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