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Add the new field respawn_flags and set it just when the player dies so there's no...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
11         WriteByte(MSG_BROADCAST, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_BROADCAST, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         shortest = vlen(world.maxs - world.mins);
155         FOR_EACH_PLAYER(player) if (player != self)
156         {
157                 thisdist = vlen(player.origin - spot.origin);
158                 if (thisdist < shortest)
159                         shortest = thisdist;
160         }
161         if(shortest > mindist)
162                 prio += SPAWN_PRIO_GOOD_DISTANCE;
163
164         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
165         spawn_spot = spot;
166
167         // filter out spots for assault
168         if(spot.target != "") {
169                 entity ent;
170                 float found;
171
172                 found = 0;
173                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
174                 {
175                         ++found;
176                         if(ent.spawn_evalfunc)
177                         {
178                                 entity oldself = self;
179                                 self = ent;
180                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
181                                 self = oldself;
182                                 if(spawn_score_x < 0)
183                                         return spawn_score;
184                         }
185                 }
186
187                 if(!found)
188                 {
189                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
190                         return '-1 0 0';
191                 }
192         }
193
194         MUTATOR_CALLHOOK(Spawn_Score);
195         return spawn_score;
196 }
197
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
199 {
200         entity spot;
201         for(spot = firstspot; spot; spot = spot.chain)
202                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
203 }
204
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
206 {
207         entity spot, spotlist, spotlistend;
208
209         spotlist = world;
210         spotlistend = world;
211
212         Spawn_ScoreAll(firstspot, mindist, teamcheck);
213
214         for(spot = firstspot; spot; spot = spot.chain)
215         {
216                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
217                 {
218                         if(spotlistend)
219                                 spotlistend.chain = spot;
220                         spotlistend = spot;
221                         if(!spotlist)
222                                 spotlist = spot;
223                 }
224         }
225         if(spotlistend)
226                 spotlistend.chain = world;
227
228         return spotlist;
229 }
230
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
232 {
233         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
235         entity spot;
236
237         RandomSelection_Init();
238         for(spot = firstspot; spot; spot = spot.chain)
239                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
240
241         return RandomSelection_chosen_ent;
242 }
243
244 /*
245 =============
246 SelectSpawnPoint
247
248 Finds a point to respawn
249 =============
250 */
251 entity SelectSpawnPoint (float anypoint)
252 {
253         float teamcheck;
254         entity spot, firstspot;
255
256         spot = find (world, classname, "testplayerstart");
257         if (spot)
258                 return spot;
259
260         if(anypoint || autocvar_g_spawn_useallspawns)
261                 teamcheck = -1;
262         else if(have_team_spawns > 0)
263         {
264                 if(have_team_spawns_forteam[self.team] == 0)
265                 {
266                         // we request a spawn for a team, and we have team
267                         // spawns, but that team has no spawns?
268                         if(have_team_spawns_forteam[0])
269                                 // try noteam spawns
270                                 teamcheck = 0;
271                         else
272                                 // if not, any spawn has to do
273                                 teamcheck = -1;
274                 }
275                 else
276                         teamcheck = self.team; // MUST be team
277         }
278         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279                 teamcheck = 0; // MUST be noteam
280         else
281                 teamcheck = -1;
282                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
283
284
285         // get the entire list of spots
286         firstspot = findchain(classname, "info_player_deathmatch");
287         // filter out the bad ones
288         // (note this returns the original list if none survived)
289         if(anypoint)
290         {
291                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
292         }
293         else
294         {
295                 float mindist;
296                 if (g_arena && arena_roundbased)
297                         mindist = 800;
298                 else
299                         mindist = 100;
300                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
301
302                 // there is 50/50 chance of choosing a random spot or the furthest spot
303                 // (this means that roughly every other spawn will be furthest, so you
304                 // usually won't get fragged at spawn twice in a row)
305                 if (random() > autocvar_g_spawn_furthest)
306                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
307                 else
308                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
309         }
310
311         if (!spot)
312         {
313                 if(autocvar_spawn_debug)
314                         GotoNextMap(0);
315                 else
316                 {
317                         if(some_spawn_has_been_used)
318                                 return world; // team can't spawn any more, because of actions of other team
319                         else
320                                 error("Cannot find a spawn point - please fix the map!");
321                 }
322         }
323
324         return spot;
325 }
326
327 /*
328 =============
329 CheckPlayerModel
330
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
333 =============
334 */
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
338         {
339                 // note: we cannot summon Don Strunzone here, some player may
340                 // still have the model string set. In case anyone manages how
341                 // to change a cvar default, we'll have a small leak here.
342                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
343         }
344         // only in right path
345         if( substring(plyermodel,0,14) != "models/player/")
346                 return FallbackPlayerModel;
347         // only good file extensions
348         if(substring(plyermodel,-4,4) != ".zym")
349         if(substring(plyermodel,-4,4) != ".dpm")
350         if(substring(plyermodel,-4,4) != ".iqm")
351         if(substring(plyermodel,-4,4) != ".md3")
352         if(substring(plyermodel,-4,4) != ".psk")
353                 return FallbackPlayerModel;
354         // forbid the LOD models
355         if(substring(plyermodel, -9,5) == "_lod1")
356                 return FallbackPlayerModel;
357         if(substring(plyermodel, -9,5) == "_lod2")
358                 return FallbackPlayerModel;
359         if(plyermodel != strtolower(plyermodel))
360                 return FallbackPlayerModel;
361         // also, restrict to server models
362         if(autocvar_sv_servermodelsonly)
363         {
364                 if(!fexists(plyermodel))
365                         return FallbackPlayerModel;
366         }
367         return plyermodel;
368 }
369
370 void setplayermodel(entity e, string modelname)
371 {
372         precache_model(modelname);
373         setmodel(e, modelname);
374         player_setupanimsformodel();
375         UpdatePlayerSounds();
376 }
377
378 /*
379 =============
380 PutObserverInServer
381
382 putting a client as observer in the server
383 =============
384 */
385 void FixPlayermodel();
386 void PutObserverInServer (void)
387 {
388         entity  spot;
389     self.hud = HUD_NORMAL;
390         race_PreSpawnObserver();
391
392         spot = SelectSpawnPoint (TRUE);
393         if(!spot)
394                 error("No spawnpoints for observers?!?\n");
395         RemoveGrapplingHook(self); // Wazat's Grappling Hook
396
397         if(clienttype(self) == CLIENTTYPE_REAL)
398         {
399                 msg_entity = self;
400                 WriteByte(MSG_ONE, SVC_SETVIEW);
401                 WriteEntity(MSG_ONE, self);
402         }
403
404         if(g_lms)
405         {
406                 // Only if the player cannot play at all
407                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
408                         self.frags = FRAGS_SPECTATOR;
409                 else
410                         self.frags = FRAGS_LMS_LOSER;
411         }
412         else if((g_race && g_race_qualifying) || g_cts)
413         {
414                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
415                         self.frags = FRAGS_LMS_LOSER;
416                 else
417                         self.frags = FRAGS_SPECTATOR;
418         }
419         else
420                 self.frags = FRAGS_SPECTATOR;
421
422         DropAllRunes(self);
423         MUTATOR_CALLHOOK(MakePlayerObserver);
424
425         minstagib_stop_countdown(self);
426
427         Portal_ClearAll(self);
428         
429         if(self.alivetime)
430         {
431                 if(!inWarmupStage)
432                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
433                 self.alivetime = 0;
434         }
435
436         if(self.vehicle)
437                 vehicles_exit(VHEF_RELESE);         
438
439         WaypointSprite_PlayerDead();
440
441         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
442                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
443
444         if(self.killcount != -666) {
445                 if(g_lms) {
446                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
447                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
448                         else
449                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
450                 } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
451
452                 if(self.just_joined == FALSE) {
453                         LogTeamchange(self.playerid, -1, 4);
454                 } else
455                         self.just_joined = FALSE;
456         }
457
458         PlayerScore_Clear(self); // clear scores when needed
459
460         accuracy_resend(self);
461
462         self.spectatortime = time;
463         
464         self.classname = "observer";
465         self.iscreature = FALSE;
466         self.teleportable = TELEPORT_SIMPLE;
467         self.damagedbycontents = FALSE;
468         self.health = -666;
469         self.takedamage = DAMAGE_NO;
470         self.solid = SOLID_NOT;
471         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
472         self.flags = FL_CLIENT | FL_NOTARGET;
473         self.armorvalue = 666;
474         self.effects = 0;
475         self.armorvalue = autocvar_g_balance_armor_start;
476         self.pauserotarmor_finished = 0;
477         self.pauserothealth_finished = 0;
478         self.pauseregen_finished = 0;
479         self.damageforcescale = 0;
480         self.death_time = 0;
481         self.respawn_flags = 0;
482         self.respawn_time = 0;
483         self.stat_respawn_time = 0;
484         self.alpha = 0;
485         self.scale = 0;
486         self.fade_time = 0;
487         self.pain_frame = 0;
488         self.pain_finished = 0;
489         self.strength_finished = 0;
490         self.invincible_finished = 0;
491         self.superweapons_finished = 0;
492         self.pushltime = 0;
493         self.istypefrag = 0;
494         self.think = func_null;
495         self.nextthink = 0;
496         self.hook_time = 0;
497         self.runes = 0;
498         self.deadflag = DEAD_NO;
499         self.angles = spot.angles;
500         self.angles_z = 0;
501         self.fixangle = TRUE;
502         self.crouch = FALSE;
503
504         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
505         self.prevorigin = self.origin;
506         self.items = 0;
507         WEPSET_CLEAR_E(self);
508         self.model = "";
509         FixPlayermodel();
510         setmodel(self, "null");
511         self.drawonlytoclient = self;
512
513         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
514         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
515
516         self.weapon = 0;
517         self.weaponname = "";
518         self.switchingweapon = 0;
519         self.weaponmodel = "";
520         self.weaponentity = world;
521         self.exteriorweaponentity = world;
522         self.killcount = -666;
523         self.velocity = '0 0 0';
524         self.avelocity = '0 0 0';
525         self.punchangle = '0 0 0';
526         self.punchvector = '0 0 0';
527         self.oldvelocity = self.velocity;
528         self.fire_endtime = -1;
529 }
530
531 .float model_randomizer;
532 void FixPlayermodel()
533 {
534         string defaultmodel;
535         float defaultskin, chmdl, oldskin, n, i;
536         vector m1, m2;
537
538         defaultmodel = "";
539         defaultskin = 0;
540         chmdl = FALSE;
541
542         if(autocvar_sv_defaultcharacter == 1)
543         {
544                 if(teamplay)
545                 {
546                         string s;
547                         s = Team_ColorName_Lower(self.team);
548                         if(s != "neutral")
549                         {
550                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
551                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
552                         }
553                 }
554
555                 if(defaultmodel == "")
556                 {
557                         defaultmodel = autocvar_sv_defaultplayermodel;
558                         defaultskin = autocvar_sv_defaultplayerskin;
559                 }
560
561                 n = tokenize_console(defaultmodel);
562                 if(n > 0)
563                         defaultmodel = argv(floor(n * self.model_randomizer));
564
565                 i = strstrofs(defaultmodel, ":", 0);
566                 if(i >= 0)
567                 {
568                         defaultskin = stof(substring(defaultmodel, i+1, -1));
569                         defaultmodel = substring(defaultmodel, 0, i);
570                 }
571         }
572
573         if(defaultmodel != "")
574         {
575                 if (defaultmodel != self.model)
576                 {
577                         m1 = self.mins;
578                         m2 = self.maxs;
579                         setplayermodel (self, defaultmodel);
580                         setsize (self, m1, m2);
581                         chmdl = TRUE;
582                 }
583
584                 oldskin = self.skin;
585                 self.skin = defaultskin;
586         } else {
587                 if (self.playermodel != self.model || self.playermodel == "")
588                 {
589                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
590                         m1 = self.mins;
591                         m2 = self.maxs;
592                         setplayermodel (self, self.playermodel);
593                         setsize (self, m1, m2);
594                         chmdl = TRUE;
595                 }
596
597                 oldskin = self.skin;
598                 self.skin = stof(self.playerskin);
599         }
600
601         if(chmdl || oldskin != self.skin) // model or skin has changed
602         {
603                 self.species = player_getspecies(); // update species
604                 UpdatePlayerSounds(); // update skin sounds
605         }
606
607         if(!teamplay)
608                 if(strlen(autocvar_sv_defaultplayercolors))
609                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
610                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
611 }
612
613 void PlayerTouchExplode(entity p1, entity p2)
614 {
615         vector org;
616         org = (p1.origin + p2.origin) * 0.5;
617         org_z += (p1.mins_z + p2.mins_z) * 0.5;
618
619         te_explosion(org);
620
621         entity e;
622         e = spawn();
623         setorigin(e, org);
624         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
625         remove(e);
626 }
627
628 /*
629 =============
630 PutClientInServer
631
632 Called when a client spawns in the server
633 =============
634 */
635
636 void PutClientInServer (void)
637 {
638         if(clienttype(self) == CLIENTTYPE_BOT)
639                 self.classname = "player";
640         else if(clienttype(self) == CLIENTTYPE_REAL)
641         {
642                 msg_entity = self;
643                 WriteByte(MSG_ONE, SVC_SETVIEW);
644                 WriteEntity(MSG_ONE, self);
645         }
646
647         // reset player keys
648         self.itemkeys = 0;
649
650         // player is dead and becomes observer
651         // FIXME fix LMS scoring for new system
652         if(g_lms)
653         {
654                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
655                         self.classname = "observer";
656         }
657
658         MUTATOR_CALLHOOK(PutClientInServer);
659
660         if(gameover)
661                 self.classname = "observer";
662
663         if(self.classname == "player") {
664                 entity spot, oldself;
665                 float j;
666
667                 accuracy_resend(self);
668
669                 if(self.team < 0)
670                         JoinBestTeam(self, FALSE, TRUE);
671
672                 race_PreSpawn();
673
674                 spot = SelectSpawnPoint (FALSE);
675                 if(!spot)
676                 {
677                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
678                         return; // spawn failed
679                 }
680
681                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
682
683                 self.classname = "player";
684                 self.wasplayer = TRUE;
685                 self.iscreature = TRUE;
686                 self.teleportable = TELEPORT_NORMAL;
687                 self.damagedbycontents = TRUE;
688                 self.movetype = MOVETYPE_WALK;
689                 self.solid = SOLID_SLIDEBOX;
690                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
691                 if(autocvar_g_playerclip_collisions)
692                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
693                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
694                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
695                 self.frags = FRAGS_PLAYER;
696                 if(INDEPENDENT_PLAYERS)
697                         MAKE_INDEPENDENT_PLAYER(self);
698                 self.flags = FL_CLIENT;
699                 if(autocvar__notarget)
700                         self.flags |= FL_NOTARGET;
701                 self.takedamage = DAMAGE_AIM;
702                 if(g_minstagib)
703                         self.effects = EF_FULLBRIGHT;
704                 else
705                         self.effects = 0;
706                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
707                 self.air_finished = time + 12;
708                 self.dmg = 2;
709                 if(autocvar_g_balance_nex_charge)
710                 {
711                         if(autocvar_g_balance_nex_secondary_chargepool)
712                                 self.nex_chargepool_ammo = 1;
713                         self.nex_charge = autocvar_g_balance_nex_charge_start;
714                 }
715
716                 if(inWarmupStage)
717                 {
718                         self.ammo_shells = warmup_start_ammo_shells;
719                         self.ammo_nails = warmup_start_ammo_nails;
720                         self.ammo_rockets = warmup_start_ammo_rockets;
721                         self.ammo_cells = warmup_start_ammo_cells;
722                         self.ammo_fuel = warmup_start_ammo_fuel;
723                         self.health = warmup_start_health;
724                         self.armorvalue = warmup_start_armorvalue;
725                         WEPSET_COPY_EA(self, warmup_start_weapons);
726                 }
727                 else
728                 {
729                         self.ammo_shells = start_ammo_shells;
730                         self.ammo_nails = start_ammo_nails;
731                         self.ammo_rockets = start_ammo_rockets;
732                         self.ammo_cells = start_ammo_cells;
733                         self.ammo_fuel = start_ammo_fuel;
734                         self.health = start_health;
735                         self.armorvalue = start_armorvalue;
736                         WEPSET_COPY_EA(self, start_weapons);
737                 }
738
739                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
740                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
741                 else
742                         self.superweapons_finished = 0;
743
744                 if(g_weaponarena_random)
745                 {
746                         if(g_weaponarena_random_with_laser)
747                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
748                         W_RandomWeapons(self, g_weaponarena_random);
749                         if(g_weaponarena_random_with_laser)
750                                 WEPSET_OR_EW(self, WEP_LASER);
751                 }
752
753                 self.items = start_items;
754
755                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
756                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
757                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
758                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
759                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
760                 //extend the pause of rotting if client was reset at the beginning of the countdown
761                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
762                         self.spawnshieldtime += game_starttime - time;
763                         self.pauserotarmor_finished += game_starttime - time;
764                         self.pauserothealth_finished += game_starttime - time;
765                         self.pauseregen_finished += game_starttime - time;
766                 }
767                 self.damageforcescale = 2;
768                 self.death_time = 0;
769                 self.respawn_flags = 0;
770                 self.respawn_time = 0;
771                 self.stat_respawn_time = 0;
772                 self.scale = 0;
773                 self.fade_time = 0;
774                 self.pain_frame = 0;
775                 self.pain_finished = 0;
776                 self.strength_finished = 0;
777                 self.invincible_finished = 0;
778                 self.pushltime = 0;
779                 // players have no think function
780                 self.think = func_null;
781                 self.nextthink = 0;
782                 self.hook_time = 0;
783                 self.dmg_team = 0;
784                 self.ballistics_density = autocvar_g_ballistics_density_player;
785
786                 self.metertime = 0;
787
788                 self.runes = 0;
789
790                 self.deadflag = DEAD_NO;
791
792                 self.angles = spot.angles;
793
794                 self.angles_z = 0; // never spawn tilted even if the spot says to
795                 self.fixangle = TRUE; // turn this way immediately
796                 self.velocity = '0 0 0';
797                 self.avelocity = '0 0 0';
798                 self.punchangle = '0 0 0';
799                 self.punchvector = '0 0 0';
800                 self.oldvelocity = self.velocity;
801                 self.fire_endtime = -1;
802
803                 msg_entity = self;
804                 WRITESPECTATABLE_MSG_ONE({
805                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
806                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
807                 });
808
809                 self.model = "";
810                 FixPlayermodel();
811                 self.drawonlytoclient = world;
812
813                 self.crouch = FALSE;
814                 self.view_ofs = PL_VIEW_OFS;
815                 setsize (self, PL_MIN, PL_MAX);
816                 self.spawnorigin = spot.origin;
817                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
818                 // don't reset back to last position, even if new position is stuck in solid
819                 self.oldorigin = self.origin;
820                 self.prevorigin = self.origin;
821                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
822                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
823         self.hud = HUD_NORMAL;
824
825                 self.event_damage = PlayerDamage;
826
827                 self.bot_attack = TRUE;
828
829                 self.statdraintime = time + 5;
830                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
831
832                 if(self.killcount == -666) {
833                         PlayerScore_Clear(self);
834                         self.killcount = 0;
835                 }
836
837                 CL_SpawnWeaponentity();
838                 self.alpha = default_player_alpha;
839                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
840                 self.exteriorweaponentity.alpha = default_weapon_alpha;
841
842                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
843                 self.lms_traveled_distance = 0;
844                 self.speedrunning = FALSE;
845
846                 race_PostSpawn(spot);
847
848                 //stuffcmd(self, "chase_active 0");
849                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
850
851                 if(g_assault) {
852                         if(self.team == assault_attacker_team)
853                                 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
854                         else
855                                 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
856                 }
857
858                 target_voicescript_clear(self);
859
860                 // reset fields the weapons may use
861                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
862                 {
863                         weapon_action(j, WR_RESETPLAYER);
864
865                         // all weapons must be fully loaded when we spawn
866                         entity e;
867                         e = get_weaponinfo(j);
868                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
869                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
870                 }
871
872                 oldself = self;
873                 self = spot;
874                         activator = oldself;
875                                 string s;
876                                 s = self.target;
877                                 self.target = string_null;
878                                 SUB_UseTargets();
879                                 self.target = s;
880                         activator = world;
881                 self = oldself;
882
883                 spawn_spot = spot;
884                 MUTATOR_CALLHOOK(PlayerSpawn);
885
886                 if(autocvar_spawn_debug)
887                 {
888                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
889                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
890                 }
891
892                 self.switchweapon = w_getbestweapon(self);
893                 self.cnt = -1; // W_LastWeapon will not complain
894                 self.weapon = 0;
895                 self.weaponname = "";
896                 self.switchingweapon = 0;
897
898                 if(!inWarmupStage)
899                         if(!self.alivetime)
900                                 self.alivetime = time;
901
902                 antilag_clear(self);
903
904                 if (autocvar_g_spawnsound)
905                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
906         } else if(self.classname == "observer") {
907                 PutObserverInServer ();
908         }
909 }
910
911 .float ebouncefactor, ebouncestop; // electro's values
912 // TODO do we need all these fields, or should we stop autodetecting runtime
913 // changes and just have a console command to update this?
914 float ClientInit_SendEntity(entity to, float sf)
915 {
916         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
917         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
918         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
919         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
920         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
921         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
922         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
923         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
924         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
925         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
926         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
927         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
928         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
929         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
930         if(sv_foginterval && world.fog != "")
931                 WriteString(MSG_ENTITY, world.fog);
932         else
933                 WriteString(MSG_ENTITY, "");
934         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
935         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
936         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
937         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
938         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
939         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
940         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
941         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
942         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
943         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
944         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
945         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
946         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
947         return TRUE;
948 }
949
950 void ClientInit_CheckUpdate()
951 {
952         self.nextthink = time;
953         if(self.count != autocvar_g_balance_armor_blockpercent)
954         {
955                 self.count = autocvar_g_balance_armor_blockpercent;
956                 self.SendFlags |= 1;
957         }
958         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
959         {
960                 self.cnt = autocvar_g_balance_weaponswitchdelay;
961                 self.SendFlags |= 1;
962         }
963         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
964         {
965                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
966                 self.SendFlags |= 1;
967         }
968         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
969         {
970                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
971                 self.SendFlags |= 1;
972         }
973         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
974         {
975                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
976                 self.SendFlags |= 1;
977         }
978         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
979         {
980                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
981                 self.SendFlags |= 1;
982         }
983 }
984
985 void ClientInit_Spawn()
986 {
987         entity o;
988         entity e;
989         e = spawn();
990         e.classname = "clientinit";
991         e.think = ClientInit_CheckUpdate;
992         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
993
994         o = self;
995         self = e;
996         ClientInit_CheckUpdate();
997         self = o;
998 }
999
1000 /*
1001 =============
1002 SetNewParms
1003 =============
1004 */
1005 void SetNewParms (void)
1006 {
1007         // initialize parms for a new player
1008         parm1 = -(86400 * 366);
1009 }
1010
1011 /*
1012 =============
1013 SetChangeParms
1014 =============
1015 */
1016 void SetChangeParms (void)
1017 {
1018         // save parms for level change
1019         parm1 = self.parm_idlesince - time;
1020 }
1021
1022 /*
1023 =============
1024 DecodeLevelParms
1025 =============
1026 */
1027 void DecodeLevelParms (void)
1028 {
1029         // load parms
1030         self.parm_idlesince = parm1;
1031         if(self.parm_idlesince == -(86400 * 366))
1032                 self.parm_idlesince = time;
1033
1034         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1035         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1036 }
1037
1038 /*
1039 =============
1040 ClientKill
1041
1042 Called when a client types 'kill' in the console
1043 =============
1044 */
1045
1046 .float clientkill_nexttime;
1047 void ClientKill_Now_TeamChange()
1048 {
1049         if(self.killindicator_teamchange == -1)
1050         {
1051                 JoinBestTeam( self, FALSE, TRUE );
1052         }
1053         else if(self.killindicator_teamchange == -2)
1054         {
1055                 if(blockSpectators)
1056                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1057                 PutObserverInServer();
1058         }
1059         else
1060                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1061         self.killindicator_teamchange = 0;
1062 }
1063
1064 void ClientKill_Now()
1065 {
1066         if(self.vehicle)
1067         {
1068             vehicles_exit(VHEF_RELESE);
1069             if(!self.killindicator_teamchange)
1070             {
1071             self.vehicle_health = -1;
1072             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1073             }
1074         }
1075
1076         if(self.killindicator && !wasfreed(self.killindicator))
1077                 remove(self.killindicator);
1078
1079         self.killindicator = world;
1080
1081         if(self.killindicator_teamchange)
1082                 ClientKill_Now_TeamChange();
1083
1084         // in any case:
1085         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1086
1087         // now I am sure the player IS dead
1088 }
1089 void KillIndicator_Think()
1090 {
1091         if (gameover)
1092         {
1093                 self.owner.killindicator = world;
1094                 remove(self);
1095                 return;
1096         }
1097
1098         if (self.owner.alpha < 0 && !self.owner.vehicle)
1099         {
1100                 self.owner.killindicator = world;
1101                 remove(self);
1102                 return;
1103         }
1104
1105         if(self.cnt <= 0)
1106         {
1107                 self = self.owner;
1108                 ClientKill_Now(); // no oldself needed
1109                 return;
1110         }
1111     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1112     {
1113         self.nextthink = time + 1;
1114         self.cnt -= 1;
1115     }
1116         else
1117         {
1118                 if(self.cnt <= 10)
1119                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1120                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1121                 {
1122                         if(self.cnt <= 10)
1123                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1124                 }
1125                 self.nextthink = time + 1;
1126                 self.cnt -= 1;
1127         }
1128 }
1129
1130 float clientkilltime;
1131 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1132 {
1133         float killtime;
1134         float starttime;
1135         entity e;
1136
1137         if (gameover)
1138                 return;
1139
1140         killtime = autocvar_g_balance_kill_delay;
1141
1142         if(g_race_qualifying || g_cts)
1143                 killtime = 0;
1144
1145     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1146     {
1147                 remove(self.killindicator);
1148                 self.killindicator = world;
1149
1150         ClientKill_Now(); // allow instant kill in this case
1151         return;
1152     }
1153
1154         self.killindicator_teamchange = targetteam;
1155
1156     if(!self.killindicator)
1157         {
1158                 if(self.deadflag == DEAD_NO)
1159                 {
1160                         killtime = max(killtime, self.clientkill_nexttime - time);
1161                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1162                 }
1163
1164                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1165                 {
1166                         ClientKill_Now();
1167                 }
1168                 else
1169                 {
1170                         starttime = max(time, clientkilltime);
1171
1172                         self.killindicator = spawn();
1173                         self.killindicator.owner = self;
1174                         self.killindicator.scale = 0.5;
1175                         setattachment(self.killindicator, self, "");
1176                         setorigin(self.killindicator, '0 0 52');
1177                         self.killindicator.think = KillIndicator_Think;
1178                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1179                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1180                         self.killindicator.cnt = ceil(killtime);
1181                         self.killindicator.count = bound(0, ceil(killtime), 10);
1182                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1183
1184                         for(e = world; (e = find(e, classname, "body")) != world; )
1185                         {
1186                                 if(e.enemy != self)
1187                                         continue;
1188                                 e.killindicator = spawn();
1189                                 e.killindicator.owner = e;
1190                                 e.killindicator.scale = 0.5;
1191                                 setattachment(e.killindicator, e, "");
1192                                 setorigin(e.killindicator, '0 0 52');
1193                                 e.killindicator.think = KillIndicator_Think;
1194                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1195                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1196                                 e.killindicator.cnt = ceil(killtime);
1197                         }
1198                         self.lip = 0;
1199                 }
1200         }
1201         if(self.killindicator)
1202         {
1203                 if(targetteam == 0) // just die
1204                 {
1205                         self.killindicator.colormod = '0 0 0';
1206                         if(clienttype(self) == CLIENTTYPE_REAL)
1207                         if(self.killindicator.cnt > 0)
1208                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
1209                 }
1210                 else if(targetteam == -1) // auto
1211                 {
1212                         self.killindicator.colormod = '0 1 0';
1213                         if(clienttype(self) == CLIENTTYPE_REAL)
1214                         if(self.killindicator.cnt > 0)
1215                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
1216                 }
1217                 else if(targetteam == -2) // spectate
1218                 {
1219                         self.killindicator.colormod = '0.5 0.5 0.5';
1220                         if(clienttype(self) == CLIENTTYPE_REAL)
1221                         if(self.killindicator.cnt > 0)
1222                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1223                 }
1224                 else
1225                 {
1226                         self.killindicator.colormod = Team_ColorRGB(targetteam);
1227                         if(clienttype(self) == CLIENTTYPE_REAL)
1228                         if(self.killindicator.cnt > 0)
1229                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
1230                 }
1231         }
1232
1233 }
1234
1235 void ClientKill (void)
1236 {
1237         if(gameover) return;
1238         if(self.player_blocked) return;
1239         if(self.freezetag_frozen) return;
1240
1241         ClientKill_TeamChange(0);
1242 }
1243
1244 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
1245 {
1246     e.killindicator = spawn();
1247     e.killindicator.owner = e;
1248     e.killindicator.think = KillIndicator_Think;
1249     e.killindicator.nextthink = time + (e.lip) * 0.05;
1250     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1251     e.killindicator.health = 1; // this is used to indicate that it should be silent
1252     e.lip = 0;
1253 }
1254
1255 void FixClientCvars(entity e)
1256 {
1257         // send prediction settings to the client
1258         stuffcmd(e, "\nin_bindmap 0 0\n");
1259         if(g_race || g_cts)
1260                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1261         if(autocvar_g_antilag == 3) // client side hitscan
1262                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1263         if(autocvar_sv_gentle)
1264                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1265         /*
1266          * we no longer need to stuff this. Remove this comment block if you feel
1267          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1268         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1269         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1270         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1271         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1272         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1273         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1274         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1275         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1276         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1277         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1278         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1279         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1280         stuffcmd(e, "cl_movement_edgefriction 1\n");
1281          */
1282 }
1283
1284 float PlayerInIDList(entity p, string idlist)
1285 {
1286         float n, i;
1287         string s;
1288
1289         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1290         if not(p.crypto_idfp)
1291                 return 0;
1292
1293         // this function allows abbreviated player IDs too!
1294         n = tokenize_console(idlist);
1295         for(i = 0; i < n; ++i)
1296         {
1297                 s = argv(i);
1298                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1299                         return 1;
1300         }
1301
1302         return 0;
1303 }
1304
1305 /*
1306 =============
1307 ClientConnect
1308
1309 Called when a client connects to the server
1310 =============
1311 */
1312 void DecodeLevelParms (void);
1313 //void dom_player_join_team(entity pl);
1314 void set_dom_state(entity e);
1315 void ClientConnect (void)
1316 {
1317         float t;
1318
1319         if(self.flags & FL_CLIENT)
1320         {
1321                 print("Warning: ClientConnect, but already connected!\n");
1322                 return;
1323         }
1324
1325         if(Ban_MaybeEnforceBanOnce(self))
1326                 return;
1327
1328         DecodeLevelParms();
1329
1330 #ifdef WATERMARK
1331         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1332 #endif
1333
1334         self.classname = "player_joining";
1335
1336         self.flags = FL_CLIENT;
1337         self.version_nagtime = time + 10 + random() * 10;
1338
1339         if(player_count<0)
1340         {
1341                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1342                 player_count = 0;
1343         }
1344
1345         PlayerScore_Attach(self);
1346         ClientData_Attach();
1347         accuracy_init(self);
1348
1349         bot_clientconnect();
1350
1351         playerdemo_init();
1352
1353         anticheat_init();
1354
1355         race_PreSpawnObserver();
1356
1357         // identify the right forced team
1358         if(autocvar_g_campaign)
1359         {
1360                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1361                 {
1362                         switch(autocvar_g_campaign_forceteam)
1363                         {
1364                                 case 1: self.team_forced = NUM_TEAM_1; break;
1365                                 case 2: self.team_forced = NUM_TEAM_2; break;
1366                                 case 3: self.team_forced = NUM_TEAM_3; break;
1367                                 case 4: self.team_forced = NUM_TEAM_4; break;
1368                                 default: self.team_forced = 0;
1369                         }
1370                 }
1371         }
1372         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1373                 self.team_forced = NUM_TEAM_1;
1374         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1375                 self.team_forced = NUM_TEAM_2;
1376         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1377                 self.team_forced = NUM_TEAM_3;
1378         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1379                 self.team_forced = NUM_TEAM_4;
1380         else if(autocvar_g_forced_team_otherwise == "red")
1381                 self.team_forced = NUM_TEAM_1;
1382         else if(autocvar_g_forced_team_otherwise == "blue")
1383                 self.team_forced = NUM_TEAM_2;
1384         else if(autocvar_g_forced_team_otherwise == "yellow")
1385                 self.team_forced = NUM_TEAM_3;
1386         else if(autocvar_g_forced_team_otherwise == "pink")
1387                 self.team_forced = NUM_TEAM_4;
1388         else if(autocvar_g_forced_team_otherwise == "spectate")
1389                 self.team_forced = -1;
1390         else if(autocvar_g_forced_team_otherwise == "spectator")
1391                 self.team_forced = -1;
1392         else
1393                 self.team_forced = 0;
1394
1395         if(!teamplay)
1396                 if(self.team_forced > 0)
1397                         self.team_forced = 0;
1398
1399         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1400
1401         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1402                 self.classname = "observer";
1403         } else {
1404                 if(teamplay)
1405                 {
1406                         if(autocvar_g_balance_teams)
1407                         {
1408                                 self.classname = "player";
1409                                 campaign_bots_may_start = 1;
1410                         }
1411                         else
1412                         {
1413                                 self.classname = "observer"; // do it anyway
1414                         }
1415                 }
1416                 else
1417                 {
1418                         self.classname = "player";
1419                         campaign_bots_may_start = 1;
1420                 }
1421         }
1422
1423         self.playerid = (playerid_last = playerid_last + 1);
1424
1425         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1426
1427     if(clienttype(self) == CLIENTTYPE_BOT)
1428         PlayerStats_AddPlayer(self);
1429
1430         if(autocvar_sv_eventlog)
1431                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1432
1433         LogTeamchange(self.playerid, self.team, 1);
1434
1435         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1436
1437         self.netname_previous = strzone(self.netname);
1438
1439         if((self.classname == STR_PLAYER && teamplay))
1440                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1441         else
1442                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1443
1444         stuffcmd(self, strcat(clientstuff, "\n"));
1445         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1446
1447         FixClientCvars(self);
1448
1449         // spawnfunc_waypoint sprites
1450         WaypointSprite_InitClient(self);
1451
1452         // Wazat's grappling hook
1453         SetGrappleHookBindings();
1454
1455         // get version info from player
1456         stuffcmd(self, "cmd clientversion $gameversion\n");
1457
1458         // get other cvars from player
1459         GetCvars(0);
1460
1461         // notify about available teams
1462         if(teamplay)
1463         {
1464                 CheckAllowedTeams(self);
1465                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1466                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1467         }
1468         else
1469                 stuffcmd(self, "set _teams_available 0\n");
1470
1471         attach_entcs();
1472
1473         bot_relinkplayerlist();
1474
1475         self.spectatortime = time;
1476         if(blockSpectators)
1477         {
1478                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1479         }
1480
1481         self.jointime = time;
1482         self.allowed_timeouts = autocvar_sv_timeout_number;
1483
1484         if(clienttype(self) == CLIENTTYPE_REAL)
1485         {
1486                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1487                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1488         }
1489
1490         if(g_lms)
1491         {
1492                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1493                 {
1494                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1495                         self.frags = FRAGS_SPECTATOR;
1496                 }
1497         }
1498
1499         if(!sv_foginterval && world.fog != "")
1500                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1501
1502         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1503         {
1504                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1505                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1506         }
1507         else
1508                 self.hitplotfh = -1;
1509
1510         if(g_race || g_cts) {
1511                 string rr;
1512                 if(g_cts)
1513                         rr = CTS_RECORD;
1514                 else
1515                         rr = RACE_RECORD;
1516
1517                 msg_entity = self;
1518                 race_send_recordtime(MSG_ONE);
1519                 race_send_speedaward(MSG_ONE);
1520
1521                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1522                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1523                 race_send_speedaward_alltimebest(MSG_ONE);
1524
1525                 float i;
1526                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1527                         race_SendRankings(i, 0, 0, MSG_ONE);
1528                 }
1529         }
1530         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1531                 send_CSQC_teamnagger();
1532
1533         CheatInitClient();
1534
1535         if(!autocvar_g_campaign)
1536                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1537
1538         CSQCMODEL_AUTOINIT();
1539
1540         self.model_randomizer = random();
1541
1542         if(clienttype(self) == CLIENTTYPE_REAL)
1543                 sv_notice_join();
1544
1545         MUTATOR_CALLHOOK(ClientConnect);
1546 }
1547 /*
1548 =============
1549 ClientDisconnect
1550
1551 Called when a client disconnects from the server
1552 =============
1553 */
1554 .entity chatbubbleentity;
1555 void ReadyCount();
1556 void ClientDisconnect (void)
1557 {
1558         if(self.vehicle)
1559             vehicles_exit(VHEF_RELESE);
1560
1561         if not(self.flags & FL_CLIENT)
1562         {
1563                 print("Warning: ClientDisconnect without ClientConnect\n");
1564                 return;
1565         }
1566
1567         PlayerStats_AddGlobalInfo(self);
1568
1569         CheatShutdownClient();
1570
1571         if(self.hitplotfh >= 0)
1572         {
1573                 fclose(self.hitplotfh);
1574                 self.hitplotfh = -1;
1575         }
1576
1577         anticheat_report();
1578         anticheat_shutdown();
1579
1580         playerdemo_shutdown();
1581
1582         bot_clientdisconnect();
1583
1584         if(self.entcs)
1585                 detach_entcs();
1586
1587         if(autocvar_sv_eventlog)
1588                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1589                 
1590         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1591
1592         DropAllRunes(self);
1593         MUTATOR_CALLHOOK(ClientDisconnect);
1594
1595         Portal_ClearAll(self);
1596
1597         RemoveGrapplingHook(self);
1598
1599         // Here, everything has been done that requires this player to be a client.
1600
1601         self.flags &~= FL_CLIENT;
1602
1603         if (self.chatbubbleentity)
1604                 remove (self.chatbubbleentity);
1605
1606         if (self.killindicator)
1607                 remove (self.killindicator);
1608
1609         WaypointSprite_PlayerGone();
1610
1611         bot_relinkplayerlist();
1612
1613         accuracy_free(self);
1614         ClientData_Detach();
1615         PlayerScore_Detach(self);
1616
1617         if(self.netname_previous)
1618                 strunzone(self.netname_previous);
1619         if(self.clientstatus)
1620                 strunzone(self.clientstatus);
1621         if(self.weaponorder_byimpulse)
1622                 strunzone(self.weaponorder_byimpulse);
1623
1624         ClearPlayerSounds();
1625
1626         if(self.personal)
1627                 remove(self.personal);
1628
1629         self.playerid = 0;
1630         ReadyCount();
1631
1632         // free cvars
1633         GetCvars(-1);
1634 }
1635
1636 .float BUTTON_CHAT;
1637 void ChatBubbleThink()
1638 {
1639         self.nextthink = time;
1640         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1641         {
1642                 if(self.owner) // but why can that ever be world?
1643                         self.owner.chatbubbleentity = world;
1644                 remove(self);
1645                 return;
1646         }
1647         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1648 #ifdef TETRIS
1649                 || self.owner.tetris_on
1650 #endif
1651         )
1652                 self.model = self.mdl;
1653         else
1654                 self.model = "";
1655 }
1656
1657 void UpdateChatBubble()
1658 {
1659         if (self.alpha < 0)
1660                 return;
1661         // spawn a chatbubble entity if needed
1662         if (!self.chatbubbleentity)
1663         {
1664                 self.chatbubbleentity = spawn();
1665                 self.chatbubbleentity.owner = self;
1666                 self.chatbubbleentity.exteriormodeltoclient = self;
1667                 self.chatbubbleentity.think = ChatBubbleThink;
1668                 self.chatbubbleentity.nextthink = time;
1669                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1670                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1671                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1672                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1673                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1674                 self.chatbubbleentity.model = "";
1675                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1676         }
1677 }
1678
1679
1680 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1681 // added to the model skins
1682 /*void UpdateColorModHack()
1683 {
1684         float c;
1685         c = self.clientcolors & 15;
1686         // LordHavoc: only bothering to support white, green, red, yellow, blue
1687              if (!teamplay) self.colormod = '0 0 0';
1688         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1689         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1690         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1691         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1692         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1693         else self.colormod = '1 1 1';
1694 }*/
1695
1696 void respawn(void)
1697 {
1698         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1699         {
1700                 self.solid = SOLID_NOT;
1701                 self.takedamage = DAMAGE_NO;
1702                 self.movetype = MOVETYPE_FLY;
1703                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1704                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1705                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1706                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1707                 if(autocvar_g_respawn_ghosts_maxtime)
1708                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1709         }
1710
1711         CopyBody(1);
1712
1713         self.effects |= EF_NODRAW; // prevent another CopyBody
1714         PutClientInServer();
1715 }
1716
1717 void play_countdown(float finished, string samp)
1718 {
1719         if(clienttype(self) == CLIENTTYPE_REAL)
1720                 if(floor(finished - time - frametime) != floor(finished - time))
1721                         if(finished - time < 6)
1722                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1723 }
1724
1725 void player_powerups (void)
1726 {
1727         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1728         olditems = self.items;
1729
1730         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1731                 self.modelflags |= MF_ROCKET;
1732         else
1733                 self.modelflags &~= MF_ROCKET;
1734
1735         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1736
1737         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1738                 return;
1739
1740         Fire_ApplyDamage(self);
1741         Fire_ApplyEffect(self);
1742
1743         if (g_minstagib)
1744         {
1745                 self.effects |= EF_FULLBRIGHT;
1746
1747                 if (self.items & IT_STRENGTH)
1748                 {
1749                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1750                         if (time > self.strength_finished)
1751                         {
1752                                 self.alpha = default_player_alpha;
1753                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1754                                 self.items &~= IT_STRENGTH;
1755                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
1756                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
1757                         }
1758                 }
1759                 else
1760                 {
1761                         if (time < self.strength_finished)
1762                         {
1763                                 self.alpha = g_minstagib_invis_alpha;
1764                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1765                                 self.items |= IT_STRENGTH;
1766                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
1767                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
1768                         }
1769                 }
1770
1771                 if (self.items & IT_INVINCIBLE)
1772                 {
1773                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1774                         if (time > self.invincible_finished)
1775                         {
1776                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1777                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
1778                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
1779                         }
1780                 }
1781                 else
1782                 {
1783                         if (time < self.invincible_finished)
1784                         {
1785                                 self.items = self.items | IT_INVINCIBLE;
1786                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
1787                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
1788                         }
1789                 }
1790         }
1791         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.
1792         {
1793                 if (self.items & IT_STRENGTH)
1794                 {
1795                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1796                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1797                         if (time > self.strength_finished)
1798                         {
1799                                 self.items = self.items - (self.items & IT_STRENGTH);
1800                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1801                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1802                         }
1803                 }
1804                 else
1805                 {
1806                         if (time < self.strength_finished)
1807                         {
1808                                 self.items = self.items | IT_STRENGTH;
1809                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1810                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1811                         }
1812                 }
1813                 if (self.items & IT_INVINCIBLE)
1814                 {
1815                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1816                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1817                         if (time > self.invincible_finished)
1818                         {
1819                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1820                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1821                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1822                         }
1823                 }
1824                 else
1825                 {
1826                         if (time < self.invincible_finished)
1827                         {
1828                                 self.items = self.items | IT_INVINCIBLE;
1829                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1830                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1831                         }
1832                 }
1833                 if (self.items & IT_SUPERWEAPON)
1834                 {
1835                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1836                         {
1837                                 self.superweapons_finished = 0;
1838                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1839                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1840                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1841                         }
1842                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1843                         {
1844                                 // don't let them run out
1845                         }
1846                         else
1847                         {
1848                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1849                                 if (time > self.superweapons_finished)
1850                                 {
1851                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1852                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1853                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1854                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1855                                 }
1856                         }
1857                 }
1858                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1859                 {
1860                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1861                         {
1862                                 self.items = self.items | IT_SUPERWEAPON;
1863                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1864                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1865                         }
1866                         else
1867                         {
1868                                 self.superweapons_finished = 0;
1869                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1870                         }
1871                 }
1872                 else
1873                 {
1874                         self.superweapons_finished = 0;
1875                 }
1876         }
1877         
1878         if(autocvar_g_nodepthtestplayers)
1879                 self.effects = self.effects | EF_NODEPTHTEST;
1880
1881         if(autocvar_g_fullbrightplayers)
1882                 self.effects = self.effects | EF_FULLBRIGHT;
1883
1884         // midair gamemode: damage only while in the air
1885         // if in midair mode, being on ground grants temporary invulnerability
1886         // (this is so that multishot weapon don't clear the ground flag on the
1887         // first damage in the frame, leaving the player vulnerable to the
1888         // remaining hits in the same frame)
1889         if (self.flags & FL_ONGROUND)
1890         if (g_midair)
1891                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1892
1893         if (time >= game_starttime)
1894         if (time < self.spawnshieldtime)
1895                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1896
1897         MUTATOR_CALLHOOK(PlayerPowerups);
1898 }
1899
1900 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1901 {
1902         if(current > stable)
1903                 return current;
1904         else if(current > stable - 0.25) // when close enough, "snap"
1905                 return stable;
1906         else
1907                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1908 }
1909
1910 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1911 {
1912         if(current < stable)
1913                 return current;
1914         else if(current < stable + 0.25) // when close enough, "snap"
1915                 return stable;
1916         else
1917                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1918 }
1919
1920 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1921 {
1922         if(current > rotstable)
1923         {
1924                 if(rotframetime > 0)
1925                 {
1926                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1927                         current = max(rotstable, current - rotlinear * rotframetime);
1928                 }
1929         }
1930         else if(current < regenstable)
1931         {
1932                 if(regenframetime > 0)
1933                 {
1934                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1935                         current = min(regenstable, current + regenlinear * regenframetime);
1936                 }
1937         }
1938
1939         if(current > limit)
1940                 current = limit;
1941
1942         return current;
1943 }
1944
1945 void player_regen (void)
1946 {
1947         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1948         maxh = autocvar_g_balance_health_rotstable;
1949         maxa = autocvar_g_balance_armor_rotstable;
1950         maxf = autocvar_g_balance_fuel_rotstable;
1951         minh = autocvar_g_balance_health_regenstable;
1952         mina = autocvar_g_balance_armor_regenstable;
1953         minf = autocvar_g_balance_fuel_regenstable;
1954         limith = autocvar_g_balance_health_limit;
1955         limita = autocvar_g_balance_armor_limit;
1956         limitf = autocvar_g_balance_fuel_limit;
1957
1958         max_mod = regen_mod = rot_mod = limit_mod = 1;
1959
1960         if (self.runes & RUNE_REGEN)
1961         {
1962                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1963                 {
1964                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1965                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1966                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
1967                 }
1968                 else
1969                 {
1970                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
1971                         max_mod = autocvar_g_balance_rune_regen_hpmod;
1972                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
1973                 }
1974         }
1975         else if (self.runes & CURSE_VENOM)
1976         {
1977                 max_mod = autocvar_g_balance_curse_venom_hpmod;
1978                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1979                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
1980                 else
1981                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
1982                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
1983                 //if (!self.runes & RUNE_REGEN)
1984                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
1985         }
1986         maxh = maxh * max_mod;
1987         //maxa = maxa * max_mod;
1988         //maxf = maxf * max_mod;
1989         minh = minh * max_mod;
1990         //mina = mina * max_mod;
1991         //minf = minf * max_mod;
1992         limith = limith * limit_mod;
1993         limita = limita * limit_mod;
1994         //limitf = limitf * limit_mod;
1995
1996         if(g_ca)
1997                 rot_mod = 0;
1998
1999         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2000         {
2001                 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);
2002                 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);
2003
2004                 // if player rotted to death...  die!
2005                 if(self.health < 1)
2006                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2007         }
2008
2009         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2010                 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);
2011 }
2012
2013 float zoomstate_set;
2014 void SetZoomState(float z)
2015 {
2016         if(z != self.zoomstate)
2017         {
2018                 self.zoomstate = z;
2019                 ClientData_Touch(self);
2020         }
2021         zoomstate_set = 1;
2022 }
2023
2024 void GetPressedKeys(void) {
2025         MUTATOR_CALLHOOK(GetPressedKeys);
2026         if (self.movement_x > 0) // get if movement keys are pressed
2027         {       // forward key pressed
2028                 self.pressedkeys |= KEY_FORWARD;
2029                 self.pressedkeys &~= KEY_BACKWARD;
2030         }
2031         else if (self.movement_x < 0)
2032         {       // backward key pressed
2033                 self.pressedkeys |= KEY_BACKWARD;
2034                 self.pressedkeys &~= KEY_FORWARD;
2035         }
2036         else
2037         {       // no x input
2038                 self.pressedkeys &~= KEY_FORWARD;
2039                 self.pressedkeys &~= KEY_BACKWARD;
2040         }
2041
2042         if (self.movement_y > 0)
2043         {       // right key pressed
2044                 self.pressedkeys |= KEY_RIGHT;
2045                 self.pressedkeys &~= KEY_LEFT;
2046         }
2047         else if (self.movement_y < 0)
2048         {       // left key pressed
2049                 self.pressedkeys |= KEY_LEFT;
2050                 self.pressedkeys &~= KEY_RIGHT;
2051         }
2052         else
2053         {       // no y input
2054                 self.pressedkeys &~= KEY_RIGHT;
2055                 self.pressedkeys &~= KEY_LEFT;
2056         }
2057
2058         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2059                 self.pressedkeys |= KEY_JUMP;
2060         else
2061                 self.pressedkeys &~= KEY_JUMP;
2062         if (self.BUTTON_CROUCH)
2063                 self.pressedkeys |= KEY_CROUCH;
2064         else
2065                 self.pressedkeys &~= KEY_CROUCH;
2066
2067         if (self.BUTTON_ATCK)
2068                 self.pressedkeys |= KEY_ATCK;
2069         else
2070                 self.pressedkeys &~= KEY_ATCK;
2071         if (self.BUTTON_ATCK2)
2072                 self.pressedkeys |= KEY_ATCK2;
2073         else
2074                 self.pressedkeys &~= KEY_ATCK2;
2075 }
2076
2077 /*
2078 ======================
2079 spectate mode routines
2080 ======================
2081 */
2082
2083 void SpectateCopy(entity spectatee) {
2084         other = spectatee;
2085         MUTATOR_CALLHOOK(SpectateCopy);
2086         self.armortype = spectatee.armortype;
2087         self.armorvalue = spectatee.armorvalue;
2088         self.ammo_cells = spectatee.ammo_cells;
2089         self.ammo_shells = spectatee.ammo_shells;
2090         self.ammo_nails = spectatee.ammo_nails;
2091         self.ammo_rockets = spectatee.ammo_rockets;
2092         self.ammo_fuel = spectatee.ammo_fuel;
2093         self.clip_load = spectatee.clip_load;
2094         self.clip_size = spectatee.clip_size;
2095         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2096         self.health = spectatee.health;
2097         self.impulse = 0;
2098         self.items = spectatee.items;
2099         self.last_pickup = spectatee.last_pickup;
2100         self.hit_time = spectatee.hit_time;
2101         self.metertime = spectatee.metertime;
2102         self.strength_finished = spectatee.strength_finished;
2103         self.invincible_finished = spectatee.invincible_finished;
2104         self.pressedkeys = spectatee.pressedkeys;
2105         WEPSET_COPY_EE(self, spectatee);
2106         self.switchweapon = spectatee.switchweapon;
2107         self.switchingweapon = spectatee.switchingweapon;
2108         self.weapon = spectatee.weapon;
2109         self.nex_charge = spectatee.nex_charge;
2110         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2111         self.hagar_load = spectatee.hagar_load;
2112         self.minelayer_mines = spectatee.minelayer_mines;
2113         self.punchangle = spectatee.punchangle;
2114         self.view_ofs = spectatee.view_ofs;
2115         self.velocity = spectatee.velocity;
2116         self.dmg_take = spectatee.dmg_take;
2117         self.dmg_save = spectatee.dmg_save;
2118         self.dmg_inflictor = spectatee.dmg_inflictor;
2119         self.v_angle = spectatee.v_angle;
2120         self.angles = spectatee.v_angle;
2121         self.stat_respawn_time = spectatee.stat_respawn_time;
2122         if(!self.BUTTON_USE)
2123                 self.fixangle = TRUE;
2124         setorigin(self, spectatee.origin);
2125         setsize(self, spectatee.mins, spectatee.maxs);
2126         SetZoomState(spectatee.zoomstate);
2127     
2128     anticheat_spectatecopy(spectatee);
2129         self.hud = spectatee.hud;
2130         if(spectatee.vehicle)
2131     {
2132         self.fixangle = FALSE;
2133         //self.velocity = spectatee.vehicle.velocity;
2134         self.vehicle_health = spectatee.vehicle_health;
2135         self.vehicle_shield = spectatee.vehicle_shield;
2136         self.vehicle_energy = spectatee.vehicle_energy;
2137         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2138         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2139         self.vehicle_reload1 = spectatee.vehicle_reload1;
2140         self.vehicle_reload2 = spectatee.vehicle_reload2;
2141
2142         msg_entity = self;
2143         
2144         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2145             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
2146             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
2147             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
2148
2149         //WriteByte (MSG_ONE, SVC_SETVIEW);
2150         //    WriteEntity(MSG_ONE, self);            
2151         //makevectors(spectatee.v_angle);
2152         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
2153     }
2154 }
2155
2156 float SpectateUpdate() {
2157         if(!self.enemy)
2158             return 0;           
2159
2160         if (self == self.enemy)
2161                 return 0;
2162
2163         if(self.enemy.classname != "player")
2164                 return 0;
2165
2166         SpectateCopy(self.enemy);
2167
2168         return 1;
2169 }
2170
2171
2172 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2173 entity CA_SpectateNext(entity start) {
2174         if (start.team == self.team) {
2175                 return start;
2176         }
2177         
2178         other = start;
2179         // continue from current player
2180         while(other && other.team != self.team) {
2181                 other = find(other, classname, "player");
2182         }
2183         
2184         if (!other) {
2185                 // restart from begining
2186                 other = find(other, classname, "player");
2187                 while(other && other.team != self.team) {
2188                         other = find(other, classname, "player");
2189                 }
2190         }
2191         
2192         return other;
2193 }
2194
2195 float SpectateNext(entity _prefer) {
2196         
2197         if(_prefer)
2198                 other = _prefer;        
2199         else
2200                 other = find(self.enemy, classname, "player");
2201         
2202         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2203                 // CA and ca players when spectating enemies is forbidden
2204                 other = CA_SpectateNext(other);
2205         } else {
2206                 // other modes and ca spectators or spectating enemies is allowed
2207                 if (!other)
2208                         other = find(other, classname, "player");
2209         }
2210         
2211         if (other)
2212                 self.enemy = other;
2213
2214         if(self.enemy.classname == "player") {
2215             /*if(self.enemy.vehicle)
2216             {      
2217             
2218             msg_entity = self;
2219             WriteByte(MSG_ONE, SVC_SETVIEW);
2220             WriteEntity(MSG_ONE, self.enemy);
2221             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2222             
2223             self.movetype = MOVETYPE_NONE;
2224             accuracy_resend(self);
2225             }
2226             else 
2227             {*/         
2228             msg_entity = self;
2229             WriteByte(MSG_ONE, SVC_SETVIEW);
2230             WriteEntity(MSG_ONE, self.enemy);
2231             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2232             self.movetype = MOVETYPE_NONE;
2233             accuracy_resend(self);
2234
2235             if(!SpectateUpdate())
2236                 PutObserverInServer();
2237         //}
2238         return 1;
2239         } else {
2240                 return 0;
2241         }
2242 }
2243
2244 /*
2245 =============
2246 ShowRespawnCountdown()
2247
2248 Update a respawn countdown display.
2249 =============
2250 */
2251 void ShowRespawnCountdown()
2252 {
2253         float number;
2254         if(self.deadflag == DEAD_NO) // just respawned?
2255                 return;
2256         else
2257         {
2258                 number = ceil(self.respawn_time - time);
2259                 if(number <= 0)
2260                         return;
2261                 if(number <= self.respawn_countdown)
2262                 {
2263                         self.respawn_countdown = number - 1;
2264                         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
2265                                 AnnounceTo(self, strcat(ftos(number), ""));
2266                 }
2267         }
2268 }
2269
2270 void LeaveSpectatorMode()
2271 {
2272         if(self.caplayer)
2273                 return;
2274         if(nJoinAllowed(self))
2275         {
2276                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2277                 {
2278                         self.classname = "player";
2279
2280                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2281                                 { JoinBestTeam(self, FALSE, TRUE); }
2282
2283                         if(autocvar_g_campaign)
2284                                 { campaign_bots_may_start = 1; }
2285                         else
2286                                 { Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD); }
2287
2288                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2289                         
2290                         PutClientInServer();
2291
2292                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2293                 }
2294                 else
2295                         stuffcmd(self, "menu_showteamselect\n");
2296         }
2297         else
2298         {
2299                 // Player may not join because g_maxplayers is set
2300                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2301         }
2302 }
2303
2304 /**
2305  * Determines whether the player is allowed to join. This depends on cvar
2306  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2307  * it checks whether the number of currently playing players exceeds g_maxplayers.
2308  * @return int number of free slots for players, 0 if none
2309  */
2310 float nJoinAllowed(entity ignore) {
2311         if(!ignore)
2312         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2313         // so report 0 free slots if restricted
2314         {
2315                 if(autocvar_g_forced_team_otherwise == "spectate")
2316                         return 0;
2317                 if(autocvar_g_forced_team_otherwise == "spectator")
2318                         return 0;
2319         }
2320
2321         if(self.team_forced < 0)
2322                 return 0; // forced spectators can never join
2323
2324         // TODO simplify this
2325         entity e;
2326         float totalClients = 0;
2327         FOR_EACH_CLIENT(e)
2328                 if(e != ignore)
2329                         totalClients += 1;
2330
2331         if (!autocvar_g_maxplayers)
2332                 return maxclients - totalClients;
2333
2334         float currentlyPlaying = 0;
2335         FOR_EACH_REALCLIENT(e)
2336                 if(e.classname == "player" || e.caplayer == 1)
2337                         currentlyPlaying += 1;
2338
2339         if(currentlyPlaying < autocvar_g_maxplayers)
2340                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2341
2342         return 0;
2343 }
2344
2345 /**
2346  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2347  * g_maxplayers_spectator_blocktime seconds
2348  */
2349 void checkSpectatorBlock() {
2350         if(self.classname == "spectator" || self.classname == "observer") {
2351                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2352                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2353                         dropclient(self);
2354                 }
2355         }
2356 }
2357
2358 .float motd_actived_time; // used for both motd and campaign_message
2359 void PrintWelcomeMessage()
2360 {
2361         if (self.motd_actived_time == 0) { // is there already a message showing?
2362                 if (autocvar_g_campaign) {
2363                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2364                                 self.motd_actived_time = time;
2365                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2366                         }
2367                 } else {
2368                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2369                                 self.motd_actived_time = time;
2370                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2371                         }
2372                 }
2373         } else { // showing MOTD or campaign message
2374                 if (autocvar_g_campaign) {
2375                         if (self.BUTTON_INFO)
2376                                 self.motd_actived_time = time;
2377                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2378                                 self.motd_actived_time = 0;
2379                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2380                         }
2381                 } else {
2382                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2383                                 if (self.BUTTON_INFO)
2384                                         self.motd_actived_time = time;
2385                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2386                                         self.motd_actived_time = 0;
2387                                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2388                                 }
2389                         }
2390                 }
2391         }
2392 }
2393
2394 void ObserverThink()
2395 {
2396         float prefered_movetype;
2397         if (self.flags & FL_JUMPRELEASED) {
2398                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2399                         self.flags &~= FL_JUMPRELEASED;
2400                         self.flags |= FL_SPAWNING;
2401                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2402                         self.flags &~= FL_JUMPRELEASED;
2403                         if(SpectateNext(world) == 1) {
2404                                 self.classname = "spectator";
2405                         }
2406                 } else {
2407                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2408                         if (self.movetype != prefered_movetype)
2409                                 self.movetype = prefered_movetype;
2410                 }
2411         } else {
2412                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2413                         self.flags |= FL_JUMPRELEASED;
2414                         if(self.flags & FL_SPAWNING)
2415                         {
2416                                 self.flags &~= FL_SPAWNING;
2417                                 LeaveSpectatorMode();
2418                                 return;
2419                         }
2420                 }
2421         }
2422
2423         PrintWelcomeMessage();
2424 }
2425
2426 void SpectatorThink()
2427 {
2428         if (self.flags & FL_JUMPRELEASED) {
2429                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2430                         self.flags &~= FL_JUMPRELEASED;
2431                         self.flags |= FL_SPAWNING;
2432                 } else if(self.BUTTON_ATCK) {
2433                         self.flags &~= FL_JUMPRELEASED;
2434                         if(SpectateNext(world) == 1) {
2435                                 self.classname = "spectator";
2436                         } else {
2437                                 self.classname = "observer";
2438                                 PutClientInServer();
2439                         }
2440                 } else if (self.BUTTON_ATCK2) {
2441                         self.flags &~= FL_JUMPRELEASED;
2442                         self.classname = "observer";
2443                         PutClientInServer();
2444                 } else {
2445                         if(!SpectateUpdate())
2446                                 PutObserverInServer();
2447                 }
2448         } else {
2449                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2450                         self.flags |= FL_JUMPRELEASED;
2451                         if(self.flags & FL_SPAWNING)
2452                         {
2453                                 self.flags &~= FL_SPAWNING;
2454                                 LeaveSpectatorMode();
2455                                 return;
2456                         }
2457                 }
2458                 if(!SpectateUpdate())
2459                         PutObserverInServer();
2460         }
2461
2462         PrintWelcomeMessage();
2463         self.flags |= FL_CLIENT | FL_NOTARGET;
2464 }
2465
2466 void PlayerUseKey()
2467 {
2468         if(self.classname != "player")
2469                 return;
2470
2471         if(self.vehicle)
2472         {
2473         vehicles_exit(VHEF_NORMAL);
2474         return;
2475         }
2476         
2477         // a use key was pressed; call handlers
2478         MUTATOR_CALLHOOK(PlayerUseKey);
2479 }
2480
2481 .float touchexplode_time;
2482
2483 /*
2484 =============
2485 PlayerPreThink
2486
2487 Called every frame for each client before the physics are run
2488 =============
2489 */
2490 .float usekeypressed;
2491 void() nexball_setstatus;
2492 .float items_added;
2493 void PlayerPreThink (void)
2494 {
2495         WarpZone_PlayerPhysics_FixVAngle();
2496
2497         self.stat_game_starttime = game_starttime;
2498         self.stat_round_starttime = round_starttime;
2499         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2500         self.stat_leadlimit = autocvar_leadlimit;
2501
2502         if(frametime)
2503         {
2504                 // physics frames: update anticheat stuff
2505                 anticheat_prethink();
2506         }
2507
2508         if(blockSpectators && frametime)
2509                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2510                 checkSpectatorBlock();
2511
2512         zoomstate_set = 0;
2513
2514         if(self.netname_previous != self.netname)
2515         {
2516                 if(autocvar_sv_eventlog)
2517                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2518                 if(self.netname_previous)
2519                         strunzone(self.netname_previous);
2520                 self.netname_previous = strzone(self.netname);
2521         }
2522
2523         // version nagging
2524         if(self.version_nagtime)
2525                 if(self.cvar_g_xonoticversion)
2526                         if(time > self.version_nagtime)
2527                         {
2528                                 // don't notify git users
2529                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2530                                 {
2531                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2532                                         {
2533                                                 // notify release users if connecting to git
2534                                                 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");
2535                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2536                                         }
2537                                         else
2538                                         {
2539                                                 float r;
2540                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2541                                                 if(r < 0)
2542                                                 {
2543                                                         // give users new version
2544                                                         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");
2545                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2546                                                 }
2547                                                 else if(r > 0)
2548                                                 {
2549                                                         // notify users about old server version
2550                                                         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");
2551                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2552                                                 }
2553                                         }
2554                                 }
2555                                 self.version_nagtime = 0;
2556                         }
2557
2558         // GOD MODE info
2559         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2560         {
2561                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2562                 self.max_armorvalue = 0;
2563         }
2564
2565 #ifdef TETRIS
2566         if (TetrisPreFrame())
2567                 return;
2568 #endif
2569
2570         MUTATOR_CALLHOOK(PlayerPreThink);
2571
2572         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2573         {
2574                 if(self.BUTTON_USE && !self.usekeypressed)
2575                         PlayerUseKey();
2576                 self.usekeypressed = self.BUTTON_USE;
2577         }
2578
2579         PrintWelcomeMessage();
2580
2581         if(self.classname == "player") {
2582 //              if(self.netname == "Wazat")
2583 //                      bprint(self.classname, "\n");
2584
2585                 CheckRules_Player();
2586
2587                 if (intermission_running)
2588                 {
2589                         IntermissionThink ();   // otherwise a button could be missed between
2590                         return;                                 // the think tics
2591                 }
2592
2593                 //don't allow the player to turn around while game is paused!
2594                 if(timeout_status == TIMEOUT_ACTIVE) {
2595                         // FIXME turn this into CSQC stuff
2596                         self.v_angle = self.lastV_angle;
2597                         self.angles = self.lastV_angle;
2598                         self.fixangle = TRUE;
2599                 }
2600
2601                 if(frametime)
2602                 {
2603                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2604                         {
2605                                 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);
2606                                 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);
2607                                 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);
2608
2609                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2610                                 {
2611                                         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);
2612                                         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);
2613                                         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);
2614                                 }
2615                         }
2616                         else
2617                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2618
2619                         player_powerups();
2620                 }
2621
2622                 if (g_minstagib)
2623                         minstagib_ammocheck();
2624
2625                 if (self.deadflag != DEAD_NO)
2626                 {
2627                         if(self.personal && g_race_qualifying)
2628                         {
2629                                 if(time > self.respawn_time)
2630                                 {
2631                                         self.respawn_time = time + 1; // only retry once a second
2632                                         self.stat_respawn_time = self.respawn_time;
2633                                         respawn();
2634                                         self.impulse = 141;
2635                                 }
2636                         }
2637                         else
2638                         {
2639                                 float button_pressed;
2640                                 if(frametime)
2641                                         player_anim();
2642                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2643
2644                                 if (self.deadflag == DEAD_DYING)
2645                                 {
2646                                         if(self.respawn_flags & RESPAWN_FORCE)
2647                                                 self.deadflag = DEAD_RESPAWNING;
2648                                         else if(!button_pressed)
2649                                                 self.deadflag = DEAD_DEAD;
2650                                 }
2651                                 else if (self.deadflag == DEAD_DEAD)
2652                                 {
2653                                         if(button_pressed)
2654                                                 self.deadflag = DEAD_RESPAWNABLE;
2655                                 }
2656                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2657                                 {
2658                                         if(!button_pressed)
2659                                                 self.deadflag = DEAD_RESPAWNING;
2660                                 }
2661                                 else if (self.deadflag == DEAD_RESPAWNING)
2662                                 {
2663                                         if(time > self.respawn_time)
2664                                         {
2665                                                 self.respawn_time = time + 1; // only retry once a second
2666                                                 respawn();
2667                                         }
2668                                 }
2669
2670                                 ShowRespawnCountdown();
2671
2672                                 if(self.respawn_flags & RESPAWN_SILENT)
2673                                         self.stat_respawn_time = 0;
2674                                 else
2675                                         self.stat_respawn_time = self.respawn_time;
2676                         }
2677
2678                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2679                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2680                                 self.stat_respawn_time *= -1;
2681
2682                         return;
2683                 }
2684                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2685                 // so (self.deadflag == DEAD_NO) is always true in the code below
2686
2687                 if(g_touchexplode)
2688                 if(time > self.touchexplode_time)
2689                 if(self.classname == "player")
2690                 if(self.deadflag == DEAD_NO)
2691                 if not(IS_INDEPENDENT_PLAYER(self))
2692                 FOR_EACH_PLAYER(other) if(self != other)
2693                 {
2694                         if(time > other.touchexplode_time)
2695                         if(other.deadflag == DEAD_NO)
2696                         if not(IS_INDEPENDENT_PLAYER(other))
2697                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2698                         {
2699                                 PlayerTouchExplode(self, other);
2700                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2701                         }
2702                 }
2703
2704                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2705                 {
2706                         vector dist;
2707
2708                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2709                         dist = self.prevorigin - self.origin;
2710                         dist_z = 0;
2711                         self.lms_traveled_distance += fabs(vlen(dist));
2712
2713                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2714                         {
2715                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2716                                 self.lms_traveled_distance = 0;
2717                         }
2718
2719                         if(time > self.lms_nextcheck)
2720                         {
2721                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2722                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2723                                 {
2724                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
2725                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2726                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2727                                         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');
2728                                 }
2729                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2730                                 self.lms_traveled_distance = 0;
2731                         }
2732                 }
2733
2734                 self.prevorigin = self.origin;
2735
2736                 float do_crouch = self.BUTTON_CROUCH;
2737                 if(self.hook.state)
2738                         do_crouch = 0;
2739                 if(self.health <= g_bloodloss)
2740                         do_crouch = 1;
2741                 if(self.vehicle)
2742                         do_crouch = 0;
2743                 if(self.freezetag_frozen)
2744                         do_crouch = 0;
2745                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2746                         do_crouch = 0;
2747
2748                 if (do_crouch)
2749                 {
2750                         if (!self.crouch)
2751                         {
2752                                 self.crouch = TRUE;
2753                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2754                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2755                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2756                         }
2757                 }
2758                 else
2759                 {
2760                         if (self.crouch)
2761                         {
2762                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2763                                 if (!trace_startsolid)
2764                                 {
2765                                         self.crouch = FALSE;
2766                                         self.view_ofs = PL_VIEW_OFS;
2767                                         setsize (self, PL_MIN, PL_MAX);
2768                                 }
2769                         }
2770                 }
2771
2772                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2773                 {
2774                         if(self.bloodloss_timer < time)
2775                         {
2776                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2777                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2778                         }
2779                 }
2780
2781                 FixPlayermodel();
2782
2783                 GrapplingHookFrame();
2784
2785                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2786                 //if(frametime)
2787                 {
2788                         self.items &~= self.items_added;
2789
2790                         W_WeaponFrame();
2791
2792                         self.items_added = 0;
2793                         if(self.items & IT_JETPACK)
2794                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2795                                         self.items_added |= IT_FUEL;
2796
2797                         self.items |= self.items_added;
2798                 }
2799
2800                 player_regen();
2801
2802                 // rot nex charge to the charge limit
2803                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2804                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2805
2806                 if(frametime)
2807                         player_anim();
2808
2809                 if(g_nexball)
2810                         nexball_setstatus();
2811                 
2812                 // secret status
2813                 secrets_setstatus();
2814                 
2815                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2816
2817                 //self.angles_y=self.v_angle_y + 90;   // temp
2818         } else if(gameover) {
2819                 if (intermission_running)
2820                         IntermissionThink ();   // otherwise a button could be missed between
2821                 return;
2822         } else if(self.classname == "observer") {
2823                 ObserverThink();
2824         } else if(self.classname == "spectator") {
2825                 SpectatorThink();
2826         }
2827
2828         if(!zoomstate_set)
2829                 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));
2830
2831         float oldspectatee_status;
2832         oldspectatee_status = self.spectatee_status;
2833         if(self.classname == "spectator")
2834                 self.spectatee_status = num_for_edict(self.enemy);
2835         else if(self.classname == "observer")
2836                 self.spectatee_status = num_for_edict(self);
2837         else
2838                 self.spectatee_status = 0;
2839         if(self.spectatee_status != oldspectatee_status)
2840         {
2841                 ClientData_Touch(self);
2842                 if(g_race || g_cts)
2843                         race_InitSpectator();
2844         }
2845
2846         if(self.teamkill_soundtime)
2847         if(time > self.teamkill_soundtime)
2848         {
2849                 self.teamkill_soundtime = 0;
2850
2851                 entity oldpusher, oldself;
2852
2853                 oldself = self; self = self.teamkill_soundsource;
2854                 oldpusher = self.pusher; self.pusher = oldself;
2855
2856                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2857
2858                 self.pusher = oldpusher;
2859                 self = oldself;
2860         }
2861
2862         if(self.taunt_soundtime)
2863         if(time > self.taunt_soundtime)
2864         {
2865                 self.taunt_soundtime = 0;
2866                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2867         }
2868
2869         target_voicescript_next(self);
2870
2871         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2872         if(!self.weapon)
2873                 self.clip_load = self.clip_size = 0;
2874 }
2875
2876 float isInvisibleString(string s)
2877 {
2878         float i, n, c;
2879         s = strdecolorize(s);
2880         for((i = 0), (n = strlen(s)); i < n; ++i)
2881         {
2882                 c = str2chr(s, i);
2883                 switch(c)
2884                 {
2885                         case 0:
2886                         case 32: // space
2887                                 break;
2888                         case 192: // charmap space
2889                                 if (!autocvar_utf8_enable)
2890                                         break;
2891                                 return FALSE;
2892                         case 160: // space in unicode fonts
2893                         case 0xE000 + 192: // utf8 charmap space
2894                                 if (autocvar_utf8_enable)
2895                                         break;
2896                         default:
2897                                 return FALSE;
2898                 }
2899         }
2900         return TRUE;
2901 }
2902
2903 /*
2904 =============
2905 PlayerPostThink
2906
2907 Called every frame for each client after the physics are run
2908 =============
2909 */
2910 .float idlekick_lasttimeleft;
2911 void PlayerPostThink (void)
2912 {
2913         // Savage: Check for nameless players
2914         if (isInvisibleString(self.netname)) {
2915                 self.netname = "Player";
2916                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2917         }
2918
2919         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2920         {
2921                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2922                 {
2923                         if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2924                 }
2925                 else
2926                 {
2927                         float timeleft;
2928                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2929                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2930                         {
2931                                 if(!self.idlekick_lasttimeleft)
2932                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2933                         }
2934                         if(timeleft <= 0)
2935                         {
2936                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2937                                 dropclient(self);
2938                                 return;
2939                         }
2940                         else if(timeleft <= 10)
2941                         {
2942                                 if(timeleft != self.idlekick_lasttimeleft)
2943                                         AnnounceTo(self, ftos(timeleft));
2944                                 self.idlekick_lasttimeleft = timeleft;
2945                         }
2946                 }
2947         }
2948
2949 #ifdef TETRIS
2950         if(self.impulse == 100)
2951                 ImpulseCommands();
2952         if (!TetrisPostFrame())
2953         {
2954 #endif
2955
2956         CheatFrame();
2957
2958         //CheckPlayerJump();
2959
2960         if(self.classname == "player") {
2961                 CheckRules_Player();
2962                 UpdateChatBubble();
2963                 if (self.impulse)
2964                         ImpulseCommands();
2965                 if (intermission_running)
2966                         return;         // intermission or finale
2967                 GetPressedKeys();
2968         }
2969         
2970 #ifdef TETRIS
2971         }
2972 #endif
2973
2974         /*
2975         float i;
2976         for(i = 0; i < 1000; ++i)
2977         {
2978                 vector end;
2979                 end = self.origin + '0 0 1024' + 512 * randomvec();
2980                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2981                 if(trace_fraction < 1)
2982                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2983                 {
2984                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2985                         break;
2986                 }
2987         }
2988         */
2989
2990         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2991
2992         if(self.waypointsprite_attachedforcarrier)
2993                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
2994
2995         playerdemo_write();
2996
2997         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2998         {
2999                 if not(self.stored_netname)
3000                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3001                 if(self.stored_netname != self.netname)
3002                 {
3003                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3004                         strunzone(self.stored_netname);
3005                         self.stored_netname = strzone(self.netname);
3006                 }
3007         }
3008
3009         /*
3010         if(g_race)
3011                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3012         */
3013
3014         CSQCMODEL_AUTOUPDATE();
3015 }