0)
265                 {
266                         // we request a spawn for a team, and we have team
267                         // spawns, but that team has no spawns?
268                         if(have_team_spawns_forteam[0])
269                                 // try noteam spawns
270                                 teamcheck = 0;
271                         else
272                                 // if not, any spawn has to do
273                                 teamcheck = -1;
274                 }
275                 else
276                         teamcheck = self.team; // MUST be team
277         }
278         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279                 teamcheck = 0; // MUST be noteam
280         else
281                 teamcheck = -1;
282                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
283
284
285         // get the entire list of spots
286         firstspot = findchain(classname, "info_player_deathmatch");
287         // filter out the bad ones
288         // (note this returns the original list if none survived)
289         if(anypoint)
290         {
291                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
292         }
293         else
294         {
295                 float mindist;
296                 if (arena_roundbased && !g_ca)
297                         mindist = 800;
298                 else
299                         mindist = 100;
300                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
301
302                 // there is 50/50 chance of choosing a random spot or the furthest spot
303                 // (this means that roughly every other spawn will be furthest, so you
304                 // usually won't get fragged at spawn twice in a row)
305                 if (random() > autocvar_g_spawn_furthest)
306                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
307                 else
308                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
309         }
310
311         if (!spot)
312         {
313                 if(autocvar_spawn_debug)
314                         GotoNextMap();
315                 else
316                 {
317                         if(some_spawn_has_been_used)
318                                 return world; // team can't spawn any more, because of actions of other team
319                         else
320                                 error("Cannot find a spawn point - please fix the map!");
321                 }
322         }
323
324         return spot;
325 }
326
327 /*
328 =============
329 CheckPlayerModel
330
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
333 =============
334 */
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
338         {
339                 // note: we cannot summon Don Strunzone here, some player may
340                 // still have the model string set. In case anyone manages how
341                 // to change a cvar default, we'll have a small leak here.
342                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
343         }
344         // only in right path
345         if( substring(plyermodel,0,14) != "models/player/")
346                 return FallbackPlayerModel;
347         // only good file extensions
348         if(substring(plyermodel,-4,4) != ".zym")
349         if(substring(plyermodel,-4,4) != ".dpm")
350         if(substring(plyermodel,-4,4) != ".iqm")
351         if(substring(plyermodel,-4,4) != ".md3")
352         if(substring(plyermodel,-4,4) != ".psk")
353                 return FallbackPlayerModel;
354         // forbid the LOD models
355         if(substring(plyermodel, -9,5) == "_lod1")
356                 return FallbackPlayerModel;
357         if(substring(plyermodel, -9,5) == "_lod2")
358                 return FallbackPlayerModel;
359         if(plyermodel != strtolower(plyermodel))
360                 return FallbackPlayerModel;
361         // also, restrict to server models
362         if(autocvar_sv_servermodelsonly)
363         {
364                 if(!fexists(plyermodel))
365                         return FallbackPlayerModel;
366         }
367         return plyermodel;
368 }
369
370 void setplayermodel(entity e, string modelname)
371 {
372         precache_model(modelname);
373         setmodel(e, modelname);
374         player_setupanimsformodel();
375         UpdatePlayerSounds();
376 }
377
378 /*
379 =============
380 PutObserverInServer
381
382 putting a client as observer in the server
383 =============
384 */
385 void FixPlayermodel();
386 void PutObserverInServer (void)
387 {
388         entity  spot;
389     self.hud = HUD_NORMAL;
390         race_PreSpawnObserver();
391
392         spot = SelectSpawnPoint (TRUE);
393         if(!spot)
394                 error("No spawnpoints for observers?!?\n");
395         RemoveGrapplingHook(self); // Wazat's Grappling Hook
396
397         if(clienttype(self) == CLIENTTYPE_REAL)
398         {
399                 Item_GetItemsTime(self);
400                 msg_entity = self;
401                 WriteByte(MSG_ONE, SVC_SETVIEW);
402                 WriteEntity(MSG_ONE, self);
403         }
404
405         DropAllRunes(self);
406         MUTATOR_CALLHOOK(MakePlayerObserver);
407
408         if (g_minstagib)
409                 minstagib_stop_countdown();
410
411         Portal_ClearAll(self);
412
413         if(self.alivetime)
414         {
415                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
416                 self.alivetime = 0;
417         }
418
419         if(self.vehicle)
420             vehicles_exit(VHEF_RELESE);
421
422         if(self.flagcarried)
423                 DropFlag(self.flagcarried, world, world);
424
425         if(self.ballcarried && g_nexball)
426                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
427
428         WaypointSprite_PlayerDead();
429
430         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
431                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
432
433         if(self.killcount != -666) {
434                 if(g_lms) {
435                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
436                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
437                         else
438                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
439                 } else
440                         bprint ("^4", self.netname, "^4 is spectating now\n");
441
442                 if(self.just_joined == FALSE) {
443                         LogTeamchange(self.playerid, -1, 4);
444                 } else
445                         self.just_joined = FALSE;
446         }
447
448         PlayerScore_Clear(self); // clear scores when needed
449
450         accuracy_resend(self);
451
452         self.spectatortime = time;
453         
454         self.classname = "observer";
455         self.iscreature = FALSE;
456         self.damagedbycontents = FALSE;
457         self.health = -666;
458         self.takedamage = DAMAGE_NO;
459         self.solid = SOLID_NOT;
460         self.movetype = MOVETYPE_FLY_WORLDONLY; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink
461         self.flags = FL_CLIENT | FL_NOTARGET;
462         self.armorvalue = 666;
463         self.effects = 0;
464         self.armorvalue = autocvar_g_balance_armor_start;
465         self.pauserotarmor_finished = 0;
466         self.pauserothealth_finished = 0;
467         self.pauseregen_finished = 0;
468         self.damageforcescale = 0;
469         self.death_time = 0;
470         self.dead_frame = 0;
471         self.alpha = 0;
472         self.scale = 0;
473         self.fade_time = 0;
474         self.pain_frame = 0;
475         self.pain_finished = 0;
476         self.strength_finished = 0;
477         self.invincible_finished = 0;
478         self.pushltime = 0;
479         self.think = SUB_Null;
480         self.nextthink = 0;
481         self.hook_time = 0;
482         self.runes = 0;
483         self.deadflag = DEAD_NO;
484         self.angles = spot.angles;
485         self.angles_z = 0;
486         self.fixangle = TRUE;
487         self.crouch = FALSE;
488
489         setorigin (self, spot.origin);
490         self.prevorigin = self.origin;
491         self.items = 0;
492         self.weapons = 0;
493         self.model = "";
494         FixPlayermodel();
495         setmodel(self, "null");
496         self.drawonlytoclient = self;
497
498         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
499         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
500
501         self.weapon = 0;
502         self.weaponname = "";
503         self.switchingweapon = 0;
504         self.weaponmodel = "";
505         self.weaponentity = world;
506         self.exteriorweaponentity = world;
507         self.killcount = -666;
508         self.velocity = '0 0 0';
509         self.avelocity = '0 0 0';
510         self.punchangle = '0 0 0';
511         self.punchvector = '0 0 0';
512         self.oldvelocity = self.velocity;
513         self.fire_endtime = -1;
514
515         if(g_arena)
516         {
517                 if(self.version_mismatch)
518                 {
519                         Spawnqueue_Unmark(self);
520                         Spawnqueue_Remove(self);
521                 }
522                 else
523                 {
524                         Spawnqueue_Insert(self);
525                 }
526         }
527         else if(g_lms)
528         {
529                 // Only if the player cannot play at all
530                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
531                         self.frags = FRAGS_SPECTATOR;
532                 else
533                         self.frags = FRAGS_LMS_LOSER;
534         }
535         else if(g_ca)
536         {
537                 if(self.caplayer)
538                         self.frags = FRAGS_LMS_LOSER;
539                 else
540                         self.frags = FRAGS_SPECTATOR;
541         }
542         else
543                 self.frags = FRAGS_SPECTATOR;
544 }
545
546 .float model_randomizer;
547 void FixPlayermodel()
548 {
549         string defaultmodel;
550         float defaultskin, chmdl, oldskin, n, i;
551         vector m1, m2;
552
553         defaultmodel = "";
554
555         if(autocvar_sv_defaultcharacter == 1)
556         {
557                 defaultskin = 0;
558
559                 if(teamplay)
560                 {
561                         string s;
562                         s = Team_ColorNameLowerCase(self.team);
563                         if(s != "neutral")
564                         {
565                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
566                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
567                         }
568                 }
569
570                 if(defaultmodel == "")
571                 {
572                         defaultmodel = autocvar_sv_defaultplayermodel;
573                         defaultskin = autocvar_sv_defaultplayerskin;
574                 }
575
576                 n = tokenize_console(defaultmodel);
577                 if(n > 0)
578                         defaultmodel = argv(floor(n * self.model_randomizer));
579
580                 i = strstrofs(defaultmodel, ":", 0);
581                 if(i >= 0)
582                 {
583                         defaultskin = stof(substring(defaultmodel, i+1, -1));
584                         defaultmodel = substring(defaultmodel, 0, i);
585                 }
586         }
587
588         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
589         {
590                 if(self.model != "")
591                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
592                 self.model = ""; // force the != checks to return true
593         }
594
595         if(defaultmodel != "")
596         {
597                 if (defaultmodel != self.model)
598                 {
599                         m1 = self.mins;
600                         m2 = self.maxs;
601                         setplayermodel (self, defaultmodel);
602                         setsize (self, m1, m2);
603                         chmdl = TRUE;
604                 }
605
606                 oldskin = self.skin;
607                 self.skin = defaultskin;
608         } else {
609                 if (self.playermodel != self.model || self.playermodel == "")
610                 {
611                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
612                         m1 = self.mins;
613                         m2 = self.maxs;
614                         setplayermodel (self, self.playermodel);
615                         setsize (self, m1, m2);
616                         chmdl = TRUE;
617                 }
618
619                 oldskin = self.skin;
620                 self.skin = stof(self.playerskin);
621         }
622
623         if(chmdl || oldskin != self.skin)
624                 self.species = player_getspecies(); // model or skin has changed
625
626         if(!teamplay)
627                 if(strlen(autocvar_sv_defaultplayercolors))
628                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
629                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
630 }
631
632 void PlayerTouchExplode(entity p1, entity p2)
633 {
634         vector org;
635         org = (p1.origin + p2.origin) * 0.5;
636         org_z += (p1.mins_z + p2.mins_z) * 0.5;
637
638         te_explosion(org);
639
640         entity e;
641         e = spawn();
642         setorigin(e, org);
643         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
644         remove(e);
645 }
646
647 /*
648 =============
649 PutClientInServer
650
651 Called when a client spawns in the server
652 =============
653 */
654 //void() ctf_playerchanged;
655 void PutClientInServer (void)
656 {
657         if(clienttype(self) == CLIENTTYPE_BOT)
658         {
659                 self.classname = "player";
660         }
661         else if(clienttype(self) == CLIENTTYPE_REAL)
662         {
663                 msg_entity = self;
664                 WriteByte(MSG_ONE, SVC_SETVIEW);
665                 WriteEntity(MSG_ONE, self);
666         }
667         
668         // reset player keys
669         self.itemkeys = 0;
670
671         // player is dead and becomes observer
672         // FIXME fix LMS scoring for new system
673         if(g_lms)
674         {
675                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
676                         self.classname = "observer";
677         }
678
679         if(g_arena || (g_ca && !allowed_to_spawn))
680         if(!self.spawned)
681                 self.classname = "observer";
682
683         if(gameover)
684                 self.classname = "observer";
685
686         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
687                 entity spot, oldself;
688                 float j;
689
690                 accuracy_resend(self);
691
692                 if(self.team < 0)
693                         JoinBestTeam(self, FALSE, TRUE);
694
695                 race_PreSpawn();
696
697                 spot = SelectSpawnPoint (FALSE);
698                 if(!spot)
699                 {
700                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
701                         return; // spawn failed
702                 }
703
704                 Item_ClearItemsTime();
705
706                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
707
708                 self.classname = "player";
709                 self.wasplayer = TRUE;
710                 self.iscreature = TRUE;
711                 self.damagedbycontents = TRUE;
712                 self.movetype = MOVETYPE_WALK;
713                 self.solid = SOLID_SLIDEBOX;
714                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
715                 if(autocvar_g_playerclip_collisions)
716                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
717                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
718                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
719                 self.frags = FRAGS_PLAYER;
720                 if(INDEPENDENT_PLAYERS)
721                         MAKE_INDEPENDENT_PLAYER(self);
722                 self.flags = FL_CLIENT;
723                 if(autocvar__notarget)
724                         self.flags |= FL_NOTARGET;
725                 self.takedamage = DAMAGE_AIM;
726                 if(g_minstagib)
727                         self.effects = EF_FULLBRIGHT;
728                 else
729                         self.effects = 0;
730                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
731                 self.air_finished = time + 12;
732                 self.dmg = 2;
733                 if(autocvar_g_balance_nex_charge)
734                 {
735                         if(autocvar_g_balance_nex_secondary_chargepool)
736                                 self.nex_chargepool_ammo = 1;
737                         self.nex_charge = autocvar_g_balance_nex_charge_start;
738                 }
739
740                 if(inWarmupStage)
741                 {
742                         self.ammo_shells = warmup_start_ammo_shells;
743                         self.ammo_nails = warmup_start_ammo_nails;
744                         self.ammo_rockets = warmup_start_ammo_rockets;
745                         self.ammo_cells = warmup_start_ammo_cells;
746                         self.ammo_fuel = warmup_start_ammo_fuel;
747                         self.health = warmup_start_health;
748                         self.armorvalue = warmup_start_armorvalue;
749                         self.weapons = warmup_start_weapons;
750                 }
751                 else
752                 {
753                         self.ammo_shells = start_ammo_shells;
754                         self.ammo_nails = start_ammo_nails;
755                         self.ammo_rockets = start_ammo_rockets;
756                         self.ammo_cells = start_ammo_cells;
757                         self.ammo_fuel = start_ammo_fuel;
758                         self.health = start_health;
759                         self.armorvalue = start_armorvalue;
760                         self.weapons = start_weapons;
761                 }
762
763                 if(g_weaponarena_random)
764                 {
765                         if(g_weaponarena_random_with_laser)
766                                 self.weapons &~= WEPBIT_LASER;
767                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
768                         if(g_weaponarena_random_with_laser)
769                                 self.weapons |= WEPBIT_LASER;
770                 }
771
772                 self.items = start_items;
773                 self.jump_interval = time;
774
775                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
776                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
777                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
778                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
779                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
780                 //extend the pause of rotting if client was reset at the beginning of the countdown
781                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
782                         self.spawnshieldtime += game_starttime - time;
783                         self.pauserotarmor_finished += game_starttime - time;
784                         self.pauserothealth_finished += game_starttime - time;
785                         self.pauseregen_finished += game_starttime - time;
786                 }
787                 self.damageforcescale = 2;
788                 self.death_time = 0;
789                 self.dead_frame = 0;
790                 self.alpha = 0;
791                 self.scale = 0;
792                 self.fade_time = 0;
793                 self.pain_frame = 0;
794                 self.pain_finished = 0;
795                 self.strength_finished = 0;
796                 self.invincible_finished = 0;
797                 self.pushltime = 0;
798                 // players have no think function
799                 self.think = SUB_Null;
800                 self.nextthink = 0;
801                 self.hook_time = 0;
802                 self.dmg_team = 0;
803                 self.ballistics_density = autocvar_g_ballistics_density_player;
804
805                 self.metertime = 0;
806
807                 self.runes = 0;
808
809                 self.deadflag = DEAD_NO;
810
811                 self.angles = spot.angles;
812
813                 self.angles_z = 0; // never spawn tilted even if the spot says to
814                 self.fixangle = TRUE; // turn this way immediately
815                 self.velocity = '0 0 0';
816                 self.avelocity = '0 0 0';
817                 self.punchangle = '0 0 0';
818                 self.punchvector = '0 0 0';
819                 self.oldvelocity = self.velocity;
820                 self.fire_endtime = -1;
821
822                 msg_entity = self;
823                 WRITESPECTATABLE_MSG_ONE({
824                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
825                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
826                 });
827
828                 self.model = "";
829                 FixPlayermodel();
830                 self.drawonlytoclient = world;
831
832                 self.crouch = FALSE;
833                 self.view_ofs = PL_VIEW_OFS;
834                 setsize (self, PL_MIN, PL_MAX);
835                 self.spawnorigin = spot.origin;
836                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
837                 // don't reset back to last position, even if new position is stuck in solid
838                 self.oldorigin = self.origin;
839                 self.prevorigin = self.origin;
840                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
841                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
842         self.hud = HUD_NORMAL;
843         
844                 if(g_arena)
845                 {
846                         Spawnqueue_Remove(self);
847                         Spawnqueue_Mark(self);
848                 }
849
850                 else if(g_ca)
851                         self.caplayer = 1;
852
853                 self.event_damage = PlayerDamage;
854
855                 self.bot_attack = TRUE;
856
857                 self.statdraintime = time + 5;
858                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
859
860                 if(self.killcount == -666) {
861                         PlayerScore_Clear(self);
862                         self.killcount = 0;
863                 }
864
865                 CL_SpawnWeaponentity();
866                 self.alpha = default_player_alpha;
867                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
868                 self.exteriorweaponentity.alpha = default_weapon_alpha;
869
870                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
871                 self.lms_traveled_distance = 0;
872                 self.speedrunning = FALSE;
873
874                 race_PostSpawn(spot);
875
876                 //stuffcmd(self, "chase_active 0");
877                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
878
879                 if (autocvar_g_spawnsound)
880                         sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
881
882                 if(g_assault) {
883                         if(self.team == assault_attacker_team)
884                                 centerprint(self, "You are attacking!");
885                         else
886                                 centerprint(self, "You are defending!");
887                 }
888
889                 target_voicescript_clear(self);
890
891                 // reset fields the weapons may use
892                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
893                 {
894                         weapon_action(j, WR_RESETPLAYER);
895
896                         // all weapons must be fully loaded when we spawn
897                         entity e;
898                         e = get_weaponinfo(j);
899                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
900                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
901                 }
902
903                 oldself = self;
904                 self = spot;
905                         activator = oldself;
906                                 string s;
907                                 s = self.target;
908                                 self.target = string_null;
909                                 SUB_UseTargets();
910                                 self.target = s;
911                         activator = world;
912                 self = oldself;
913
914                 spawn_spot = spot;
915                 MUTATOR_CALLHOOK(PlayerSpawn);
916
917                 if(autocvar_spawn_debug)
918                 {
919                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
920                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
921                 }
922
923                 self.switchweapon = w_getbestweapon(self);
924                 self.cnt = -1; // W_LastWeapon will not complain
925                 self.weapon = 0;
926                 self.weaponname = "";
927                 self.switchingweapon = 0;
928
929                 if(!self.alivetime)
930                         self.alivetime = time;
931
932                 antilag_clear(self);
933         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
934                 PutObserverInServer ();
935         }
936
937         //if(g_ctf)
938         //      ctf_playerchanged();
939 }
940
941 .float ebouncefactor, ebouncestop; // electro's values
942 // TODO do we need all these fields, or should we stop autodetecting runtime
943 // changes and just have a console command to update this?
944 float ClientInit_SendEntity(entity to, float sf)
945 {
946         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
947         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
948         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
949         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
950         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
951         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
952         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
953         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
954         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
955         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
956         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
957         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
958         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
959         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
960         if(sv_foginterval && world.fog != "")
961                 WriteString(MSG_ENTITY, world.fog);
962         else
963                 WriteString(MSG_ENTITY, "");
964         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
965         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
966         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
967         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
968         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
969         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
970         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
971         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
972         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
973         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
974         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
975         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
976         return TRUE;
977 }
978
979 void ClientInit_CheckUpdate()
980 {
981         self.nextthink = time;
982         if(self.count != autocvar_g_balance_armor_blockpercent)
983         {
984                 self.count = autocvar_g_balance_armor_blockpercent;
985                 self.SendFlags |= 1;
986         }
987         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
988         {
989                 self.cnt = autocvar_g_balance_weaponswitchdelay;
990                 self.SendFlags |= 1;
991         }
992         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
993         {
994                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
995                 self.SendFlags |= 1;
996         }
997         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
998         {
999                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1000                 self.SendFlags |= 1;
1001         }
1002         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1003         {
1004                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1005                 self.SendFlags |= 1;
1006         }
1007         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1008         {
1009                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1010                 self.SendFlags |= 1;
1011         }
1012 }
1013
1014 void ClientInit_Spawn()
1015 {
1016         entity o;
1017         entity e;
1018         e = spawn();
1019         e.classname = "clientinit";
1020         e.think = ClientInit_CheckUpdate;
1021         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1022
1023         o = self;
1024         self = e;
1025         ClientInit_CheckUpdate();
1026         self = o;
1027 }
1028
1029 /*
1030 =============
1031 SetNewParms
1032 =============
1033 */
1034 void SetNewParms (void)
1035 {
1036         // initialize parms for a new player
1037         parm1 = -(86400 * 366);
1038 }
1039
1040 /*
1041 =============
1042 SetChangeParms
1043 =============
1044 */
1045 void SetChangeParms (void)
1046 {
1047         // save parms for level change
1048         parm1 = self.parm_idlesince - time;
1049 }
1050
1051 /*
1052 =============
1053 DecodeLevelParms
1054 =============
1055 */
1056 void DecodeLevelParms (void)
1057 {
1058         // load parms
1059         self.parm_idlesince = parm1;
1060         if(self.parm_idlesince == -(86400 * 366))
1061                 self.parm_idlesince = time;
1062
1063         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1064         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1065 }
1066
1067 /*
1068 =============
1069 ClientKill
1070
1071 Called when a client types 'kill' in the console
1072 =============
1073 */
1074
1075 .float clientkill_nexttime;
1076 void ClientKill_Now_TeamChange()
1077 {
1078         if(self.killindicator_teamchange == -1)
1079         {
1080                 self.team = -1;
1081                 JoinBestTeam( self, FALSE, FALSE );
1082         }
1083         else if(self.killindicator_teamchange == -2)
1084         {
1085                 if(g_ca)
1086                         self.caplayer = 0;
1087                 if(blockSpectators)
1088                         sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1089                 PutObserverInServer();
1090         }
1091         else
1092                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1093 }
1094
1095 void ClientKill_Now()
1096 {
1097         if(self.vehicle)
1098         {
1099             vehicles_exit(VHEF_RELESE);
1100             if(!self.killindicator_teamchange)
1101             {
1102             self.vehicle_health = -1;
1103             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1104             }
1105         }
1106
1107         if(self.killindicator && !wasfreed(self.killindicator))
1108                 remove(self.killindicator);
1109
1110         self.killindicator = world;
1111
1112         if(self.killindicator_teamchange)
1113                 ClientKill_Now_TeamChange();
1114
1115         // in any case:
1116         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1117
1118         // now I am sure the player IS dead
1119 }
1120 void KillIndicator_Think()
1121 {
1122         if (gameover)
1123         {
1124                 self.owner.killindicator = world;
1125                 remove(self);
1126                 return;
1127         }
1128
1129         if (!self.owner.modelindex)
1130         {
1131                 self.owner.killindicator = world;
1132                 remove(self);
1133                 return;
1134         }
1135
1136         if(self.cnt <= 0)
1137         {
1138                 self = self.owner;
1139                 ClientKill_Now(); // no oldself needed
1140                 return;
1141         }
1142     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1143     {
1144         self.nextthink = time + 1;
1145         self.cnt -= 1;
1146     }
1147         else
1148         {
1149                 if(self.cnt <= 10)
1150                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1151                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1152                 {
1153                         if(self.cnt <= 10)
1154                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1155                 }
1156                 self.nextthink = time + 1;
1157                 self.cnt -= 1;
1158         }
1159 }
1160
1161 float clientkilltime;
1162 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1163 {
1164         float killtime;
1165         float starttime;
1166         entity e;
1167
1168         if (gameover)
1169                 return;
1170
1171         killtime = autocvar_g_balance_kill_delay;
1172
1173         if(g_race_qualifying || g_cts)
1174                 killtime = 0;
1175
1176     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1177     {
1178                 remove(self.killindicator);
1179                 self.killindicator = world;
1180
1181         ClientKill_Now(); // allow instant kill in this case
1182         return;
1183     }
1184
1185         self.killindicator_teamchange = targetteam;
1186
1187     if(!self.killindicator)
1188         {
1189                 if(self.modelindex && self.deadflag == DEAD_NO)
1190                 {
1191                         killtime = max(killtime, self.clientkill_nexttime - time);
1192                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1193                 }
1194
1195                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1196                 {
1197                         ClientKill_Now();
1198                 }
1199                 else
1200                 {
1201                         starttime = max(time, clientkilltime);
1202
1203                         self.killindicator = spawn();
1204                         self.killindicator.owner = self;
1205                         self.killindicator.scale = 0.5;
1206                         setattachment(self.killindicator, self, "");
1207                         setorigin(self.killindicator, '0 0 52');
1208                         self.killindicator.think = KillIndicator_Think;
1209                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1210                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1211                         self.killindicator.cnt = ceil(killtime);
1212                         self.killindicator.count = bound(0, ceil(killtime), 10);
1213                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1214
1215                         for(e = world; (e = find(e, classname, "body")) != world; )
1216                         {
1217                                 if(e.enemy != self)
1218                                         continue;
1219                                 e.killindicator = spawn();
1220                                 e.killindicator.owner = e;
1221                                 e.killindicator.scale = 0.5;
1222                                 setattachment(e.killindicator, e, "");
1223                                 setorigin(e.killindicator, '0 0 52');
1224                                 e.killindicator.think = KillIndicator_Think;
1225                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1226                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1227                                 e.killindicator.cnt = ceil(killtime);
1228                         }
1229                         self.lip = 0;
1230                 }
1231         }
1232         if(self.killindicator)
1233         {
1234                 if(targetteam == 0) // just die
1235                 {
1236                         self.killindicator.colormod = '0 0 0';
1237                         if(clienttype(self) == CLIENTTYPE_REAL)
1238                         if(self.killindicator.cnt > 0)
1239                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1240                 }
1241                 else if(targetteam == -1) // auto
1242                 {
1243                         self.killindicator.colormod = '0 1 0';
1244                         if(clienttype(self) == CLIENTTYPE_REAL)
1245                         if(self.killindicator.cnt > 0)
1246                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1247                 }
1248                 else if(targetteam == -2) // spectate
1249                 {
1250                         self.killindicator.colormod = '0.5 0.5 0.5';
1251                         if(clienttype(self) == CLIENTTYPE_REAL)
1252                         if(self.killindicator.cnt > 0)
1253                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1254                 }
1255                 else
1256                 {
1257                         self.killindicator.colormod = TeamColor(targetteam);
1258                         if(clienttype(self) == CLIENTTYPE_REAL)
1259                         if(self.killindicator.cnt > 0)
1260                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1261                 }
1262         }
1263
1264 }
1265
1266 void ClientKill (void)
1267 {
1268         if (gameover)
1269                 return;
1270
1271         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1272         {
1273                 // do nothing
1274         }
1275     else if(self.freezetag_frozen)
1276     {
1277         // do nothing
1278     }
1279         else
1280                 ClientKill_TeamChange(0);
1281 }
1282
1283 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
1284 {
1285     e.killindicator = spawn();
1286     e.killindicator.owner = e;
1287     e.killindicator.think = KillIndicator_Think;
1288     e.killindicator.nextthink = time + (e.lip) * 0.05;
1289     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1290     e.killindicator.health = 1; // this is used to indicate that it should be silent
1291     e.lip = 0;
1292 }
1293
1294 void FixClientCvars(entity e)
1295 {
1296         // send prediction settings to the client
1297         stuffcmd(e, "\nin_bindmap 0 0\n");
1298         if(g_race || g_cts)
1299                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1300         if(autocvar_g_antilag == 3) // client side hitscan
1301                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1302         if(sv_gentle)
1303                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1304         /*
1305          * we no longer need to stuff this. Remove this comment block if you feel
1306          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1307         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1308         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1309         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1310         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1311         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1312         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1313         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1314         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1315         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1316         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1317         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1318         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1319         stuffcmd(e, "cl_movement_edgefriction 1\n");
1320          */
1321 }
1322
1323 float PlayerInIDList(entity p, string idlist)
1324 {
1325         float n, i;
1326         string s;
1327
1328         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1329         if not(p.crypto_idfp)
1330                 return 0;
1331
1332         // this function allows abbreviated player IDs too!
1333         n = tokenize_console(idlist);
1334         for(i = 0; i < n; ++i)
1335         {
1336                 s = argv(i);
1337                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1338                         return 1;
1339         }
1340
1341         return 0;
1342 }
1343
1344 /*
1345 =============
1346 ClientConnect
1347
1348 Called when a client connects to the server
1349 =============
1350 */
1351 //void ctf_clientconnect();
1352 string ColoredTeamName(float t);
1353 void DecodeLevelParms (void);
1354 //void dom_player_join_team(entity pl);
1355 void set_dom_state(entity e);
1356 void ClientConnect (void)
1357 {
1358         float t;
1359
1360         if(self.flags & FL_CLIENT)
1361         {
1362                 print("Warning: ClientConnect, but already connected!\n");
1363                 return;
1364         }
1365
1366         if(Ban_MaybeEnforceBan(self))
1367                 return;
1368
1369         DecodeLevelParms();
1370
1371 #ifdef WATERMARK
1372         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1373 #endif
1374
1375         self.classname = "player_joining";
1376
1377         self.flags = FL_CLIENT;
1378         self.version_nagtime = time + 10 + random() * 10;
1379
1380         if(player_count<0)
1381         {
1382                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1383                 player_count = 0;
1384         }
1385
1386         PlayerScore_Attach(self);
1387         ClientData_Attach();
1388         accuracy_init(self);
1389
1390         bot_clientconnect();
1391
1392         playerdemo_init();
1393
1394         anticheat_init();
1395
1396         race_PreSpawnObserver();
1397
1398         //if(g_domination)
1399         //      dom_player_join_team(self);
1400
1401         // identify the right forced team
1402         if(autocvar_g_campaign)
1403         {
1404                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1405                 {
1406                         switch(autocvar_g_campaign_forceteam)
1407                         {
1408                                 case 1: self.team_forced = COLOR_TEAM1; break;
1409                                 case 2: self.team_forced = COLOR_TEAM2; break;
1410                                 case 3: self.team_forced = COLOR_TEAM3; break;
1411                                 case 4: self.team_forced = COLOR_TEAM4; break;
1412                                 default: self.team_forced = 0;
1413                         }
1414                 }
1415         }
1416         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1417                 self.team_forced = COLOR_TEAM1;
1418         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1419                 self.team_forced = COLOR_TEAM2;
1420         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1421                 self.team_forced = COLOR_TEAM3;
1422         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1423                 self.team_forced = COLOR_TEAM4;
1424         else if(autocvar_g_forced_team_otherwise == "red")
1425                 self.team_forced = COLOR_TEAM1;
1426         else if(autocvar_g_forced_team_otherwise == "blue")
1427                 self.team_forced = COLOR_TEAM2;
1428         else if(autocvar_g_forced_team_otherwise == "yellow")
1429                 self.team_forced = COLOR_TEAM3;
1430         else if(autocvar_g_forced_team_otherwise == "pink")
1431                 self.team_forced = COLOR_TEAM4;
1432         else if(autocvar_g_forced_team_otherwise == "spectate")
1433                 self.team_forced = -1;
1434         else if(autocvar_g_forced_team_otherwise == "spectator")
1435                 self.team_forced = -1;
1436         else
1437                 self.team_forced = 0;
1438
1439         if(!teamplay)
1440                 if(self.team_forced > 0)
1441                         self.team_forced = 0;
1442
1443         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1444
1445         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1446                 self.classname = "observer";
1447         } else {
1448                 if(teamplay)
1449                 {
1450                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1451                         {
1452                                 self.classname = "player";
1453                                 campaign_bots_may_start = 1;
1454                         }
1455                         else
1456                         {
1457                                 self.classname = "observer"; // do it anyway
1458                         }
1459                 }
1460                 else
1461                 {
1462                         self.classname = "player";
1463                         campaign_bots_may_start = 1;
1464                 }
1465         }
1466
1467         self.playerid = (playerid_last = playerid_last + 1);
1468
1469         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1470
1471     if(clienttype(self) == CLIENTTYPE_BOT)
1472         PlayerStats_AddPlayer(self);
1473
1474         if(autocvar_sv_eventlog)
1475                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1476
1477         LogTeamchange(self.playerid, self.team, 1);
1478
1479         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1480
1481         self.netname_previous = strzone(self.netname);
1482
1483         bprint("^4", self.netname, "^4 connected");
1484
1485         if(self.classname != "observer" && (g_domination || g_ctf))
1486                 bprint(" and joined the ", ColoredTeamName(self.team));
1487
1488         bprint("\n");
1489
1490         stuffcmd(self, strcat(clientstuff, "\n"));
1491         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1492
1493         FixClientCvars(self);
1494
1495         // spawnfunc_waypoint sprites
1496         WaypointSprite_InitClient(self);
1497
1498         // Wazat's grappling hook
1499         SetGrappleHookBindings();
1500
1501         // get version info from player
1502         stuffcmd(self, "cmd clientversion $gameversion\n");
1503
1504         // get other cvars from player
1505         GetCvars(0);
1506
1507         // notify about available teams
1508         if(teamplay)
1509         {
1510                 CheckAllowedTeams(self);
1511                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1512                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1513         }
1514         else
1515                 stuffcmd(self, "set _teams_available 0\n");
1516
1517         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1518
1519         if(g_arena || g_ca)
1520         {
1521                 self.classname = "observer";
1522                 if(g_arena)
1523                         Spawnqueue_Insert(self);
1524         }
1525         /*else if(g_ctf)
1526         {
1527                 ctf_clientconnect();
1528         }*/
1529
1530         attach_entcs();
1531
1532         bot_relinkplayerlist();
1533
1534         self.spectatortime = time;
1535         if(blockSpectators)
1536         {
1537                 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1538         }
1539
1540         self.jointime = time;
1541         self.allowedTimeouts = autocvar_sv_timeout_number;
1542
1543         if(clienttype(self) == CLIENTTYPE_REAL)
1544         {
1545                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1546                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1547         }
1548
1549         if(g_lms)
1550         {
1551                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1552                 {
1553                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1554                         self.frags = FRAGS_SPECTATOR;
1555                 }
1556         }
1557
1558         if(!sv_foginterval && world.fog != "")
1559                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1560
1561         SoundEntity_Attach(self);
1562
1563         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1564         {
1565                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1566                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1567         }
1568         else
1569                 self.hitplotfh = -1;
1570
1571         if(g_race || g_cts) {
1572                 string rr;
1573                 if(g_cts)
1574                         rr = CTS_RECORD;
1575                 else
1576                         rr = RACE_RECORD;
1577                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1578
1579                 msg_entity = self;
1580                 race_send_recordtime(MSG_ONE);
1581                 race_send_speedaward(MSG_ONE);
1582
1583                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1584                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1585                 race_send_speedaward_alltimebest(MSG_ONE);
1586
1587                 float i;
1588                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1589                         race_SendRankings(i, 0, 0, MSG_ONE);
1590                 }
1591         }
1592         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1593                 send_CSQC_teamnagger();
1594
1595         if (g_domination)
1596                 set_dom_state(self);
1597
1598         CheatInitClient();
1599
1600         if(!autocvar_g_campaign)
1601                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1602
1603         CSQCMODEL_AUTOINIT();
1604
1605         self.model_randomizer = random();
1606 }
1607
1608 /*
1609 =============
1610 ClientDisconnect
1611
1612 Called when a client disconnects from the server
1613 =============
1614 */
1615 .entity chatbubbleentity;
1616 void ReadyCount();
1617 void ClientDisconnect (void)
1618 {
1619         if(self.vehicle)
1620             vehicles_exit(VHEF_RELESE);
1621
1622         if not(self.flags & FL_CLIENT)
1623         {
1624                 print("Warning: ClientDisconnect without ClientConnect\n");
1625                 return;
1626         }
1627
1628         PlayerStats_AddGlobalInfo(self);
1629
1630         CheatShutdownClient();
1631
1632         if(self.hitplotfh >= 0)
1633         {
1634                 fclose(self.hitplotfh);
1635                 self.hitplotfh = -1;
1636         }
1637
1638         anticheat_report();
1639         anticheat_shutdown();
1640
1641         playerdemo_shutdown();
1642
1643         bot_clientdisconnect();
1644
1645         if(self.entcs)
1646                 detach_entcs();
1647
1648         if(autocvar_sv_eventlog)
1649                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1650         bprint ("^4",self.netname);
1651         bprint ("^4 disconnected\n");
1652
1653         SoundEntity_Detach(self);
1654
1655         DropAllRunes(self);
1656         MUTATOR_CALLHOOK(ClientDisconnect);
1657
1658         Portal_ClearAll(self);
1659
1660         RemoveGrapplingHook(self);
1661         if(self.flagcarried)
1662                 DropFlag(self.flagcarried, world, world);
1663         if(self.ballcarried && g_nexball)
1664                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1665
1666         // Here, everything has been done that requires this player to be a client.
1667
1668         self.flags &~= FL_CLIENT;
1669
1670         if (self.chatbubbleentity)
1671                 remove (self.chatbubbleentity);
1672
1673         if (self.killindicator)
1674                 remove (self.killindicator);
1675
1676         WaypointSprite_PlayerGone();
1677
1678         bot_relinkplayerlist();
1679
1680         if(g_arena)
1681         {
1682                 Spawnqueue_Unmark(self);
1683                 Spawnqueue_Remove(self);
1684         }
1685
1686         accuracy_free(self);
1687         ClientData_Detach();
1688         PlayerScore_Detach(self);
1689
1690         if(self.netname_previous)
1691                 strunzone(self.netname_previous);
1692         if(self.clientstatus)
1693                 strunzone(self.clientstatus);
1694         if(self.weaponorder_byimpulse)
1695                 strunzone(self.weaponorder_byimpulse);
1696
1697         ClearPlayerSounds();
1698
1699         if(self.personal)
1700                 remove(self.personal);
1701
1702         self.playerid = 0;
1703         ReadyCount();
1704
1705         // free cvars
1706         GetCvars(-1);
1707 }
1708
1709 .float BUTTON_CHAT;
1710 void ChatBubbleThink()
1711 {
1712         self.nextthink = time;
1713         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1714         {
1715                 if(self.owner) // but why can that ever be world?
1716                         self.owner.chatbubbleentity = world;
1717                 remove(self);
1718                 return;
1719         }
1720         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1721 #ifdef TETRIS
1722                 || self.owner.tetris_on
1723 #endif
1724         )
1725                 self.model = self.mdl;
1726         else
1727                 self.model = "";
1728 }
1729
1730 void UpdateChatBubble()
1731 {
1732         if (!self.modelindex)
1733                 return;
1734         // spawn a chatbubble entity if needed
1735         if (!self.chatbubbleentity)
1736         {
1737                 self.chatbubbleentity = spawn();
1738                 self.chatbubbleentity.owner = self;
1739                 self.chatbubbleentity.exteriormodeltoclient = self;
1740                 self.chatbubbleentity.think = ChatBubbleThink;
1741                 self.chatbubbleentity.nextthink = time;
1742                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1743                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1744                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1745                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1746                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1747                 self.chatbubbleentity.model = "";
1748                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1749         }
1750 }
1751
1752
1753 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1754 // added to the model skins
1755 /*void UpdateColorModHack()
1756 {
1757         float c;
1758         c = self.clientcolors & 15;
1759         // LordHavoc: only bothering to support white, green, red, yellow, blue
1760              if (!teamplay) self.colormod = '0 0 0';
1761         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1762         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1763         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1764         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1765         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1766         else self.colormod = '1 1 1';
1767 }*/
1768
1769 .float oldcolormap;
1770 void respawn(void)
1771 {
1772         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1773         {
1774                 self.solid = SOLID_NOT;
1775                 self.takedamage = DAMAGE_NO;
1776                 self.movetype = MOVETYPE_FLY;
1777                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1778                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1779                 self.effects |= EF_ADDITIVE;
1780                 self.oldcolormap = self.colormap;
1781                 self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it
1782                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1783                 if(autocvar_g_respawn_ghosts_maxtime)
1784                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1785         }
1786
1787         CopyBody(1);
1788         self.effects |= EF_NODRAW; // prevent another CopyBody
1789         if(self.oldcolormap)
1790         {
1791                 self.colormap = self.oldcolormap;
1792                 self.oldcolormap = 0;
1793         }
1794         PutClientInServer();
1795 }
1796
1797 void play_countdown(float finished, string samp)
1798 {
1799         if(clienttype(self) == CLIENTTYPE_REAL)
1800                 if(floor(finished - time - frametime) != floor(finished - time))
1801                         if(finished - time < 6)
1802                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1803 }
1804
1805 void player_powerups (void)
1806 {
1807         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1808         olditems = self.items;
1809
1810         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1811         {
1812                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1813                 self.modelflags |= MF_ROCKET;
1814         }
1815         else
1816         {
1817                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1818                 self.modelflags &~= MF_ROCKET;
1819         }
1820
1821         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1822
1823         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1824                 return;
1825
1826         Fire_ApplyDamage(self);
1827         Fire_ApplyEffect(self);
1828
1829         if (g_minstagib)
1830         {
1831                 self.effects |= EF_FULLBRIGHT;
1832
1833                 if (self.items & IT_STRENGTH)
1834                 {
1835                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1836                         if (time > self.strength_finished)
1837                         {
1838                                 self.alpha = default_player_alpha;
1839                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1840                                 self.items &~= IT_STRENGTH;
1841                                 sprint(self, "^3Invisibility has worn off\n");
1842                         }
1843                 }
1844                 else
1845                 {
1846                         if (time < self.strength_finished)
1847                         {
1848                                 self.alpha = g_minstagib_invis_alpha;
1849                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1850                                 self.items |= IT_STRENGTH;
1851                                 sprint(self, "^3You are invisible\n");
1852                         }
1853                 }
1854
1855                 if (self.items & IT_INVINCIBLE)
1856                 {
1857                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1858                         if (time > self.invincible_finished)
1859                         {
1860                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1861                                 sprint(self, "^3Speed has worn off\n");
1862                         }
1863                 }
1864                 else
1865                 {
1866                         if (time < self.invincible_finished)
1867                         {
1868                                 self.items = self.items | IT_INVINCIBLE;
1869                                 sprint(self, "^3You are on speed\n");
1870                         }
1871                 }
1872         }
1873         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.
1874         {
1875                 if (self.items & IT_STRENGTH)
1876                 {
1877                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1878                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1879                         if (time > self.strength_finished)
1880                         {
1881                                 self.items = self.items - (self.items & IT_STRENGTH);
1882                                 sprint(self, "^3Strength has worn off\n");
1883                         }
1884                 }
1885                 else
1886                 {
1887                         if (time < self.strength_finished)
1888                         {
1889                                 self.items = self.items | IT_STRENGTH;
1890                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1891                         }
1892                 }
1893                 if (self.items & IT_INVINCIBLE)
1894                 {
1895                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1896                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1897                         if (time > self.invincible_finished)
1898                         {
1899                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1900                                 sprint(self, "^3Shield has worn off\n");
1901                         }
1902                 }
1903                 else
1904                 {
1905                         if (time < self.invincible_finished)
1906                         {
1907                                 self.items = self.items | IT_INVINCIBLE;
1908                                 sprint(self, "^3Shield surrounds you\n");
1909                         }
1910                 }
1911
1912                 if(autocvar_g_nodepthtestplayers)
1913                         self.effects = self.effects | EF_NODEPTHTEST;
1914
1915                 if(autocvar_g_fullbrightplayers)
1916                         self.effects = self.effects | EF_FULLBRIGHT;
1917
1918                 // midair gamemode: damage only while in the air
1919                 // if in midair mode, being on ground grants temporary invulnerability
1920                 // (this is so that multishot weapon don't clear the ground flag on the
1921                 // first damage in the frame, leaving the player vulnerable to the
1922                 // remaining hits in the same frame)
1923                 if (self.flags & FL_ONGROUND)
1924                 if (g_midair)
1925                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1926
1927                 if (time >= game_starttime)
1928                 if (time < self.spawnshieldtime)
1929                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1930         }
1931
1932         MUTATOR_CALLHOOK(PlayerPowerups);
1933 }
1934
1935 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1936 {
1937         if(current > stable)
1938                 return current;
1939         else if(current > stable - 0.25) // when close enough, "snap"
1940                 return stable;
1941         else
1942                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1943 }
1944
1945 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1946 {
1947         if(current < stable)
1948                 return current;
1949         else if(current < stable + 0.25) // when close enough, "snap"
1950                 return stable;
1951         else
1952                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1953 }
1954
1955 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1956 {
1957         if(current > rotstable)
1958         {
1959                 if(rotframetime > 0)
1960                 {
1961                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1962                         current = max(rotstable, current - rotlinear * rotframetime);
1963                 }
1964         }
1965         else if(current < regenstable)
1966         {
1967                 if(regenframetime > 0)
1968                 {
1969                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1970                         current = min(regenstable, current + regenlinear * regenframetime);
1971                 }
1972         }
1973
1974         if(current > limit)
1975                 current = limit;
1976
1977         return current;
1978 }
1979
1980 void player_regen (void)
1981 {
1982         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1983         maxh = autocvar_g_balance_health_rotstable;
1984         maxa = autocvar_g_balance_armor_rotstable;
1985         maxf = autocvar_g_balance_fuel_rotstable;
1986         minh = autocvar_g_balance_health_regenstable;
1987         mina = autocvar_g_balance_armor_regenstable;
1988         minf = autocvar_g_balance_fuel_regenstable;
1989         limith = autocvar_g_balance_health_limit;
1990         limita = autocvar_g_balance_armor_limit;
1991         limitf = autocvar_g_balance_fuel_limit;
1992
1993         max_mod = regen_mod = rot_mod = limit_mod = 1;
1994
1995         if (self.runes & RUNE_REGEN)
1996         {
1997                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1998                 {
1999                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2000                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2001                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2002                 }
2003                 else
2004                 {
2005                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2006                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2007                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2008                 }
2009         }
2010         else if (self.runes & CURSE_VENOM)
2011         {
2012                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2013                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2014                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2015                 else
2016                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2017                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2018                 //if (!self.runes & RUNE_REGEN)
2019                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2020         }
2021         maxh = maxh * max_mod;
2022         //maxa = maxa * max_mod;
2023         //maxf = maxf * max_mod;
2024         minh = minh * max_mod;
2025         //mina = mina * max_mod;
2026         //minf = minf * max_mod;
2027         limith = limith * limit_mod;
2028         limita = limita * limit_mod;
2029         //limitf = limitf * limit_mod;
2030
2031         if(g_lms && g_ca)
2032                 rot_mod = 0;
2033
2034         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2035         {
2036                 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);
2037                 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);
2038
2039                 // if player rotted to death...  die!
2040                 if(self.health < 1)
2041                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2042         }
2043
2044         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2045                 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);
2046 }
2047
2048 float zoomstate_set;
2049 void SetZoomState(float z)
2050 {
2051         if(z != self.zoomstate)
2052         {
2053                 self.zoomstate = z;
2054                 ClientData_Touch(self);
2055         }
2056         zoomstate_set = 1;
2057 }
2058
2059 void GetPressedKeys(void) {
2060         MUTATOR_CALLHOOK(GetPressedKeys);
2061         if (self.movement_x > 0) // get if movement keys are pressed
2062         {       // forward key pressed
2063                 self.pressedkeys |= KEY_FORWARD;
2064                 self.pressedkeys &~= KEY_BACKWARD;
2065         }
2066         else if (self.movement_x < 0)
2067         {       // backward key pressed
2068                 self.pressedkeys |= KEY_BACKWARD;
2069                 self.pressedkeys &~= KEY_FORWARD;
2070         }
2071         else
2072         {       // no x input
2073                 self.pressedkeys &~= KEY_FORWARD;
2074                 self.pressedkeys &~= KEY_BACKWARD;
2075         }
2076
2077         if (self.movement_y > 0)
2078         {       // right key pressed
2079                 self.pressedkeys |= KEY_RIGHT;
2080                 self.pressedkeys &~= KEY_LEFT;
2081         }
2082         else if (self.movement_y < 0)
2083         {       // left key pressed
2084                 self.pressedkeys |= KEY_LEFT;
2085                 self.pressedkeys &~= KEY_RIGHT;
2086         }
2087         else
2088         {       // no y input
2089                 self.pressedkeys &~= KEY_RIGHT;
2090                 self.pressedkeys &~= KEY_LEFT;
2091         }
2092
2093         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2094                 self.pressedkeys |= KEY_JUMP;
2095         else
2096                 self.pressedkeys &~= KEY_JUMP;
2097         if (self.BUTTON_CROUCH)
2098                 self.pressedkeys |= KEY_CROUCH;
2099         else
2100                 self.pressedkeys &~= KEY_CROUCH;
2101 }
2102
2103 /*
2104 ======================
2105 spectate mode routines
2106 ======================
2107 */
2108
2109 void SpectateCopy(entity spectatee) {
2110         other = spectatee;
2111         MUTATOR_CALLHOOK(SpectateCopy);
2112         self.armortype = spectatee.armortype;
2113         self.armorvalue = spectatee.armorvalue;
2114         self.ammo_cells = spectatee.ammo_cells;
2115         self.ammo_shells = spectatee.ammo_shells;
2116         self.ammo_nails = spectatee.ammo_nails;
2117         self.ammo_rockets = spectatee.ammo_rockets;
2118         self.ammo_fuel = spectatee.ammo_fuel;
2119         self.clip_load = spectatee.clip_load;
2120         self.clip_size = spectatee.clip_size;
2121         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2122         self.health = spectatee.health;
2123         self.impulse = 0;
2124         self.items = spectatee.items;
2125         self.last_pickup = spectatee.last_pickup;
2126         self.hit_time = spectatee.hit_time;
2127         self.metertime = spectatee.metertime;
2128         self.strength_finished = spectatee.strength_finished;
2129         self.invincible_finished = spectatee.invincible_finished;
2130         self.pressedkeys = spectatee.pressedkeys;
2131         self.weapons = spectatee.weapons;
2132         self.switchweapon = spectatee.switchweapon;
2133         self.switchingweapon = spectatee.switchingweapon;
2134         self.weapon = spectatee.weapon;
2135         self.nex_charge = spectatee.nex_charge;
2136         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2137         self.hagar_load = spectatee.hagar_load;
2138         self.minelayer_mines = spectatee.minelayer_mines;
2139         self.punchangle = spectatee.punchangle;
2140         self.view_ofs = spectatee.view_ofs;
2141         self.v_angle = spectatee.v_angle;
2142         self.velocity = spectatee.velocity;
2143         self.dmg_take = spectatee.dmg_take;
2144         self.dmg_save = spectatee.dmg_save;
2145         self.dmg_inflictor = spectatee.dmg_inflictor;
2146         self.angles = spectatee.v_angle;
2147         if(!self.BUTTON_USE)
2148                 self.fixangle = TRUE;
2149         setorigin(self, spectatee.origin);
2150         setsize(self, spectatee.mins, spectatee.maxs);
2151         SetZoomState(spectatee.zoomstate);
2152
2153         anticheat_spectatecopy(spectatee);
2154
2155         //self.vehicle = spectatee.vehicle;
2156
2157         self.hud = spectatee.hud;
2158         if(spectatee.vehicle)
2159     {
2160         setorigin(self, spectatee.origin);
2161         self.velocity = spectatee.vehicle.velocity;
2162         self.v_angle += spectatee.vehicle.angles;
2163         //self.v_angle_x *= -1;
2164         self.vehicle_health = spectatee.vehicle_health;
2165         self.vehicle_shield = spectatee.vehicle_shield;
2166         self.vehicle_energy = spectatee.vehicle_energy;
2167         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2168         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2169         self.vehicle_reload1 = spectatee.vehicle_reload1;
2170         self.vehicle_reload2 = spectatee.vehicle_reload2;
2171         
2172         msg_entity = self;
2173         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2174         WriteEntity(MSG_ONE, spectatee);
2175         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2176     }
2177 }
2178
2179 float SpectateUpdate() {
2180         if(!self.enemy)
2181             return 0;           
2182
2183         if (self == self.enemy)
2184                 return 0;
2185
2186         if(self.enemy.classname != "player")
2187                 return 0;
2188
2189         SpectateCopy(self.enemy);
2190
2191         return 1;
2192 }
2193
2194
2195 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2196 entity CA_SpectateNext(entity start) {
2197         if (start.team == self.team) {
2198                 return start;
2199         }
2200         
2201         other = start;
2202         // continue from current player
2203         while(other && other.team != self.team) {
2204                 other = find(other, classname, "player");
2205         }
2206         
2207         if (!other) {
2208                 // restart from begining
2209                 other = find(other, classname, "player");
2210                 while(other && other.team != self.team) {
2211                         other = find(other, classname, "player");
2212                 }
2213         }
2214         
2215         return other;
2216 }
2217
2218 float SpectateNext() {
2219         other = find(self.enemy, classname, "player");
2220         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2221                 // CA and ca players when spectating enemies is forbidden
2222                 other = CA_SpectateNext(other);
2223         } else {
2224                 // other modes and ca spectators or spectating enemies is allowed
2225                 if (!other)
2226                         other = find(other, classname, "player");
2227         }
2228         
2229         if (other)
2230                 self.enemy = other;
2231
2232         if(self.enemy.classname == "player") {
2233             if(self.enemy.vehicle)
2234             {      
2235             msg_entity = self;
2236             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2237             WriteEntity(MSG_ONE, self.enemy);
2238             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2239             self.movetype = MOVETYPE_NONE;
2240             accuracy_resend(self);
2241             }
2242             else 
2243             {           
2244             msg_entity = self;
2245             WriteByte(MSG_ONE, SVC_SETVIEW);
2246             WriteEntity(MSG_ONE, self.enemy);
2247             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2248             self.movetype = MOVETYPE_NONE;
2249             accuracy_resend(self);
2250
2251             if(!SpectateUpdate())
2252                 PutObserverInServer();
2253         }
2254         return 1;
2255         } else {
2256                 return 0;
2257         }
2258 }
2259
2260 /*
2261 =============
2262 ShowRespawnCountdown()
2263
2264 Update a respawn countdown display.
2265 =============
2266 */
2267 void ShowRespawnCountdown()
2268 {
2269         float number;
2270         if(self.deadflag == DEAD_NO) // just respawned?
2271                 return;
2272         else
2273         {
2274                 number = ceil(self.death_time - time);
2275                 if(number <= 0)
2276                         return;
2277                 if(number <= self.respawn_countdown)
2278                 {
2279                         self.respawn_countdown = number - 1;
2280                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2281                                 AnnounceTo(self, strcat(ftos(number), ""));
2282                 }
2283         }
2284 }
2285
2286 .float prevent_join_msgtime;
2287 void LeaveSpectatorMode()
2288 {
2289         if(nJoinAllowed(1)) {
2290                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2291                         self.classname = "player";
2292
2293                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2294                                 JoinBestTeam(self, FALSE, TRUE);
2295
2296                         if(autocvar_g_campaign)
2297                                 campaign_bots_may_start = 1;
2298
2299                         PutClientInServer();
2300
2301                         if(self.classname == "player")
2302                                 bprint ("^4", self.netname, "^4 is playing now\n");
2303
2304                         if(!autocvar_g_campaign)
2305                         if (time < self.jointime + autocvar_welcome_message_time)
2306                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2307
2308                         if (self.prevent_join_msgtime)
2309                         {
2310                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2311                                 self.prevent_join_msgtime = 0;
2312                         }
2313
2314                         return;
2315                 } else {
2316                         if (g_ca && self.caplayer) {
2317                         }       // do nothing
2318                         else
2319                                 stuffcmd(self,"menu_showteamselect\n");
2320                         return;
2321                 }
2322         }
2323         else {
2324                 //player may not join because of g_maxplayers is set
2325                 if (time - self.prevent_join_msgtime > 2)
2326                 {
2327                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2328                         self.prevent_join_msgtime = time;
2329                 }
2330         }
2331 }
2332
2333 /**
2334  * Determines whether the player is allowed to join. This depends on cvar
2335  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2336  * it checks whether the number of currently playing players exceeds g_maxplayers.
2337  * @return int number of free slots for players, 0 if none
2338  */
2339 float nJoinAllowed(float includeMe) {
2340         if(self.team_forced < 0)
2341                 return FALSE; // forced spectators can never join
2342
2343         // TODO simplify this
2344         entity e;
2345
2346         float totalClients;
2347         FOR_EACH_CLIENT(e)
2348                 totalClients += 1;
2349
2350         if (!autocvar_g_maxplayers)
2351                 return maxclients - totalClients + includeMe;
2352
2353         float currentlyPlaying;
2354         FOR_EACH_REALPLAYER(e)
2355                 currentlyPlaying += 1;
2356
2357         if(currentlyPlaying < autocvar_g_maxplayers)
2358                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2359
2360         return 0;
2361 }
2362
2363 /**
2364  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2365  * g_maxplayers_spectator_blocktime seconds
2366  */
2367 void checkSpectatorBlock() {
2368         if(self.classname == "spectator" || self.classname == "observer") {
2369                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2370                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2371                         dropclient(self);
2372                 }
2373         }
2374 }
2375
2376 .float motd_actived_time; // used for both motd and campaign_message
2377 void PrintWelcomeMessage()
2378 {
2379         if (self.motd_actived_time == 0) { // is there already a message showing?
2380                 if (autocvar_g_campaign) {
2381                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2382                                 self.motd_actived_time = time;
2383                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2384                         }
2385                 } else {
2386                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2387                                 self.motd_actived_time = time;
2388                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2389                         }
2390                 }
2391         } else { // showing MOTD or campaign message
2392                 if (autocvar_g_campaign) {
2393                         if (self.BUTTON_INFO)
2394                                 self.motd_actived_time = time;
2395                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2396                                 self.motd_actived_time = 0;
2397                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2398                         }
2399                 } else {
2400                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2401                                 if (self.BUTTON_INFO)
2402                                         self.motd_actived_time = time;
2403                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2404                                         self.motd_actived_time = 0;
2405                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2406                                 }
2407                         }
2408                 }
2409         }
2410 }
2411
2412 void ObserverThink()
2413 {
2414         float prefered_movetype;
2415         if (self.flags & FL_JUMPRELEASED) {
2416                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2417                         self.flags &~= FL_JUMPRELEASED;
2418                         self.flags |= FL_SPAWNING;
2419                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2420                         self.flags &~= FL_JUMPRELEASED;
2421                         if(SpectateNext() == 1) {
2422                                 self.classname = "spectator";
2423                         }
2424                 } else {
2425                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2426                         if (self.movetype != prefered_movetype)
2427                                 self.movetype = prefered_movetype;
2428                 }
2429         } else {
2430                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2431                         self.flags |= FL_JUMPRELEASED;
2432                         if(self.flags & FL_SPAWNING)
2433                         {
2434                                 self.flags &~= FL_SPAWNING;
2435                                 LeaveSpectatorMode();
2436                                 return;
2437                         }
2438                 }
2439         }
2440
2441         PrintWelcomeMessage();
2442 }
2443
2444 void SpectatorThink()
2445 {
2446         if (self.flags & FL_JUMPRELEASED) {
2447                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2448                         self.flags &~= FL_JUMPRELEASED;
2449                         self.flags |= FL_SPAWNING;
2450                 } else if(self.BUTTON_ATCK) {
2451                         self.flags &~= FL_JUMPRELEASED;
2452                         if(SpectateNext() == 1) {
2453                                 self.classname = "spectator";
2454                         } else {
2455                                 self.classname = "observer";
2456                                 PutClientInServer();
2457                         }
2458                 } else if (self.BUTTON_ATCK2) {
2459                         self.flags &~= FL_JUMPRELEASED;
2460                         self.classname = "observer";
2461                         PutClientInServer();
2462                 } else {
2463                         if(!SpectateUpdate())
2464                                 PutObserverInServer();
2465                 }
2466         } else {
2467                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2468                         self.flags |= FL_JUMPRELEASED;
2469                         if(self.flags & FL_SPAWNING)
2470                         {
2471                                 self.flags &~= FL_SPAWNING;
2472                                 LeaveSpectatorMode();
2473                                 return;
2474                         }
2475                 }
2476                 if(!SpectateUpdate())
2477                         PutObserverInServer();
2478         }
2479
2480         PrintWelcomeMessage();
2481         self.flags |= FL_CLIENT | FL_NOTARGET;
2482 }
2483
2484 float ctf_usekey();
2485 void PlayerUseKey()
2486 {
2487         if(self.classname != "player")
2488                 return;
2489
2490         if(self.vehicle)
2491         {
2492         vehicles_exit(VHEF_NORMAL);
2493         return;
2494         }
2495         
2496         // a use key was pressed; call handlers
2497         if(ctf_usekey())
2498                 return;
2499
2500         MUTATOR_CALLHOOK(PlayerUseKey);
2501 }
2502
2503 .float touchexplode_time;
2504
2505 /*
2506 =============
2507 PlayerPreThink
2508
2509 Called every frame for each client before the physics are run
2510 =============
2511 */
2512 .float usekeypressed;
2513 void() ctf_setstatus;
2514 void() nexball_setstatus;
2515 .float items_added;
2516 void PlayerPreThink (void)
2517 {
2518         WarpZone_PlayerPhysics_FixVAngle();
2519
2520         self.stat_game_starttime = game_starttime;
2521         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2522         self.stat_leadlimit = autocvar_leadlimit;
2523
2524         if(frametime)
2525         {
2526                 // physics frames: update anticheat stuff
2527                 anticheat_prethink();
2528         }
2529
2530         if(blockSpectators && frametime)
2531                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2532                 checkSpectatorBlock();
2533
2534         zoomstate_set = 0;
2535
2536         if(self.netname_previous != self.netname)
2537         {
2538                 if(autocvar_sv_eventlog)
2539                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2540                 if(self.netname_previous)
2541                         strunzone(self.netname_previous);
2542                 self.netname_previous = strzone(self.netname);
2543         }
2544
2545         // version nagging
2546         if(self.version_nagtime)
2547                 if(self.cvar_g_xonoticversion)
2548                         if(time > self.version_nagtime)
2549                         {
2550                                 // don't notify git users
2551                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2552                                 {
2553                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2554                                         {
2555                                                 // notify release users if connecting to git
2556                                                 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");
2557                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2558                                         }
2559                                         else
2560                                         {
2561                                                 float r;
2562                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2563                                                 if(r < 0)
2564                                                 {
2565                                                         // give users new version
2566                                                         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");
2567                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n"));
2568                                                 }
2569                                                 else if(r > 0)
2570                                                 {
2571                                                         // notify users about old server version
2572                                                         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");
2573                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2574                                                 }
2575                                         }
2576                                 }
2577                                 self.version_nagtime = 0;
2578                         }
2579
2580         // GOD MODE info
2581         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2582         {
2583                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2584                 self.max_armorvalue = 0;
2585         }
2586
2587 #ifdef TETRIS
2588         if (TetrisPreFrame())
2589                 return;
2590 #endif
2591
2592         MUTATOR_CALLHOOK(PlayerPreThink);
2593
2594         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2595         {
2596                 if(self.BUTTON_USE && !self.usekeypressed)
2597                         PlayerUseKey();
2598                 self.usekeypressed = self.BUTTON_USE;
2599         }
2600
2601         PrintWelcomeMessage();
2602
2603         if(self.classname == "player") {
2604 //              if(self.netname == "Wazat")
2605 //                      bprint(self.classname, "\n");
2606
2607                 CheckRules_Player();
2608
2609                 if (intermission_running)
2610                 {
2611                         IntermissionThink ();   // otherwise a button could be missed between
2612                         return;                                 // the think tics
2613                 }
2614
2615                 //don't allow the player to turn around while game is paused!
2616                 if(timeoutStatus == 2) {
2617                         // FIXME turn this into CSQC stuff
2618                         self.v_angle = self.lastV_angle;
2619                         self.angles = self.lastV_angle;
2620                         self.fixangle = TRUE;
2621                 }
2622
2623                 if(frametime)
2624                 {
2625 #ifndef NO_LEGACY_NETWORKING
2626                         self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2627 #endif
2628
2629                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2630                         {
2631                                 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);
2632                                 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);
2633                                 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);
2634
2635                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2636                                 {
2637                                         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);
2638                                         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);
2639                                         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);
2640                                 }
2641                         }
2642                         else
2643                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2644
2645                         player_powerups();
2646                 }
2647
2648                 if (g_minstagib)
2649                         minstagib_ammocheck();
2650
2651                 if (self.deadflag != DEAD_NO)
2652                 {
2653                         float button_pressed, force_respawn;
2654                         if(self.personal && g_race_qualifying)
2655                         {
2656                                 if(time > self.death_time)
2657                                 {
2658                                         self.death_time = time + 1; // only retry once a second
2659                                         respawn();
2660                                         self.impulse = 141;
2661                                 }
2662                         }
2663                         else
2664                         {
2665                                 if(frametime)
2666                                         player_anim();
2667                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2668                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2669                                 if (self.deadflag == DEAD_DYING)
2670                                 {
2671                                         if(force_respawn)
2672                                                 self.deadflag = DEAD_RESPAWNING;
2673                                         else if(!button_pressed)
2674                                                 self.deadflag = DEAD_DEAD;
2675                                 }
2676                                 else if (self.deadflag == DEAD_DEAD)
2677                                 {
2678                                         if(button_pressed)
2679                                                 self.deadflag = DEAD_RESPAWNABLE;
2680                                 }
2681                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2682                                 {
2683                                         if(!button_pressed)
2684                                                 self.deadflag = DEAD_RESPAWNING;
2685                                 }
2686                                 else if (self.deadflag == DEAD_RESPAWNING)
2687                                 {
2688                                         if(time > self.death_time)
2689                                         {
2690                                                 self.death_time = time + 1; // only retry once a second
2691                                                 respawn();
2692                                         }
2693                                 }
2694                                 ShowRespawnCountdown();
2695                         }
2696                         return;
2697                 }
2698                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2699                 // so (self.deadflag == DEAD_NO) is always true in the code below
2700
2701                 if(g_touchexplode)
2702                 if(time > self.touchexplode_time)
2703                 if(self.classname == "player")
2704                 if(self.deadflag == DEAD_NO)
2705                 if not(IS_INDEPENDENT_PLAYER(self))
2706                 FOR_EACH_PLAYER(other) if(self != other)
2707                 {
2708                         if(time > other.touchexplode_time)
2709                         if(other.deadflag == DEAD_NO)
2710                         if not(IS_INDEPENDENT_PLAYER(other))
2711                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2712                         {
2713                                 PlayerTouchExplode(self, other);
2714                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2715                         }
2716                 }
2717
2718                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2719                 {
2720                         vector dist;
2721
2722                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2723                         dist = self.prevorigin - self.origin;
2724                         dist_z = 0;
2725                         self.lms_traveled_distance += fabs(vlen(dist));
2726
2727                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2728                         {
2729                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2730                                 self.lms_traveled_distance = 0;
2731                         }
2732
2733                         if(time > self.lms_nextcheck)
2734                         {
2735                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2736                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2737                                 {
2738                                         centerprint(self, autocvar_g_lms_campcheck_message);
2739                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2740                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2741                                         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');
2742                                 }
2743                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2744                                 self.lms_traveled_distance = 0;
2745                         }
2746                 }
2747
2748                 self.prevorigin = self.origin;
2749
2750                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
2751                 {
2752                         if (!self.crouch)
2753                         {
2754                                 self.crouch = TRUE;
2755                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2756                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2757                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2758                         }
2759                 }
2760                 else
2761                 {
2762                         if (self.crouch)
2763                         {
2764                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2765                                 if (!trace_startsolid)
2766                                 {
2767                                         self.crouch = FALSE;
2768                                         self.view_ofs = PL_VIEW_OFS;
2769                                         setsize (self, PL_MIN, PL_MAX);
2770                                 }
2771                         }
2772                 }
2773
2774                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2775                 {
2776                         if(self.bloodloss_timer < time)
2777                         {
2778                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2779                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2780                         }
2781                 }
2782
2783                 FixPlayermodel();
2784
2785                 GrapplingHookFrame();
2786
2787                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2788                 //if(frametime)
2789                 {
2790                         self.items &~= self.items_added;
2791
2792                         W_WeaponFrame();
2793
2794                         self.items_added = 0;
2795                         if(self.items & IT_JETPACK)
2796                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2797                                         self.items_added |= IT_FUEL;
2798
2799                         self.items |= self.items_added;
2800                 }
2801
2802                 player_regen();
2803
2804                 // rot nex charge to the charge limit
2805                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2806                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2807
2808                 if(frametime)
2809                         player_anim();
2810
2811                 if(g_ctf)
2812                         ctf_setstatus();
2813
2814                 if(g_nexball)
2815                         nexball_setstatus();
2816                 
2817                 // secret status
2818                 secrets_setstatus();
2819                 
2820                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2821
2822                 //self.angles_y=self.v_angle_y + 90;   // temp
2823         } else if(gameover) {
2824                 if (intermission_running)
2825                         IntermissionThink ();   // otherwise a button could be missed between
2826                 return;
2827         } else if(self.classname == "observer") {
2828                 ObserverThink();
2829         } else if(self.classname == "spectator") {
2830                 SpectatorThink();
2831         }
2832
2833         if(!zoomstate_set)
2834                 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));
2835
2836         float oldspectatee_status;
2837         oldspectatee_status = self.spectatee_status;
2838         if(self.classname == "spectator")
2839                 self.spectatee_status = num_for_edict(self.enemy);
2840         else if(self.classname == "observer")
2841                 self.spectatee_status = num_for_edict(self);
2842         else
2843                 self.spectatee_status = 0;
2844         if(self.spectatee_status != oldspectatee_status)
2845         {
2846                 ClientData_Touch(self);
2847                 if(g_race || g_cts)
2848                         race_InitSpectator();
2849         }
2850
2851         if(self.teamkill_soundtime)
2852         if(time > self.teamkill_soundtime)
2853         {
2854                 self.teamkill_soundtime = 0;
2855
2856                 entity oldpusher, oldself;
2857
2858                 oldself = self; self = self.teamkill_soundsource;
2859                 oldpusher = self.pusher; self.pusher = oldself;
2860
2861                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2862
2863                 self.pusher = oldpusher;
2864                 self = oldself;
2865         }
2866
2867         if(self.taunt_soundtime)
2868         if(time > self.taunt_soundtime)
2869         {
2870                 self.taunt_soundtime = 0;
2871                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2872         }
2873
2874         target_voicescript_next(self);
2875
2876         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2877         if(!self.weapon)
2878                 self.clip_load = self.clip_size = 0;
2879 }
2880
2881 float isInvisibleString(string s)
2882 {
2883         float i, n, c;
2884         s = strdecolorize(s);
2885         for((i = 0), (n = strlen(s)); i < n; ++i)
2886         {
2887                 c = str2chr(s, i);
2888                 switch(c)
2889                 {
2890                         case 0:
2891                         case 32: // space
2892                                 break;
2893                         case 192: // charmap space
2894                                 if (!autocvar_utf8_enable)
2895                                         break;
2896                                 return FALSE;
2897                         case 160: // space in unicode fonts
2898                         case 0xE000 + 192: // utf8 charmap space
2899                                 if (autocvar_utf8_enable)
2900                                         break;
2901                         default:
2902                                 return FALSE;
2903                 }
2904         }
2905         return TRUE;
2906 }
2907
2908 /*
2909 =============
2910 PlayerPostThink
2911
2912 Called every frame for each client after the physics are run
2913 =============
2914 */
2915 .float idlekick_lasttimeleft;
2916 .entity showheadshotbbox;
2917 void showheadshotbbox_think()
2918 {
2919         if(self.owner.showheadshotbbox != self)
2920         {
2921                 remove(self);
2922                 return;
2923         }
2924         self.nextthink = time;
2925         setorigin(self, self.owner.origin);
2926         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2927 }
2928 void PlayerPostThink (void)
2929 {
2930         // Savage: Check for nameless players
2931         if (isInvisibleString(self.netname)) {
2932                 self.netname = "Player";
2933                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2934         }
2935
2936         if(sv_maxidle && frametime)
2937         {
2938                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2939                 float timeleft;
2940                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2941                 {
2942                         if(self.idlekick_lasttimeleft)
2943                         {
2944                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2945                                 self.idlekick_lasttimeleft = 0;
2946                         }
2947                         return;
2948                 }
2949                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2950                 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2951                 {
2952                         if(!self.idlekick_lasttimeleft)
2953                                 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2954                 }
2955                 if(timeleft <= 0)
2956                 {
2957                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2958                         AnnounceTo(self, "terminated");
2959                         dropclient(self);
2960                         return;
2961                 }
2962                 else if(timeleft <= 10)
2963                 {
2964                         if(timeleft != self.idlekick_lasttimeleft)
2965                                 AnnounceTo(self, ftos(timeleft));
2966                         self.idlekick_lasttimeleft = timeleft;
2967                 }
2968         }
2969
2970 #ifdef TETRIS
2971         if(self.impulse == 100)
2972                 ImpulseCommands();
2973         if (TetrisPostFrame())
2974                 return;
2975 #endif
2976
2977         CheatFrame();
2978
2979         //CheckPlayerJump();
2980
2981         if(self.classname == "player") {
2982                 CheckRules_Player();
2983                 UpdateChatBubble();
2984                 if (self.impulse)
2985                         ImpulseCommands();
2986                 if (intermission_running)
2987                         return;         // intermission or finale
2988                 GetPressedKeys();
2989         } else if (self.classname == "observer") {
2990                 //do nothing
2991         } else if (self.classname == "spectator") {
2992                 //do nothing
2993         }
2994         
2995         /*
2996         float i;
2997         for(i = 0; i < 1000; ++i)
2998         {
2999                 vector end;
3000                 end = self.origin + '0 0 1024' + 512 * randomvec();
3001                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3002                 if(trace_fraction < 1)
3003                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3004                 {
3005                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3006                         break;
3007                 }
3008         }
3009         */
3010
3011         Arena_Warmup();
3012
3013         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3014
3015         if(self.waypointsprite_attachedforcarrier)
3016                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3017
3018         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3019         {
3020                 if(!self.showheadshotbbox)
3021                 {
3022                         self.showheadshotbbox = spawn();
3023                         self.showheadshotbbox.classname = "headshotbbox";
3024                         self.showheadshotbbox.owner = self;
3025                         self.showheadshotbbox.think = showheadshotbbox_think;
3026                         self.showheadshotbbox.nextthink = time;
3027                         self = self.showheadshotbbox;
3028                         self.think();
3029                         self = self.owner;
3030                 }
3031         }
3032         else
3033         {
3034                 if(self.showheadshotbbox)
3035                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3036                 remove(self.showheadshotbbox);
3037         }
3038
3039         playerdemo_write();
3040
3041         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3042         {
3043                 if(!self.stored_netname)
3044                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3045                 if(self.stored_netname != self.netname)
3046                 {
3047                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3048                         strunzone(self.stored_netname);
3049                         self.stored_netname = strzone(self.netname);
3050                 }
3051         }
3052
3053         /*
3054         if(g_race)
3055                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3056         */
3057
3058         CSQCMODEL_AUTOUPDATE();
3059 }