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Merge remote branch 'origin/master' into samual/flyingspectators
[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(teams_matter)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 };
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 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         // filter out spots for assault
155         if(spot.target != "") {
156                 local entity ent;
157                 float good, found;
158                 ent = find(world, targetname, spot.target);
159
160                 while(ent) {
161                         if(ent.classname == "target_objective")
162                         {
163                                 found = 1;
164                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
165                                         return '-1 0 0';
166                                 good = 1;
167                         }
168                         else if(ent.classname == "trigger_race_checkpoint")
169                         {
170                                 found = 1;
171                                 if(!anypoint) // spectators may spawn everywhere
172
173                                 {
174                                         if(g_race_qualifying)
175                                         {
176                                                 // spawn at first
177                                                 if(ent.race_checkpoint != 0)
178                                                         return '-1 0 0';
179                                                 if(spot.race_place != race_lowest_place_spawn)
180                                                         return '-1 0 0';
181                                         }
182                                         else
183                                         {
184                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
185                                                         return '-1 0 0';
186                                                 // try reusing the previous spawn
187                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
188                                                         prio += 1;
189                                                 if(ent.race_checkpoint == 0)
190                                                 {
191                                                         float pl;
192                                                         pl = self.race_place;
193                                                         if(pl > race_highest_place_spawn)
194                                                                 pl = 0;
195                                                         if(pl == 0 && !self.race_started)
196                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197                                                         if(spot.race_place != pl)
198                                                                 return '-1 0 0';
199                                                 }
200                                         }
201                                 }
202                                 good = 1;
203                         }
204                         ent = find(ent, targetname, spot.target);
205                 }
206
207                 if(found && !good)
208                         return '-1 0 0';
209         }
210
211         player = playerlist;
212         shortest = vlen(world.maxs - world.mins);
213         for(player = playerlist; player; player = player.chain)
214                 if (player != self)
215                 {
216                         thisdist = vlen(player.origin - spot.origin);
217                         if (thisdist < shortest)
218                                 shortest = thisdist;
219                 }
220         return prio * '1 0 0' + shortest * '0 1 0';
221 }
222
223 float spawn_allbad;
224 float spawn_allgood;
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
226 {
227         local entity spot, spotlist, spotlistend;
228         spawn_allgood = TRUE;
229         spawn_allbad = TRUE;
230
231         spotlist = world;
232         spotlistend = world;
233
234         for(spot = firstspot; spot; spot = spot.chain)
235         {
236                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
237
238                 if(autocvar_spawn_debugview)
239                 {
240                         setmodel(spot, "models/runematch/rune.mdl");
241                         if(spot.spawnpoint_score_y < mindist)
242                         {
243                                 spot.colormod = '1 0 0';
244                                 spot.scale = 1;
245                         }
246                         else
247                         {
248                                 spot.colormod = '0 1 0';
249                                 spot.scale = spot.spawnpoint_score_y / mindist;
250                         }
251                 }
252
253                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
254                 {
255                         if(spot.spawnpoint_score_y < mindist)
256                         {
257                                 // too short distance
258                                 spawn_allgood = FALSE;
259                         }
260                         else
261                         {
262                                 // perfect
263                                 spawn_allbad = FALSE;
264
265                                 if(spotlistend)
266                                         spotlistend.chain = spot;
267                                 spotlistend = spot;
268                                 if(!spotlist)
269                                         spotlist = spot;
270
271                                 /*
272                                 if(teamcheck >= 0)
273                                 if(spot.team != teamcheck)
274                                         error("invalid spawn added");
275
276                                 print("added ", etos(spot), "\n");
277                                 */
278                         }
279                 }
280         }
281         if(spotlistend)
282                 spotlistend.chain = world;
283
284         /*
285                 entity e;
286                 if(teamcheck >= 0)
287                         for(e = spotlist; e; e = e.chain)
288                         {
289                                 print("seen ", etos(e), "\n");
290                                 if(e.team != teamcheck)
291                                         error("invalid spawn found");
292                         }
293         */
294
295         return spotlist;
296 }
297
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
299 {
300         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
302         local entity spot;
303
304         RandomSelection_Init();
305         for(spot = firstspot; spot; spot = spot.chain)
306                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
307
308         return RandomSelection_chosen_ent;
309 }
310
311 /*
312 =============
313 SelectSpawnPoint
314
315 Finds a point to respawn
316 =============
317 */
318 entity SelectSpawnPoint (float anypoint)
319 {
320         local float teamcheck;
321         local entity firstspot_new;
322         local entity spot, firstspot, playerlist;
323
324         spot = find (world, classname, "testplayerstart");
325         if (spot)
326                 return spot;
327
328         if(anypoint)
329                 teamcheck = -1;
330         else if(have_team_spawns > 0)
331         {
332                 if(have_team_spawns_forteam[self.team] == 0)
333                 {
334                         // we request a spawn for a team, and we have team
335                         // spawns, but that team has no spawns?
336                         if(have_team_spawns_forteam[0])
337                                 // try noteam spawns
338                                 teamcheck = 0;
339                         else
340                                 // if not, any spawn has to do
341                                 teamcheck = -1;
342                 }
343                 else
344                         teamcheck = self.team; // MUST be team
345         }
346         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
347                 teamcheck = 0; // MUST be noteam
348         else
349                 teamcheck = -1;
350                 // 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
351
352
353         // get the list of players
354         playerlist = findchain(classname, "player");
355         // get the entire list of spots
356         firstspot = findchain(classname, "info_player_deathmatch");
357         // filter out the bad ones
358         // (note this returns the original list if none survived)
359         if(anypoint)
360         {
361                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
362         }
363         else
364         {
365                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
366                 if(!firstspot_new)
367                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
368                 firstspot = firstspot_new;
369
370                 // there is 50/50 chance of choosing a random spot or the furthest spot
371                 // (this means that roughly every other spawn will be furthest, so you
372                 // usually won't get fragged at spawn twice in a row)
373                 if (arena_roundbased && !g_ca)
374                 {
375                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
376                         if(firstspot_new)
377                                 firstspot = firstspot_new;
378                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
379                 }
380                 else if (random() > autocvar_g_spawn_furthest)
381                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
382                 else
383                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
384         }
385
386         if(autocvar_spawn_debugview)
387         {
388                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
389
390                 entity e;
391                 if(teamcheck >= 0)
392                         for(e = firstspot; e; e = e.chain)
393                                 if(e.team != teamcheck)
394                                         error("invalid spawn found");
395         }
396
397         if (!spot)
398         {
399                 if(autocvar_spawn_debug)
400                         GotoNextMap();
401                 else
402                 {
403                         if(some_spawn_has_been_used)
404                                 return world; // team can't spawn any more, because of actions of other team
405                         else
406                                 error("Cannot find a spawn point - please fix the map!");
407                 }
408         }
409
410         return spot;
411 }
412
413 /*
414 =============
415 CheckPlayerModel
416
417 Checks if the argument string can be a valid playermodel.
418 Returns a valid one in doubt.
419 =============
420 */
421 string FallbackPlayerModel;
422 string CheckPlayerModel(string plyermodel) {
423         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
424         {
425                 // note: we cannot summon Don Strunzone here, some player may
426                 // still have the model string set. In case anyone manages how
427                 // to change a cvar default, we'll have a small leak here.
428                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
429         }
430         if(strlen(plyermodel) < 4)
431                 return FallbackPlayerModel;
432         if( substring(plyermodel,0,14) != "models/player/")
433                 return FallbackPlayerModel;
434         else if(autocvar_sv_servermodelsonly)
435         {
436                 if(substring(plyermodel,-4,4) != ".zym")
437                 if(substring(plyermodel,-4,4) != ".dpm")
438                 if(substring(plyermodel,-4,4) != ".iqm")
439                 if(substring(plyermodel,-4,4) != ".md3")
440                 if(substring(plyermodel,-4,4) != ".psk")
441                         return FallbackPlayerModel;
442                 // forbid the LOD models
443                 if(substring(plyermodel, -9,5) == "_lod1")
444                         return FallbackPlayerModel;
445                 if(substring(plyermodel, -9,5) == "_lod2")
446                         return FallbackPlayerModel;
447                 if(plyermodel != strtolower(plyermodel))
448                         return FallbackPlayerModel;
449                 if(!fexists(plyermodel))
450                         return FallbackPlayerModel;
451         }
452         return plyermodel;
453 }
454
455 /*
456 =============
457 Client_customizeentityforclient
458
459 LOD reduction
460 =============
461 */
462 void Client_uncustomizeentityforclient()
463 {
464         if(self.modelindex == 0) // no need to uncustomize then
465                 return;
466         self.modelindex = self.modelindex_lod0;
467         self.skin = self.skinindex;
468 }
469
470 float Client_customizeentityforclient()
471 {
472         entity modelsource;
473
474         if(self.modelindex == 0)
475                 return TRUE;
476
477         // forcemodel stuff
478
479 #ifdef PROFILING
480         float t0;
481         t0 = gettime(GETTIME_HIRES); // reference
482 #endif
483
484         modelsource = self;
485
486 #ifdef ALLOW_FORCEMODELS
487         if(other.cvar_cl_forceplayermodelsfromxonotic)
488                 if not(self.modelindex_lod0_from_xonotic)
489                         modelsource = other;
490         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
491                 modelsource = other;
492 #endif
493
494         self.skin = modelsource.skinindex;
495
496 #if 0
497         if(modelsource == self)
498                 self.skin = modelsource.skinindex;
499         else
500                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
501 #endif
502
503         // self: me
504         // other: the player viewing me
505         float distance;
506         float f;
507
508         if(other.cvar_cl_playerdetailreduction <= 0)
509         {
510                 if(other.cvar_cl_playerdetailreduction <= -2)
511                         self.modelindex = modelsource.modelindex_lod2;
512                 else if(other.cvar_cl_playerdetailreduction <= -1)
513                         self.modelindex = modelsource.modelindex_lod1;
514                 else
515                         self.modelindex = modelsource.modelindex_lod0;
516         }
517         else
518         {
519                 distance = vlen(self.origin - other.origin);
520                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
521                 if(f > sv_loddistance2)
522                         self.modelindex = modelsource.modelindex_lod2;
523                 else if(f > sv_loddistance1)
524                         self.modelindex = modelsource.modelindex_lod1;
525                 else
526                         self.modelindex = modelsource.modelindex_lod0;
527         }
528
529 #ifdef PROFILING
530         float t1;
531         t1 = gettime(GETTIME_HIRES); // reference
532         client_cefc_accumulator += (t1 - t0);
533 #endif
534
535         return TRUE;
536 }
537
538 void setmodel_lod(entity e, string modelname)
539 {
540         string s;
541
542         if(sv_loddistance1)
543         {
544                 // FIXME: this only supports 3-letter extensions
545                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
546                 if(fexists(s))
547                 {
548                         setmodel(e, s); // players have high precision
549                         self.modelindex_lod1 = self.modelindex;
550                 }
551                 else
552                         self.modelindex_lod1 = -1;
553
554                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
555                 if(fexists(s))
556                 {
557                         setmodel(e, s); // players have high precision
558                         self.modelindex_lod2 = self.modelindex;
559                 }
560                 else
561                         self.modelindex_lod2 = -1;
562
563                 precache_model(modelname);
564                 setmodel(e, modelname); // players have high precision
565                 self.modelindex_lod0 = self.modelindex;
566
567                 if(self.modelindex_lod1 < 0)
568                         self.modelindex_lod1 = self.modelindex;
569
570                 if(self.modelindex_lod2 < 0)
571                         self.modelindex_lod2 = self.modelindex;
572         }
573         else
574         {
575                 precache_model(modelname);
576                 setmodel(e, modelname); // players have high precision
577                 self.modelindex_lod0 = self.modelindex;
578                         // save it for possible player model forcing
579         }
580
581         s = whichpack(self.model);
582         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
583
584         player_setupanimsformodel();
585         UpdatePlayerSounds();
586 }
587
588 /*
589 =============
590 PutObserverInServer
591
592 putting a client as observer in the server
593 =============
594 */
595 void FixPlayermodel();
596 void PutObserverInServer (void)
597 {
598         entity  spot;
599
600         race_PreSpawnObserver();
601
602         spot = SelectSpawnPoint (TRUE);
603         if(!spot)
604                 error("No spawnpoints for observers?!?\n");
605         RemoveGrapplingHook(self); // Wazat's Grappling Hook
606
607         if(clienttype(self) == CLIENTTYPE_REAL)
608         {
609                 msg_entity = self;
610                 WriteByte(MSG_ONE, SVC_SETVIEW);
611                 WriteEntity(MSG_ONE, self);
612         }
613
614         DropAllRunes(self);
615         MUTATOR_CALLHOOK(MakePlayerObserver);
616
617         Portal_ClearAll(self);
618
619         if(self.alivetime)
620         {
621                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
622                 self.alivetime = 0;
623         }
624
625         if(self.flagcarried)
626                 DropFlag(self.flagcarried, world, world);
627
628         if(self.ballcarried && g_nexball)
629                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
630
631         WaypointSprite_PlayerDead();
632
633         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
634                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
635
636         if(self.killcount != -666) {
637                 if(g_lms) {
638                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
639                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
640                         else
641                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
642                 } else
643                         bprint ("^4", self.netname, "^4 is spectating now\n");
644
645                 if(self.just_joined == FALSE) {
646                         LogTeamchange(self.playerid, -1, 4);
647                 } else
648                         self.just_joined = FALSE;
649         }
650
651         PlayerScore_Clear(self); // clear scores when needed
652
653         accuracy_resend(self);
654
655         self.spectatortime = time;
656         
657         self.classname = "observer";
658         self.iscreature = FALSE;
659         self.health = -666;
660         self.takedamage = DAMAGE_NO;
661         self.solid = SOLID_NOT;
662         self.movetype = MOVETYPE_FLY; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink
663         self.flags = FL_CLIENT | FL_NOTARGET;
664         self.armorvalue = 666;
665         self.effects = 0;
666         self.armorvalue = autocvar_g_balance_armor_start;
667         self.pauserotarmor_finished = 0;
668         self.pauserothealth_finished = 0;
669         self.pauseregen_finished = 0;
670         self.damageforcescale = 0;
671         self.death_time = 0;
672         self.dead_frame = 0;
673         self.alpha = 0;
674         self.scale = 0;
675         self.fade_time = 0;
676         self.pain_frame = 0;
677         self.pain_finished = 0;
678         self.strength_finished = 0;
679         self.invincible_finished = 0;
680         self.pushltime = 0;
681         self.think = SUB_Null;
682         self.nextthink = 0;
683         self.hook_time = 0;
684         self.runes = 0;
685         self.deadflag = DEAD_NO;
686         self.angles = spot.angles;
687         self.angles_z = 0;
688         self.fixangle = TRUE;
689         self.crouch = FALSE;
690
691         self.view_ofs = '0 0 0'; // so that you can't go inside walls with MOVETYPE_FLY, previously "PL_VIEW_OFS" - for some reason this is diff from normal players
692         setorigin (self, spot.origin);
693         setsize (self, '-16 -16 -24', '16 16 24'); // so that you can't go inside walls with MOVETYPE_FLY
694         self.prevorigin = self.origin;
695         self.items = 0;
696         self.weapons = 0;
697         self.model = "";
698         FixPlayermodel();
699         self.model = "";
700         self.modelindex = 0;
701         self.weapon = 0;
702         self.weaponmodel = "";
703         self.weaponentity = world;
704         self.exteriorweaponentity = world;
705         self.killcount = -666;
706         self.velocity = '0 0 0';
707         self.avelocity = '0 0 0';
708         self.punchangle = '0 0 0';
709         self.punchvector = '0 0 0';
710         self.oldvelocity = self.velocity;
711         self.fire_endtime = -1;
712
713         if(sv_loddistance1)
714                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
715
716         if(g_arena)
717         {
718                 if(self.version_mismatch)
719                 {
720                         Spawnqueue_Unmark(self);
721                         Spawnqueue_Remove(self);
722                 }
723                 else
724                 {
725                         Spawnqueue_Insert(self);
726                 }
727         }
728         else if(g_lms)
729         {
730                 // Only if the player cannot play at all
731                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
732                         self.frags = FRAGS_SPECTATOR;
733                 else
734                         self.frags = FRAGS_LMS_LOSER;
735         }
736         else
737                 self.frags = FRAGS_SPECTATOR;
738 }
739
740 void FixPlayermodel()
741 {
742         local string defaultmodel;
743         local float defaultskin, chmdl, oldskin;
744         local vector m1, m2;
745
746         defaultmodel = "";
747
748         if(autocvar_sv_defaultcharacter == 1) {
749                 defaultskin = 0;
750
751                 if(teams_matter)
752                 {
753                         string s;
754                         s = Team_ColorNameLowerCase(self.team);
755                         if(s != "neutral")
756                         {
757                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
758                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
759                         }
760                 }
761
762                 if(defaultmodel == "")
763                 {
764                         defaultmodel = autocvar_sv_defaultplayermodel;
765                         defaultskin = autocvar_sv_defaultplayerskin;
766                 }
767         }
768
769         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
770         {
771                 if(self.model != "")
772                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
773                 self.model = ""; // force the != checks to return true
774         }
775
776         if(defaultmodel != "")
777         {
778                 if (defaultmodel != self.model)
779                 {
780                         m1 = self.mins;
781                         m2 = self.maxs;
782                         setmodel_lod (self, defaultmodel);
783                         setsize (self, m1, m2);
784                         chmdl = TRUE;
785                 }
786
787                 oldskin = self.skinindex;
788                 self.skinindex = defaultskin;
789         } else {
790                 if (self.playermodel != self.model || self.playermodel == "")
791                 {
792                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
793                         m1 = self.mins;
794                         m2 = self.maxs;
795                         setmodel_lod (self, self.playermodel);
796                         setsize (self, m1, m2);
797                         chmdl = TRUE;
798                 }
799
800                 oldskin = self.skinindex;
801                 self.skinindex = stof(self.playerskin);
802         }
803
804         if(chmdl || oldskin != self.skinindex)
805                 self.species = player_getspecies(); // model or skin has changed
806
807         if(!teams_matter)
808                 if(strlen(autocvar_sv_defaultplayercolors))
809                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
810                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
811 }
812
813 void PlayerTouchExplode(entity p1, entity p2)
814 {
815         vector org;
816         org = (p1.origin + p2.origin) * 0.5;
817         org_z += (p1.mins_z + p2.mins_z) * 0.5;
818
819         te_explosion(org);
820
821         entity e;
822         e = spawn();
823         setorigin(e, org);
824         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
825         remove(e);
826 }
827
828 /*
829 =============
830 PutClientInServer
831
832 Called when a client spawns in the server
833 =============
834 */
835 //void() ctf_playerchanged;
836 void PutClientInServer (void)
837 {
838         if(clienttype(self) == CLIENTTYPE_BOT)
839         {
840                 self.classname = "player";
841         }
842         else if(clienttype(self) == CLIENTTYPE_REAL)
843         {
844                 msg_entity = self;
845                 WriteByte(MSG_ONE, SVC_SETVIEW);
846                 WriteEntity(MSG_ONE, self);
847         }
848
849         // player is dead and becomes observer
850         // FIXME fix LMS scoring for new system
851         if(g_lms)
852         {
853                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
854                         self.classname = "observer";
855         }
856
857         if(g_arena || (g_ca && !allowed_to_spawn))
858         if(!self.spawned)
859                 self.classname = "observer";
860
861         if(gameover)
862                 self.classname = "observer";
863
864         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
865                 entity spot, oldself;
866                 float j;
867
868                 accuracy_resend(self);
869
870                 if(self.team < 0)
871                         JoinBestTeam(self, FALSE, TRUE);
872
873                 race_PreSpawn();
874
875                 spot = SelectSpawnPoint (FALSE);
876                 if(!spot)
877                 {
878                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
879                         return; // spawn failed
880                 }
881
882                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
883
884                 self.classname = "player";
885                 self.wasplayer = TRUE;
886                 self.iscreature = TRUE;
887                 self.movetype = MOVETYPE_WALK;
888                 self.solid = SOLID_SLIDEBOX;
889                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
890                 if(autocvar_g_playerclip_collisions)
891                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
892                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
893                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
894                 self.frags = FRAGS_PLAYER;
895                 if(independent_players)
896                         MAKE_INDEPENDENT_PLAYER(self);
897                 self.flags = FL_CLIENT;
898                 self.takedamage = DAMAGE_AIM;
899                 if(g_minstagib)
900                         self.effects = EF_FULLBRIGHT;
901                 else
902                         self.effects = 0;
903                 self.air_finished = time + 12;
904                 self.dmg = 2;
905                 if(autocvar_g_balance_nex_charge)
906                 {
907                         if(autocvar_g_balance_nex_secondary_chargepool)
908                                 self.nex_chargepool_ammo = 1;
909                         self.nex_charge = autocvar_g_balance_nex_charge_start;
910                 }
911
912                 if(inWarmupStage)
913                 {
914                         self.ammo_shells = warmup_start_ammo_shells;
915                         self.ammo_nails = warmup_start_ammo_nails;
916                         self.ammo_rockets = warmup_start_ammo_rockets;
917                         self.ammo_cells = warmup_start_ammo_cells;
918                         self.ammo_fuel = warmup_start_ammo_fuel;
919                         self.health = warmup_start_health;
920                         self.armorvalue = warmup_start_armorvalue;
921                         self.weapons = warmup_start_weapons;
922                 }
923                 else
924                 {
925                         self.ammo_shells = start_ammo_shells;
926                         self.ammo_nails = start_ammo_nails;
927                         self.ammo_rockets = start_ammo_rockets;
928                         self.ammo_cells = start_ammo_cells;
929                         self.ammo_fuel = start_ammo_fuel;
930                         self.health = start_health;
931                         self.armorvalue = start_armorvalue;
932                         self.weapons = start_weapons;
933                 }
934
935                 if(g_weaponarena_random)
936                 {
937                         if(g_weaponarena_random_with_laser)
938                                 self.weapons &~= WEPBIT_LASER;
939                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
940                         if(g_weaponarena_random_with_laser)
941                                 self.weapons |= WEPBIT_LASER;
942                 }
943
944                 self.items = start_items;
945                 self.jump_interval = time;
946
947                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
948                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
949                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
950                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
951                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
952                 //extend the pause of rotting if client was reset at the beginning of the countdown
953                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
954                         self.spawnshieldtime += game_starttime - time;
955                         self.pauserotarmor_finished += game_starttime - time;
956                         self.pauserothealth_finished += game_starttime - time;
957                         self.pauseregen_finished += game_starttime - time;
958                 }
959                 self.damageforcescale = 2;
960                 self.death_time = 0;
961                 self.dead_frame = 0;
962                 self.alpha = 0;
963                 self.scale = 0;
964                 self.fade_time = 0;
965                 self.pain_frame = 0;
966                 self.pain_finished = 0;
967                 self.strength_finished = 0;
968                 self.invincible_finished = 0;
969                 self.pushltime = 0;
970                 // players have no think function
971                 self.think = SUB_Null;
972                 self.nextthink = 0;
973                 self.hook_time = 0;
974                 self.dmg_team = 0;
975                 self.ballistics_density = autocvar_g_ballistics_density_player;
976
977                 self.metertime = 0;
978
979                 self.runes = 0;
980
981                 self.deadflag = DEAD_NO;
982
983                 self.angles = spot.angles;
984
985                 self.angles_z = 0; // never spawn tilted even if the spot says to
986                 self.fixangle = TRUE; // turn this way immediately
987                 self.velocity = '0 0 0';
988                 self.avelocity = '0 0 0';
989                 self.punchangle = '0 0 0';
990                 self.punchvector = '0 0 0';
991                 self.oldvelocity = self.velocity;
992                 self.fire_endtime = -1;
993
994                 msg_entity = self;
995                 WRITESPECTATABLE_MSG_ONE({
996                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
997                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
998                 });
999
1000                 if(sv_loddistance1)
1001                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1002
1003                 self.model = "";
1004                 FixPlayermodel();
1005
1006                 self.crouch = FALSE;
1007                 self.view_ofs = PL_VIEW_OFS;
1008                 setsize (self, PL_MIN, PL_MAX);
1009                 self.spawnorigin = spot.origin;
1010                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1011                 // don't reset back to last position, even if new position is stuck in solid
1012                 self.oldorigin = self.origin;
1013                 self.prevorigin = self.origin;
1014                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1015
1016                 if(g_arena)
1017                 {
1018                         Spawnqueue_Remove(self);
1019                         Spawnqueue_Mark(self);
1020                 }
1021
1022                 else if(g_ca)
1023                         self.caplayer = 1;
1024
1025                 self.event_damage = PlayerDamage;
1026
1027                 self.bot_attack = TRUE;
1028
1029                 self.statdraintime = time + 5;
1030                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1031
1032                 if(self.killcount == -666) {
1033                         PlayerScore_Clear(self);
1034                         self.killcount = 0;
1035                 }
1036
1037                 self.cnt = WEP_LASER;
1038
1039                 CL_SpawnWeaponentity();
1040                 self.alpha = default_player_alpha;
1041                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1042                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1043
1044                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1045                 self.lms_traveled_distance = 0;
1046                 self.speedrunning = FALSE;
1047
1048                 race_PostSpawn(spot);
1049
1050                 if(autocvar_spawn_debug)
1051                 {
1052                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1053                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1054                 }
1055
1056                 //stuffcmd(self, "chase_active 0");
1057                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1058
1059                 if (autocvar_g_spawnsound)
1060                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1061
1062                 if(g_assault) {
1063                         if(self.team == assault_attacker_team)
1064                                 centerprint(self, "You are attacking!");
1065                         else
1066                                 centerprint(self, "You are defending!");
1067                 }
1068
1069                 target_voicescript_clear(self);
1070
1071                 // reset fields the weapons may use
1072                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1073                 {
1074                         weapon_action(j, WR_RESETPLAYER);
1075
1076                         // all weapons must be fully loaded when we spawn
1077                         entity e;
1078                         e = get_weaponinfo(j);
1079                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1080                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1081                 }
1082                 self.weapon_forbidchange = FALSE;
1083
1084                 oldself = self;
1085                 self = spot;
1086                         activator = oldself;
1087                                 SUB_UseTargets();
1088                         activator = world;
1089                 self = oldself;
1090
1091                 MUTATOR_CALLHOOK(PlayerSpawn);
1092
1093                 self.switchweapon = w_getbestweapon(self);
1094                 self.cnt = self.switchweapon;
1095                 self.weapon = 0;
1096
1097                 if(!self.alivetime)
1098                         self.alivetime = time;
1099         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1100                 PutObserverInServer ();
1101         }
1102
1103         //if(g_ctf)
1104         //      ctf_playerchanged();
1105 }
1106
1107 .float ebouncefactor, ebouncestop; // electro's values
1108 // TODO do we need all these fields, or should we stop autodetecting runtime
1109 // changes and just have a console command to update this?
1110 float ClientInit_SendEntity(entity to, float sf)
1111 {
1112         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1113         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1114         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1115         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1116         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1117         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1118         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1119         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1120         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1121         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1122         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1123         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1124         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1125         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1126         if(sv_foginterval && world.fog != "")
1127                 WriteString(MSG_ENTITY, world.fog);
1128         else
1129                 WriteString(MSG_ENTITY, "");
1130         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1131         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1132         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1133         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1134         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1135         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1136         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1137         WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
1138         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1139         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1140         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1141         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1142         return TRUE;
1143 }
1144
1145 void ClientInit_CheckUpdate()
1146 {
1147         self.nextthink = time;
1148         if(self.count != autocvar_g_balance_armor_blockpercent)
1149         {
1150                 self.count = autocvar_g_balance_armor_blockpercent;
1151                 self.SendFlags |= 1;
1152         }
1153         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1154         {
1155                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1156                 self.SendFlags |= 1;
1157         }
1158         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1159         {
1160                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1161                 self.SendFlags |= 1;
1162         }
1163         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1164         {
1165                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1166                 self.SendFlags |= 1;
1167         }
1168         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1169         {
1170                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1171                 self.SendFlags |= 1;
1172         }
1173         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1174         {
1175                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1176                 self.SendFlags |= 1;
1177         }
1178 }
1179
1180 void ClientInit_Spawn()
1181 {
1182         entity o;
1183         entity e;
1184         e = spawn();
1185         e.classname = "clientinit";
1186         e.think = ClientInit_CheckUpdate;
1187         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1188
1189         o = self;
1190         self = e;
1191         ClientInit_CheckUpdate();
1192         self = o;
1193 }
1194
1195 /*
1196 =============
1197 SetNewParms
1198 =============
1199 */
1200 void SetNewParms (void)
1201 {
1202         // initialize parms for a new player
1203         parm1 = -(86400 * 366);
1204 }
1205
1206 /*
1207 =============
1208 SetChangeParms
1209 =============
1210 */
1211 void SetChangeParms (void)
1212 {
1213         // save parms for level change
1214         parm1 = self.parm_idlesince - time;
1215 }
1216
1217 /*
1218 =============
1219 DecodeLevelParms
1220 =============
1221 */
1222 void DecodeLevelParms (void)
1223 {
1224         // load parms
1225         self.parm_idlesince = parm1;
1226         if(self.parm_idlesince == -(86400 * 366))
1227                 self.parm_idlesince = time;
1228
1229         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1230         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1231 }
1232
1233 /*
1234 =============
1235 ClientKill
1236
1237 Called when a client types 'kill' in the console
1238 =============
1239 */
1240
1241 .float clientkill_nexttime;
1242 void ClientKill_Now_TeamChange()
1243 {
1244         if(self.killindicator_teamchange == -1)
1245         {
1246                 self.team = -1;
1247                 JoinBestTeam( self, FALSE, FALSE );
1248         }
1249         else if(self.killindicator_teamchange == -2)
1250         {
1251                 if(g_ca)
1252                         self.caplayer = 0;
1253                 if(blockSpectators)
1254                         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"));
1255                 PutObserverInServer();
1256         }
1257         else
1258                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1259 }
1260
1261 void ClientKill_Now()
1262 {
1263         remove(self.killindicator);
1264         self.killindicator = world;
1265
1266         if(self.killindicator_teamchange)
1267                 ClientKill_Now_TeamChange();
1268
1269         // in any case:
1270         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1271
1272         // now I am sure the player IS dead
1273 }
1274 void KillIndicator_Think()
1275 {
1276         if (!self.owner.modelindex)
1277         {
1278                 self.owner.killindicator = world;
1279                 remove(self);
1280                 return;
1281         }
1282
1283         if(self.cnt <= 0)
1284         {
1285                 self = self.owner;
1286                 ClientKill_Now(); // no oldself needed
1287                 return;
1288         }
1289     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1290     {
1291         self.nextthink = time + 1;
1292         self.cnt -= 1;
1293     }
1294         else
1295         {
1296                 if(self.cnt <= 10)
1297                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1298                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1299                 {
1300                         if(self.cnt <= 10)
1301                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1302                         if(self.owner.killindicator_teamchange)
1303                         {
1304                                 if(self.owner.killindicator_teamchange == -1)
1305                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1306                                 else if(self.owner.killindicator_teamchange == -2)
1307                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
1308                                 else
1309                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1310                         }
1311                         else
1312                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1313                 }
1314                 self.nextthink = time + 1;
1315                 self.cnt -= 1;
1316         }
1317 }
1318
1319 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1320 {
1321         float killtime;
1322         entity e;
1323         killtime = autocvar_g_balance_kill_delay;
1324
1325         if(g_race_qualifying || g_cts)
1326                 killtime = 0;
1327
1328     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1329     {
1330                 remove(self.killindicator);
1331                 self.killindicator = world;
1332
1333         ClientKill_Now(); // allow instant kill in this case
1334         return;
1335     }
1336
1337         self.killindicator_teamchange = targetteam;
1338
1339     if(!self.killindicator)
1340         {
1341                 if(self.modelindex && self.deadflag == DEAD_NO)
1342                 {
1343                         killtime = max(killtime, self.clientkill_nexttime - time);
1344                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1345                 }
1346
1347                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1348                 {
1349                         ClientKill_Now();
1350                 }
1351                 else
1352                 {
1353                         self.killindicator = spawn();
1354                         self.killindicator.owner = self;
1355                         self.killindicator.scale = 0.5;
1356                         setattachment(self.killindicator, self, "");
1357                         setorigin(self.killindicator, '0 0 52');
1358                         self.killindicator.think = KillIndicator_Think;
1359                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1360                         self.killindicator.cnt = ceil(killtime);
1361                         self.killindicator.count = bound(0, ceil(killtime), 10);
1362                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1363
1364                         for(e = world; (e = find(e, classname, "body")) != world; )
1365                         {
1366                                 if(e.enemy != self)
1367                                         continue;
1368                                 e.killindicator = spawn();
1369                                 e.killindicator.owner = e;
1370                                 e.killindicator.scale = 0.5;
1371                                 setattachment(e.killindicator, e, "");
1372                                 setorigin(e.killindicator, '0 0 52');
1373                                 e.killindicator.think = KillIndicator_Think;
1374                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1375                                 e.killindicator.cnt = ceil(killtime);
1376                         }
1377                         self.lip = 0;
1378                 }
1379         }
1380         if(self.killindicator)
1381         {
1382                 if(targetteam == 0) // just die
1383                         self.killindicator.colormod = '0 0 0';
1384                 else if(targetteam == -1) // auto
1385                         self.killindicator.colormod = '0 1 0';
1386                 else if(targetteam == -2) // spectate
1387                         self.killindicator.colormod = '0.5 0.5 0.5';
1388                 else
1389                         self.killindicator.colormod = TeamColor(targetteam);
1390         }
1391 }
1392
1393 void ClientKill (void)
1394 {
1395         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1396         {
1397                 // do nothing
1398         }
1399     else if(self.freezetag_frozen)
1400     {
1401         // do nothing
1402     }
1403         else
1404                 ClientKill_TeamChange(0);
1405 }
1406
1407 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
1408 {
1409     e.killindicator = spawn();
1410     e.killindicator.owner = e;
1411     e.killindicator.think = KillIndicator_Think;
1412     e.killindicator.nextthink = time + (e.lip) * 0.05;
1413     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1414     e.killindicator.health = 1; // this is used to indicate that it should be silent
1415     e.lip = 0;
1416 }
1417
1418 void DoTeamChange(float destteam)
1419 {
1420         float t, c0;
1421         if(!teams_matter)
1422         {
1423                 if(destteam >= 0)
1424                         SetPlayerColors(self, destteam);
1425                 return;
1426         }
1427         if(self.classname == "player")
1428         if(destteam == -1)
1429         {
1430                 CheckAllowedTeams(self);
1431                 t = FindSmallestTeam(self, TRUE);
1432                 switch(self.team)
1433                 {
1434                         case COLOR_TEAM1: c0 = c1; break;
1435                         case COLOR_TEAM2: c0 = c2; break;
1436                         case COLOR_TEAM3: c0 = c3; break;
1437                         case COLOR_TEAM4: c0 = c4; break;
1438                         default:          c0 = 999;
1439                 }
1440                 switch(t)
1441                 {
1442                         case 1:
1443                                 if(c0 > c1)
1444                                         destteam = COLOR_TEAM1;
1445                                 break;
1446                         case 2:
1447                                 if(c0 > c2)
1448                                         destteam = COLOR_TEAM2;
1449                                 break;
1450                         case 3:
1451                                 if(c0 > c3)
1452                                         destteam = COLOR_TEAM3;
1453                                 break;
1454                         case 4:
1455                                 if(c0 > c4)
1456                                         destteam = COLOR_TEAM4;
1457                                 break;
1458                 }
1459                 if(destteam == -1)
1460                         return;
1461         }
1462         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1463                 return;
1464         ClientKill_TeamChange(destteam);
1465 }
1466
1467 void FixClientCvars(entity e)
1468 {
1469         // send prediction settings to the client
1470         stuffcmd(e, "\nin_bindmap 0 0\n");
1471         if(g_race || g_cts)
1472                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1473         if(autocvar_g_antilag == 3) // client side hitscan
1474                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1475         if(sv_gentle)
1476                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1477         /*
1478          * we no longer need to stuff this. Remove this comment block if you feel
1479          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1480         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1481         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1482         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1483         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1484         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1485         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1486         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1487         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1488         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1489         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1490         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1491         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1492         stuffcmd(e, "cl_movement_edgefriction 1\n");
1493          */
1494 }
1495
1496 float PlayerInIDList(entity p, string idlist)
1497 {
1498         float n, i;
1499         string s;
1500
1501         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1502         if not(p.crypto_idfp)
1503                 return 0;
1504
1505         // this function allows abbreviated player IDs too!
1506         n = tokenize_console(idlist);
1507         for(i = 0; i < n; ++i)
1508         {
1509                 s = argv(i);
1510                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1511                         return 1;
1512         }
1513
1514         return 0;
1515 }
1516
1517 /*
1518 =============
1519 ClientConnect
1520
1521 Called when a client connects to the server
1522 =============
1523 */
1524 //void ctf_clientconnect();
1525 string ColoredTeamName(float t);
1526 void DecodeLevelParms (void);
1527 //void dom_player_join_team(entity pl);
1528 void set_dom_state(entity e);
1529 void ClientConnect (void)
1530 {
1531         float t;
1532
1533         if(self.flags & FL_CLIENT)
1534         {
1535                 print("Warning: ClientConnect, but already connected!\n");
1536                 return;
1537         }
1538
1539         if(Ban_MaybeEnforceBan(self))
1540                 return;
1541
1542         DecodeLevelParms();
1543
1544 #ifdef WATERMARK
1545         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1546 #endif
1547
1548         self.classname = "player_joining";
1549
1550         self.flags = FL_CLIENT;
1551         self.version_nagtime = time + 10 + random() * 10;
1552
1553         if(player_count<0)
1554         {
1555                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1556                 player_count = 0;
1557         }
1558
1559         PlayerScore_Attach(self);
1560         ClientData_Attach();
1561         accuracy_init(self);
1562
1563         bot_clientconnect();
1564
1565         playerdemo_init();
1566
1567         anticheat_init();
1568         
1569         race_PreSpawnObserver();
1570
1571         //if(g_domination)
1572         //      dom_player_join_team(self);
1573
1574         // identify the right forced team
1575         if(autocvar_g_campaign)
1576         {
1577                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1578                 {
1579                         switch(autocvar_g_campaign_forceteam)
1580                         {
1581                                 case 1: self.team_forced = COLOR_TEAM1; break;
1582                                 case 2: self.team_forced = COLOR_TEAM2; break;
1583                                 case 3: self.team_forced = COLOR_TEAM3; break;
1584                                 case 4: self.team_forced = COLOR_TEAM4; break;
1585                                 default: self.team_forced = 0;
1586                         }
1587                 }
1588         }
1589         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1590                 self.team_forced = COLOR_TEAM1;
1591         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1592                 self.team_forced = COLOR_TEAM2;
1593         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1594                 self.team_forced = COLOR_TEAM3;
1595         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1596                 self.team_forced = COLOR_TEAM4;
1597         else if(autocvar_g_forced_team_otherwise == "red")
1598                 self.team_forced = COLOR_TEAM1;
1599         else if(autocvar_g_forced_team_otherwise == "blue")
1600                 self.team_forced = COLOR_TEAM2;
1601         else if(autocvar_g_forced_team_otherwise == "yellow")
1602                 self.team_forced = COLOR_TEAM3;
1603         else if(autocvar_g_forced_team_otherwise == "pink")
1604                 self.team_forced = COLOR_TEAM4;
1605         else if(autocvar_g_forced_team_otherwise == "spectate")
1606                 self.team_forced = -1;
1607         else if(autocvar_g_forced_team_otherwise == "spectator")
1608                 self.team_forced = -1;
1609         else
1610                 self.team_forced = 0;
1611
1612         if(!teams_matter)
1613                 if(self.team_forced > 0)
1614                         self.team_forced = 0;
1615
1616         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1617
1618         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1619                 self.classname = "observer";
1620         } else {
1621                 if(teams_matter)
1622                 {
1623                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1624                         {
1625                                 self.classname = "player";
1626                                 campaign_bots_may_start = 1;
1627                         }
1628                         else
1629                         {
1630                                 self.classname = "observer"; // do it anyway
1631                         }
1632                 }
1633                 else
1634                 {
1635                         self.classname = "player";
1636                         campaign_bots_may_start = 1;
1637                 }
1638         }
1639
1640         self.playerid = (playerid_last = playerid_last + 1);
1641
1642         if(autocvar_sv_eventlog)
1643                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1644
1645         LogTeamchange(self.playerid, self.team, 1);
1646
1647         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1648
1649         self.netname_previous = strzone(self.netname);
1650
1651         bprint("^4", self.netname, "^4 connected");
1652
1653         if(self.classname != "observer" && (g_domination || g_ctf))
1654                 bprint(" and joined the ", ColoredTeamName(self.team));
1655
1656         bprint("\n");
1657
1658         self.welcomemessage_time = 0;
1659
1660         stuffcmd(self, strcat(clientstuff, "\n"));
1661         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1662         stuffcmd(self, "cl_particles_reloadeffects\n");
1663
1664         FixClientCvars(self);
1665
1666         // spawnfunc_waypoint sprites
1667         WaypointSprite_InitClient(self);
1668
1669         // Wazat's grappling hook
1670         SetGrappleHookBindings();
1671
1672         // get autoswitch state from player when he toggles it
1673         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1674
1675         // get version info from player
1676         stuffcmd(self, "cmd clientversion $gameversion\n");
1677
1678         // get other cvars from player
1679         GetCvars(0);
1680
1681         // notify about available teams
1682         if(teams_matter)
1683         {
1684                 CheckAllowedTeams(self);
1685                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1686                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1687         }
1688         else
1689                 stuffcmd(self, "set _teams_available 0\n");
1690
1691         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1692
1693         if(g_arena || g_ca)
1694         {
1695                 self.classname = "observer";
1696                 if(g_arena)
1697                         Spawnqueue_Insert(self);
1698         }
1699         /*else if(g_ctf)
1700         {
1701                 ctf_clientconnect();
1702         }*/
1703
1704         attach_entcs();
1705
1706         bot_relinkplayerlist();
1707
1708         self.spectatortime = time;
1709         if(blockSpectators)
1710         {
1711                 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"));
1712         }
1713
1714         self.jointime = time;
1715         self.allowedTimeouts = autocvar_sv_timeout_number;
1716
1717         if(clienttype(self) == CLIENTTYPE_REAL)
1718         {
1719                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1720                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1721         }
1722
1723         if(g_lms)
1724         {
1725                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1726                 {
1727                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1728                         self.frags = FRAGS_SPECTATOR;
1729                 }
1730         }
1731
1732         if(!sv_foginterval && world.fog != "")
1733                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1734
1735         SoundEntity_Attach(self);
1736
1737         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1738         {
1739                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1740                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1741         }
1742         else
1743                 self.hitplotfh = -1;
1744
1745         if(g_race || g_cts) {
1746                 string rr;
1747                 if(g_cts)
1748                         rr = CTS_RECORD;
1749                 else
1750                         rr = RACE_RECORD;
1751                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1752
1753                 msg_entity = self;
1754                 race_send_recordtime(MSG_ONE);
1755                 race_send_speedaward(MSG_ONE);
1756
1757                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1758                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1759                 race_send_speedaward_alltimebest(MSG_ONE);
1760
1761                 float i;
1762                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1763                         race_SendRankings(i, 0, 0, MSG_ONE);
1764                 }
1765         }
1766         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1767                 send_CSQC_teamnagger();
1768
1769         if (g_domination)
1770                 set_dom_state(self);
1771
1772         CheatInitClient();
1773
1774         PlayerStats_AddPlayer(self);
1775 }
1776
1777 /*
1778 =============
1779 ClientDisconnect
1780
1781 Called when a client disconnects from the server
1782 =============
1783 */
1784 .entity chatbubbleentity;
1785 void ReadyCount();
1786 void ClientDisconnect (void)
1787 {
1788         if not(self.flags & FL_CLIENT)
1789         {
1790                 print("Warning: ClientDisconnect without ClientConnect\n");
1791                 return;
1792         }
1793
1794         PlayerStats_AddGlobalInfo(self);
1795
1796         CheatShutdownClient();
1797
1798         if(self.hitplotfh >= 0)
1799         {
1800                 fclose(self.hitplotfh);
1801                 self.hitplotfh = -1;
1802         }
1803
1804         anticheat_report();
1805         anticheat_shutdown();
1806
1807         playerdemo_shutdown();
1808
1809         bot_clientdisconnect();
1810
1811         if(self.entcs)
1812                 detach_entcs();
1813
1814         if(autocvar_sv_eventlog)
1815                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1816         bprint ("^4",self.netname);
1817         bprint ("^4 disconnected\n");
1818
1819         SoundEntity_Detach(self);
1820
1821         DropAllRunes(self);
1822         MUTATOR_CALLHOOK(ClientDisconnect);
1823
1824         Portal_ClearAll(self);
1825
1826         if(self.flagcarried)
1827                 DropFlag(self.flagcarried, world, world);
1828         if(self.ballcarried && g_nexball)
1829                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1830
1831         // Here, everything has been done that requires this player to be a client.
1832
1833         self.flags &~= FL_CLIENT;
1834
1835         if (self.chatbubbleentity)
1836                 remove (self.chatbubbleentity);
1837
1838         if (self.killindicator)
1839                 remove (self.killindicator);
1840
1841         WaypointSprite_PlayerGone();
1842
1843         bot_relinkplayerlist();
1844
1845         if(g_arena)
1846         {
1847                 Spawnqueue_Unmark(self);
1848                 Spawnqueue_Remove(self);
1849         }
1850
1851         accuracy_free(self);
1852         ClientData_Detach();
1853         PlayerScore_Detach(self);
1854
1855         if(self.netname_previous)
1856                 strunzone(self.netname_previous);
1857         if(self.clientstatus)
1858                 strunzone(self.clientstatus);
1859         if(self.weaponorder_byimpulse)
1860                 strunzone(self.weaponorder_byimpulse);
1861
1862         ClearPlayerSounds();
1863
1864         if(self.personal)
1865                 remove(self.personal);
1866
1867         self.playerid = 0;
1868         ReadyCount();
1869
1870         // free cvars
1871         GetCvars(-1);
1872 }
1873
1874 .float BUTTON_CHAT;
1875 void ChatBubbleThink()
1876 {
1877         self.nextthink = time;
1878         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1879         {
1880                 if(self.owner) // but why can that ever be world?
1881                         self.owner.chatbubbleentity = world;
1882                 remove(self);
1883                 return;
1884         }
1885         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1886 #ifdef TETRIS
1887                 || self.owner.tetris_on
1888 #endif
1889         )
1890                 self.model = self.mdl;
1891         else
1892                 self.model = "";
1893 };
1894
1895 void UpdateChatBubble()
1896 {
1897         if (!self.modelindex)
1898                 return;
1899         // spawn a chatbubble entity if needed
1900         if (!self.chatbubbleentity)
1901         {
1902                 self.chatbubbleentity = spawn();
1903                 self.chatbubbleentity.owner = self;
1904                 self.chatbubbleentity.exteriormodeltoclient = self;
1905                 self.chatbubbleentity.think = ChatBubbleThink;
1906                 self.chatbubbleentity.nextthink = time;
1907                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1908                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1909                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1910                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1911                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1912                 self.chatbubbleentity.model = "";
1913                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1914         }
1915 }
1916
1917
1918 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1919 // added to the model skins
1920 /*void UpdateColorModHack()
1921 {
1922         local float c;
1923         c = self.clientcolors & 15;
1924         // LordHavoc: only bothering to support white, green, red, yellow, blue
1925              if (!teams_matter) self.colormod = '0 0 0';
1926         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1927         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1928         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1929         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1930         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1931         else self.colormod = '1 1 1';
1932 };*/
1933
1934 .float oldcolormap;
1935 void respawn(void)
1936 {
1937         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1938         {
1939                 self.solid = SOLID_NOT;
1940                 self.takedamage = DAMAGE_NO;
1941                 self.movetype = MOVETYPE_FLY;
1942                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1943                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1944                 self.effects |= EF_ADDITIVE;
1945                 self.oldcolormap = self.colormap;
1946                 self.colormap = 512;
1947                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1948                 if(autocvar_g_respawn_ghosts_maxtime)
1949                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1950         }
1951
1952         CopyBody(1);
1953         self.effects |= EF_NODRAW; // prevent another CopyBody
1954         if(self.oldcolormap)
1955         {
1956                 self.colormap = self.oldcolormap;
1957                 self.oldcolormap = 0;
1958         }
1959         PutClientInServer();
1960 }
1961
1962 void play_countdown(float finished, string samp)
1963 {
1964         if(clienttype(self) == CLIENTTYPE_REAL)
1965                 if(floor(finished - time - frametime) != floor(finished - time))
1966                         if(finished - time < 6)
1967                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1968 }
1969
1970 /**
1971  * When sv_timeout is used this function returs strings like
1972  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1973  * Called by centerprint functions
1974  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1975  */
1976 string getTimeoutText(float addOneSecond) {
1977         if (!autocvar_sv_timeout || !timeoutStatus)
1978                 return "";
1979
1980         local string retStr;
1981         if (timeoutStatus == 1) {
1982                 if (addOneSecond == 1) {
1983                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1984                 }
1985                 else {
1986                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1987                 }
1988                 return retStr;
1989         }
1990         else if (timeoutStatus == 2) {
1991                 if (addOneSecond) {
1992                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1993                         //don't show messages like "Timeout ends in 0 seconds"...
1994                         if ((remainingTimeoutTime + 1) > 0)
1995                                 return retStr;
1996                         else
1997                                 return "";
1998                 }
1999                 else {
2000                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2001                         //don't show messages like "Timeout ends in 0 seconds"...
2002                         if (remainingTimeoutTime > 0)
2003                                 return retStr;
2004                         else
2005                                 return "";
2006                 }
2007         }
2008         else return "";
2009 }
2010
2011 void player_powerups (void)
2012 {
2013         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2014         olditems = self.items;
2015         
2016         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2017         {
2018                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2019                 self.modelflags |= MF_ROCKET;
2020         }
2021         else
2022         {
2023                 SoundEntity_StopSound(self, CHAN_PLAYER);
2024                 self.modelflags &~= MF_ROCKET;
2025         }
2026
2027         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2028
2029         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2030                 return;
2031         
2032         Fire_ApplyDamage(self);
2033         Fire_ApplyEffect(self);
2034
2035         if (g_minstagib)
2036         {
2037                 self.effects |= EF_FULLBRIGHT;
2038
2039                 if (self.items & IT_STRENGTH)
2040                 {
2041                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2042                         if (time > self.strength_finished)
2043                         {
2044                                 self.alpha = default_player_alpha;
2045                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2046                                 self.items &~= IT_STRENGTH;
2047                                 sprint(self, "^3Invisibility has worn off\n");
2048                         }
2049                 }
2050                 else
2051                 {
2052                         if (time < self.strength_finished)
2053                         {
2054                                 self.alpha = g_minstagib_invis_alpha;
2055                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2056                                 self.items |= IT_STRENGTH;
2057                                 sprint(self, "^3You are invisible\n");
2058                         }
2059                 }
2060
2061                 if (self.items & IT_INVINCIBLE)
2062                 {
2063                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2064                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2065                         {
2066                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2067                                 sprint(self, "^3Speed has worn off\n");
2068                         }
2069                 }
2070                 else
2071                 {
2072                         if (time < self.invincible_finished)
2073                         {
2074                                 self.items = self.items | IT_INVINCIBLE;
2075                                 sprint(self, "^3You are on speed\n");
2076                         }
2077                 }
2078         }
2079         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.
2080         {
2081                 if (self.items & IT_STRENGTH)
2082                 {
2083                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2084                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2085                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2086                         {
2087                                 self.items = self.items - (self.items & IT_STRENGTH);
2088                                 sprint(self, "^3Strength has worn off\n");
2089                         }
2090                 }
2091                 else
2092                 {
2093                         if (time < self.strength_finished)
2094                         {
2095                                 self.items = self.items | IT_STRENGTH;
2096                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2097                         }
2098                 }
2099                 if (self.items & IT_INVINCIBLE)
2100                 {
2101                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2102                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2103                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2104                         {
2105                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2106                                 sprint(self, "^3Shield has worn off\n");
2107                         }
2108                 }
2109                 else
2110                 {
2111                         if (time < self.invincible_finished)
2112                         {
2113                                 self.items = self.items | IT_INVINCIBLE;
2114                                 sprint(self, "^3Shield surrounds you\n");
2115                         }
2116                 }
2117
2118                 if(autocvar_g_nodepthtestplayers)
2119                         self.effects = self.effects | EF_NODEPTHTEST;
2120
2121                 if(autocvar_g_fullbrightplayers)
2122                         self.effects = self.effects | EF_FULLBRIGHT;
2123
2124                 // midair gamemode: damage only while in the air
2125                 // if in midair mode, being on ground grants temporary invulnerability
2126                 // (this is so that multishot weapon don't clear the ground flag on the
2127                 // first damage in the frame, leaving the player vulnerable to the
2128                 // remaining hits in the same frame)
2129                 if (self.flags & FL_ONGROUND)
2130                 if (g_midair)
2131                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2132
2133                 if (time >= game_starttime)
2134                 if (time < self.spawnshieldtime)
2135                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2136         }
2137         
2138         MUTATOR_CALLHOOK(PlayerPowerups);
2139 }
2140
2141 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2142 {
2143         if(current > stable)
2144                 return current;
2145         else if(current > stable - 0.25) // when close enough, "snap"
2146                 return stable;
2147         else
2148                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2149 }
2150
2151 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2152 {
2153         if(current < stable)
2154                 return current;
2155         else if(current < stable + 0.25) // when close enough, "snap"
2156                 return stable;
2157         else
2158                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2159 }
2160
2161 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2162 {
2163         if(current > rotstable)
2164         {
2165                 if(rotframetime > 0)
2166                 {
2167                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2168                         current = max(rotstable, current - rotlinear * rotframetime);
2169                 }
2170         }
2171         else if(current < regenstable)
2172         {
2173                 if(regenframetime > 0)
2174                 {
2175                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2176                         current = min(regenstable, current + regenlinear * regenframetime);
2177                 }
2178         }
2179
2180         if(current > limit)
2181                 current = limit;
2182
2183         return current;
2184 }
2185
2186 void player_regen (void)
2187 {
2188         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2189         maxh = autocvar_g_balance_health_rotstable;
2190         maxa = autocvar_g_balance_armor_rotstable;
2191         maxf = autocvar_g_balance_fuel_rotstable;
2192         minh = autocvar_g_balance_health_regenstable;
2193         mina = autocvar_g_balance_armor_regenstable;
2194         minf = autocvar_g_balance_fuel_regenstable;
2195         limith = autocvar_g_balance_health_limit;
2196         limita = autocvar_g_balance_armor_limit;
2197         limitf = autocvar_g_balance_fuel_limit;
2198
2199         max_mod = regen_mod = rot_mod = limit_mod = 1;
2200
2201         if (self.runes & RUNE_REGEN)
2202         {
2203                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2204                 {
2205                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2206                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2207                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2208                 }
2209                 else
2210                 {
2211                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2212                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2213                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2214                 }
2215         }
2216         else if (self.runes & CURSE_VENOM)
2217         {
2218                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2219                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2220                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2221                 else
2222                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2223                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2224                 //if (!self.runes & RUNE_REGEN)
2225                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2226         }
2227         maxh = maxh * max_mod;
2228         //maxa = maxa * max_mod;
2229         //maxf = maxf * max_mod;
2230         minh = minh * max_mod;
2231         //mina = mina * max_mod;
2232         //minf = minf * max_mod;
2233         limith = limith * limit_mod;
2234         limita = limita * limit_mod;
2235         //limitf = limitf * limit_mod;
2236
2237         if(g_lms && g_ca)
2238                 rot_mod = 0;
2239
2240         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2241         {
2242                 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);
2243                 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);
2244
2245                 // if player rotted to death...  die!
2246                 if(self.health < 1)
2247                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2248         }
2249
2250         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2251                 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);
2252 }
2253
2254 float zoomstate_set;
2255 void SetZoomState(float z)
2256 {
2257         if(z != self.zoomstate)
2258         {
2259                 self.zoomstate = z;
2260                 ClientData_Touch(self);
2261         }
2262         zoomstate_set = 1;
2263 }
2264
2265 void GetPressedKeys(void) {
2266         MUTATOR_CALLHOOK(GetPressedKeys);
2267         if (self.movement_x > 0) // get if movement keys are pressed
2268         {       // forward key pressed
2269                 self.pressedkeys |= KEY_FORWARD;
2270                 self.pressedkeys &~= KEY_BACKWARD;
2271         }
2272         else if (self.movement_x < 0)
2273         {       // backward key pressed
2274                 self.pressedkeys |= KEY_BACKWARD;
2275                 self.pressedkeys &~= KEY_FORWARD;
2276         }
2277         else
2278         {       // no x input
2279                 self.pressedkeys &~= KEY_FORWARD;
2280                 self.pressedkeys &~= KEY_BACKWARD;
2281         }
2282
2283         if (self.movement_y > 0)
2284         {       // right key pressed
2285                 self.pressedkeys |= KEY_RIGHT;
2286                 self.pressedkeys &~= KEY_LEFT;
2287         }
2288         else if (self.movement_y < 0)
2289         {       // left key pressed
2290                 self.pressedkeys |= KEY_LEFT;
2291                 self.pressedkeys &~= KEY_RIGHT;
2292         }
2293         else
2294         {       // no y input
2295                 self.pressedkeys &~= KEY_RIGHT;
2296                 self.pressedkeys &~= KEY_LEFT;
2297         }
2298
2299         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2300                 self.pressedkeys |= KEY_JUMP;
2301         else
2302                 self.pressedkeys &~= KEY_JUMP;
2303         if (self.BUTTON_CROUCH)
2304                 self.pressedkeys |= KEY_CROUCH;
2305         else
2306                 self.pressedkeys &~= KEY_CROUCH;
2307 }
2308
2309 /*
2310 ======================
2311 spectate mode routines
2312 ======================
2313 */
2314
2315 void SpectateCopy(entity spectatee) {
2316         other = spectatee;
2317         MUTATOR_CALLHOOK(SpectateCopy);
2318         self.armortype = spectatee.armortype;
2319         self.armorvalue = spectatee.armorvalue;
2320         self.ammo_cells = spectatee.ammo_cells;
2321         self.ammo_shells = spectatee.ammo_shells;
2322         self.ammo_nails = spectatee.ammo_nails;
2323         self.ammo_rockets = spectatee.ammo_rockets;
2324         self.ammo_fuel = spectatee.ammo_fuel;
2325         self.clip_load = spectatee.clip_load;
2326         self.clip_size = spectatee.clip_size;
2327         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2328         self.health = spectatee.health;
2329         self.impulse = 0;
2330         self.items = spectatee.items;
2331         self.last_pickup = spectatee.last_pickup;
2332         self.hit_time = spectatee.hit_time;
2333         self.metertime = spectatee.metertime;
2334         self.strength_finished = spectatee.strength_finished;
2335         self.invincible_finished = spectatee.invincible_finished;
2336         self.pressedkeys = spectatee.pressedkeys;
2337         self.weapons = spectatee.weapons;
2338         self.switchweapon = spectatee.switchweapon;
2339         self.weapon = spectatee.weapon;
2340         self.nex_charge = spectatee.nex_charge;
2341         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2342         self.hagar_load = spectatee.hagar_load;
2343         self.minelayer_mines = spectatee.minelayer_mines;
2344         self.punchangle = spectatee.punchangle;
2345         self.view_ofs = spectatee.view_ofs;
2346         self.v_angle = spectatee.v_angle;
2347         self.velocity = spectatee.velocity;
2348         self.dmg_take = spectatee.dmg_take;
2349         self.dmg_save = spectatee.dmg_save;
2350         self.dmg_inflictor = spectatee.dmg_inflictor;
2351         self.angles = spectatee.v_angle;
2352         self.fixangle = TRUE;
2353         setorigin(self, spectatee.origin);
2354         setsize(self, spectatee.mins, spectatee.maxs);
2355         SetZoomState(spectatee.zoomstate);
2356
2357         anticheat_spectatecopy(spectatee);
2358 }
2359
2360 float SpectateUpdate() {
2361         if(!self.enemy)
2362                 return 0;
2363
2364         if (self == self.enemy)
2365                 return 0;
2366
2367         if(self.enemy.classname != "player")
2368                 return 0;
2369
2370         SpectateCopy(self.enemy);
2371
2372         return 1;
2373 }
2374
2375 float SpectateNext() {
2376         other = find(self.enemy, classname, "player");
2377
2378         if (!other)
2379                 other = find(other, classname, "player");
2380
2381         if (other)
2382                 self.enemy = other;
2383
2384         if(self.enemy.classname == "player") {
2385                 msg_entity = self;
2386                 WriteByte(MSG_ONE, SVC_SETVIEW);
2387                 WriteEntity(MSG_ONE, self.enemy);
2388                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2389                 self.movetype = MOVETYPE_NONE;
2390                 accuracy_resend(self);
2391
2392                 if(!SpectateUpdate())
2393                         PutObserverInServer();
2394
2395                 return 1;
2396         } else {
2397                 return 0;
2398         }
2399 }
2400
2401 /*
2402 =============
2403 ShowRespawnCountdown()
2404
2405 Update a respawn countdown display.
2406 =============
2407 */
2408 void ShowRespawnCountdown()
2409 {
2410         float number;
2411         if(self.deadflag == DEAD_NO) // just respawned?
2412                 return;
2413         else
2414         {
2415                 number = ceil(self.death_time - time);
2416                 if(number <= 0)
2417                         return;
2418                 if(number <= self.respawn_countdown)
2419                 {
2420                         self.respawn_countdown = number - 1;
2421                         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
2422                                 AnnounceTo(self, strcat(ftos(number), ""));
2423                 }
2424         }
2425 }
2426
2427 void LeaveSpectatorMode()
2428 {
2429         if(nJoinAllowed(1)) {
2430                 if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2431                         self.classname = "player";
2432
2433                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2434                                 JoinBestTeam(self, FALSE, TRUE);
2435
2436                         if(autocvar_g_campaign)
2437                                 campaign_bots_may_start = 1;
2438
2439                         PutClientInServer();
2440
2441                         if(self.classname == "player")
2442                                 bprint ("^4", self.netname, "^4 is playing now\n");
2443
2444                         if(!autocvar_g_campaign)
2445                                 centerprint(self,""); // clear MOTD
2446
2447                         return;
2448                 } else {
2449                         if (g_ca && self.caplayer) {
2450                         }       // do nothing
2451                         else
2452                                 stuffcmd(self,"menu_showteamselect\n");
2453                         return;
2454                 }
2455         }
2456         else {
2457                 //player may not join because of g_maxplayers is set
2458                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2459         }
2460 }
2461
2462 /**
2463  * Determines whether the player is allowed to join. This depends on cvar
2464  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2465  * it checks whether the number of currently playing players exceeds g_maxplayers.
2466  * @return int number of free slots for players, 0 if none
2467  */
2468 float nJoinAllowed(float includeMe) {
2469         if(self.team_forced < 0)
2470                 return FALSE; // forced spectators can never join
2471
2472         // TODO simplify this
2473         local entity e;
2474
2475         local float totalClients;
2476         FOR_EACH_CLIENT(e)
2477                 totalClients += 1;
2478
2479         if (!autocvar_g_maxplayers)
2480                 return maxclients - totalClients + includeMe;
2481
2482         local float currentlyPlaying;
2483         FOR_EACH_REALPLAYER(e)
2484                 currentlyPlaying += 1;
2485
2486         if(currentlyPlaying < autocvar_g_maxplayers)
2487                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2488
2489         return 0;
2490 }
2491
2492 /**
2493  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2494  * g_maxplayers_spectator_blocktime seconds
2495  */
2496 void checkSpectatorBlock() {
2497         if(self.classname == "spectator" || self.classname == "observer") {
2498                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2499                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2500                         dropclient(self);
2501                 }
2502         }
2503 }
2504
2505 void ObserverThink()
2506 {
2507         float prefered_movetype;
2508         if (self.flags & FL_JUMPRELEASED) {
2509                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2510                         self.welcomemessage_time = 0;
2511                         self.flags &~= FL_JUMPRELEASED;
2512                         self.flags |= FL_SPAWNING;
2513                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2514                         self.welcomemessage_time = 0;
2515                         self.flags &~= FL_JUMPRELEASED;
2516                         if(SpectateNext() == 1) {
2517                                 self.classname = "spectator";
2518                         }
2519                 } else {
2520                         prefered_movetype = (self.cvar_cl_clippedspectating ? MOVETYPE_FLY : MOVETYPE_NOCLIP);
2521                         if (self.movetype != prefered_movetype)
2522                                 self.movetype = prefered_movetype;
2523                 }
2524         } else {
2525                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2526                         self.flags |= FL_JUMPRELEASED;
2527                         if(self.flags & FL_SPAWNING)
2528                         {
2529                                 self.flags &~= FL_SPAWNING;
2530                                 LeaveSpectatorMode();
2531                                 return;
2532                         }
2533                 }
2534         }
2535         PrintWelcomeMessage(self);
2536 }
2537
2538 void SpectatorThink()
2539 {
2540         if (self.flags & FL_JUMPRELEASED) {
2541                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2542                         self.welcomemessage_time = 0;
2543                         self.flags &~= FL_JUMPRELEASED;
2544                         self.flags |= FL_SPAWNING;
2545                 } else if(self.BUTTON_ATCK) {
2546                         self.welcomemessage_time = 0;
2547                         self.flags &~= FL_JUMPRELEASED;
2548                         if(SpectateNext() == 1) {
2549                                 self.classname = "spectator";
2550                         } else {
2551                                 self.classname = "observer";
2552                                 PutClientInServer();
2553                         }
2554                 } else if (self.BUTTON_ATCK2) {
2555                         self.welcomemessage_time = 0;
2556                         self.flags &~= FL_JUMPRELEASED;
2557                         self.classname = "observer";
2558                         PutClientInServer();
2559                 } else {
2560                         if(!SpectateUpdate())
2561                                 PutObserverInServer();
2562                 }
2563         } else {
2564                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2565                         self.flags |= FL_JUMPRELEASED;
2566                         if(self.flags & FL_SPAWNING)
2567                         {
2568                                 self.flags &~= FL_SPAWNING;
2569                                 LeaveSpectatorMode();
2570                                 return;
2571                         }
2572                 }
2573         }
2574
2575         PrintWelcomeMessage(self);
2576         self.flags |= FL_CLIENT | FL_NOTARGET;
2577 }
2578
2579 .float touchexplode_time;
2580
2581 /*
2582 =============
2583 PlayerPreThink
2584
2585 Called every frame for each client before the physics are run
2586 =============
2587 */
2588 void() ctf_setstatus;
2589 void() nexball_setstatus;
2590 .float items_added;
2591 void PlayerPreThink (void)
2592 {
2593         WarpZone_PlayerPhysics_FixVAngle();
2594
2595         self.stat_game_starttime = game_starttime;
2596         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2597         self.stat_leadlimit = autocvar_leadlimit;
2598
2599         if(frametime)
2600         {
2601                 // physics frames: update anticheat stuff
2602                 anticheat_prethink();
2603         }
2604
2605         if(blockSpectators && frametime)
2606                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2607                 checkSpectatorBlock();
2608
2609         zoomstate_set = 0;
2610
2611         if(self.netname_previous != self.netname)
2612         {
2613                 if(autocvar_sv_eventlog)
2614                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2615                 if(self.netname_previous)
2616                         strunzone(self.netname_previous);
2617                 self.netname_previous = strzone(self.netname);
2618         }
2619
2620         // version nagging
2621         if(self.version_nagtime)
2622                 if(self.cvar_g_xonoticversion)
2623                         if(time > self.version_nagtime)
2624                         {
2625                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2626                                 {
2627                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2628                                         {
2629                                                 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");
2630                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2631                                         }
2632                                         else
2633                                         {
2634                                                 float r;
2635                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2636                                                 if(r < 0)
2637                                                 {
2638                                                         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.com/^1!\n");
2639                                                         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.com/^1!\n"));
2640                                                 }
2641                                                 else if(r > 0)
2642                                                 {
2643                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2644                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2645                                                 }
2646                                         }
2647                                 }
2648                                 self.version_nagtime = 0;
2649                         }
2650
2651         // GOD MODE info
2652         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2653         {
2654                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2655                 self.max_armorvalue = 0;
2656         }
2657
2658 #ifdef TETRIS
2659         if (TetrisPreFrame())
2660                 return;
2661 #endif
2662
2663         MUTATOR_CALLHOOK(PlayerPreThink);
2664
2665         if(self.classname == "player") {
2666 //              if(self.netname == "Wazat")
2667 //                      bprint(self.classname, "\n");
2668
2669                 CheckRules_Player();
2670
2671                 PrintWelcomeMessage(self);
2672
2673                 if (intermission_running)
2674                 {
2675                         IntermissionThink ();   // otherwise a button could be missed between
2676                         return;                                 // the think tics
2677                 }
2678
2679                 //don't allow the player to turn around while game is paused!
2680                 if(timeoutStatus == 2) {
2681                         self.v_angle = self.lastV_angle;
2682                         self.angles = self.lastV_angle;
2683                         self.fixangle = TRUE;
2684                 }
2685
2686                 if(frametime)
2687                 {
2688                         if(self.health <= 0 && autocvar_g_deathglow)
2689                         {
2690                                 if(self.glowmod_x > 0)
2691                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2692                                 else
2693                                         self.glowmod_x = -1;
2694                                 if(self.glowmod_y > 0)
2695                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2696                                 else
2697                                         self.glowmod_y = -1;
2698                                 if(self.glowmod_z > 0)
2699                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2700                                 else
2701                                         self.glowmod_z = -1;
2702                         }
2703                         else
2704                         {
2705                                 // set weapon and player glowmod
2706                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2707
2708                                 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2709                                 {
2710                                         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);
2711                                         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);
2712                                         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);
2713
2714                                         if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2715                                         {
2716                                                 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);
2717                                                 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);
2718                                                 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);
2719                                         }
2720                                 }
2721                                 else
2722                                         self.weaponentity_glowmod = self.glowmod;
2723                         }
2724                         player_powerups();
2725                 }
2726
2727                 if (self.deadflag != DEAD_NO)
2728                 {
2729                         float button_pressed, force_respawn;
2730                         if(self.personal && g_race_qualifying)
2731                         {
2732                                 if(time > self.death_time)
2733                                 {
2734                                         self.death_time = time + 1; // only retry once a second
2735                                         respawn();
2736                                         self.impulse = 141;
2737                                 }
2738                         }
2739                         else
2740                         {
2741                                 if(frametime)
2742                                         player_anim();
2743                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2744                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2745                                 if (self.deadflag == DEAD_DYING)
2746                                 {
2747                                         if(force_respawn)
2748                                                 self.deadflag = DEAD_RESPAWNING;
2749                                         else if(!button_pressed)
2750                                                 self.deadflag = DEAD_DEAD;
2751                                 }
2752                                 else if (self.deadflag == DEAD_DEAD)
2753                                 {
2754                                         if(button_pressed)
2755                                                 self.deadflag = DEAD_RESPAWNABLE;
2756                                 }
2757                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2758                                 {
2759                                         if(!button_pressed)
2760                                                 self.deadflag = DEAD_RESPAWNING;
2761                                 }
2762                                 else if (self.deadflag == DEAD_RESPAWNING)
2763                                 {
2764                                         if(time > self.death_time)
2765                                         {
2766                                                 self.death_time = time + 1; // only retry once a second
2767                                                 respawn();
2768                                         }
2769                                 }
2770                                 ShowRespawnCountdown();
2771                         }
2772                         return;
2773                 }
2774
2775                 if(g_touchexplode)
2776                 if(time > self.touchexplode_time)
2777                 if(self.classname == "player")
2778                 if(self.deadflag == DEAD_NO)
2779                 if not(IS_INDEPENDENT_PLAYER(self))
2780                 FOR_EACH_PLAYER(other) if(self != other)
2781                 {
2782                         if(time > other.touchexplode_time)
2783                         if(other.deadflag == DEAD_NO)
2784                         if not(IS_INDEPENDENT_PLAYER(other))
2785                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2786                         {
2787                                 PlayerTouchExplode(self, other);
2788                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2789                         }
2790                 }
2791
2792                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2793                 {
2794                         vector dist;
2795
2796                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2797                         dist = self.prevorigin - self.origin;
2798                         dist_z = 0;
2799                         self.lms_traveled_distance += fabs(vlen(dist));
2800
2801                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2802                         {
2803                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2804                                 self.lms_traveled_distance = 0;
2805                         }
2806
2807                         if(time > self.lms_nextcheck)
2808                         {
2809                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2810                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2811                                 {
2812                                         centerprint(self, autocvar_g_lms_campcheck_message);
2813                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2814                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2815                                         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');
2816                                 }
2817                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2818                                 self.lms_traveled_distance = 0;
2819                         }
2820                 }
2821
2822                 self.prevorigin = self.origin;
2823
2824                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2825                 {
2826                         if (!self.crouch)
2827                         {
2828                                 self.crouch = TRUE;
2829                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2830                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2831                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2832                         }
2833                 }
2834                 else
2835                 {
2836                         if (self.crouch)
2837                         {
2838                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2839                                 if (!trace_startsolid)
2840                                 {
2841                                         self.crouch = FALSE;
2842                                         self.view_ofs = PL_VIEW_OFS;
2843                                         setsize (self, PL_MIN, PL_MAX);
2844                                 }
2845                         }
2846                 }
2847
2848                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2849                 {
2850                         if(self.bloodloss_timer < time)
2851                         {
2852                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2853                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2854                         }
2855                 }
2856
2857                 FixPlayermodel();
2858
2859                 GrapplingHookFrame();
2860
2861                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2862                 //if(frametime)
2863                 {
2864                         self.items &~= self.items_added;
2865
2866                         W_WeaponFrame();
2867
2868                         self.items_added = 0;
2869                         if(self.items & IT_JETPACK)
2870                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2871                                         self.items_added |= IT_FUEL;
2872
2873                         self.items |= self.items_added;
2874                 }
2875
2876                 player_regen();
2877
2878                 // rot nex charge to the charge limit
2879                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2880                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2881
2882                 if(frametime)
2883                         player_anim();
2884
2885                 if (g_minstagib)
2886                         minstagib_ammocheck();
2887
2888                 if(g_ctf)
2889                         ctf_setstatus();
2890
2891                 if(g_nexball)
2892                         nexball_setstatus();
2893
2894                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2895
2896                 //self.angles_y=self.v_angle_y + 90;   // temp
2897         } else if(gameover) {
2898                 if (intermission_running)
2899                         IntermissionThink ();   // otherwise a button could be missed between
2900                 return;
2901         } else if(self.classname == "observer") {
2902                 ObserverThink();
2903         } else if(self.classname == "spectator") {
2904                 SpectatorThink();
2905         }
2906
2907         if(!zoomstate_set)
2908                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_SNIPERRIFLE && autocvar_g_balance_sniperrifle_secondary == 0));
2909
2910         float oldspectatee_status;
2911         oldspectatee_status = self.spectatee_status;
2912         if(self.classname == "spectator")
2913                 self.spectatee_status = num_for_edict(self.enemy);
2914         else if(self.classname == "observer")
2915                 self.spectatee_status = num_for_edict(self);
2916         else
2917                 self.spectatee_status = 0;
2918         if(self.spectatee_status != oldspectatee_status)
2919         {
2920                 ClientData_Touch(self);
2921                 if(g_race || g_cts)
2922                         race_InitSpectator();
2923         }
2924
2925         if(self.teamkill_soundtime)
2926         if(time > self.teamkill_soundtime)
2927         {
2928                 self.teamkill_soundtime = 0;
2929
2930                 entity oldpusher, oldself;
2931
2932                 oldself = self; self = self.teamkill_soundsource;
2933                 oldpusher = self.pusher; self.pusher = oldself;
2934
2935                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2936
2937                 self.pusher = oldpusher;
2938                 self = oldself;
2939         }
2940
2941         if(self.taunt_soundtime)
2942         if(time > self.taunt_soundtime)
2943         {
2944                 self.taunt_soundtime = 0;
2945                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2946         }
2947
2948         target_voicescript_next(self);
2949
2950         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2951         if(!self.weapon)
2952                 self.clip_load = self.clip_size = 0;
2953 }
2954
2955 float isInvisibleString(string s)
2956 {
2957         float i, n, c;
2958         s = strdecolorize(s);
2959         for((i = 0), (n = strlen(s)); i < n; ++i)
2960         {
2961                 c = str2chr(s, i);
2962                 switch(c)
2963                 {
2964                         case 0:
2965                         case 32: // space
2966                                 break;
2967                         case 192: // charmap space
2968                                 if (!autocvar_utf8_enable)
2969                                         break;
2970                                 return FALSE;
2971                         case 160: // space in unicode fonts
2972                         case 0xE000 + 192: // utf8 charmap space
2973                                 if (autocvar_utf8_enable)
2974                                         break;
2975                         default:
2976                                 return FALSE;
2977                 }
2978         }
2979         return TRUE;
2980 }
2981
2982 /*
2983 =============
2984 PlayerPostThink
2985
2986 Called every frame for each client after the physics are run
2987 =============
2988 */
2989 .float idlekick_lasttimeleft;
2990 .entity showheadshotbbox;
2991 void showheadshotbbox_think()
2992 {
2993         if(self.owner.showheadshotbbox != self)
2994         {
2995                 remove(self);
2996                 return;
2997         }
2998         self.nextthink = time;
2999         setorigin(self, self.owner.origin);
3000         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3001 }
3002 void PlayerPostThink (void)
3003 {
3004         // Savage: Check for nameless players
3005         if (isInvisibleString(self.netname)) {
3006                 self.netname = "Player";
3007                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3008         }
3009
3010         if(sv_maxidle && frametime)
3011         {
3012                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3013                 float timeleft;
3014                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3015                 if(timeleft <= 0)
3016                 {
3017                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3018                         AnnounceTo(self, "terminated");
3019                         dropclient(self);
3020                         return;
3021                 }
3022                 else if(timeleft <= 10)
3023                 {
3024                         if(timeleft != self.idlekick_lasttimeleft)
3025                         {
3026                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3027                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
3028                         }
3029                 }
3030                 else
3031                 {
3032                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
3033                 }
3034                 self.idlekick_lasttimeleft = timeleft;
3035         }
3036
3037 #ifdef TETRIS
3038         if(self.impulse == 100)
3039                 ImpulseCommands();
3040         if (TetrisPostFrame())
3041                 return;
3042 #endif
3043
3044         CheatFrame();
3045
3046         if(self.classname == "player") {
3047                 CheckRules_Player();
3048                 UpdateChatBubble();
3049                 if (self.impulse)
3050                         ImpulseCommands();
3051                 if (intermission_running)
3052                         return;         // intermission or finale
3053                 GetPressedKeys();
3054         } else if (self.classname == "observer") {
3055                 //do nothing
3056         } else if (self.classname == "spectator") {
3057                 //do nothing
3058         }
3059
3060         /*
3061         float i;
3062         for(i = 0; i < 1000; ++i)
3063         {
3064                 vector end;
3065                 end = self.origin + '0 0 1024' + 512 * randomvec();
3066                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3067                 if(trace_fraction < 1)
3068                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3069                 {
3070                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3071                         break;
3072                 }
3073         }
3074         */
3075
3076         Arena_Warmup();
3077
3078         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3079
3080         if(self.waypointsprite_attachedforcarrier)
3081                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3082         
3083         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3084         {
3085                 if(!self.showheadshotbbox)
3086                 {
3087                         self.showheadshotbbox = spawn();
3088                         self.showheadshotbbox.classname = "headshotbbox";
3089                         self.showheadshotbbox.owner = self;
3090                         self.showheadshotbbox.think = showheadshotbbox_think;
3091                         self.showheadshotbbox.nextthink = time;
3092                         self = self.showheadshotbbox;
3093                         self.think();
3094                         self = self.owner;
3095                 }
3096         }
3097         else
3098         {
3099                 if(self.showheadshotbbox)
3100                         remove(self.showheadshotbbox);
3101         }
3102
3103         playerdemo_write();
3104
3105         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3106         {
3107                 if(!self.stored_netname)
3108                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3109                 if(self.stored_netname != self.netname)
3110                 {
3111                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3112                         strunzone(self.stored_netname);
3113                         self.stored_netname = strzone(self.netname);
3114                 }
3115         }
3116
3117         /*
3118         if(g_race)
3119                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3120         */
3121 }