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make umbra the new default model
[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(0, SVC_TEMPENTITY);
6         WriteByte(0, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teams_matter)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 };
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck)
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(cvar("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)
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)
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         teamcheck = 0;
329
330         if(!anypoint && have_team_spawns > 0)
331                 teamcheck = self.team;
332
333         // get the list of players
334         playerlist = findchain(classname, "player");
335         // get the entire list of spots
336         firstspot = findchain(classname, "info_player_deathmatch");
337         // filter out the bad ones
338         // (note this returns the original list if none survived)
339         if(anypoint)
340         {
341                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
342         }
343         else
344         {
345                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
346                 if(!firstspot_new)
347                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
348                 firstspot = firstspot_new;
349
350                 // there is 50/50 chance of choosing a random spot or the furthest spot
351                 // (this means that roughly every other spawn will be furthest, so you
352                 // usually won't get fragged at spawn twice in a row)
353                 if (arena_roundbased && !g_ca)
354                 {
355                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
356                         if(firstspot_new)
357                                 firstspot = firstspot_new;
358                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
359                 }
360                 else if (random() > cvar("g_spawn_furthest"))
361                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
362                 else
363                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
364         }
365
366         if(cvar("spawn_debugview"))
367         {
368                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
369
370                 entity e;
371                 if(teamcheck)
372                         for(e = firstspot; e; e = e.chain)
373                                 if(e.team != teamcheck)
374                                         error("invalid spawn found");
375         }
376
377         if (!spot)
378         {
379                 if(cvar("spawn_debug"))
380                         GotoNextMap();
381                 else
382                 {
383                         if(some_spawn_has_been_used)
384                                 return world; // team can't spawn any more, because of actions of other team
385                         else
386                                 error("Cannot find a spawn point - please fix the map!");
387                 }
388         }
389
390         return spot;
391 }
392
393 /*
394 =============
395 CheckPlayerModel
396
397 Checks if the argument string can be a valid playermodel.
398 Returns a valid one in doubt.
399 =============
400 */
401 string FallbackPlayerModel;
402 string CheckPlayerModel(string plyermodel) {
403         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
404         {
405                 // note: we cannot summon Don Strunzone here, some player may
406                 // still have the model string set. In case anyone manages how
407                 // to change a cvar default, we'll have a small leak here.
408                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
409         }
410         if(strlen(plyermodel) < 4)
411                 return FallbackPlayerModel;
412         if( substring(plyermodel,0,14) != "models/player/")
413                 return FallbackPlayerModel;
414         else if(cvar("sv_servermodelsonly"))
415         {
416                 if(substring(plyermodel,-4,4) != ".zym")
417                 if(substring(plyermodel,-4,4) != ".dpm")
418                 if(substring(plyermodel,-4,4) != ".iqm")
419                 if(substring(plyermodel,-4,4) != ".md3")
420                 if(substring(plyermodel,-4,4) != ".psk")
421                         return FallbackPlayerModel;
422                 // forbid the LOD models
423                 if(substring(plyermodel, -9,5) == "_lod1")
424                         return FallbackPlayerModel;
425                 if(substring(plyermodel, -9,5) == "_lod2")
426                         return FallbackPlayerModel;
427                 if(plyermodel != strtolower(plyermodel))
428                         return FallbackPlayerModel;
429                 if(!fexists(plyermodel))
430                         return FallbackPlayerModel;
431         }
432         return plyermodel;
433 }
434
435 /*
436 =============
437 Client_customizeentityforclient
438
439 LOD reduction
440 =============
441 */
442 void Client_uncustomizeentityforclient()
443 {
444         if(self.modelindex == 0) // no need to uncustomize then
445                 return;
446         self.modelindex = self.modelindex_lod0;
447         self.skin = self.skinindex;
448 }
449
450 float Client_customizeentityforclient()
451 {
452         entity modelsource;
453
454         if(self.modelindex == 0)
455                 return TRUE;
456
457         // forcemodel stuff
458
459 #ifdef PROFILING
460         float t0;
461         t0 = gettime(GETTIME_HIRES); // reference
462 #endif
463
464         modelsource = self;
465
466 #ifdef ALLOW_FORCEMODELS
467         if(other.cvar_cl_forceplayermodelsfromxonotic)
468                 if not(self.modelindex_lod0_from_xonotic)
469                         modelsource = other;
470         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
471                 modelsource = other;
472 #endif
473
474         self.skin = modelsource.skinindex;
475
476 #if 0
477         if(modelsource == self)
478                 self.skin = modelsource.skinindex;
479         else
480                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
481 #endif
482
483         // self: me
484         // other: the player viewing me
485         float distance;
486         float f;
487
488         if(other.cvar_cl_playerdetailreduction <= 0)
489         {
490                 if(other.cvar_cl_playerdetailreduction <= -2)
491                         self.modelindex = modelsource.modelindex_lod2;
492                 else if(other.cvar_cl_playerdetailreduction <= -1)
493                         self.modelindex = modelsource.modelindex_lod1;
494                 else
495                         self.modelindex = modelsource.modelindex_lod0;
496         }
497         else
498         {
499                 distance = vlen(self.origin - other.origin);
500                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
501                 if(f > sv_loddistance2)
502                         self.modelindex = modelsource.modelindex_lod2;
503                 else if(f > sv_loddistance1)
504                         self.modelindex = modelsource.modelindex_lod1;
505                 else
506                         self.modelindex = modelsource.modelindex_lod0;
507         }
508
509 #ifdef PROFILING
510         float t1;
511         t1 = gettime(GETTIME_HIRES); // reference
512         client_cefc_accumulator += (t1 - t0);
513 #endif
514
515         return TRUE;
516 }
517
518 void setmodel_lod(entity e, string modelname)
519 {
520         string s;
521
522         if(sv_loddistance1)
523         {
524                 // FIXME: this only supports 3-letter extensions
525                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
526                 if(fexists(s))
527                 {
528                         setmodel(e, s); // players have high precision
529                         self.modelindex_lod1 = self.modelindex;
530                 }
531                 else
532                         self.modelindex_lod1 = -1;
533
534                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
535                 if(fexists(s))
536                 {
537                         setmodel(e, s); // players have high precision
538                         self.modelindex_lod2 = self.modelindex;
539                 }
540                 else
541                         self.modelindex_lod2 = -1;
542
543                 precache_model(modelname);
544                 setmodel(e, modelname); // players have high precision
545                 self.modelindex_lod0 = self.modelindex;
546
547                 if(self.modelindex_lod1 < 0)
548                         self.modelindex_lod1 = self.modelindex;
549
550                 if(self.modelindex_lod2 < 0)
551                         self.modelindex_lod2 = self.modelindex;
552         }
553         else
554         {
555                 precache_model(modelname);
556                 setmodel(e, modelname); // players have high precision
557                 self.modelindex_lod0 = self.modelindex;
558                         // save it for possible player model forcing
559         }
560
561         s = whichpack(self.model);
562         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
563
564         player_setupanimsformodel();
565         UpdatePlayerSounds();
566 }
567
568 /*
569 =============
570 PutObserverInServer
571
572 putting a client as observer in the server
573 =============
574 */
575 void FixPlayermodel();
576 void PutObserverInServer (void)
577 {
578         entity  spot;
579
580         race_PreSpawnObserver();
581
582         spot = SelectSpawnPoint (TRUE);
583         if(!spot)
584                 error("No spawnpoints for observers?!?\n");
585         RemoveGrapplingHook(self); // Wazat's Grappling Hook
586
587         if(clienttype(self) == CLIENTTYPE_REAL)
588         {
589                 msg_entity = self;
590                 WriteByte(MSG_ONE, SVC_SETVIEW);
591                 WriteEntity(MSG_ONE, self);
592         }
593
594         DropAllRunes(self);
595
596         Portal_ClearAll(self);
597
598         if(self.flagcarried)
599                 DropFlag(self.flagcarried, world, world);
600
601         if(self.ballcarried)
602                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
603
604         WaypointSprite_PlayerDead();
605
606         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
607                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
608
609         if(self.killcount != -666) {
610                 if(g_lms) {
611                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
612                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
613                         else
614                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
615                 } else
616                         bprint ("^4", self.netname, "^4 is spectating now\n");
617
618                 if(self.just_joined == FALSE) {
619                         LogTeamchange(self.playerid, -1, 4);
620                 } else
621                         self.just_joined = FALSE;
622         }
623
624         PlayerScore_Clear(self); // clear scores when needed
625
626         self.spectatortime = time;
627
628         self.classname = "observer";
629         self.iscreature = FALSE;
630         self.health = -666;
631         self.takedamage = DAMAGE_NO;
632         self.solid = SOLID_NOT;
633         self.movetype = MOVETYPE_NOCLIP;
634         self.flags = FL_CLIENT | FL_NOTARGET;
635         self.armorvalue = 666;
636         self.effects = 0;
637         self.armorvalue = cvar("g_balance_armor_start");
638         self.pauserotarmor_finished = 0;
639         self.pauserothealth_finished = 0;
640         self.pauseregen_finished = 0;
641         self.damageforcescale = 0;
642         self.death_time = 0;
643         self.dead_frame = 0;
644         self.alpha = 0;
645         self.scale = 0;
646         self.fade_time = 0;
647         self.pain_frame = 0;
648         self.pain_finished = 0;
649         self.strength_finished = 0;
650         self.invincible_finished = 0;
651         self.pushltime = 0;
652         self.think = SUB_Null;
653         self.nextthink = 0;
654         self.hook_time = 0;
655         self.runes = 0;
656         self.deadflag = DEAD_NO;
657         self.angles = spot.angles;
658         self.angles_z = 0;
659         self.fixangle = TRUE;
660         self.crouch = FALSE;
661
662         self.view_ofs = PL_VIEW_OFS;
663         setorigin (self, spot.origin);
664         setsize (self, '0 0 0', '0 0 0');
665         self.prevorigin = self.origin;
666         self.items = 0;
667         self.weapons = 0;
668         self.model = "";
669         FixPlayermodel();
670         self.model = "";
671         self.modelindex = 0;
672         self.weapon = 0;
673         self.weaponmodel = "";
674         self.weaponentity = world;
675         self.exteriorweaponentity = world;
676         self.killcount = -666;
677         self.velocity = '0 0 0';
678         self.avelocity = '0 0 0';
679         self.punchangle = '0 0 0';
680         self.punchvector = '0 0 0';
681         self.oldvelocity = self.velocity;
682         self.fire_endtime = -1;
683
684         if(sv_loddistance1)
685                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
686
687         if(g_arena)
688         {
689                 if(self.version_mismatch)
690                 {
691                         Spawnqueue_Unmark(self);
692                         Spawnqueue_Remove(self);
693                 }
694                 else
695                 {
696                         Spawnqueue_Insert(self);
697                 }
698         }
699         else if(g_lms)
700         {
701                 // Only if the player cannot play at all
702                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
703                         self.frags = FRAGS_SPECTATOR;
704                 else
705                         self.frags = FRAGS_LMS_LOSER;
706         }
707         else
708                 self.frags = FRAGS_SPECTATOR;
709
710         MUTATOR_CALLHOOK(MakePlayerObserver);
711 }
712
713 float RestrictSkin(float s)
714 {
715         if(!teams_matter)
716                 return s;
717         if(s == 6)
718                 return 6;
719         return mod(s, 3);
720 }
721
722 void FixPlayermodel()
723 {
724         local string defaultmodel;
725         local float defaultskin, chmdl, oldskin;
726         local vector m1, m2;
727
728         defaultmodel = "";
729
730         if(cvar("sv_defaultcharacter") == 1) {
731                 defaultskin = 0;
732
733                 if(teams_matter)
734                 {
735                         string s;
736                         s = Team_ColorNameLowerCase(self.team);
737                         if(s != "neutral")
738                         {
739                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
740                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
741                         }
742                 }
743
744                 if(defaultmodel == "")
745                 {
746                         defaultmodel = cvar_string("sv_defaultplayermodel");
747                         defaultskin = cvar("sv_defaultplayerskin");
748                 }
749         }
750
751         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
752         {
753                 if(self.model != "")
754                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
755                 self.model = ""; // force the != checks to return true
756         }
757
758         if(defaultmodel != "")
759         {
760                 if (defaultmodel != self.model)
761                 {
762                         m1 = self.mins;
763                         m2 = self.maxs;
764                         setmodel_lod (self, defaultmodel);
765                         setsize (self, m1, m2);
766                         chmdl = TRUE;
767                 }
768
769                 oldskin = self.skinindex;
770                 self.skinindex = defaultskin;
771         } else {
772                 if (self.playermodel != self.model || self.playermodel == "")
773                 {
774                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
775                         m1 = self.mins;
776                         m2 = self.maxs;
777                         setmodel_lod (self, self.playermodel);
778                         setsize (self, m1, m2);
779                         chmdl = TRUE;
780                 }
781
782                 oldskin = self.skinindex;
783                 self.skinindex = RestrictSkin(stof(self.playerskin));
784         }
785
786         if(chmdl || oldskin != self.skinindex)
787                 self.species = player_getspecies(); // model or skin has changed
788
789         if(!teams_matter)
790                 if(strlen(cvar_string("sv_defaultplayercolors")))
791                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
792                                 setcolor(self, cvar("sv_defaultplayercolors"));
793 }
794
795 void PlayerTouchExplode(entity p1, entity p2)
796 {
797         vector org;
798         org = (p1.origin + p2.origin) * 0.5;
799         org_z += (p1.mins_z + p2.mins_z) * 0.5;
800
801         te_explosion(org);
802
803         entity e;
804         e = spawn();
805         setorigin(e, org);
806         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
807         remove(e);
808 }
809
810 /*
811 =============
812 PutClientInServer
813
814 Called when a client spawns in the server
815 =============
816 */
817 //void() ctf_playerchanged;
818 void PutClientInServer (void)
819 {
820         if(clienttype(self) == CLIENTTYPE_BOT)
821         {
822                 self.classname = "player";
823         }
824         else if(clienttype(self) == CLIENTTYPE_REAL)
825         {
826                 msg_entity = self;
827                 WriteByte(MSG_ONE, SVC_SETVIEW);
828                 WriteEntity(MSG_ONE, self);
829         }
830
831         // player is dead and becomes observer
832         // FIXME fix LMS scoring for new system
833         if(g_lms)
834         {
835                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
836                         self.classname = "observer";
837         }
838
839         if(g_arena || (g_ca && !allowed_to_spawn))
840         if(!self.spawned)
841                 self.classname = "observer";
842
843         if(gameover)
844                 self.classname = "observer";
845
846         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
847                 entity spot, oldself;
848                 float j;
849
850                 if(self.team < 0)
851                         JoinBestTeam(self, FALSE, TRUE);
852
853                 race_PreSpawn();
854
855                 spot = SelectSpawnPoint (FALSE);
856                 if(!spot)
857                 {
858                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
859                         return; // spawn failed
860                 }
861
862                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
863
864                 self.classname = "player";
865                 self.wasplayer = TRUE;
866                 self.iscreature = TRUE;
867                 self.movetype = MOVETYPE_WALK;
868                 self.solid = SOLID_SLIDEBOX;
869                 if(cvar("g_playerclip_collisions"))
870                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
871                 else
872                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
873                 self.frags = FRAGS_PLAYER;
874                 if(independent_players)
875                         MAKE_INDEPENDENT_PLAYER(self);
876                 self.flags = FL_CLIENT;
877                 self.takedamage = DAMAGE_AIM;
878                 if(g_minstagib)
879                         self.effects = EF_FULLBRIGHT;
880                 else
881                         self.effects = 0;
882                 self.air_finished = time + 12;
883                 self.dmg = 2;
884
885                 if(inWarmupStage)
886                 {
887                         self.ammo_shells = warmup_start_ammo_shells;
888                         self.ammo_nails = warmup_start_ammo_nails;
889                         self.ammo_rockets = warmup_start_ammo_rockets;
890                         self.ammo_cells = warmup_start_ammo_cells;
891                         self.ammo_fuel = warmup_start_ammo_fuel;
892                         self.health = warmup_start_health;
893                         self.armorvalue = warmup_start_armorvalue;
894                         self.weapons = warmup_start_weapons;
895                 }
896                 else
897                 {
898                         self.ammo_shells = start_ammo_shells;
899                         self.ammo_nails = start_ammo_nails;
900                         self.ammo_rockets = start_ammo_rockets;
901                         self.ammo_cells = start_ammo_cells;
902                         self.ammo_fuel = start_ammo_fuel;
903                         self.health = start_health;
904                         self.armorvalue = start_armorvalue;
905                         self.weapons = start_weapons;
906                 }
907
908                 if(g_weaponarena_random)
909                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
910
911                 self.items = start_items;
912                 self.jump_interval = time;
913
914                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
915                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
916                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
917                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
918                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
919                 //extend the pause of rotting if client was reset at the beginning of the countdown
920                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
921                         self.spawnshieldtime += game_starttime - time;
922                         self.pauserotarmor_finished += game_starttime - time;
923                         self.pauserothealth_finished += game_starttime - time;
924                         self.pauseregen_finished += game_starttime - time;
925                 }
926                 self.damageforcescale = 2;
927                 self.death_time = 0;
928                 self.dead_frame = 0;
929                 self.alpha = 0;
930                 self.scale = 0;
931                 self.fade_time = 0;
932                 self.pain_frame = 0;
933                 self.pain_finished = 0;
934                 self.strength_finished = 0;
935                 self.invincible_finished = 0;
936                 self.pushltime = 0;
937                 // players have no think function
938                 self.think = SUB_Null;
939                 self.nextthink = 0;
940                 self.hook_time = 0;
941                 self.dmg_team = 0;
942
943                 self.metertime = 0;
944
945                 self.runes = 0;
946
947                 self.deadflag = DEAD_NO;
948
949                 self.angles = spot.angles;
950
951                 self.angles_z = 0; // never spawn tilted even if the spot says to
952                 self.fixangle = TRUE; // turn this way immediately
953                 self.velocity = '0 0 0';
954                 self.avelocity = '0 0 0';
955                 self.punchangle = '0 0 0';
956                 self.punchvector = '0 0 0';
957                 self.oldvelocity = self.velocity;
958                 self.fire_endtime = -1;
959
960                 msg_entity = self;
961                 WRITESPECTATABLE_MSG_ONE({
962                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
963                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
964                 });
965
966                 if(sv_loddistance1)
967                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
968
969                 self.model = "";
970                 FixPlayermodel();
971
972                 self.crouch = FALSE;
973                 self.view_ofs = PL_VIEW_OFS;
974                 setsize (self, PL_MIN, PL_MAX);
975                 self.spawnorigin = spot.origin;
976                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
977                 // don't reset back to last position, even if new position is stuck in solid
978                 self.oldorigin = self.origin;
979                 self.prevorigin = self.origin;
980                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
981
982                 if(g_arena)
983                 {
984                         Spawnqueue_Remove(self);
985                         Spawnqueue_Mark(self);
986                 }
987
988                 else if(g_ca)
989                         self.caplayer = 1;
990
991                 self.event_damage = PlayerDamage;
992
993                 self.bot_attack = TRUE;
994
995                 self.statdraintime = time + 5;
996                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
997
998                 if(self.killcount == -666) {
999                         PlayerScore_Clear(self);
1000                         self.killcount = 0;
1001                 }
1002
1003                 self.cnt = WEP_LASER;
1004
1005                 CL_SpawnWeaponentity();
1006                 self.alpha = default_player_alpha;
1007                 self.colormod = '1 1 1' * cvar("g_player_brightness");
1008                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1009
1010                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1011                 self.lms_traveled_distance = 0;
1012                 self.speedrunning = FALSE;
1013
1014                 race_PostSpawn(spot);
1015
1016                 if(cvar("spawn_debug"))
1017                 {
1018                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1019                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1020                 }
1021
1022                 //stuffcmd(self, "chase_active 0");
1023                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1024
1025                 if (cvar("g_spawnsound"))
1026                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1027
1028                 if(g_assault) {
1029                         if(self.team == assault_attacker_team)
1030                                 centerprint(self, "You are attacking!");
1031                         else
1032                                 centerprint(self, "You are defending!");
1033                 }
1034
1035                 target_voicescript_clear(self);
1036
1037                 // reset fields the weapons may use
1038                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1039                         weapon_action(j, WR_RESETPLAYER);
1040
1041                 oldself = self;
1042                 self = spot;
1043                         activator = oldself;
1044                                 SUB_UseTargets();
1045                         activator = world;
1046                 self = oldself;
1047
1048                 MUTATOR_CALLHOOK(PlayerSpawn);
1049
1050                 self.switchweapon = w_getbestweapon(self);
1051                 self.cnt = self.switchweapon;
1052                 self.weapon = 0;
1053         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1054                 PutObserverInServer ();
1055         }
1056
1057         //if(g_ctf)
1058         //      ctf_playerchanged();
1059 }
1060
1061 float ClientInit_SendEntity(entity to, float sf)
1062 {
1063         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1064         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1065         WriteCoord(MSG_ENTITY, hook_shotorigin_x);
1066         WriteCoord(MSG_ENTITY, hook_shotorigin_y);
1067         WriteCoord(MSG_ENTITY, hook_shotorigin_z);
1068         if(sv_foginterval && world.fog != "")
1069                 WriteString(MSG_ENTITY, world.fog);
1070         else
1071                 WriteString(MSG_ENTITY, "");
1072         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1073         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1074         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_secondary_bouncefactor
1075         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_secondary_bouncestop
1076         return TRUE;
1077 }
1078
1079 void ClientInit_CheckUpdate()
1080 {
1081         self.nextthink = time;
1082         if(self.count != cvar("g_balance_armor_blockpercent"))
1083         {
1084                 self.count = cvar("g_balance_armor_blockpercent");
1085                 self.SendFlags |= 1;
1086         }
1087         if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1088         {
1089                 self.cnt = cvar("g_balance_weaponswitchdelay");
1090                 self.SendFlags |= 1;
1091         }
1092         if(self.bouncefactor != cvar("g_balance_grenadelauncher_secondary_bouncefactor"))
1093         {
1094                 self.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
1095                 self.SendFlags |= 1;
1096         }
1097         if(self.bouncestop != cvar("g_balance_grenadelauncher_secondary_bouncestop"))
1098         {
1099                 self.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
1100                 self.SendFlags |= 1;
1101         }
1102 }
1103
1104 void ClientInit_Spawn()
1105 {
1106         entity o;
1107         entity e;
1108         e = spawn();
1109         e.classname = "clientinit";
1110         e.think = ClientInit_CheckUpdate;
1111         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1112
1113         o = self;
1114         self = e;
1115         ClientInit_CheckUpdate();
1116         self = o;
1117 }
1118
1119 /*
1120 =============
1121 SetNewParms
1122 =============
1123 */
1124 void SetNewParms (void)
1125 {
1126         // initialize parms for a new player
1127         parm1 = -(86400 * 366);
1128 }
1129
1130 /*
1131 =============
1132 SetChangeParms
1133 =============
1134 */
1135 void SetChangeParms (void)
1136 {
1137         // save parms for level change
1138         parm1 = self.parm_idlesince - time;
1139 }
1140
1141 /*
1142 =============
1143 DecodeLevelParms
1144 =============
1145 */
1146 void DecodeLevelParms (void)
1147 {
1148         // load parms
1149         self.parm_idlesince = parm1;
1150         if(self.parm_idlesince == -(86400 * 366))
1151                 self.parm_idlesince = time;
1152
1153         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1154         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1155 }
1156
1157 /*
1158 =============
1159 ClientKill
1160
1161 Called when a client types 'kill' in the console
1162 =============
1163 */
1164
1165 void ClientKill_Now_TeamChange()
1166 {
1167         if(self.killindicator_teamchange == -1)
1168         {
1169                 self.team = -1;
1170                 JoinBestTeam( self, FALSE, FALSE );
1171         }
1172         else
1173                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1174 }
1175
1176 void ClientKill_Now()
1177 {
1178         if(self.killindicator_teamchange)
1179                 ClientKill_Now_TeamChange();
1180
1181         // in any case:
1182         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1183
1184         if(self.killindicator)
1185         {
1186                 dprint("Cleaned up after a leaked kill indicator.\n");
1187                 remove(self.killindicator);
1188                 self.killindicator = world;
1189         }
1190 }
1191 void KillIndicator_Think()
1192 {
1193         if (!self.owner.modelindex)
1194         {
1195                 self.owner.killindicator = world;
1196                 remove(self);
1197                 return;
1198         }
1199
1200         if(self.cnt <= 0)
1201         {
1202                 self = self.owner;
1203                 ClientKill_Now(); // no oldself needed
1204                 return;
1205         }
1206         else
1207         {
1208                 if(self.cnt <= 10)
1209                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1210                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1211                 {
1212                         if(self.cnt <= 10)
1213                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1214                         if(self.owner.killindicator_teamchange)
1215                         {
1216                                 if(self.owner.killindicator_teamchange == -1)
1217                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1218                                 else
1219                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1220                         }
1221                         else
1222                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1223                 }
1224                 self.nextthink = time + 1;
1225                 self.cnt -= 1;
1226         }
1227 }
1228
1229 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1230 {
1231         float killtime;
1232         entity e;
1233         killtime = cvar("g_balance_kill_delay");
1234
1235         if(g_race_qualifying)
1236                 killtime = 0;
1237
1238         self.killindicator_teamchange = targetteam;
1239
1240         if(!self.killindicator)
1241         {
1242                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1243                 {
1244                         ClientKill_Now();
1245                 }
1246                 else
1247                 {
1248                         self.killindicator = spawn();
1249                         self.killindicator.owner = self;
1250                         self.killindicator.scale = 0.5;
1251                         setattachment(self.killindicator, self, "");
1252                         setorigin(self.killindicator, '0 0 52');
1253                         self.killindicator.think = KillIndicator_Think;
1254                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1255                         self.killindicator.cnt = ceil(killtime);
1256                         self.killindicator.count = bound(0, ceil(killtime), 10);
1257                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1258
1259                         for(e = world; (e = find(e, classname, "body")) != world; )
1260                         {
1261                                 if(e.enemy != self)
1262                                         continue;
1263                                 e.killindicator = spawn();
1264                                 e.killindicator.owner = e;
1265                                 e.killindicator.scale = 0.5;
1266                                 setattachment(e.killindicator, e, "");
1267                                 setorigin(e.killindicator, '0 0 52');
1268                                 e.killindicator.think = KillIndicator_Think;
1269                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1270                                 e.killindicator.cnt = ceil(killtime);
1271                         }
1272                         self.lip = 0;
1273                 }
1274         }
1275         if(self.killindicator)
1276         {
1277                 if(targetteam)
1278                         self.killindicator.colormod = TeamColor(targetteam);
1279                 else
1280                         self.killindicator.colormod = '0 0 0';
1281         }
1282 }
1283
1284 void ClientKill (void)
1285 {
1286         ClientKill_TeamChange(0);
1287 }
1288
1289 void DoTeamChange(float destteam)
1290 {
1291         float t, c0;
1292         if(!teams_matter)
1293         {
1294                 if(destteam >= 0)
1295                         SetPlayerColors(self, destteam);
1296                 return;
1297         }
1298         if(self.classname == "player")
1299         if(destteam == -1)
1300         {
1301                 CheckAllowedTeams(self);
1302                 t = FindSmallestTeam(self, TRUE);
1303                 switch(self.team)
1304                 {
1305                         case COLOR_TEAM1: c0 = c1; break;
1306                         case COLOR_TEAM2: c0 = c2; break;
1307                         case COLOR_TEAM3: c0 = c3; break;
1308                         case COLOR_TEAM4: c0 = c4; break;
1309                         default:          c0 = 999;
1310                 }
1311                 switch(t)
1312                 {
1313                         case 1:
1314                                 if(c0 > c1)
1315                                         destteam = COLOR_TEAM1;
1316                                 break;
1317                         case 2:
1318                                 if(c0 > c2)
1319                                         destteam = COLOR_TEAM2;
1320                                 break;
1321                         case 3:
1322                                 if(c0 > c3)
1323                                         destteam = COLOR_TEAM3;
1324                                 break;
1325                         case 4:
1326                                 if(c0 > c4)
1327                                         destteam = COLOR_TEAM4;
1328                                 break;
1329                 }
1330                 if(destteam == -1)
1331                         return;
1332         }
1333         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1334                 return;
1335         ClientKill_TeamChange(destteam);
1336 }
1337
1338 void FixClientCvars(entity e)
1339 {
1340         // send prediction settings to the client
1341         stuffcmd(e, "\nin_bindmap 0 0\n");
1342         if(g_race || g_cts)
1343                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1344         if(cvar("g_antilag") == 3) // client side hitscan
1345                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");
1346                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1347         /*
1348          * we no longer need to stuff this. Remove this comment block if you feel
1349          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1350         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1351         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1352         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1353         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1354         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1355         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1356         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1357         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1358         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1359         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1360         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1361         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1362         stuffcmd(e, "cl_movement_edgefriction 1\n");
1363          */
1364 }
1365
1366 /*
1367 =============
1368 ClientConnect
1369
1370 Called when a client connects to the server
1371 =============
1372 */
1373 //void ctf_clientconnect();
1374 string ColoredTeamName(float t);
1375 void DecodeLevelParms (void);
1376 //void dom_player_join_team(entity pl);
1377 #ifdef UID
1378 .float uid_kicktime;
1379 .string uid;
1380 #endif
1381 void ClientConnect (void)
1382 {
1383         float t;
1384
1385         if(self.flags & FL_CLIENT)
1386         {
1387                 print("Warning: ClientConnect, but already connected!\n");
1388                 return;
1389         }
1390
1391         if(Ban_MaybeEnforceBan(self))
1392                 return;
1393
1394         DecodeLevelParms();
1395
1396         self.classname = "player_joining";
1397
1398         self.flags = FL_CLIENT;
1399         self.version_nagtime = time + 10 + random() * 10;
1400
1401         if(player_count<0)
1402         {
1403                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1404                 player_count = 0;
1405         }
1406
1407         PlayerScore_Attach(self);
1408         ClientData_Attach();
1409
1410         bot_clientconnect();
1411
1412         playerdemo_init();
1413
1414         anticheat_init();
1415         
1416         race_PreSpawnObserver();
1417
1418         //if(g_domination)
1419         //      dom_player_join_team(self);
1420
1421         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1422
1423         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1424                 self.classname = "observer";
1425         } else {
1426                 if(teams_matter)
1427                 {
1428                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1429                         {
1430                                 self.classname = "player";
1431                                 campaign_bots_may_start = 1;
1432                         }
1433                         else
1434                         {
1435                                 self.classname = "observer"; // do it anyway
1436                         }
1437                 }
1438                 else
1439                 {
1440                         self.classname = "player";
1441                         campaign_bots_may_start = 1;
1442                 }
1443         }
1444
1445         self.playerid = (playerid_last = playerid_last + 1);
1446
1447         if(cvar("sv_eventlog"))
1448                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1449
1450         LogTeamchange(self.playerid, self.team, 1);
1451
1452         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1453
1454         self.netname_previous = strzone(self.netname);
1455
1456         bprint("^4", self.netname, "^4 connected");
1457
1458         if(self.classname != "observer" && (g_domination || g_ctf))
1459                 bprint(" and joined the ", ColoredTeamName(self.team));
1460
1461         bprint("\n");
1462
1463         self.welcomemessage_time = 0;
1464
1465         stuffcmd(self, strcat(clientstuff, "\n"));
1466         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1467         stuffcmd(self, "cl_particles_reloadeffects\n");
1468
1469         FixClientCvars(self);
1470
1471         // spawnfunc_waypoint sprites
1472         WaypointSprite_InitClient(self);
1473
1474         // Wazat's grappling hook
1475         SetGrappleHookBindings();
1476
1477         // get autoswitch state from player when he toggles it
1478         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1479
1480         // get version info from player
1481         stuffcmd(self, "cmd clientversion $gameversion\n");
1482
1483         // get other cvars from player
1484         GetCvars(0);
1485
1486         // set cvar for team scoreboard
1487         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1488
1489         // notify about available teams
1490         if(teams_matter)
1491         {
1492                 CheckAllowedTeams(self);
1493                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1494                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1495         }
1496         else
1497                 stuffcmd(self, "set _teams_available 0\n");
1498
1499         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1500
1501         if(g_arena || g_ca)
1502         {
1503                 self.classname = "observer";
1504                 if(g_arena)
1505                         Spawnqueue_Insert(self);
1506         }
1507         /*else if(g_ctf)
1508         {
1509                 ctf_clientconnect();
1510         }*/
1511
1512         if(teams_matter || radar_showennemies)
1513                 attach_entcs();
1514
1515         bot_relinkplayerlist();
1516
1517         self.spectatortime = time;
1518         if(blockSpectators)
1519         {
1520                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1521         }
1522
1523         self.jointime = time;
1524         self.allowedTimeouts = cvar("sv_timeout_number");
1525
1526         if(clienttype(self) == CLIENTTYPE_REAL)
1527         {
1528                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1529                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1530         }
1531
1532         if(g_lms)
1533         {
1534                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1535                 {
1536                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1537                         self.frags = FRAGS_SPECTATOR;
1538                 }
1539         }
1540
1541         if(!sv_foginterval && world.fog != "")
1542                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1543
1544         SoundEntity_Attach(self);
1545
1546         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1547         {
1548                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1549                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1550         }
1551         else
1552                 self.hitplotfh = -1;
1553
1554 #ifdef UID
1555         if(clienttype(self) == CLIENTTYPE_REAL)
1556         if not(self.uid)
1557                 self.uid_kicktime = time + 60;
1558 #endif
1559
1560         if(g_race || g_cts) {
1561                 string rr;
1562                 if(g_cts)
1563                         rr = CTS_RECORD;
1564                 else
1565                         rr = RACE_RECORD;
1566                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1567
1568                 race_send_recordtime(MSG_ONE);
1569                 race_send_speedaward(MSG_ONE);
1570
1571                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1572                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));
1573                 race_send_speedaward_alltimebest(MSG_ONE);
1574
1575                 float i;
1576                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1577                         race_SendRankings(i, 0, 0, MSG_ONE);
1578                 }
1579         }
1580         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca
1581                 send_CSQC_teamnagger();
1582
1583         CheatInitClient();
1584 }
1585
1586 /*
1587 =============
1588 ClientDisconnect
1589
1590 Called when a client disconnects from the server
1591 =============
1592 */
1593 .entity chatbubbleentity;
1594 .entity teambubbleentity;
1595 void ReadyCount();
1596 void ClientDisconnect (void)
1597 {
1598         if not(self.flags & FL_CLIENT)
1599         {
1600                 print("Warning: ClientDisconnect without ClientConnect\n");
1601                 return;
1602         }
1603
1604         CheatShutdownClient();
1605
1606         if(self.hitplotfh >= 0)
1607         {
1608                 fclose(self.hitplotfh);
1609                 self.hitplotfh = -1;
1610         }
1611
1612         anticheat_report();
1613         anticheat_shutdown();
1614
1615         playerdemo_shutdown();
1616
1617         bot_clientdisconnect();
1618
1619         if(self.entcs)
1620                 detach_entcs();
1621
1622         if(cvar("sv_eventlog"))
1623                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1624         bprint ("^4",self.netname);
1625         bprint ("^4 disconnected\n");
1626
1627         SoundEntity_Detach(self);
1628
1629         DropAllRunes(self);
1630         MUTATOR_CALLHOOK(ClientDisconnect);
1631
1632         Portal_ClearAll(self);
1633
1634         if(self.flagcarried)
1635                 DropFlag(self.flagcarried, world, world);
1636         if(self.ballcarried)
1637                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1638
1639         // Here, everything has been done that requires this player to be a client.
1640
1641         self.flags &~= FL_CLIENT;
1642
1643         if (self.chatbubbleentity)
1644                 remove (self.chatbubbleentity);
1645
1646         if (self.teambubbleentity)
1647                 remove (self.teambubbleentity);
1648
1649         if (self.killindicator)
1650                 remove (self.killindicator);
1651
1652         WaypointSprite_PlayerGone();
1653
1654         bot_relinkplayerlist();
1655
1656         // remove laserdot
1657         if(self.weaponentity)
1658                 if(self.weaponentity.lasertarget)
1659                         remove(self.weaponentity.lasertarget);
1660
1661         if(g_arena)
1662         {
1663                 Spawnqueue_Unmark(self);
1664                 Spawnqueue_Remove(self);
1665         }
1666
1667         ClientData_Detach();
1668         PlayerScore_Detach(self);
1669
1670         if(self.netname_previous)
1671                 strunzone(self.netname_previous);
1672         if(self.clientstatus)
1673                 strunzone(self.clientstatus);
1674
1675         ClearPlayerSounds();
1676
1677         if(self.personal)
1678                 remove(self.personal);
1679
1680         self.playerid = 0;
1681         ReadyCount();
1682
1683         // free cvars
1684         GetCvars(-1);
1685 }
1686
1687 .float BUTTON_CHAT;
1688 void ChatBubbleThink()
1689 {
1690         self.nextthink = time;
1691         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1692         {
1693                 if(self.owner) // but why can that ever be world?
1694                         self.owner.chatbubbleentity = world;
1695                 remove(self);
1696                 return;
1697         }
1698         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1699 #ifdef TETRIS
1700                 || self.owner.tetris_on
1701 #endif
1702         )
1703                 self.model = self.mdl;
1704         else
1705                 self.model = "";
1706 };
1707
1708 void UpdateChatBubble()
1709 {
1710         if (!self.modelindex)
1711                 return;
1712         // spawn a chatbubble entity if needed
1713         if (!self.chatbubbleentity)
1714         {
1715                 self.chatbubbleentity = spawn();
1716                 self.chatbubbleentity.owner = self;
1717                 self.chatbubbleentity.exteriormodeltoclient = self;
1718                 self.chatbubbleentity.think = ChatBubbleThink;
1719                 self.chatbubbleentity.nextthink = time;
1720                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1721                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1722                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1723                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1724                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1725                 self.chatbubbleentity.model = "";
1726                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1727         }
1728 }
1729
1730
1731 void TeamBubbleThink()
1732 {
1733         self.nextthink = time;
1734         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1735         {
1736                 if(self.owner) // but why can that ever be world?
1737                         self.owner.teambubbleentity = world;
1738                 remove(self);
1739                 return;
1740         }
1741 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1742         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1743                 self.model = "";
1744         else
1745                 self.model = self.mdl;
1746
1747 };
1748
1749 float TeamBubble_customizeentityforclient()
1750 {
1751         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1752 }
1753
1754 void UpdateTeamBubble()
1755 {
1756         if (!self.modelindex || !teams_matter)
1757                 return;
1758         // spawn a teambubble entity if needed
1759         if (!self.teambubbleentity && teams_matter)
1760         {
1761                 self.teambubbleentity = spawn();
1762                 self.teambubbleentity.owner = self;
1763                 self.teambubbleentity.exteriormodeltoclient = self;
1764                 self.teambubbleentity.think = TeamBubbleThink;
1765                 self.teambubbleentity.nextthink = time;
1766                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1767 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1768                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1769                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1770                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1771                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1772                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1773                 self.teambubbleentity.effects = EF_LOWPRECISION;
1774         }
1775 }
1776
1777 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1778 // added to the model skins
1779 /*void UpdateColorModHack()
1780 {
1781         local float c;
1782         c = self.clientcolors & 15;
1783         // LordHavoc: only bothering to support white, green, red, yellow, blue
1784              if (!teams_matter) self.colormod = '0 0 0';
1785         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1786         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1787         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1788         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1789         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1790         else self.colormod = '1 1 1';
1791 };*/
1792
1793 .float oldcolormap;
1794 void respawn(void)
1795 {
1796         if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1797         {
1798                 self.solid = SOLID_NOT;
1799                 self.takedamage = DAMAGE_NO;
1800                 self.movetype = MOVETYPE_FLY;
1801                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1802                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1803                 self.effects |= EF_ADDITIVE;
1804                 self.oldcolormap = self.colormap;
1805                 self.colormap = 512;
1806                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1807                 if(cvar("g_respawn_ghosts_maxtime"))
1808                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1809         }
1810
1811         CopyBody(1);
1812         self.effects |= EF_NODRAW; // prevent another CopyBody
1813         if(self.oldcolormap)
1814         {
1815                 self.colormap = self.oldcolormap;
1816                 self.oldcolormap = 0;
1817         }
1818         PutClientInServer();
1819 }
1820
1821 void play_countdown(float finished, string samp)
1822 {
1823         if(clienttype(self) == CLIENTTYPE_REAL)
1824                 if(floor(finished - time - frametime) != floor(finished - time))
1825                         if(finished - time < 6)
1826                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1827 }
1828
1829 /**
1830  * When sv_timeout is used this function returs strings like
1831  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1832  * Called by centerprint functions
1833  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1834  */
1835 string getTimeoutText(float addOneSecond) {
1836         if (!cvar("sv_timeout") || !timeoutStatus)
1837                 return "";
1838
1839         local string retStr;
1840         if (timeoutStatus == 1) {
1841                 if (addOneSecond == 1) {
1842                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1843                 }
1844                 else {
1845                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1846                 }
1847                 return retStr;
1848         }
1849         else if (timeoutStatus == 2) {
1850                 if (addOneSecond) {
1851                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1852                         //don't show messages like "Timeout ends in 0 seconds"...
1853                         if ((remainingTimeoutTime + 1) > 0)
1854                                 return retStr;
1855                         else
1856                                 return "";
1857                 }
1858                 else {
1859                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1860                         //don't show messages like "Timeout ends in 0 seconds"...
1861                         if (remainingTimeoutTime > 0)
1862                                 return retStr;
1863                         else
1864                                 return "";
1865                 }
1866         }
1867         else return "";
1868 }
1869
1870 void player_powerups (void)
1871 {
1872         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1873         {
1874                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1875                 self.modelflags |= MF_ROCKET;
1876         }
1877         else
1878         {
1879                 SoundEntity_StopSound(self, CHAN_PLAYER);
1880                 self.modelflags &~= MF_ROCKET;
1881         }
1882
1883         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1884
1885         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1886                 return;
1887         
1888         Fire_ApplyDamage(self);
1889         Fire_ApplyEffect(self);
1890
1891         if (g_minstagib)
1892         {
1893                 self.effects |= EF_FULLBRIGHT;
1894
1895                 if (self.items & IT_STRENGTH)
1896                 {
1897                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1898                         if (time > self.strength_finished)
1899                         {
1900                                 self.alpha = default_player_alpha;
1901                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1902                                 self.items &~= IT_STRENGTH;
1903                                 sprint(self, "^3Invisibility has worn off\n");
1904                         }
1905                 }
1906                 else
1907                 {
1908                         if (time < self.strength_finished)
1909                         {
1910                                 self.alpha = g_minstagib_invis_alpha;
1911                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1912                                 self.items |= IT_STRENGTH;
1913                                 sprint(self, "^3You are invisible\n");
1914                         }
1915                 }
1916
1917                 if (self.items & IT_INVINCIBLE)
1918                 {
1919                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1920                         if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1921                         {
1922                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1923                                 sprint(self, "^3Speed has worn off\n");
1924                         }
1925                 }
1926                 else
1927                 {
1928                         if (time < self.invincible_finished)
1929                         {
1930                                 self.items = self.items | IT_INVINCIBLE;
1931                                 sprint(self, "^3You are on speed\n");
1932                         }
1933                 }
1934                 return;
1935         }
1936
1937         if (self.items & IT_STRENGTH)
1938         {
1939                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1940                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1941                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
1942                 {
1943                         self.items = self.items - (self.items & IT_STRENGTH);
1944                         sprint(self, "^3Strength has worn off\n");
1945                 }
1946         }
1947         else
1948         {
1949                 if (time < self.strength_finished)
1950                 {
1951                         self.items = self.items | IT_STRENGTH;
1952                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1953                 }
1954         }
1955         if (self.items & IT_INVINCIBLE)
1956         {
1957                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1958                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1959                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1960                 {
1961                         self.items = self.items - (self.items & IT_INVINCIBLE);
1962                         sprint(self, "^3Shield has worn off\n");
1963                 }
1964         }
1965         else
1966         {
1967                 if (time < self.invincible_finished)
1968                 {
1969                         self.items = self.items | IT_INVINCIBLE;
1970                         sprint(self, "^3Shield surrounds you\n");
1971                 }
1972         }
1973
1974         if(cvar("g_nodepthtestplayers"))
1975                 self.effects = self.effects | EF_NODEPTHTEST;
1976
1977         if(cvar("g_fullbrightplayers"))
1978                 self.effects = self.effects | EF_FULLBRIGHT;
1979
1980         // midair gamemode: damage only while in the air
1981         // if in midair mode, being on ground grants temporary invulnerability
1982         // (this is so that multishot weapon don't clear the ground flag on the
1983         // first damage in the frame, leaving the player vulnerable to the
1984         // remaining hits in the same frame)
1985         if (self.flags & FL_ONGROUND)
1986         if (g_midair)
1987                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1988
1989         if (time >= game_starttime)
1990         if (time < self.spawnshieldtime)
1991                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1992 }
1993
1994 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1995 {
1996         if(current > stable)
1997                 return current;
1998         else if(current > stable - 0.25) // when close enough, "snap"
1999                 return stable;
2000         else
2001                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2002 }
2003
2004 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2005 {
2006         if(current < stable)
2007                 return current;
2008         else if(current < stable + 0.25) // when close enough, "snap"
2009                 return stable;
2010         else
2011                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2012 }
2013
2014 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2015 {
2016         if(current > rotstable)
2017         {
2018                 if(rotframetime > 0)
2019                 {
2020                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2021                         current = max(rotstable, current - rotlinear * rotframetime);
2022                 }
2023         }
2024         else if(current < regenstable)
2025         {
2026                 if(regenframetime > 0)
2027                 {
2028                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2029                         current = min(regenstable, current + regenlinear * regenframetime);
2030                 }
2031         }
2032
2033         if(current > limit)
2034                 current = limit;
2035
2036         return current;
2037 }
2038
2039 void player_regen (void)
2040 {
2041         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2042         maxh = cvar("g_balance_health_rotstable");
2043         maxa = cvar("g_balance_armor_rotstable");
2044         maxf = cvar("g_balance_fuel_rotstable");
2045         minh = cvar("g_balance_health_regenstable");
2046         mina = cvar("g_balance_armor_regenstable");
2047         minf = cvar("g_balance_fuel_regenstable");
2048         limith = cvar("g_balance_health_limit");
2049         limita = cvar("g_balance_armor_limit");
2050         limitf = cvar("g_balance_fuel_limit");
2051
2052         max_mod = regen_mod = rot_mod = limit_mod = 1;
2053
2054         if (self.runes & RUNE_REGEN)
2055         {
2056                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2057                 {
2058                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2059                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2060                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2061                 }
2062                 else
2063                 {
2064                         regen_mod = cvar("g_balance_rune_regen_regenrate");
2065                         max_mod = cvar("g_balance_rune_regen_hpmod");
2066                         limit_mod = cvar("g_balance_rune_regen_limitmod");
2067                 }
2068         }
2069         else if (self.runes & CURSE_VENOM)
2070         {
2071                 max_mod = cvar("g_balance_curse_venom_hpmod");
2072                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2073                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2074                 else
2075                         rot_mod = cvar("g_balance_curse_venom_rotrate");
2076                 limit_mod = cvar("g_balance_curse_venom_limitmod");
2077                 //if (!self.runes & RUNE_REGEN)
2078                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
2079         }
2080         maxh = maxh * max_mod;
2081         //maxa = maxa * max_mod;
2082         //maxf = maxf * max_mod;
2083         minh = minh * max_mod;
2084         //mina = mina * max_mod;
2085         //minf = minf * max_mod;
2086         limith = limith * limit_mod;
2087         limita = limita * limit_mod;
2088         //limitf = limitf * limit_mod;
2089
2090         if(g_lms && g_ca)
2091                 rot_mod = 0;
2092
2093         if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2094         {
2095                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2096                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2097
2098                 // if player rotted to death...  die!
2099                 if(self.health < 1)
2100                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2101         }
2102
2103         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2104                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2105 }
2106
2107 float zoomstate_set;
2108 void SetZoomState(float z)
2109 {
2110         if(z != self.zoomstate)
2111         {
2112                 self.zoomstate = z;
2113                 ClientData_Touch(self);
2114         }
2115         zoomstate_set = 1;
2116 }
2117
2118 void GetPressedKeys(void) {
2119         MUTATOR_CALLHOOK(GetPressedKeys);
2120         if (self.movement_x > 0) // get if movement keys are pressed
2121         {       // forward key pressed
2122                 self.pressedkeys |= KEY_FORWARD;
2123                 self.pressedkeys &~= KEY_BACKWARD;
2124         }
2125         else if (self.movement_x < 0)
2126         {       // backward key pressed
2127                 self.pressedkeys |= KEY_BACKWARD;
2128                 self.pressedkeys &~= KEY_FORWARD;
2129         }
2130         else
2131         {       // no x input
2132                 self.pressedkeys &~= KEY_FORWARD;
2133                 self.pressedkeys &~= KEY_BACKWARD;
2134         }
2135
2136         if (self.movement_y > 0)
2137         {       // right key pressed
2138                 self.pressedkeys |= KEY_RIGHT;
2139                 self.pressedkeys &~= KEY_LEFT;
2140         }
2141         else if (self.movement_y < 0)
2142         {       // left key pressed
2143                 self.pressedkeys |= KEY_LEFT;
2144                 self.pressedkeys &~= KEY_RIGHT;
2145         }
2146         else
2147         {       // no y input
2148                 self.pressedkeys &~= KEY_RIGHT;
2149                 self.pressedkeys &~= KEY_LEFT;
2150         }
2151
2152         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2153                 self.pressedkeys |= KEY_JUMP;
2154         else
2155                 self.pressedkeys &~= KEY_JUMP;
2156         if (self.BUTTON_CROUCH)
2157                 self.pressedkeys |= KEY_CROUCH;
2158         else
2159                 self.pressedkeys &~= KEY_CROUCH;
2160 }
2161
2162 void update_stats (float number, float hit, float fired) {
2163 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;
2164 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2165
2166         if(number) {
2167                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2168                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2169         } else {
2170                 self.stat_hit = hit * sv_accuracy_data_share;
2171                 self.stat_fired = fired * sv_accuracy_data_share;
2172         }
2173 }
2174
2175 /*
2176 ======================
2177 spectate mode routines
2178 ======================
2179 */
2180
2181 .float weapon_count;
2182 void SpectateCopy(entity spectatee) {
2183         if(spectatee.weapon_count < WEP_LAST) {
2184                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));
2185                 spectatee.weapon_count ++;
2186         } else
2187                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2188
2189         other = spectatee;
2190         MUTATOR_CALLHOOK(SpectateCopy);
2191         self.armortype = spectatee.armortype;
2192         self.armorvalue = spectatee.armorvalue;
2193         self.ammo_cells = spectatee.ammo_cells;
2194         self.ammo_shells = spectatee.ammo_shells;
2195         self.ammo_nails = spectatee.ammo_nails;
2196         self.ammo_rockets = spectatee.ammo_rockets;
2197         self.ammo_fuel = spectatee.ammo_fuel;
2198         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2199         self.health = spectatee.health;
2200         self.impulse = 0;
2201         self.items = spectatee.items;
2202         self.metertime = spectatee.metertime;
2203         self.strength_finished = spectatee.strength_finished;
2204         self.invincible_finished = spectatee.invincible_finished;
2205         self.pressedkeys = spectatee.pressedkeys;
2206         self.weapons = spectatee.weapons;
2207         self.switchweapon = spectatee.switchweapon;
2208         self.weapon = spectatee.weapon;
2209         self.punchangle = spectatee.punchangle;
2210         self.view_ofs = spectatee.view_ofs;
2211         self.v_angle = spectatee.v_angle;
2212         self.velocity = spectatee.velocity;
2213         self.dmg_take = spectatee.dmg_take;
2214         self.dmg_save = spectatee.dmg_save;
2215         self.dmg_inflictor = spectatee.dmg_inflictor;
2216         self.angles = spectatee.v_angle;
2217         self.fixangle = TRUE;
2218         setorigin(self, spectatee.origin);
2219         setsize(self, spectatee.mins, spectatee.maxs);
2220         SetZoomState(spectatee.zoomstate);
2221
2222         anticheat_spectatecopy(spectatee);
2223 }
2224
2225 float SpectateUpdate() {
2226         if(!self.enemy)
2227                 return 0;
2228
2229         if (self == self.enemy)
2230                 return 0;
2231
2232         if(self.enemy.classname != "player")
2233                 return 0;
2234
2235         SpectateCopy(self.enemy);
2236
2237         return 1;
2238 }
2239
2240 float SpectateNext() {
2241         other = find(self.enemy, classname, "player");
2242
2243         if (!other)
2244                 other = find(other, classname, "player");
2245
2246         if (other)
2247                 self.enemy = other;
2248
2249         if(self.enemy.classname == "player") {
2250                 msg_entity = self;
2251                 WriteByte(MSG_ONE, SVC_SETVIEW);
2252                 WriteEntity(MSG_ONE, self.enemy);
2253                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2254                 self.movetype = MOVETYPE_NONE;
2255
2256                 self.enemy.weapon_count = 0;
2257
2258                 if(!SpectateUpdate())
2259                         PutObserverInServer();
2260
2261                 return 1;
2262         } else {
2263                 return 0;
2264         }
2265 }
2266
2267 /*
2268 =============
2269 ShowRespawnCountdown()
2270
2271 Update a respawn countdown display.
2272 =============
2273 */
2274 void ShowRespawnCountdown()
2275 {
2276         float number;
2277         if(self.deadflag == DEAD_NO) // just respawned?
2278                 return;
2279         else
2280         {
2281                 number = ceil(self.death_time - time);
2282                 if(number <= 0)
2283                         return;
2284                 if(number <= self.respawn_countdown)
2285                 {
2286                         self.respawn_countdown = number - 1;
2287                         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
2288                                 AnnounceTo(self, strcat(ftos(number), ""));
2289                 }
2290         }
2291 }
2292
2293 void LeaveSpectatorMode()
2294 {
2295         if(isJoinAllowed()) {
2296                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2297                         self.classname = "player";
2298
2299                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2300                                 JoinBestTeam(self, FALSE, TRUE);
2301
2302                         if(cvar("g_campaign"))
2303                                 campaign_bots_may_start = 1;
2304
2305                         self.stat_count = WEP_LAST;
2306
2307                         PutClientInServer();
2308
2309                         if(self.classname == "player")
2310                                 bprint ("^4", self.netname, "^4 is playing now\n");
2311
2312                         if(!cvar("g_campaign"))
2313                                 centerprint(self,""); // clear MOTD
2314
2315                         return;
2316                 } else {
2317                         if (g_ca && self.caplayer) {
2318                         }       // do nothing
2319                         else
2320                                 stuffcmd(self,"menu_showteamselect\n");
2321                         return;
2322                 }
2323         }
2324         else {
2325                 //player may not join because of g_maxplayers is set
2326                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2327         }
2328 }
2329
2330 /**
2331  * Determines whether the player is allowed to join. This depends on cvar
2332  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2333  * it checks whether the number of currently playing players exceeds g_maxplayers.
2334  * @return bool TRUE if the player is allowed to join, false otherwise
2335  */
2336 float isJoinAllowed() {
2337         if (!cvar("g_maxplayers"))
2338                 return TRUE;
2339
2340         local entity e;
2341         local float currentlyPlaying;
2342         FOR_EACH_REALPLAYER(e) {
2343                 if(e.classname == "player")
2344                         currentlyPlaying += 1;
2345         }
2346         if(currentlyPlaying < cvar("g_maxplayers"))
2347                 return TRUE;
2348
2349         return FALSE;
2350 }
2351
2352 /**
2353  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2354  * g_maxplayers_spectator_blocktime seconds
2355  */
2356 void checkSpectatorBlock() {
2357         if(self.classname == "spectator" || self.classname == "observer") {
2358                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2359                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2360                         dropclient(self);
2361                 }
2362         }
2363 }
2364
2365 float vercmp_recursive(string v1, string v2)
2366 {
2367         float dot1, dot2;
2368         string s1, s2;
2369         float r;
2370
2371         dot1 = strstrofs(v1, ".", 0);
2372         dot2 = strstrofs(v2, ".", 0);
2373         if(dot1 == -1)
2374                 s1 = v1;
2375         else
2376                 s1 = substring(v1, 0, dot1);
2377         if(dot2 == -1)
2378                 s2 = v2;
2379         else
2380                 s2 = substring(v2, 0, dot2);
2381
2382         r = stof(s1) - stof(s2);
2383         if(r != 0)
2384                 return r;
2385
2386         r = strcasecmp(s1, s2);
2387         if(r != 0)
2388                 return r;
2389
2390         if(dot1 == -1)
2391                 if(dot2 == -1)
2392                         return 0;
2393                 else
2394                         return -1;
2395         else
2396                 if(dot2 == -1)
2397                         return 1;
2398                 else
2399                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2400 }
2401
2402 float vercmp(string v1, string v2)
2403 {
2404         if(strcasecmp(v1, v2) == 0) // early out check
2405                 return 0;
2406         return vercmp_recursive(v1, v2);
2407 }
2408
2409 void ObserverThink()
2410 {
2411         if (self.flags & FL_JUMPRELEASED) {
2412                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2413                         self.welcomemessage_time = 0;
2414                         self.flags &~= FL_JUMPRELEASED;
2415                         self.flags |= FL_SPAWNING;
2416                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2417                         self.welcomemessage_time = 0;
2418                         self.flags &~= FL_JUMPRELEASED;
2419                         if(SpectateNext() == 1) {
2420                                 self.classname = "spectator";
2421                         }
2422                 }
2423         } else {
2424                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2425                         self.flags |= FL_JUMPRELEASED;
2426                         if(self.flags & FL_SPAWNING)
2427                         {
2428                                 self.flags &~= FL_SPAWNING;
2429                                 LeaveSpectatorMode();
2430                                 return;
2431                         }
2432                 }
2433         }
2434         PrintWelcomeMessage(self);
2435 }
2436
2437 void SpectatorThink()
2438 {
2439         if (self.flags & FL_JUMPRELEASED) {
2440                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2441                         self.welcomemessage_time = 0;
2442                         self.flags &~= FL_JUMPRELEASED;
2443                         self.flags |= FL_SPAWNING;
2444                 } else if(self.BUTTON_ATCK) {
2445                         self.welcomemessage_time = 0;
2446                         self.flags &~= FL_JUMPRELEASED;
2447                         if(SpectateNext() == 1) {
2448                                 self.classname = "spectator";
2449                         } else {
2450                                 self.classname = "observer";
2451                                 self.stat_count = WEP_LAST;
2452                                 PutClientInServer();
2453                         }
2454                 } else if (self.BUTTON_ATCK2) {
2455                         self.welcomemessage_time = 0;
2456                         self.flags &~= FL_JUMPRELEASED;
2457                         self.classname = "observer";
2458                         self.stat_count = WEP_LAST;
2459                         PutClientInServer();
2460                 } else {
2461                         if(!SpectateUpdate())
2462                                 PutObserverInServer();
2463                 }
2464         } else {
2465                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2466                         self.flags |= FL_JUMPRELEASED;
2467                         if(self.flags & FL_SPAWNING)
2468                         {
2469                                 self.flags &~= FL_SPAWNING;
2470                                 LeaveSpectatorMode();
2471                                 return;
2472                         }
2473                 }
2474         }
2475
2476         PrintWelcomeMessage(self);
2477         self.flags |= FL_CLIENT | FL_NOTARGET;
2478 }
2479
2480 .float touchexplode_time;
2481
2482 /*
2483 =============
2484 PlayerPreThink
2485
2486 Called every frame for each client before the physics are run
2487 =============
2488 */
2489 void() ctf_setstatus;
2490 void() nexball_setstatus;
2491 .float items_added;
2492 void PlayerPreThink (void)
2493 {
2494         self.stat_game_starttime = game_starttime;
2495         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2496         self.stat_leadlimit = cvar("leadlimit");
2497
2498         if(frametime)
2499         {
2500                 // physics frames: update anticheat stuff
2501                 anticheat_prethink();
2502         }
2503
2504         if(blockSpectators && frametime)
2505                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2506                 checkSpectatorBlock();
2507
2508         zoomstate_set = 0;
2509
2510         if(self.netname_previous != self.netname)
2511         {
2512                 if(cvar("sv_eventlog"))
2513                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2514                 if(self.netname_previous)
2515                         strunzone(self.netname_previous);
2516                 self.netname_previous = strzone(self.netname);
2517         }
2518
2519         // version nagging
2520         if(self.version_nagtime)
2521                 if(self.cvar_g_xonoticversion)
2522                         if(time > self.version_nagtime)
2523                         {
2524                                 if(strstr(self.cvar_g_xonoticversion, "svn", 0) < 0)
2525                                 {
2526                                         if(strstr(cvar_string("g_xonoticversion"), "svn", 0) >= 0)
2527                                         {
2528                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2529                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2530                                         }
2531                                         else
2532                                         {
2533                                                 float r;
2534                                                 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2535                                                 if(r < 0)
2536                                                 {
2537                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", cvar_string("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");
2538                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", cvar_string("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"));
2539                                                 }
2540                                                 else if(r > 0)
2541                                                 {
2542                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2543                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2544                                                 }
2545                                         }
2546                                 }
2547                                 self.version_nagtime = 0;
2548                         }
2549
2550         // GOD MODE info
2551         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2552         {
2553                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2554                 self.max_armorvalue = 0;
2555         }
2556
2557 #ifdef TETRIS
2558         if (TetrisPreFrame())
2559                 return;
2560 #endif
2561
2562         MUTATOR_CALLHOOK(PlayerPreThink);
2563
2564         if(self.classname == "player") {
2565 //              if(self.netname == "Wazat")
2566 //                      bprint(self.classname, "\n");
2567
2568                 CheckRules_Player();
2569
2570                 PrintWelcomeMessage(self);
2571
2572                 if (intermission_running)
2573                 {
2574                         IntermissionThink ();   // otherwise a button could be missed between
2575                         return;                                 // the think tics
2576                 }
2577
2578                 if(self.teleport_time)
2579                 if(time > self.teleport_time)
2580                 {
2581                         self.teleport_time = 0;
2582                         self.effects = self.effects - (self.effects & EF_NODRAW);
2583                 }
2584
2585                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2586                         UpdateSelectedPlayer();
2587
2588                 //don't allow the player to turn around while game is paused!
2589                 if(timeoutStatus == 2) {
2590                         self.v_angle = self.lastV_angle;
2591                         self.angles = self.lastV_angle;
2592                         self.fixangle = TRUE;
2593                 }
2594
2595                 if(frametime)
2596                 {
2597                         self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2598                         player_powerups();
2599                 }
2600
2601                 if (self.deadflag != DEAD_NO)
2602                 {
2603                         float button_pressed, force_respawn;
2604                         if(self.personal && g_race_qualifying)
2605                         {
2606                                 if(time > self.death_time)
2607                                 {
2608                                         self.death_time = time + 1; // only retry once a second
2609                                         respawn();
2610                                         self.impulse = 141;
2611                                 }
2612                         }
2613                         else
2614                         {
2615                                 if(frametime)
2616                                         player_anim();
2617                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2618                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2619                                 if (self.deadflag == DEAD_DYING)
2620                                 {
2621                                         if(force_respawn)
2622                                                 self.deadflag = DEAD_RESPAWNING;
2623                                         else if(!button_pressed)
2624                                                 self.deadflag = DEAD_DEAD;
2625                                 }
2626                                 else if (self.deadflag == DEAD_DEAD)
2627                                 {
2628                                         if(button_pressed)
2629                                                 self.deadflag = DEAD_RESPAWNABLE;
2630                                 }
2631                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2632                                 {
2633                                         if(!button_pressed)
2634                                                 self.deadflag = DEAD_RESPAWNING;
2635                                 }
2636                                 else if (self.deadflag == DEAD_RESPAWNING)
2637                                 {
2638                                         if(time > self.death_time)
2639                                         {
2640                                                 self.death_time = time + 1; // only retry once a second
2641                                                 respawn();
2642                                         }
2643                                 }
2644                                 ShowRespawnCountdown();
2645                         }
2646                         return;
2647                 }
2648
2649                 if(g_touchexplode)
2650                 if(time > self.touchexplode_time)
2651                 if(self.classname == "player")
2652                 if(self.deadflag == DEAD_NO)
2653                 if not(IS_INDEPENDENT_PLAYER(self))
2654                 FOR_EACH_PLAYER(other) if(self != other)
2655                 {
2656                         if(time > other.touchexplode_time)
2657                         if(other.classname == "player")
2658                         if(other.deadflag == DEAD_NO)
2659                         if not(IS_INDEPENDENT_PLAYER(other))
2660                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2661                         {
2662                                 PlayerTouchExplode(self, other);
2663                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2664                         }
2665                 }
2666
2667                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2668                 {
2669                         vector dist;
2670
2671                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2672                         dist = self.prevorigin - self.origin;
2673                         dist_z = 0;
2674                         self.lms_traveled_distance += fabs(vlen(dist));
2675
2676                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2677                         {
2678                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2679                                 self.lms_traveled_distance = 0;
2680                         }
2681
2682                         if(time > self.lms_nextcheck)
2683                         {
2684                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2685                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2686                                 {
2687                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2688                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2689                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2690                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');
2691                                 }
2692                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2693                                 self.lms_traveled_distance = 0;
2694                         }
2695                 }
2696
2697                 self.prevorigin = self.origin;
2698
2699                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2700                 {
2701                         if (!self.crouch)
2702                         {
2703                                 self.crouch = TRUE;
2704                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2705                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2706                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2707                         }
2708                 }
2709                 else
2710                 {
2711                         if (self.crouch)
2712                         {
2713                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2714                                 if (!trace_startsolid)
2715                                 {
2716                                         self.crouch = FALSE;
2717                                         self.view_ofs = PL_VIEW_OFS;
2718                                         setsize (self, PL_MIN, PL_MAX);
2719                                 }
2720                         }
2721                 }
2722
2723                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2724                 {
2725                         if(self.bloodloss_timer < time)
2726                         {
2727                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2728                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2729                         }
2730                 }
2731
2732                 FixPlayermodel();
2733
2734                 GrapplingHookFrame();
2735
2736                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2737                 //if(frametime)
2738                 {
2739                         self.items &~= self.items_added;
2740
2741                         W_WeaponFrame();
2742
2743                         self.items_added = 0;
2744                         if(self.items & IT_JETPACK)
2745                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2746                                         self.items_added |= IT_FUEL;
2747
2748                         self.items |= self.items_added;
2749                 }
2750
2751                 player_regen();
2752                 if(frametime)
2753                         player_anim();
2754
2755                 if (g_minstagib)
2756                         minstagib_ammocheck();
2757
2758                 ctf_setstatus();
2759                 nexball_setstatus();
2760
2761                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2762
2763                 //self.angles_y=self.v_angle_y + 90;   // temp
2764         } else if(gameover) {
2765                 if (intermission_running)
2766                         IntermissionThink ();   // otherwise a button could be missed between
2767                 return;
2768         } else if(self.classname == "observer") {
2769                 ObserverThink();
2770         } else if(self.classname == "spectator") {
2771                 SpectatorThink();
2772         }
2773
2774         if(!zoomstate_set)
2775                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2776
2777         float oldspectatee_status;
2778         oldspectatee_status = self.spectatee_status;
2779         if(self.classname == "spectator")
2780                 self.spectatee_status = num_for_edict(self.enemy);
2781         else if(self.classname == "observer")
2782                 self.spectatee_status = num_for_edict(self);
2783         else
2784                 self.spectatee_status = 0;
2785         if(self.spectatee_status != oldspectatee_status)
2786         {
2787                 ClientData_Touch(self);
2788                 if(g_race || g_cts)
2789                         race_InitSpectator();
2790         }
2791
2792         if(self.teamkill_soundtime)
2793         if(time > self.teamkill_soundtime)
2794         {
2795                 self.teamkill_soundtime = 0;
2796
2797                 entity oldpusher, oldself;
2798
2799                 oldself = self; self = self.teamkill_soundsource;
2800                 oldpusher = self.pusher; self.pusher = oldself;
2801
2802                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2803
2804                 self.pusher = oldpusher;
2805                 self = oldself;
2806         }
2807
2808         if(self.taunt_soundtime)
2809         if(time > self.taunt_soundtime)
2810         {
2811                 self.taunt_soundtime = 0;
2812                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2813         }
2814
2815         target_voicescript_next(self);
2816 }
2817
2818 float isInvisibleString(string s)
2819 {
2820         float i, n, c;
2821         s = strdecolorize(s);
2822         for((i = 0), (n = strlen(s)); i < n; ++i)
2823         {
2824                 c = str2chr(s, i);
2825                 switch(c)
2826                 {
2827                         case 0:
2828                         case 32:
2829                         case 160:
2830                                 break;
2831                         default:
2832                                 return FALSE;
2833                 }
2834         }
2835         return TRUE;
2836 }
2837
2838 /*
2839 =============
2840 PlayerPostThink
2841
2842 Called every frame for each client after the physics are run
2843 =============
2844 */
2845 .float idlekick_lasttimeleft;
2846 .entity showheadshotbbox;
2847 void showheadshotbbox_think()
2848 {
2849         if(self.owner.showheadshotbbox != self)
2850         {
2851                 remove(self);
2852                 return;
2853         }
2854         self.nextthink = time;
2855         setorigin(self, self.owner.origin);
2856         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2857 }
2858 void PlayerPostThink (void)
2859 {
2860         // Savage: Check for nameless players
2861         if (isInvisibleString(self.netname)) {
2862                 self.netname = "Player";
2863                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2864         }
2865
2866         // send the clients accuracy stats to the client
2867         if(self.stat_count > 0)
2868         if(frametime)
2869         {
2870                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2871                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2872                 self.stat_count -= 1;
2873         }
2874
2875 #ifdef UID
2876         if(self.uid_kicktime)
2877         if(time > self.uid_kicktime)
2878         {
2879                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");
2880                 dropclient(self);
2881                 return;
2882         }
2883 #endif
2884
2885         if(sv_maxidle && frametime)
2886         {
2887                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2888                 float timeleft;
2889                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2890                 if(timeleft <= 0)
2891                 {
2892                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2893                         AnnounceTo(self, "terminated");
2894                         dropclient(self);
2895                         return;
2896                 }
2897                 else if(timeleft <= 10)
2898                 {
2899                         if(timeleft != self.idlekick_lasttimeleft)
2900                         {
2901                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2902                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
2903                         }
2904                 }
2905                 else
2906                 {
2907                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2908                 }
2909                 self.idlekick_lasttimeleft = timeleft;
2910         }
2911
2912 #ifdef TETRIS
2913         if(self.impulse == 100)
2914                 ImpulseCommands();
2915         if (TetrisPostFrame())
2916                 return;
2917 #endif
2918
2919         CheatFrame();
2920
2921         if(self.classname == "player") {
2922                 CheckRules_Player();
2923                 UpdateChatBubble();
2924                 UpdateTeamBubble();
2925                 if (self.impulse)
2926                         ImpulseCommands();
2927                 if (intermission_running)
2928                         return;         // intermission or finale
2929                 GetPressedKeys();
2930         } else if (self.classname == "observer") {
2931                 //do nothing
2932         } else if (self.classname == "spectator") {
2933                 //do nothing
2934         }
2935
2936         /*
2937         float i;
2938         for(i = 0; i < 1000; ++i)
2939         {
2940                 vector end;
2941                 end = self.origin + '0 0 1024' + 512 * randomvec();
2942                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2943                 if(trace_fraction < 1)
2944                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2945                 {
2946                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2947                         break;
2948                 }
2949         }
2950         */
2951
2952         Arena_Warmup();
2953
2954         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2955
2956         if(self.waypointsprite_attachedforcarrier)
2957                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
2958         
2959         if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes"))
2960         {
2961                 if(!self.showheadshotbbox)
2962                 {
2963                         self.showheadshotbbox = spawn();
2964                         self.showheadshotbbox.classname = "headshotbbox";
2965                         self.showheadshotbbox.owner = self;
2966                         self.showheadshotbbox.think = showheadshotbbox_think;
2967                         self.showheadshotbbox.nextthink = time;
2968                         self = self.showheadshotbbox;
2969                         self.think();
2970                         self = self.owner;
2971                 }
2972         }
2973         else
2974         {
2975                 if(self.showheadshotbbox)
2976                         remove(self.showheadshotbbox);
2977         }
2978
2979         playerdemo_write();
2980
2981         /*
2982         if(g_race)
2983                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
2984         */
2985 }