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Client side countdowns when suiciding / changing team / spectating
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 };
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, 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         if (g_minstagib)
618                 minstagib_stop_countdown();
619
620         Portal_ClearAll(self);
621
622         if(self.alivetime)
623         {
624                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
625                 self.alivetime = 0;
626         }
627
628         if(self.flagcarried)
629                 DropFlag(self.flagcarried, world, world);
630
631         if(self.ballcarried && g_nexball)
632                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
633
634         WaypointSprite_PlayerDead();
635
636         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
637                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
638
639         if(self.killcount != -666) {
640                 if(g_lms) {
641                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
642                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
643                         else
644                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
645                 } else
646                         bprint ("^4", self.netname, "^4 is spectating now\n");
647
648                 if(self.just_joined == FALSE) {
649                         LogTeamchange(self.playerid, -1, 4);
650                 } else
651                         self.just_joined = FALSE;
652         }
653
654         PlayerScore_Clear(self); // clear scores when needed
655
656         accuracy_resend(self);
657
658         self.spectatortime = time;
659
660         self.classname = "observer";
661         self.iscreature = FALSE;
662         self.health = -666;
663         self.takedamage = DAMAGE_NO;
664         self.solid = SOLID_NOT;
665         self.movetype = MOVETYPE_NOCLIP;
666         self.flags = FL_CLIENT | FL_NOTARGET;
667         self.armorvalue = 666;
668         self.effects = 0;
669         self.armorvalue = autocvar_g_balance_armor_start;
670         self.pauserotarmor_finished = 0;
671         self.pauserothealth_finished = 0;
672         self.pauseregen_finished = 0;
673         self.damageforcescale = 0;
674         self.death_time = 0;
675         self.dead_frame = 0;
676         self.alpha = 0;
677         self.scale = 0;
678         self.fade_time = 0;
679         self.pain_frame = 0;
680         self.pain_finished = 0;
681         self.strength_finished = 0;
682         self.invincible_finished = 0;
683         self.pushltime = 0;
684         self.think = SUB_Null;
685         self.nextthink = 0;
686         self.hook_time = 0;
687         self.runes = 0;
688         self.deadflag = DEAD_NO;
689         self.angles = spot.angles;
690         self.angles_z = 0;
691         self.fixangle = TRUE;
692         self.crouch = FALSE;
693
694         self.view_ofs = PL_VIEW_OFS;
695         setorigin (self, spot.origin);
696         setsize (self, '0 0 0', '0 0 0');
697         self.prevorigin = self.origin;
698         self.items = 0;
699         self.weapons = 0;
700         self.model = "";
701         FixPlayermodel();
702         self.model = "";
703         self.modelindex = 0;
704         self.weapon = 0;
705         self.weaponmodel = "";
706         self.weaponentity = world;
707         self.exteriorweaponentity = world;
708         self.killcount = -666;
709         self.velocity = '0 0 0';
710         self.avelocity = '0 0 0';
711         self.punchangle = '0 0 0';
712         self.punchvector = '0 0 0';
713         self.oldvelocity = self.velocity;
714         self.fire_endtime = -1;
715
716         if(sv_loddistance1)
717                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
718
719         if(g_arena)
720         {
721                 if(self.version_mismatch)
722                 {
723                         Spawnqueue_Unmark(self);
724                         Spawnqueue_Remove(self);
725                 }
726                 else
727                 {
728                         Spawnqueue_Insert(self);
729                 }
730         }
731         else if(g_lms)
732         {
733                 // Only if the player cannot play at all
734                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
735                         self.frags = FRAGS_SPECTATOR;
736                 else
737                         self.frags = FRAGS_LMS_LOSER;
738         }
739         else
740                 self.frags = FRAGS_SPECTATOR;
741 }
742
743 void FixPlayermodel()
744 {
745         local string defaultmodel;
746         local float defaultskin, chmdl, oldskin;
747         local vector m1, m2;
748
749         defaultmodel = "";
750
751         if(autocvar_sv_defaultcharacter == 1) {
752                 defaultskin = 0;
753
754                 if(teamplay)
755                 {
756                         string s;
757                         s = Team_ColorNameLowerCase(self.team);
758                         if(s != "neutral")
759                         {
760                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
761                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
762                         }
763                 }
764
765                 if(defaultmodel == "")
766                 {
767                         defaultmodel = autocvar_sv_defaultplayermodel;
768                         defaultskin = autocvar_sv_defaultplayerskin;
769                 }
770         }
771
772         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
773         {
774                 if(self.model != "")
775                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
776                 self.model = ""; // force the != checks to return true
777         }
778
779         if(defaultmodel != "")
780         {
781                 if (defaultmodel != self.model)
782                 {
783                         m1 = self.mins;
784                         m2 = self.maxs;
785                         setmodel_lod (self, defaultmodel);
786                         setsize (self, m1, m2);
787                         chmdl = TRUE;
788                 }
789
790                 oldskin = self.skinindex;
791                 self.skinindex = defaultskin;
792         } else {
793                 if (self.playermodel != self.model || self.playermodel == "")
794                 {
795                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
796                         m1 = self.mins;
797                         m2 = self.maxs;
798                         setmodel_lod (self, self.playermodel);
799                         setsize (self, m1, m2);
800                         chmdl = TRUE;
801                 }
802
803                 oldskin = self.skinindex;
804                 self.skinindex = stof(self.playerskin);
805         }
806
807         if(chmdl || oldskin != self.skinindex)
808                 self.species = player_getspecies(); // model or skin has changed
809
810         if(!teamplay)
811                 if(strlen(autocvar_sv_defaultplayercolors))
812                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
813                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
814 }
815
816 void PlayerTouchExplode(entity p1, entity p2)
817 {
818         vector org;
819         org = (p1.origin + p2.origin) * 0.5;
820         org_z += (p1.mins_z + p2.mins_z) * 0.5;
821
822         te_explosion(org);
823
824         entity e;
825         e = spawn();
826         setorigin(e, org);
827         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
828         remove(e);
829 }
830
831 /*
832 =============
833 PutClientInServer
834
835 Called when a client spawns in the server
836 =============
837 */
838 //void() ctf_playerchanged;
839 void PutClientInServer (void)
840 {
841         if(clienttype(self) == CLIENTTYPE_BOT)
842         {
843                 self.classname = "player";
844         }
845         else if(clienttype(self) == CLIENTTYPE_REAL)
846         {
847                 msg_entity = self;
848                 WriteByte(MSG_ONE, SVC_SETVIEW);
849                 WriteEntity(MSG_ONE, self);
850         }
851
852         // player is dead and becomes observer
853         // FIXME fix LMS scoring for new system
854         if(g_lms)
855         {
856                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
857                         self.classname = "observer";
858         }
859
860         if(g_arena || (g_ca && !allowed_to_spawn))
861         if(!self.spawned)
862                 self.classname = "observer";
863
864         if(gameover)
865                 self.classname = "observer";
866
867         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
868                 entity spot, oldself;
869                 float j;
870
871                 accuracy_resend(self);
872
873                 if(self.team < 0)
874                         JoinBestTeam(self, FALSE, TRUE);
875
876                 race_PreSpawn();
877
878                 spot = SelectSpawnPoint (FALSE);
879                 if(!spot)
880                 {
881                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
882                         return; // spawn failed
883                 }
884
885                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
886
887                 self.classname = "player";
888                 self.wasplayer = TRUE;
889                 self.iscreature = TRUE;
890                 self.movetype = MOVETYPE_WALK;
891                 self.solid = SOLID_SLIDEBOX;
892                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
893                 if(autocvar_g_playerclip_collisions)
894                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
895                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
896                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
897                 self.frags = FRAGS_PLAYER;
898                 if(independent_players)
899                         MAKE_INDEPENDENT_PLAYER(self);
900                 self.flags = FL_CLIENT;
901                 self.takedamage = DAMAGE_AIM;
902                 if(g_minstagib)
903                         self.effects = EF_FULLBRIGHT;
904                 else
905                         self.effects = 0;
906                 self.air_finished = time + 12;
907                 self.dmg = 2;
908                 if(autocvar_g_balance_nex_charge)
909                 {
910                         if(autocvar_g_balance_nex_secondary_chargepool)
911                                 self.nex_chargepool_ammo = 1;
912                         self.nex_charge = autocvar_g_balance_nex_charge_start;
913                 }
914
915                 if(inWarmupStage)
916                 {
917                         self.ammo_shells = warmup_start_ammo_shells;
918                         self.ammo_nails = warmup_start_ammo_nails;
919                         self.ammo_rockets = warmup_start_ammo_rockets;
920                         self.ammo_cells = warmup_start_ammo_cells;
921                         self.ammo_fuel = warmup_start_ammo_fuel;
922                         self.health = warmup_start_health;
923                         self.armorvalue = warmup_start_armorvalue;
924                         self.weapons = warmup_start_weapons;
925                 }
926                 else
927                 {
928                         self.ammo_shells = start_ammo_shells;
929                         self.ammo_nails = start_ammo_nails;
930                         self.ammo_rockets = start_ammo_rockets;
931                         self.ammo_cells = start_ammo_cells;
932                         self.ammo_fuel = start_ammo_fuel;
933                         self.health = start_health;
934                         self.armorvalue = start_armorvalue;
935                         self.weapons = start_weapons;
936                 }
937
938                 if(g_weaponarena_random)
939                 {
940                         if(g_weaponarena_random_with_laser)
941                                 self.weapons &~= WEPBIT_LASER;
942                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
943                         if(g_weaponarena_random_with_laser)
944                                 self.weapons |= WEPBIT_LASER;
945                 }
946
947                 self.items = start_items;
948                 self.jump_interval = time;
949
950                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
951                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
952                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
953                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
954                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
955                 //extend the pause of rotting if client was reset at the beginning of the countdown
956                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
957                         self.spawnshieldtime += game_starttime - time;
958                         self.pauserotarmor_finished += game_starttime - time;
959                         self.pauserothealth_finished += game_starttime - time;
960                         self.pauseregen_finished += game_starttime - time;
961                 }
962                 self.damageforcescale = 2;
963                 self.death_time = 0;
964                 self.dead_frame = 0;
965                 self.alpha = 0;
966                 self.scale = 0;
967                 self.fade_time = 0;
968                 self.pain_frame = 0;
969                 self.pain_finished = 0;
970                 self.strength_finished = 0;
971                 self.invincible_finished = 0;
972                 self.pushltime = 0;
973                 // players have no think function
974                 self.think = SUB_Null;
975                 self.nextthink = 0;
976                 self.hook_time = 0;
977                 self.dmg_team = 0;
978                 self.ballistics_density = autocvar_g_ballistics_density_player;
979
980                 self.metertime = 0;
981
982                 self.runes = 0;
983
984                 self.deadflag = DEAD_NO;
985
986                 self.angles = spot.angles;
987
988                 self.angles_z = 0; // never spawn tilted even if the spot says to
989                 self.fixangle = TRUE; // turn this way immediately
990                 self.velocity = '0 0 0';
991                 self.avelocity = '0 0 0';
992                 self.punchangle = '0 0 0';
993                 self.punchvector = '0 0 0';
994                 self.oldvelocity = self.velocity;
995                 self.fire_endtime = -1;
996
997                 msg_entity = self;
998                 WRITESPECTATABLE_MSG_ONE({
999                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
1000                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
1001                 });
1002
1003                 if(sv_loddistance1)
1004                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1005
1006                 self.model = "";
1007                 FixPlayermodel();
1008
1009                 self.crouch = FALSE;
1010                 self.view_ofs = PL_VIEW_OFS;
1011                 setsize (self, PL_MIN, PL_MAX);
1012                 self.spawnorigin = spot.origin;
1013                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1014                 // don't reset back to last position, even if new position is stuck in solid
1015                 self.oldorigin = self.origin;
1016                 self.prevorigin = self.origin;
1017                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1018
1019                 if(g_arena)
1020                 {
1021                         Spawnqueue_Remove(self);
1022                         Spawnqueue_Mark(self);
1023                 }
1024
1025                 else if(g_ca)
1026                         self.caplayer = 1;
1027
1028                 self.event_damage = PlayerDamage;
1029
1030                 self.bot_attack = TRUE;
1031
1032                 self.statdraintime = time + 5;
1033                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1034
1035                 if(self.killcount == -666) {
1036                         PlayerScore_Clear(self);
1037                         self.killcount = 0;
1038                 }
1039
1040                 self.cnt = WEP_LASER;
1041
1042                 CL_SpawnWeaponentity();
1043                 self.alpha = default_player_alpha;
1044                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1045                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1046
1047                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1048                 self.lms_traveled_distance = 0;
1049                 self.speedrunning = FALSE;
1050
1051                 race_PostSpawn(spot);
1052
1053                 if(autocvar_spawn_debug)
1054                 {
1055                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1056                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1057                 }
1058
1059                 //stuffcmd(self, "chase_active 0");
1060                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1061
1062                 if (autocvar_g_spawnsound)
1063                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1064
1065                 if(g_assault) {
1066                         if(self.team == assault_attacker_team)
1067                                 centerprint(self, "You are attacking!");
1068                         else
1069                                 centerprint(self, "You are defending!");
1070                 }
1071
1072                 target_voicescript_clear(self);
1073
1074                 // reset fields the weapons may use
1075                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1076                 {
1077                         weapon_action(j, WR_RESETPLAYER);
1078
1079                         // all weapons must be fully loaded when we spawn
1080                         entity e;
1081                         e = get_weaponinfo(j);
1082                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1083                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1084                 }
1085                 self.weapon_forbidchange = FALSE;
1086
1087                 oldself = self;
1088                 self = spot;
1089                         activator = oldself;
1090                                 string s;
1091                                 s = self.target;
1092                                 self.target = string_null;
1093                                 SUB_UseTargets();
1094                                 self.target = s;
1095                         activator = world;
1096                 self = oldself;
1097
1098                 MUTATOR_CALLHOOK(PlayerSpawn);
1099
1100                 self.switchweapon = w_getbestweapon(self);
1101                 self.cnt = self.switchweapon;
1102                 self.weapon = 0;
1103
1104                 if(!self.alivetime)
1105                         self.alivetime = time;
1106         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1107                 PutObserverInServer ();
1108         }
1109
1110         //if(g_ctf)
1111         //      ctf_playerchanged();
1112 }
1113
1114 .float ebouncefactor, ebouncestop; // electro's values
1115 // TODO do we need all these fields, or should we stop autodetecting runtime
1116 // changes and just have a console command to update this?
1117 float ClientInit_SendEntity(entity to, float sf)
1118 {
1119         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1120         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1121         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1122         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1123         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1124         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1125         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1126         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1127         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1128         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1129         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1130         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1131         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1132         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1133         if(sv_foginterval && world.fog != "")
1134                 WriteString(MSG_ENTITY, world.fog);
1135         else
1136                 WriteString(MSG_ENTITY, "");
1137         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1138         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1139         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1140         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1141         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1142         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1143         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1144         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
1145         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1146         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1147         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1148         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1149         return TRUE;
1150 }
1151
1152 void ClientInit_CheckUpdate()
1153 {
1154         self.nextthink = time;
1155         if(self.count != autocvar_g_balance_armor_blockpercent)
1156         {
1157                 self.count = autocvar_g_balance_armor_blockpercent;
1158                 self.SendFlags |= 1;
1159         }
1160         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1161         {
1162                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1163                 self.SendFlags |= 1;
1164         }
1165         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1166         {
1167                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1168                 self.SendFlags |= 1;
1169         }
1170         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1171         {
1172                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1173                 self.SendFlags |= 1;
1174         }
1175         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1176         {
1177                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1178                 self.SendFlags |= 1;
1179         }
1180         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1181         {
1182                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1183                 self.SendFlags |= 1;
1184         }
1185 }
1186
1187 void ClientInit_Spawn()
1188 {
1189         entity o;
1190         entity e;
1191         e = spawn();
1192         e.classname = "clientinit";
1193         e.think = ClientInit_CheckUpdate;
1194         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1195
1196         o = self;
1197         self = e;
1198         ClientInit_CheckUpdate();
1199         self = o;
1200 }
1201
1202 /*
1203 =============
1204 SetNewParms
1205 =============
1206 */
1207 void SetNewParms (void)
1208 {
1209         // initialize parms for a new player
1210         parm1 = -(86400 * 366);
1211 }
1212
1213 /*
1214 =============
1215 SetChangeParms
1216 =============
1217 */
1218 void SetChangeParms (void)
1219 {
1220         // save parms for level change
1221         parm1 = self.parm_idlesince - time;
1222 }
1223
1224 /*
1225 =============
1226 DecodeLevelParms
1227 =============
1228 */
1229 void DecodeLevelParms (void)
1230 {
1231         // load parms
1232         self.parm_idlesince = parm1;
1233         if(self.parm_idlesince == -(86400 * 366))
1234                 self.parm_idlesince = time;
1235
1236         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1237         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1238 }
1239
1240 /*
1241 =============
1242 ClientKill
1243
1244 Called when a client types 'kill' in the console
1245 =============
1246 */
1247
1248 .float clientkill_nexttime;
1249 void ClientKill_Now_TeamChange()
1250 {
1251         if(self.killindicator_teamchange == -1)
1252         {
1253                 self.team = -1;
1254                 JoinBestTeam( self, FALSE, FALSE );
1255         }
1256         else if(self.killindicator_teamchange == -2)
1257         {
1258                 if(g_ca)
1259                         self.caplayer = 0;
1260                 if(blockSpectators)
1261                         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"));
1262                 PutObserverInServer();
1263         }
1264         else
1265                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1266 }
1267
1268 void ClientKill_Now()
1269 {
1270         remove(self.killindicator);
1271         self.killindicator = world;
1272
1273         if(self.killindicator_teamchange)
1274                 ClientKill_Now_TeamChange();
1275
1276         // in any case:
1277         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1278
1279         // now I am sure the player IS dead
1280 }
1281 void KillIndicator_Think()
1282 {
1283         if (!self.owner.modelindex)
1284         {
1285                 self.owner.killindicator = world;
1286                 remove(self);
1287                 return;
1288         }
1289
1290         if(self.cnt <= 0)
1291         {
1292                 self = self.owner;
1293                 ClientKill_Now(); // no oldself needed
1294                 return;
1295         }
1296     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1297     {
1298         self.nextthink = time + 1;
1299         self.cnt -= 1;
1300     }
1301         else
1302         {
1303                 if(self.cnt <= 10)
1304                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1305                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1306                 {
1307                         if(self.cnt <= 10)
1308                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1309                 }
1310                 self.nextthink = time + 1;
1311                 self.cnt -= 1;
1312         }
1313 }
1314
1315 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1316 {
1317         float killtime;
1318         entity e;
1319         killtime = autocvar_g_balance_kill_delay;
1320
1321         if(g_race_qualifying || g_cts)
1322                 killtime = 0;
1323
1324     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1325     {
1326                 remove(self.killindicator);
1327                 self.killindicator = world;
1328
1329         ClientKill_Now(); // allow instant kill in this case
1330         return;
1331     }
1332
1333         self.killindicator_teamchange = targetteam;
1334
1335     if(!self.killindicator)
1336         {
1337                 if(self.modelindex && self.deadflag == DEAD_NO)
1338                 {
1339                         killtime = max(killtime, self.clientkill_nexttime - time);
1340                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1341                 }
1342
1343                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1344                 {
1345                         ClientKill_Now();
1346                 }
1347                 else
1348                 {
1349                         self.killindicator = spawn();
1350                         self.killindicator.owner = self;
1351                         self.killindicator.scale = 0.5;
1352                         setattachment(self.killindicator, self, "");
1353                         setorigin(self.killindicator, '0 0 52');
1354                         self.killindicator.think = KillIndicator_Think;
1355                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1356                         self.killindicator.cnt = ceil(killtime);
1357                         self.killindicator.count = bound(0, ceil(killtime), 10);
1358                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1359
1360                         for(e = world; (e = find(e, classname, "body")) != world; )
1361                         {
1362                                 if(e.enemy != self)
1363                                         continue;
1364                                 e.killindicator = spawn();
1365                                 e.killindicator.owner = e;
1366                                 e.killindicator.scale = 0.5;
1367                                 setattachment(e.killindicator, e, "");
1368                                 setorigin(e.killindicator, '0 0 52');
1369                                 e.killindicator.think = KillIndicator_Think;
1370                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1371                                 e.killindicator.cnt = ceil(killtime);
1372                         }
1373                         self.lip = 0;
1374                 }
1375         }
1376         if(self.killindicator)
1377         {
1378                 if(targetteam == 0) // just die
1379                 {
1380                         self.killindicator.colormod = '0 0 0';
1381                         if(clienttype(self) == CLIENTTYPE_REAL)
1382                                 Send_CSQC_Centerprint_Generic(self, CPID_KILL, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1383                 }
1384                 else if(targetteam == -1) // auto
1385                 {
1386                         self.killindicator.colormod = '0 1 0';
1387                         if(clienttype(self) == CLIENTTYPE_REAL)
1388                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1389                 }
1390                 else if(targetteam == -2) // spectate
1391                 {
1392                         self.killindicator.colormod = '0.5 0.5 0.5';
1393                         if(clienttype(self) == CLIENTTYPE_REAL)
1394                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1395                 }
1396                 else
1397                 {
1398                         self.killindicator.colormod = TeamColor(targetteam);
1399                         if(clienttype(self) == CLIENTTYPE_REAL)
1400                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1401                 }
1402         }
1403
1404 }
1405
1406 void ClientKill (void)
1407 {
1408         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1409         {
1410                 // do nothing
1411         }
1412     else if(self.freezetag_frozen)
1413     {
1414         // do nothing
1415     }
1416         else
1417                 ClientKill_TeamChange(0);
1418 }
1419
1420 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
1421 {
1422     e.killindicator = spawn();
1423     e.killindicator.owner = e;
1424     e.killindicator.think = KillIndicator_Think;
1425     e.killindicator.nextthink = time + (e.lip) * 0.05;
1426     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1427     e.killindicator.health = 1; // this is used to indicate that it should be silent
1428     e.lip = 0;
1429 }
1430
1431 void DoTeamChange(float destteam)
1432 {
1433         float t, c0;
1434         if(!teamplay)
1435         {
1436                 if(destteam >= 0)
1437                         SetPlayerColors(self, destteam);
1438                 return;
1439         }
1440         if(self.classname == "player")
1441         if(destteam == -1)
1442         {
1443                 CheckAllowedTeams(self);
1444                 t = FindSmallestTeam(self, TRUE);
1445                 switch(self.team)
1446                 {
1447                         case COLOR_TEAM1: c0 = c1; break;
1448                         case COLOR_TEAM2: c0 = c2; break;
1449                         case COLOR_TEAM3: c0 = c3; break;
1450                         case COLOR_TEAM4: c0 = c4; break;
1451                         default:          c0 = 999;
1452                 }
1453                 switch(t)
1454                 {
1455                         case 1:
1456                                 if(c0 > c1)
1457                                         destteam = COLOR_TEAM1;
1458                                 break;
1459                         case 2:
1460                                 if(c0 > c2)
1461                                         destteam = COLOR_TEAM2;
1462                                 break;
1463                         case 3:
1464                                 if(c0 > c3)
1465                                         destteam = COLOR_TEAM3;
1466                                 break;
1467                         case 4:
1468                                 if(c0 > c4)
1469                                         destteam = COLOR_TEAM4;
1470                                 break;
1471                 }
1472                 if(destteam == -1)
1473                         return;
1474         }
1475         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1476                 return;
1477         ClientKill_TeamChange(destteam);
1478 }
1479
1480 void FixClientCvars(entity e)
1481 {
1482         // send prediction settings to the client
1483         stuffcmd(e, "\nin_bindmap 0 0\n");
1484         if(g_race || g_cts)
1485                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1486         if(autocvar_g_antilag == 3) // client side hitscan
1487                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1488         if(sv_gentle)
1489                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1490         /*
1491          * we no longer need to stuff this. Remove this comment block if you feel
1492          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1493         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1494         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1495         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1496         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1497         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1498         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1499         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1500         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1501         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1502         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1503         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1504         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1505         stuffcmd(e, "cl_movement_edgefriction 1\n");
1506          */
1507 }
1508
1509 float PlayerInIDList(entity p, string idlist)
1510 {
1511         float n, i;
1512         string s;
1513
1514         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1515         if not(p.crypto_idfp)
1516                 return 0;
1517
1518         // this function allows abbreviated player IDs too!
1519         n = tokenize_console(idlist);
1520         for(i = 0; i < n; ++i)
1521         {
1522                 s = argv(i);
1523                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1524                         return 1;
1525         }
1526
1527         return 0;
1528 }
1529
1530 /*
1531 =============
1532 ClientConnect
1533
1534 Called when a client connects to the server
1535 =============
1536 */
1537 //void ctf_clientconnect();
1538 string ColoredTeamName(float t);
1539 void DecodeLevelParms (void);
1540 //void dom_player_join_team(entity pl);
1541 void set_dom_state(entity e);
1542 void ClientConnect (void)
1543 {
1544         float t;
1545
1546         if(self.flags & FL_CLIENT)
1547         {
1548                 print("Warning: ClientConnect, but already connected!\n");
1549                 return;
1550         }
1551
1552         if(Ban_MaybeEnforceBan(self))
1553                 return;
1554
1555         DecodeLevelParms();
1556
1557 #ifdef WATERMARK
1558         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1559 #endif
1560
1561         self.classname = "player_joining";
1562
1563         self.flags = FL_CLIENT;
1564         self.version_nagtime = time + 10 + random() * 10;
1565
1566         if(player_count<0)
1567         {
1568                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1569                 player_count = 0;
1570         }
1571
1572         PlayerScore_Attach(self);
1573         ClientData_Attach();
1574         accuracy_init(self);
1575
1576         bot_clientconnect();
1577
1578         playerdemo_init();
1579
1580         anticheat_init();
1581         
1582         race_PreSpawnObserver();
1583
1584         //if(g_domination)
1585         //      dom_player_join_team(self);
1586
1587         // identify the right forced team
1588         if(autocvar_g_campaign)
1589         {
1590                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1591                 {
1592                         switch(autocvar_g_campaign_forceteam)
1593                         {
1594                                 case 1: self.team_forced = COLOR_TEAM1; break;
1595                                 case 2: self.team_forced = COLOR_TEAM2; break;
1596                                 case 3: self.team_forced = COLOR_TEAM3; break;
1597                                 case 4: self.team_forced = COLOR_TEAM4; break;
1598                                 default: self.team_forced = 0;
1599                         }
1600                 }
1601         }
1602         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1603                 self.team_forced = COLOR_TEAM1;
1604         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1605                 self.team_forced = COLOR_TEAM2;
1606         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1607                 self.team_forced = COLOR_TEAM3;
1608         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1609                 self.team_forced = COLOR_TEAM4;
1610         else if(autocvar_g_forced_team_otherwise == "red")
1611                 self.team_forced = COLOR_TEAM1;
1612         else if(autocvar_g_forced_team_otherwise == "blue")
1613                 self.team_forced = COLOR_TEAM2;
1614         else if(autocvar_g_forced_team_otherwise == "yellow")
1615                 self.team_forced = COLOR_TEAM3;
1616         else if(autocvar_g_forced_team_otherwise == "pink")
1617                 self.team_forced = COLOR_TEAM4;
1618         else if(autocvar_g_forced_team_otherwise == "spectate")
1619                 self.team_forced = -1;
1620         else if(autocvar_g_forced_team_otherwise == "spectator")
1621                 self.team_forced = -1;
1622         else
1623                 self.team_forced = 0;
1624
1625         if(!teamplay)
1626                 if(self.team_forced > 0)
1627                         self.team_forced = 0;
1628
1629         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1630
1631         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1632                 self.classname = "observer";
1633         } else {
1634                 if(teamplay)
1635                 {
1636                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1637                         {
1638                                 self.classname = "player";
1639                                 campaign_bots_may_start = 1;
1640                         }
1641                         else
1642                         {
1643                                 self.classname = "observer"; // do it anyway
1644                         }
1645                 }
1646                 else
1647                 {
1648                         self.classname = "player";
1649                         campaign_bots_may_start = 1;
1650                 }
1651         }
1652
1653         self.playerid = (playerid_last = playerid_last + 1);
1654
1655     if(clienttype(self) == CLIENTTYPE_BOT)
1656         PlayerStats_AddPlayer(self);
1657
1658         if(autocvar_sv_eventlog)
1659                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1660
1661         LogTeamchange(self.playerid, self.team, 1);
1662
1663         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1664
1665         self.netname_previous = strzone(self.netname);
1666
1667         bprint("^4", self.netname, "^4 connected");
1668
1669         if(self.classname != "observer" && (g_domination || g_ctf))
1670                 bprint(" and joined the ", ColoredTeamName(self.team));
1671
1672         bprint("\n");
1673
1674         stuffcmd(self, strcat(clientstuff, "\n"));
1675         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1676         stuffcmd(self, "cl_particles_reloadeffects\n");
1677
1678         FixClientCvars(self);
1679
1680         // spawnfunc_waypoint sprites
1681         WaypointSprite_InitClient(self);
1682
1683         // Wazat's grappling hook
1684         SetGrappleHookBindings();
1685
1686         // get autoswitch state from player when he toggles it
1687         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1688
1689         // get version info from player
1690         stuffcmd(self, "cmd clientversion $gameversion\n");
1691
1692         // get other cvars from player
1693         GetCvars(0);
1694
1695         // notify about available teams
1696         if(teamplay)
1697         {
1698                 CheckAllowedTeams(self);
1699                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1700                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1701         }
1702         else
1703                 stuffcmd(self, "set _teams_available 0\n");
1704
1705         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1706
1707         if(g_arena || g_ca)
1708         {
1709                 self.classname = "observer";
1710                 if(g_arena)
1711                         Spawnqueue_Insert(self);
1712         }
1713         /*else if(g_ctf)
1714         {
1715                 ctf_clientconnect();
1716         }*/
1717
1718         attach_entcs();
1719
1720         bot_relinkplayerlist();
1721
1722         self.spectatortime = time;
1723         if(blockSpectators)
1724         {
1725                 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"));
1726         }
1727
1728         self.jointime = time;
1729         self.allowedTimeouts = autocvar_sv_timeout_number;
1730
1731         if(clienttype(self) == CLIENTTYPE_REAL)
1732         {
1733                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1734                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1735         }
1736
1737         if(g_lms)
1738         {
1739                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1740                 {
1741                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1742                         self.frags = FRAGS_SPECTATOR;
1743                 }
1744         }
1745
1746         if(!sv_foginterval && world.fog != "")
1747                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1748
1749         SoundEntity_Attach(self);
1750
1751         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1752         {
1753                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1754                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1755         }
1756         else
1757                 self.hitplotfh = -1;
1758
1759         if(g_race || g_cts) {
1760                 string rr;
1761                 if(g_cts)
1762                         rr = CTS_RECORD;
1763                 else
1764                         rr = RACE_RECORD;
1765                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1766
1767                 msg_entity = self;
1768                 race_send_recordtime(MSG_ONE);
1769                 race_send_speedaward(MSG_ONE);
1770
1771                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1772                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1773                 race_send_speedaward_alltimebest(MSG_ONE);
1774
1775                 float i;
1776                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1777                         race_SendRankings(i, 0, 0, MSG_ONE);
1778                 }
1779         }
1780         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1781                 send_CSQC_teamnagger();
1782
1783         if (g_domination)
1784                 set_dom_state(self);
1785
1786         CheatInitClient();
1787
1788         if(!autocvar_g_campaign)
1789                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1790 }
1791
1792 /*
1793 =============
1794 ClientDisconnect
1795
1796 Called when a client disconnects from the server
1797 =============
1798 */
1799 .entity chatbubbleentity;
1800 void ReadyCount();
1801 void ClientDisconnect (void)
1802 {
1803         if not(self.flags & FL_CLIENT)
1804         {
1805                 print("Warning: ClientDisconnect without ClientConnect\n");
1806                 return;
1807         }
1808
1809         PlayerStats_AddGlobalInfo(self);
1810
1811         CheatShutdownClient();
1812
1813         if(self.hitplotfh >= 0)
1814         {
1815                 fclose(self.hitplotfh);
1816                 self.hitplotfh = -1;
1817         }
1818
1819         anticheat_report();
1820         anticheat_shutdown();
1821
1822         playerdemo_shutdown();
1823
1824         bot_clientdisconnect();
1825
1826         if(self.entcs)
1827                 detach_entcs();
1828
1829         if(autocvar_sv_eventlog)
1830                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1831         bprint ("^4",self.netname);
1832         bprint ("^4 disconnected\n");
1833
1834         SoundEntity_Detach(self);
1835
1836         DropAllRunes(self);
1837         MUTATOR_CALLHOOK(ClientDisconnect);
1838
1839         Portal_ClearAll(self);
1840
1841         if(self.flagcarried)
1842                 DropFlag(self.flagcarried, world, world);
1843         if(self.ballcarried && g_nexball)
1844                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1845
1846         // Here, everything has been done that requires this player to be a client.
1847
1848         self.flags &~= FL_CLIENT;
1849
1850         if (self.chatbubbleentity)
1851                 remove (self.chatbubbleentity);
1852
1853         if (self.killindicator)
1854                 remove (self.killindicator);
1855
1856         WaypointSprite_PlayerGone();
1857
1858         bot_relinkplayerlist();
1859
1860         if(g_arena)
1861         {
1862                 Spawnqueue_Unmark(self);
1863                 Spawnqueue_Remove(self);
1864         }
1865
1866         accuracy_free(self);
1867         ClientData_Detach();
1868         PlayerScore_Detach(self);
1869
1870         if(self.netname_previous)
1871                 strunzone(self.netname_previous);
1872         if(self.clientstatus)
1873                 strunzone(self.clientstatus);
1874         if(self.weaponorder_byimpulse)
1875                 strunzone(self.weaponorder_byimpulse);
1876
1877         ClearPlayerSounds();
1878
1879         if(self.personal)
1880                 remove(self.personal);
1881
1882         self.playerid = 0;
1883         ReadyCount();
1884
1885         // free cvars
1886         GetCvars(-1);
1887 }
1888
1889 .float BUTTON_CHAT;
1890 void ChatBubbleThink()
1891 {
1892         self.nextthink = time;
1893         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1894         {
1895                 if(self.owner) // but why can that ever be world?
1896                         self.owner.chatbubbleentity = world;
1897                 remove(self);
1898                 return;
1899         }
1900         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1901 #ifdef TETRIS
1902                 || self.owner.tetris_on
1903 #endif
1904         )
1905                 self.model = self.mdl;
1906         else
1907                 self.model = "";
1908 };
1909
1910 void UpdateChatBubble()
1911 {
1912         if (!self.modelindex)
1913                 return;
1914         // spawn a chatbubble entity if needed
1915         if (!self.chatbubbleentity)
1916         {
1917                 self.chatbubbleentity = spawn();
1918                 self.chatbubbleentity.owner = self;
1919                 self.chatbubbleentity.exteriormodeltoclient = self;
1920                 self.chatbubbleentity.think = ChatBubbleThink;
1921                 self.chatbubbleentity.nextthink = time;
1922                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1923                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1924                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1925                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1926                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1927                 self.chatbubbleentity.model = "";
1928                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1929         }
1930 }
1931
1932
1933 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1934 // added to the model skins
1935 /*void UpdateColorModHack()
1936 {
1937         local float c;
1938         c = self.clientcolors & 15;
1939         // LordHavoc: only bothering to support white, green, red, yellow, blue
1940              if (!teamplay) self.colormod = '0 0 0';
1941         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1942         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1943         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1944         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1945         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1946         else self.colormod = '1 1 1';
1947 };*/
1948
1949 .float oldcolormap;
1950 void respawn(void)
1951 {
1952         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1953         {
1954                 self.solid = SOLID_NOT;
1955                 self.takedamage = DAMAGE_NO;
1956                 self.movetype = MOVETYPE_FLY;
1957                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1958                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1959                 self.effects |= EF_ADDITIVE;
1960                 self.oldcolormap = self.colormap;
1961                 self.colormap = 512;
1962                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1963                 if(autocvar_g_respawn_ghosts_maxtime)
1964                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1965         }
1966
1967         CopyBody(1);
1968         self.effects |= EF_NODRAW; // prevent another CopyBody
1969         if(self.oldcolormap)
1970         {
1971                 self.colormap = self.oldcolormap;
1972                 self.oldcolormap = 0;
1973         }
1974         PutClientInServer();
1975 }
1976
1977 void play_countdown(float finished, string samp)
1978 {
1979         if(clienttype(self) == CLIENTTYPE_REAL)
1980                 if(floor(finished - time - frametime) != floor(finished - time))
1981                         if(finished - time < 6)
1982                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1983 }
1984
1985 void player_powerups (void)
1986 {
1987         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1988         olditems = self.items;
1989         
1990         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1991         {
1992                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1993                 self.modelflags |= MF_ROCKET;
1994         }
1995         else
1996         {
1997                 SoundEntity_StopSound(self, CHAN_PLAYER);
1998                 self.modelflags &~= MF_ROCKET;
1999         }
2000
2001         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2002
2003         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2004                 return;
2005         
2006         Fire_ApplyDamage(self);
2007         Fire_ApplyEffect(self);
2008
2009         if (g_minstagib)
2010         {
2011                 self.effects |= EF_FULLBRIGHT;
2012
2013                 if (self.items & IT_STRENGTH)
2014                 {
2015                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2016                         if (time > self.strength_finished)
2017                         {
2018                                 self.alpha = default_player_alpha;
2019                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2020                                 self.items &~= IT_STRENGTH;
2021                                 sprint(self, "^3Invisibility has worn off\n");
2022                         }
2023                 }
2024                 else
2025                 {
2026                         if (time < self.strength_finished)
2027                         {
2028                                 self.alpha = g_minstagib_invis_alpha;
2029                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2030                                 self.items |= IT_STRENGTH;
2031                                 sprint(self, "^3You are invisible\n");
2032                         }
2033                 }
2034
2035                 if (self.items & IT_INVINCIBLE)
2036                 {
2037                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2038                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2039                         {
2040                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2041                                 sprint(self, "^3Speed has worn off\n");
2042                         }
2043                 }
2044                 else
2045                 {
2046                         if (time < self.invincible_finished)
2047                         {
2048                                 self.items = self.items | IT_INVINCIBLE;
2049                                 sprint(self, "^3You are on speed\n");
2050                         }
2051                 }
2052         }
2053         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.
2054         {
2055                 if (self.items & IT_STRENGTH)
2056                 {
2057                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2058                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2059                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2060                         {
2061                                 self.items = self.items - (self.items & IT_STRENGTH);
2062                                 sprint(self, "^3Strength has worn off\n");
2063                         }
2064                 }
2065                 else
2066                 {
2067                         if (time < self.strength_finished)
2068                         {
2069                                 self.items = self.items | IT_STRENGTH;
2070                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2071                         }
2072                 }
2073                 if (self.items & IT_INVINCIBLE)
2074                 {
2075                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2076                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2077                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2078                         {
2079                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2080                                 sprint(self, "^3Shield has worn off\n");
2081                         }
2082                 }
2083                 else
2084                 {
2085                         if (time < self.invincible_finished)
2086                         {
2087                                 self.items = self.items | IT_INVINCIBLE;
2088                                 sprint(self, "^3Shield surrounds you\n");
2089                         }
2090                 }
2091
2092                 if(autocvar_g_nodepthtestplayers)
2093                         self.effects = self.effects | EF_NODEPTHTEST;
2094
2095                 if(autocvar_g_fullbrightplayers)
2096                         self.effects = self.effects | EF_FULLBRIGHT;
2097
2098                 // midair gamemode: damage only while in the air
2099                 // if in midair mode, being on ground grants temporary invulnerability
2100                 // (this is so that multishot weapon don't clear the ground flag on the
2101                 // first damage in the frame, leaving the player vulnerable to the
2102                 // remaining hits in the same frame)
2103                 if (self.flags & FL_ONGROUND)
2104                 if (g_midair)
2105                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2106
2107                 if (time >= game_starttime)
2108                 if (time < self.spawnshieldtime)
2109                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2110         }
2111         
2112         MUTATOR_CALLHOOK(PlayerPowerups);
2113 }
2114
2115 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2116 {
2117         if(current > stable)
2118                 return current;
2119         else if(current > stable - 0.25) // when close enough, "snap"
2120                 return stable;
2121         else
2122                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2123 }
2124
2125 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2126 {
2127         if(current < stable)
2128                 return current;
2129         else if(current < stable + 0.25) // when close enough, "snap"
2130                 return stable;
2131         else
2132                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2133 }
2134
2135 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2136 {
2137         if(current > rotstable)
2138         {
2139                 if(rotframetime > 0)
2140                 {
2141                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2142                         current = max(rotstable, current - rotlinear * rotframetime);
2143                 }
2144         }
2145         else if(current < regenstable)
2146         {
2147                 if(regenframetime > 0)
2148                 {
2149                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2150                         current = min(regenstable, current + regenlinear * regenframetime);
2151                 }
2152         }
2153
2154         if(current > limit)
2155                 current = limit;
2156
2157         return current;
2158 }
2159
2160 void player_regen (void)
2161 {
2162         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2163         maxh = autocvar_g_balance_health_rotstable;
2164         maxa = autocvar_g_balance_armor_rotstable;
2165         maxf = autocvar_g_balance_fuel_rotstable;
2166         minh = autocvar_g_balance_health_regenstable;
2167         mina = autocvar_g_balance_armor_regenstable;
2168         minf = autocvar_g_balance_fuel_regenstable;
2169         limith = autocvar_g_balance_health_limit;
2170         limita = autocvar_g_balance_armor_limit;
2171         limitf = autocvar_g_balance_fuel_limit;
2172
2173         max_mod = regen_mod = rot_mod = limit_mod = 1;
2174
2175         if (self.runes & RUNE_REGEN)
2176         {
2177                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2178                 {
2179                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2180                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2181                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2182                 }
2183                 else
2184                 {
2185                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2186                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2187                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2188                 }
2189         }
2190         else if (self.runes & CURSE_VENOM)
2191         {
2192                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2193                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2194                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2195                 else
2196                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2197                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2198                 //if (!self.runes & RUNE_REGEN)
2199                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2200         }
2201         maxh = maxh * max_mod;
2202         //maxa = maxa * max_mod;
2203         //maxf = maxf * max_mod;
2204         minh = minh * max_mod;
2205         //mina = mina * max_mod;
2206         //minf = minf * max_mod;
2207         limith = limith * limit_mod;
2208         limita = limita * limit_mod;
2209         //limitf = limitf * limit_mod;
2210
2211         if(g_lms && g_ca)
2212                 rot_mod = 0;
2213
2214         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2215         {
2216                 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);
2217                 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);
2218
2219                 // if player rotted to death...  die!
2220                 if(self.health < 1)
2221                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2222         }
2223
2224         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2225                 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);
2226 }
2227
2228 float zoomstate_set;
2229 void SetZoomState(float z)
2230 {
2231         if(z != self.zoomstate)
2232         {
2233                 self.zoomstate = z;
2234                 ClientData_Touch(self);
2235         }
2236         zoomstate_set = 1;
2237 }
2238
2239 void GetPressedKeys(void) {
2240         MUTATOR_CALLHOOK(GetPressedKeys);
2241         if (self.movement_x > 0) // get if movement keys are pressed
2242         {       // forward key pressed
2243                 self.pressedkeys |= KEY_FORWARD;
2244                 self.pressedkeys &~= KEY_BACKWARD;
2245         }
2246         else if (self.movement_x < 0)
2247         {       // backward key pressed
2248                 self.pressedkeys |= KEY_BACKWARD;
2249                 self.pressedkeys &~= KEY_FORWARD;
2250         }
2251         else
2252         {       // no x input
2253                 self.pressedkeys &~= KEY_FORWARD;
2254                 self.pressedkeys &~= KEY_BACKWARD;
2255         }
2256
2257         if (self.movement_y > 0)
2258         {       // right key pressed
2259                 self.pressedkeys |= KEY_RIGHT;
2260                 self.pressedkeys &~= KEY_LEFT;
2261         }
2262         else if (self.movement_y < 0)
2263         {       // left key pressed
2264                 self.pressedkeys |= KEY_LEFT;
2265                 self.pressedkeys &~= KEY_RIGHT;
2266         }
2267         else
2268         {       // no y input
2269                 self.pressedkeys &~= KEY_RIGHT;
2270                 self.pressedkeys &~= KEY_LEFT;
2271         }
2272
2273         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2274                 self.pressedkeys |= KEY_JUMP;
2275         else
2276                 self.pressedkeys &~= KEY_JUMP;
2277         if (self.BUTTON_CROUCH)
2278                 self.pressedkeys |= KEY_CROUCH;
2279         else
2280                 self.pressedkeys &~= KEY_CROUCH;
2281 }
2282
2283 /*
2284 ======================
2285 spectate mode routines
2286 ======================
2287 */
2288
2289 void SpectateCopy(entity spectatee) {
2290         other = spectatee;
2291         MUTATOR_CALLHOOK(SpectateCopy);
2292         self.armortype = spectatee.armortype;
2293         self.armorvalue = spectatee.armorvalue;
2294         self.ammo_cells = spectatee.ammo_cells;
2295         self.ammo_shells = spectatee.ammo_shells;
2296         self.ammo_nails = spectatee.ammo_nails;
2297         self.ammo_rockets = spectatee.ammo_rockets;
2298         self.ammo_fuel = spectatee.ammo_fuel;
2299         self.clip_load = spectatee.clip_load;
2300         self.clip_size = spectatee.clip_size;
2301         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2302         self.health = spectatee.health;
2303         self.impulse = 0;
2304         self.items = spectatee.items;
2305         self.last_pickup = spectatee.last_pickup;
2306         self.hit_time = spectatee.hit_time;
2307         self.metertime = spectatee.metertime;
2308         self.strength_finished = spectatee.strength_finished;
2309         self.invincible_finished = spectatee.invincible_finished;
2310         self.pressedkeys = spectatee.pressedkeys;
2311         self.weapons = spectatee.weapons;
2312         self.switchweapon = spectatee.switchweapon;
2313         self.weapon = spectatee.weapon;
2314         self.nex_charge = spectatee.nex_charge;
2315         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2316         self.hagar_load = spectatee.hagar_load;
2317         self.minelayer_mines = spectatee.minelayer_mines;
2318         self.punchangle = spectatee.punchangle;
2319         self.view_ofs = spectatee.view_ofs;
2320         self.v_angle = spectatee.v_angle;
2321         self.velocity = spectatee.velocity;
2322         self.dmg_take = spectatee.dmg_take;
2323         self.dmg_save = spectatee.dmg_save;
2324         self.dmg_inflictor = spectatee.dmg_inflictor;
2325         self.angles = spectatee.v_angle;
2326         self.fixangle = TRUE;
2327         setorigin(self, spectatee.origin);
2328         setsize(self, spectatee.mins, spectatee.maxs);
2329         SetZoomState(spectatee.zoomstate);
2330
2331         anticheat_spectatecopy(spectatee);
2332 }
2333
2334 float SpectateUpdate() {
2335         if(!self.enemy)
2336                 return 0;
2337
2338         if (self == self.enemy)
2339                 return 0;
2340
2341         if(self.enemy.classname != "player")
2342                 return 0;
2343
2344         SpectateCopy(self.enemy);
2345
2346         return 1;
2347 }
2348
2349 float SpectateNext() {
2350         other = find(self.enemy, classname, "player");
2351
2352         if (!other)
2353                 other = find(other, classname, "player");
2354
2355         if (other)
2356                 self.enemy = other;
2357
2358         if(self.enemy.classname == "player") {
2359                 msg_entity = self;
2360                 WriteByte(MSG_ONE, SVC_SETVIEW);
2361                 WriteEntity(MSG_ONE, self.enemy);
2362                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2363                 self.movetype = MOVETYPE_NONE;
2364                 accuracy_resend(self);
2365
2366                 if(!SpectateUpdate())
2367                         PutObserverInServer();
2368
2369                 return 1;
2370         } else {
2371                 return 0;
2372         }
2373 }
2374
2375 /*
2376 =============
2377 ShowRespawnCountdown()
2378
2379 Update a respawn countdown display.
2380 =============
2381 */
2382 void ShowRespawnCountdown()
2383 {
2384         float number;
2385         if(self.deadflag == DEAD_NO) // just respawned?
2386                 return;
2387         else
2388         {
2389                 number = ceil(self.death_time - time);
2390                 if(number <= 0)
2391                         return;
2392                 if(number <= self.respawn_countdown)
2393                 {
2394                         self.respawn_countdown = number - 1;
2395                         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
2396                                 AnnounceTo(self, strcat(ftos(number), ""));
2397                 }
2398         }
2399 }
2400
2401 void LeaveSpectatorMode()
2402 {
2403         if(nJoinAllowed(1)) {
2404                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2405                         self.classname = "player";
2406
2407                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2408                                 JoinBestTeam(self, FALSE, TRUE);
2409
2410                         if(autocvar_g_campaign)
2411                                 campaign_bots_may_start = 1;
2412
2413                         PutClientInServer();
2414
2415                         if(self.classname == "player")
2416                                 bprint ("^4", self.netname, "^4 is playing now\n");
2417
2418                         if(!autocvar_g_campaign)
2419                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2420
2421                         return;
2422                 } else {
2423                         if (g_ca && self.caplayer) {
2424                         }       // do nothing
2425                         else
2426                                 stuffcmd(self,"menu_showteamselect\n");
2427                         return;
2428                 }
2429         }
2430         else {
2431                 //player may not join because of g_maxplayers is set
2432                 centerprint(self, PREVENT_JOIN_TEXT);
2433         }
2434 }
2435
2436 /**
2437  * Determines whether the player is allowed to join. This depends on cvar
2438  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2439  * it checks whether the number of currently playing players exceeds g_maxplayers.
2440  * @return int number of free slots for players, 0 if none
2441  */
2442 float nJoinAllowed(float includeMe) {
2443         if(self.team_forced < 0)
2444                 return FALSE; // forced spectators can never join
2445
2446         // TODO simplify this
2447         local entity e;
2448
2449         local float totalClients;
2450         FOR_EACH_CLIENT(e)
2451                 totalClients += 1;
2452
2453         if (!autocvar_g_maxplayers)
2454                 return maxclients - totalClients + includeMe;
2455
2456         local float currentlyPlaying;
2457         FOR_EACH_REALPLAYER(e)
2458                 currentlyPlaying += 1;
2459
2460         if(currentlyPlaying < autocvar_g_maxplayers)
2461                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2462
2463         return 0;
2464 }
2465
2466 /**
2467  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2468  * g_maxplayers_spectator_blocktime seconds
2469  */
2470 void checkSpectatorBlock() {
2471         if(self.classname == "spectator" || self.classname == "observer") {
2472                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2473                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2474                         dropclient(self);
2475                 }
2476         }
2477 }
2478
2479 void ObserverThink()
2480 {
2481         if (self.flags & FL_JUMPRELEASED) {
2482                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2483                         self.welcomemessage_time = 0;
2484                         self.flags &~= FL_JUMPRELEASED;
2485                         self.flags |= FL_SPAWNING;
2486                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2487                         self.welcomemessage_time = 0;
2488                         self.flags &~= FL_JUMPRELEASED;
2489                         if(SpectateNext() == 1) {
2490                                 self.classname = "spectator";
2491                         }
2492                 }
2493         } else {
2494                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2495                         self.flags |= FL_JUMPRELEASED;
2496                         if(self.flags & FL_SPAWNING)
2497                         {
2498                                 self.flags &~= FL_SPAWNING;
2499                                 LeaveSpectatorMode();
2500                                 return;
2501                         }
2502                 }
2503         }
2504 }
2505
2506 void SpectatorThink()
2507 {
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) {
2514                         self.welcomemessage_time = 0;
2515                         self.flags &~= FL_JUMPRELEASED;
2516                         if(SpectateNext() == 1) {
2517                                 self.classname = "spectator";
2518                         } else {
2519                                 self.classname = "observer";
2520                                 PutClientInServer();
2521                         }
2522                 } else if (self.BUTTON_ATCK2) {
2523                         self.welcomemessage_time = 0;
2524                         self.flags &~= FL_JUMPRELEASED;
2525                         self.classname = "observer";
2526                         PutClientInServer();
2527                 } else {
2528                         if(!SpectateUpdate())
2529                                 PutObserverInServer();
2530                 }
2531         } else {
2532                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2533                         self.flags |= FL_JUMPRELEASED;
2534                         if(self.flags & FL_SPAWNING)
2535                         {
2536                                 self.flags &~= FL_SPAWNING;
2537                                 LeaveSpectatorMode();
2538                                 return;
2539                         }
2540                 }
2541         }
2542
2543         self.flags |= FL_CLIENT | FL_NOTARGET;
2544 }
2545
2546 float ctf_usekey();
2547 void PlayerUseKey()
2548 {
2549         if(self.classname != "player")
2550                 return;
2551
2552         // a use key was pressed; call handlers
2553         if(ctf_usekey())
2554                 return;
2555
2556         MUTATOR_CALLHOOK(PlayerUseKey);
2557 }
2558
2559 .float touchexplode_time;
2560
2561 /*
2562 =============
2563 PlayerPreThink
2564
2565 Called every frame for each client before the physics are run
2566 =============
2567 */
2568 .float usekeypressed;
2569 void() ctf_setstatus;
2570 void() nexball_setstatus;
2571 .float items_added;
2572 .float motd_actived_time; // used for both motd and campaign_message
2573 void PlayerPreThink (void)
2574 {
2575         WarpZone_PlayerPhysics_FixVAngle();
2576
2577         self.stat_game_starttime = game_starttime;
2578         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2579         self.stat_leadlimit = autocvar_leadlimit;
2580
2581         if(frametime)
2582         {
2583                 // physics frames: update anticheat stuff
2584                 anticheat_prethink();
2585         }
2586
2587         if(blockSpectators && frametime)
2588                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2589                 checkSpectatorBlock();
2590
2591         zoomstate_set = 0;
2592
2593         if(self.netname_previous != self.netname)
2594         {
2595                 if(autocvar_sv_eventlog)
2596                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2597                 if(self.netname_previous)
2598                         strunzone(self.netname_previous);
2599                 self.netname_previous = strzone(self.netname);
2600         }
2601
2602         // version nagging
2603         if(self.version_nagtime)
2604                 if(self.cvar_g_xonoticversion)
2605                         if(time > self.version_nagtime)
2606                         {
2607                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2608                                 {
2609                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2610                                         {
2611                                                 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");
2612                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2613                                         }
2614                                         else
2615                                         {
2616                                                 float r;
2617                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2618                                                 if(r < 0)
2619                                                 {
2620                                                         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");
2621                                                         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"));
2622                                                 }
2623                                                 else if(r > 0)
2624                                                 {
2625                                                         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");
2626                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2627                                                 }
2628                                         }
2629                                 }
2630                                 self.version_nagtime = 0;
2631                         }
2632
2633         // GOD MODE info
2634         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2635         {
2636                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2637                 self.max_armorvalue = 0;
2638         }
2639
2640 #ifdef TETRIS
2641         if (TetrisPreFrame())
2642                 return;
2643 #endif
2644
2645         MUTATOR_CALLHOOK(PlayerPreThink);
2646
2647         if(self.BUTTON_USE && !self.usekeypressed)
2648                 PlayerUseKey();
2649         self.usekeypressed = self.BUTTON_USE;
2650
2651         if (self.motd_actived_time == 0) {
2652                 if (autocvar_g_campaign) {
2653                         if (self.classname == "player" && self.BUTTON_INFO) {
2654                                 self.motd_actived_time = time;
2655                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, 999, 0);
2656                         }
2657                 } else {
2658                         if ((self.classname == "player" || time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2659                                 self.motd_actived_time = time;
2660                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), 999, 0);
2661                         }
2662                 }
2663         } else { // showing MOTD or campaign message
2664                 if (autocvar_g_campaign) {
2665                         if (self.classname == "player") {
2666                                 if (self.BUTTON_INFO)
2667                                         self.motd_actived_time = time;
2668                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2669                                         self.motd_actived_time = 0;
2670                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2671                                 }
2672                         }
2673                 } else {
2674                         if (self.classname == "player" || (time - self.jointime) > autocvar_welcome_message_time) {
2675                                 if (self.BUTTON_INFO)
2676                                         self.motd_actived_time = time;
2677                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2678                                         self.motd_actived_time = 0;
2679                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2680                                 }
2681                         }
2682                 }
2683         }
2684
2685         if(self.classname == "player") {
2686 //              if(self.netname == "Wazat")
2687 //                      bprint(self.classname, "\n");
2688
2689                 CheckRules_Player();
2690
2691                 if (intermission_running)
2692                 {
2693                         IntermissionThink ();   // otherwise a button could be missed between
2694                         return;                                 // the think tics
2695                 }
2696
2697                 //don't allow the player to turn around while game is paused!
2698                 if(timeoutStatus == 2) {
2699                         // FIXME turn this into CSQC stuff
2700                         self.v_angle = self.lastV_angle;
2701                         self.angles = self.lastV_angle;
2702                         self.fixangle = TRUE;
2703                 }
2704
2705                 if(frametime)
2706                 {
2707                         if(self.health <= 0 && autocvar_g_deathglow)
2708                         {
2709                                 if(self.glowmod_x > 0)
2710                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2711                                 else
2712                                         self.glowmod_x = -1;
2713                                 if(self.glowmod_y > 0)
2714                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2715                                 else
2716                                         self.glowmod_y = -1;
2717                                 if(self.glowmod_z > 0)
2718                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2719                                 else
2720                                         self.glowmod_z = -1;
2721                         }
2722                         else
2723                         {
2724                                 // set weapon and player glowmod
2725                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2726
2727                                 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2728                                 {
2729                                         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);
2730                                         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);
2731                                         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);
2732
2733                                         if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2734                                         {
2735                                                 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);
2736                                                 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);
2737                                                 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);
2738                                         }
2739                                 }
2740                                 else
2741                                         self.weaponentity_glowmod = self.glowmod;
2742                         }
2743                         player_powerups();
2744                 }
2745
2746                 if (g_minstagib)
2747                         minstagib_ammocheck();
2748
2749                 if (self.deadflag != DEAD_NO)
2750                 {
2751                         float button_pressed, force_respawn;
2752                         if(self.personal && g_race_qualifying)
2753                         {
2754                                 if(time > self.death_time)
2755                                 {
2756                                         self.death_time = time + 1; // only retry once a second
2757                                         respawn();
2758                                         self.impulse = 141;
2759                                 }
2760                         }
2761                         else
2762                         {
2763                                 if(frametime)
2764                                         player_anim();
2765                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2766                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2767                                 if (self.deadflag == DEAD_DYING)
2768                                 {
2769                                         if(force_respawn)
2770                                                 self.deadflag = DEAD_RESPAWNING;
2771                                         else if(!button_pressed)
2772                                                 self.deadflag = DEAD_DEAD;
2773                                 }
2774                                 else if (self.deadflag == DEAD_DEAD)
2775                                 {
2776                                         if(button_pressed)
2777                                                 self.deadflag = DEAD_RESPAWNABLE;
2778                                 }
2779                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2780                                 {
2781                                         if(!button_pressed)
2782                                                 self.deadflag = DEAD_RESPAWNING;
2783                                 }
2784                                 else if (self.deadflag == DEAD_RESPAWNING)
2785                                 {
2786                                         if(time > self.death_time)
2787                                         {
2788                                                 self.death_time = time + 1; // only retry once a second
2789                                                 respawn();
2790                                         }
2791                                 }
2792                                 ShowRespawnCountdown();
2793                         }
2794                         return;
2795                 }
2796                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2797                 // so (self.deadflag == DEAD_NO) is always true in the code below
2798
2799                 if(g_touchexplode)
2800                 if(time > self.touchexplode_time)
2801                 if(self.classname == "player")
2802                 if(self.deadflag == DEAD_NO)
2803                 if not(IS_INDEPENDENT_PLAYER(self))
2804                 FOR_EACH_PLAYER(other) if(self != other)
2805                 {
2806                         if(time > other.touchexplode_time)
2807                         if(other.deadflag == DEAD_NO)
2808                         if not(IS_INDEPENDENT_PLAYER(other))
2809                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2810                         {
2811                                 PlayerTouchExplode(self, other);
2812                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2813                         }
2814                 }
2815
2816                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2817                 {
2818                         vector dist;
2819
2820                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2821                         dist = self.prevorigin - self.origin;
2822                         dist_z = 0;
2823                         self.lms_traveled_distance += fabs(vlen(dist));
2824
2825                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2826                         {
2827                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2828                                 self.lms_traveled_distance = 0;
2829                         }
2830
2831                         if(time > self.lms_nextcheck)
2832                         {
2833                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2834                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2835                                 {
2836                                         centerprint(self, autocvar_g_lms_campcheck_message);
2837                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2838                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2839                                         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');
2840                                 }
2841                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2842                                 self.lms_traveled_distance = 0;
2843                         }
2844                 }
2845
2846                 self.prevorigin = self.origin;
2847
2848                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2849                 {
2850                         if (!self.crouch)
2851                         {
2852                                 self.crouch = TRUE;
2853                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2854                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2855                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2856                         }
2857                 }
2858                 else
2859                 {
2860                         if (self.crouch)
2861                         {
2862                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2863                                 if (!trace_startsolid)
2864                                 {
2865                                         self.crouch = FALSE;
2866                                         self.view_ofs = PL_VIEW_OFS;
2867                                         setsize (self, PL_MIN, PL_MAX);
2868                                 }
2869                         }
2870                 }
2871
2872                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2873                 {
2874                         if(self.bloodloss_timer < time)
2875                         {
2876                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2877                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2878                         }
2879                 }
2880
2881                 FixPlayermodel();
2882
2883                 GrapplingHookFrame();
2884
2885                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2886                 //if(frametime)
2887                 {
2888                         self.items &~= self.items_added;
2889
2890                         W_WeaponFrame();
2891
2892                         self.items_added = 0;
2893                         if(self.items & IT_JETPACK)
2894                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2895                                         self.items_added |= IT_FUEL;
2896
2897                         self.items |= self.items_added;
2898                 }
2899
2900                 player_regen();
2901
2902                 // rot nex charge to the charge limit
2903                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2904                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2905
2906                 if(frametime)
2907                         player_anim();
2908
2909                 if(g_ctf)
2910                         ctf_setstatus();
2911
2912                 if(g_nexball)
2913                         nexball_setstatus();
2914
2915                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2916
2917                 //self.angles_y=self.v_angle_y + 90;   // temp
2918         } else if(gameover) {
2919                 if (intermission_running)
2920                         IntermissionThink ();   // otherwise a button could be missed between
2921                 return;
2922         } else if(self.classname == "observer") {
2923                 ObserverThink();
2924         } else if(self.classname == "spectator") {
2925                 SpectatorThink();
2926         }
2927
2928         if(!zoomstate_set)
2929                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2930
2931         float oldspectatee_status;
2932         oldspectatee_status = self.spectatee_status;
2933         if(self.classname == "spectator")
2934                 self.spectatee_status = num_for_edict(self.enemy);
2935         else if(self.classname == "observer")
2936                 self.spectatee_status = num_for_edict(self);
2937         else
2938                 self.spectatee_status = 0;
2939         if(self.spectatee_status != oldspectatee_status)
2940         {
2941                 ClientData_Touch(self);
2942                 if(g_race || g_cts)
2943                         race_InitSpectator();
2944         }
2945
2946         if(self.teamkill_soundtime)
2947         if(time > self.teamkill_soundtime)
2948         {
2949                 self.teamkill_soundtime = 0;
2950
2951                 entity oldpusher, oldself;
2952
2953                 oldself = self; self = self.teamkill_soundsource;
2954                 oldpusher = self.pusher; self.pusher = oldself;
2955
2956                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2957
2958                 self.pusher = oldpusher;
2959                 self = oldself;
2960         }
2961
2962         if(self.taunt_soundtime)
2963         if(time > self.taunt_soundtime)
2964         {
2965                 self.taunt_soundtime = 0;
2966                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2967         }
2968
2969         target_voicescript_next(self);
2970
2971         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2972         if(!self.weapon)
2973                 self.clip_load = self.clip_size = 0;
2974 }
2975
2976 float isInvisibleString(string s)
2977 {
2978         float i, n, c;
2979         s = strdecolorize(s);
2980         for((i = 0), (n = strlen(s)); i < n; ++i)
2981         {
2982                 c = str2chr(s, i);
2983                 switch(c)
2984                 {
2985                         case 0:
2986                         case 32: // space
2987                                 break;
2988                         case 192: // charmap space
2989                                 if (!autocvar_utf8_enable)
2990                                         break;
2991                                 return FALSE;
2992                         case 160: // space in unicode fonts
2993                         case 0xE000 + 192: // utf8 charmap space
2994                                 if (autocvar_utf8_enable)
2995                                         break;
2996                         default:
2997                                 return FALSE;
2998                 }
2999         }
3000         return TRUE;
3001 }
3002
3003 /*
3004 =============
3005 PlayerPostThink
3006
3007 Called every frame for each client after the physics are run
3008 =============
3009 */
3010 .float idlekick_lasttimeleft;
3011 .entity showheadshotbbox;
3012 void showheadshotbbox_think()
3013 {
3014         if(self.owner.showheadshotbbox != self)
3015         {
3016                 remove(self);
3017                 return;
3018         }
3019         self.nextthink = time;
3020         setorigin(self, self.owner.origin);
3021         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3022 }
3023 void PlayerPostThink (void)
3024 {
3025         // Savage: Check for nameless players
3026         if (isInvisibleString(self.netname)) {
3027                 self.netname = "Player";
3028                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3029         }
3030
3031         if(sv_maxidle && frametime)
3032         {
3033                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3034                 float timeleft;
3035                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3036                 if(timeleft <= 0)
3037                 {
3038                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3039                         AnnounceTo(self, "terminated");
3040                         dropclient(self);
3041                         return;
3042                 }
3043                 else if(timeleft <= 10)
3044                 {
3045                         if(timeleft != self.idlekick_lasttimeleft)
3046                         {
3047                                 // TODO: send this msg only once
3048                                 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
3049                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
3050                         }
3051                 }
3052                 else
3053                 {
3054                         Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "", 1, timeleft);
3055                 }
3056                 self.idlekick_lasttimeleft = timeleft;
3057         }
3058
3059 #ifdef TETRIS
3060         if(self.impulse == 100)
3061                 ImpulseCommands();
3062         if (TetrisPostFrame())
3063                 return;
3064 #endif
3065
3066         CheatFrame();
3067
3068         if(self.classname == "player") {
3069                 CheckRules_Player();
3070                 UpdateChatBubble();
3071                 if (self.impulse)
3072                         ImpulseCommands();
3073                 if (intermission_running)
3074                         return;         // intermission or finale
3075                 GetPressedKeys();
3076         } else if (self.classname == "observer") {
3077                 //do nothing
3078         } else if (self.classname == "spectator") {
3079                 //do nothing
3080         }
3081
3082         /*
3083         float i;
3084         for(i = 0; i < 1000; ++i)
3085         {
3086                 vector end;
3087                 end = self.origin + '0 0 1024' + 512 * randomvec();
3088                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3089                 if(trace_fraction < 1)
3090                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3091                 {
3092                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3093                         break;
3094                 }
3095         }
3096         */
3097
3098         Arena_Warmup();
3099
3100         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3101
3102         if(self.waypointsprite_attachedforcarrier)
3103                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3104         
3105         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3106         {
3107                 if(!self.showheadshotbbox)
3108                 {
3109                         self.showheadshotbbox = spawn();
3110                         self.showheadshotbbox.classname = "headshotbbox";
3111                         self.showheadshotbbox.owner = self;
3112                         self.showheadshotbbox.think = showheadshotbbox_think;
3113                         self.showheadshotbbox.nextthink = time;
3114                         self = self.showheadshotbbox;
3115                         self.think();
3116                         self = self.owner;
3117                 }
3118         }
3119         else
3120         {
3121                 if(self.showheadshotbbox)
3122                         remove(self.showheadshotbbox);
3123         }
3124
3125         playerdemo_write();
3126
3127         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3128         {
3129                 if(!self.stored_netname)
3130                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3131                 if(self.stored_netname != self.netname)
3132                 {
3133                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3134                         strunzone(self.stored_netname);
3135                         self.stored_netname = strzone(self.netname);
3136                 }
3137         }
3138
3139         /*
3140         if(g_race)
3141                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3142         */
3143 }