]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'terencehill/ca_arena_freezetag_bugfixes' into terencehill/arena_gamemode
[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)
447                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
448                         else
449                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
450                 } else
451                         bprint ("^4", self.netname, "^4 is spectating now\n");
452
453                 if(self.just_joined == FALSE) {
454                         LogTeamchange(self.playerid, -1, 4);
455                 } else
456                         self.just_joined = FALSE;
457         }
458
459         PlayerScore_Clear(self); // clear scores when needed
460
461         accuracy_resend(self);
462
463         self.spectatortime = time;
464         
465         self.classname = "observer";
466         self.iscreature = FALSE;
467         self.teleportable = TELEPORT_SIMPLE;
468         self.damagedbycontents = FALSE;
469         self.health = -666;
470         self.takedamage = DAMAGE_NO;
471         self.solid = SOLID_NOT;
472         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
473         self.flags = FL_CLIENT | FL_NOTARGET;
474         self.armorvalue = 666;
475         self.effects = 0;
476         self.armorvalue = autocvar_g_balance_armor_start;
477         self.pauserotarmor_finished = 0;
478         self.pauserothealth_finished = 0;
479         self.pauseregen_finished = 0;
480         self.damageforcescale = 0;
481         self.death_time = 0;
482         self.respawn_time = 0;
483         self.alpha = 0;
484         self.scale = 0;
485         self.fade_time = 0;
486         self.pain_frame = 0;
487         self.pain_finished = 0;
488         self.strength_finished = 0;
489         self.invincible_finished = 0;
490         self.superweapons_finished = 0;
491         self.pushltime = 0;
492         self.istypefrag = 0;
493         self.think = func_null;
494         self.nextthink = 0;
495         self.hook_time = 0;
496         self.runes = 0;
497         self.deadflag = DEAD_NO;
498         self.angles = spot.angles;
499         self.angles_z = 0;
500         self.fixangle = TRUE;
501         self.crouch = FALSE;
502
503         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
504         self.prevorigin = self.origin;
505         self.items = 0;
506         WEPSET_CLEAR_E(self);
507         self.model = "";
508         FixPlayermodel();
509         setmodel(self, "null");
510         self.drawonlytoclient = self;
511
512         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
513         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
514
515         self.weapon = 0;
516         self.weaponname = "";
517         self.switchingweapon = 0;
518         self.weaponmodel = "";
519         self.weaponentity = world;
520         self.exteriorweaponentity = world;
521         self.killcount = -666;
522         self.velocity = '0 0 0';
523         self.avelocity = '0 0 0';
524         self.punchangle = '0 0 0';
525         self.punchvector = '0 0 0';
526         self.oldvelocity = self.velocity;
527         self.fire_endtime = -1;
528 }
529
530 .float model_randomizer;
531 void FixPlayermodel()
532 {
533         string defaultmodel;
534         float defaultskin, chmdl, oldskin, n, i;
535         vector m1, m2;
536
537         defaultmodel = "";
538         defaultskin = 0;
539         chmdl = FALSE;
540
541         if(autocvar_sv_defaultcharacter == 1)
542         {
543                 if(teamplay)
544                 {
545                         string s;
546                         s = Team_ColorNameLowerCase(self.team);
547                         if(s != "neutral")
548                         {
549                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
550                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
551                         }
552                 }
553
554                 if(defaultmodel == "")
555                 {
556                         defaultmodel = autocvar_sv_defaultplayermodel;
557                         defaultskin = autocvar_sv_defaultplayerskin;
558                 }
559
560                 n = tokenize_console(defaultmodel);
561                 if(n > 0)
562                         defaultmodel = argv(floor(n * self.model_randomizer));
563
564                 i = strstrofs(defaultmodel, ":", 0);
565                 if(i >= 0)
566                 {
567                         defaultskin = stof(substring(defaultmodel, i+1, -1));
568                         defaultmodel = substring(defaultmodel, 0, i);
569                 }
570         }
571
572         if(defaultmodel != "")
573         {
574                 if (defaultmodel != self.model)
575                 {
576                         m1 = self.mins;
577                         m2 = self.maxs;
578                         setplayermodel (self, defaultmodel);
579                         setsize (self, m1, m2);
580                         chmdl = TRUE;
581                 }
582
583                 oldskin = self.skin;
584                 self.skin = defaultskin;
585         } else {
586                 if (self.playermodel != self.model || self.playermodel == "")
587                 {
588                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
589                         m1 = self.mins;
590                         m2 = self.maxs;
591                         setplayermodel (self, self.playermodel);
592                         setsize (self, m1, m2);
593                         chmdl = TRUE;
594                 }
595
596                 oldskin = self.skin;
597                 self.skin = stof(self.playerskin);
598         }
599
600         if(chmdl || oldskin != self.skin)
601                 self.species = player_getspecies(); // model or skin has changed
602
603         if(!teamplay)
604                 if(strlen(autocvar_sv_defaultplayercolors))
605                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
606                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
607 }
608
609 void PlayerTouchExplode(entity p1, entity p2)
610 {
611         vector org;
612         org = (p1.origin + p2.origin) * 0.5;
613         org_z += (p1.mins_z + p2.mins_z) * 0.5;
614
615         te_explosion(org);
616
617         entity e;
618         e = spawn();
619         setorigin(e, org);
620         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
621         remove(e);
622 }
623
624 /*
625 =============
626 PutClientInServer
627
628 Called when a client spawns in the server
629 =============
630 */
631
632 void PutClientInServer (void)
633 {
634         if(clienttype(self) == CLIENTTYPE_BOT)
635                 self.classname = "player";
636         else if(clienttype(self) == CLIENTTYPE_REAL)
637         {
638                 msg_entity = self;
639                 WriteByte(MSG_ONE, SVC_SETVIEW);
640                 WriteEntity(MSG_ONE, self);
641         }
642
643         // reset player keys
644         self.itemkeys = 0;
645
646         // player is dead and becomes observer
647         // FIXME fix LMS scoring for new system
648         if(g_lms)
649         {
650                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
651                         self.classname = "observer";
652         }
653
654         MUTATOR_CALLHOOK(PutClientInServer);
655
656         if(gameover)
657                 self.classname = "observer";
658
659         if(self.classname == "player") {
660                 entity spot, oldself;
661                 float j;
662
663                 accuracy_resend(self);
664
665                 if(self.team < 0)
666                         JoinBestTeam(self, FALSE, TRUE);
667
668                 race_PreSpawn();
669
670                 spot = SelectSpawnPoint (FALSE);
671                 if(!spot)
672                 {
673                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
674                         return; // spawn failed
675                 }
676
677                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
678
679                 self.classname = "player";
680                 self.wasplayer = TRUE;
681                 self.iscreature = TRUE;
682                 self.teleportable = TELEPORT_NORMAL;
683                 self.damagedbycontents = TRUE;
684                 self.movetype = MOVETYPE_WALK;
685                 self.solid = SOLID_SLIDEBOX;
686                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
687                 if(autocvar_g_playerclip_collisions)
688                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
689                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
690                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
691                 self.frags = FRAGS_PLAYER;
692                 if(INDEPENDENT_PLAYERS)
693                         MAKE_INDEPENDENT_PLAYER(self);
694                 self.flags = FL_CLIENT;
695                 if(autocvar__notarget)
696                         self.flags |= FL_NOTARGET;
697                 self.takedamage = DAMAGE_AIM;
698                 if(g_minstagib)
699                         self.effects = EF_FULLBRIGHT;
700                 else
701                         self.effects = 0;
702                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
703                 self.air_finished = time + 12;
704                 self.dmg = 2;
705                 if(autocvar_g_balance_nex_charge)
706                 {
707                         if(autocvar_g_balance_nex_secondary_chargepool)
708                                 self.nex_chargepool_ammo = 1;
709                         self.nex_charge = autocvar_g_balance_nex_charge_start;
710                 }
711
712                 if(inWarmupStage)
713                 {
714                         self.ammo_shells = warmup_start_ammo_shells;
715                         self.ammo_nails = warmup_start_ammo_nails;
716                         self.ammo_rockets = warmup_start_ammo_rockets;
717                         self.ammo_cells = warmup_start_ammo_cells;
718                         self.ammo_fuel = warmup_start_ammo_fuel;
719                         self.health = warmup_start_health;
720                         self.armorvalue = warmup_start_armorvalue;
721                         WEPSET_COPY_EA(self, warmup_start_weapons);
722                 }
723                 else
724                 {
725                         self.ammo_shells = start_ammo_shells;
726                         self.ammo_nails = start_ammo_nails;
727                         self.ammo_rockets = start_ammo_rockets;
728                         self.ammo_cells = start_ammo_cells;
729                         self.ammo_fuel = start_ammo_fuel;
730                         self.health = start_health;
731                         self.armorvalue = start_armorvalue;
732                         WEPSET_COPY_EA(self, start_weapons);
733                 }
734
735                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
736                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
737                 else
738                         self.superweapons_finished = 0;
739
740                 if(g_weaponarena_random)
741                 {
742                         if(g_weaponarena_random_with_laser)
743                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
744                         W_RandomWeapons(self, g_weaponarena_random);
745                         if(g_weaponarena_random_with_laser)
746                                 WEPSET_OR_EW(self, WEP_LASER);
747                 }
748
749                 self.items = start_items;
750
751                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
752                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
753                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
754                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
755                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
756                 //extend the pause of rotting if client was reset at the beginning of the countdown
757                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
758                         self.spawnshieldtime += game_starttime - time;
759                         self.pauserotarmor_finished += game_starttime - time;
760                         self.pauserothealth_finished += game_starttime - time;
761                         self.pauseregen_finished += game_starttime - time;
762                 }
763                 self.damageforcescale = 2;
764                 self.death_time = 0;
765                 self.respawn_time = 0;
766                 self.scale = 0;
767                 self.fade_time = 0;
768                 self.pain_frame = 0;
769                 self.pain_finished = 0;
770                 self.strength_finished = 0;
771                 self.invincible_finished = 0;
772                 self.pushltime = 0;
773                 // players have no think function
774                 self.think = func_null;
775                 self.nextthink = 0;
776                 self.hook_time = 0;
777                 self.dmg_team = 0;
778                 self.ballistics_density = autocvar_g_ballistics_density_player;
779
780                 self.metertime = 0;
781
782                 self.runes = 0;
783
784                 self.deadflag = DEAD_NO;
785
786                 self.angles = spot.angles;
787
788                 self.angles_z = 0; // never spawn tilted even if the spot says to
789                 self.fixangle = TRUE; // turn this way immediately
790                 self.velocity = '0 0 0';
791                 self.avelocity = '0 0 0';
792                 self.punchangle = '0 0 0';
793                 self.punchvector = '0 0 0';
794                 self.oldvelocity = self.velocity;
795                 self.fire_endtime = -1;
796
797                 msg_entity = self;
798                 WRITESPECTATABLE_MSG_ONE({
799                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
800                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
801                 });
802
803                 self.model = "";
804                 FixPlayermodel();
805                 self.drawonlytoclient = world;
806
807                 self.crouch = FALSE;
808                 self.view_ofs = PL_VIEW_OFS;
809                 setsize (self, PL_MIN, PL_MAX);
810                 self.spawnorigin = spot.origin;
811                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
812                 // don't reset back to last position, even if new position is stuck in solid
813                 self.oldorigin = self.origin;
814                 self.prevorigin = self.origin;
815                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
816                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
817         self.hud = HUD_NORMAL;
818
819                 self.event_damage = PlayerDamage;
820
821                 self.bot_attack = TRUE;
822
823                 self.statdraintime = time + 5;
824                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
825
826                 if(self.killcount == -666) {
827                         PlayerScore_Clear(self);
828                         self.killcount = 0;
829                 }
830
831                 CL_SpawnWeaponentity();
832                 self.alpha = default_player_alpha;
833                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
834                 self.exteriorweaponentity.alpha = default_weapon_alpha;
835
836                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
837                 self.lms_traveled_distance = 0;
838                 self.speedrunning = FALSE;
839
840                 race_PostSpawn(spot);
841
842                 //stuffcmd(self, "chase_active 0");
843                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
844
845                 if(g_assault) {
846                         if(self.team == assault_attacker_team)
847                                 centerprint(self, "You are attacking!");
848                         else
849                                 centerprint(self, "You are defending!");
850                 }
851
852                 target_voicescript_clear(self);
853
854                 // reset fields the weapons may use
855                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
856                 {
857                         weapon_action(j, WR_RESETPLAYER);
858
859                         // all weapons must be fully loaded when we spawn
860                         entity e;
861                         e = get_weaponinfo(j);
862                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
863                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
864                 }
865
866                 oldself = self;
867                 self = spot;
868                         activator = oldself;
869                                 string s;
870                                 s = self.target;
871                                 self.target = string_null;
872                                 SUB_UseTargets();
873                                 self.target = s;
874                         activator = world;
875                 self = oldself;
876
877                 spawn_spot = spot;
878                 MUTATOR_CALLHOOK(PlayerSpawn);
879
880                 if(autocvar_spawn_debug)
881                 {
882                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
883                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
884                 }
885
886                 self.switchweapon = w_getbestweapon(self);
887                 self.cnt = -1; // W_LastWeapon will not complain
888                 self.weapon = 0;
889                 self.weaponname = "";
890                 self.switchingweapon = 0;
891
892                 if(!inWarmupStage)
893                         if(!self.alivetime)
894                                 self.alivetime = time;
895
896                 antilag_clear(self);
897
898                 if (autocvar_g_spawnsound)
899                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
900         } else if(self.classname == "observer") {
901                 PutObserverInServer ();
902         }
903 }
904
905 .float ebouncefactor, ebouncestop; // electro's values
906 // TODO do we need all these fields, or should we stop autodetecting runtime
907 // changes and just have a console command to update this?
908 float ClientInit_SendEntity(entity to, float sf)
909 {
910         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
911         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
912         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
913         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
914         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
915         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
916         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
917         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
918         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
919         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
920         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
921         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
922         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
923         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
924         if(sv_foginterval && world.fog != "")
925                 WriteString(MSG_ENTITY, world.fog);
926         else
927                 WriteString(MSG_ENTITY, "");
928         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
929         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
930         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
931         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
932         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
933         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
934         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
935         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
936         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
937         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
938         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
939         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
940         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
941         return TRUE;
942 }
943
944 void ClientInit_CheckUpdate()
945 {
946         self.nextthink = time;
947         if(self.count != autocvar_g_balance_armor_blockpercent)
948         {
949                 self.count = autocvar_g_balance_armor_blockpercent;
950                 self.SendFlags |= 1;
951         }
952         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
953         {
954                 self.cnt = autocvar_g_balance_weaponswitchdelay;
955                 self.SendFlags |= 1;
956         }
957         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
958         {
959                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
960                 self.SendFlags |= 1;
961         }
962         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
963         {
964                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
965                 self.SendFlags |= 1;
966         }
967         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
968         {
969                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
970                 self.SendFlags |= 1;
971         }
972         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
973         {
974                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
975                 self.SendFlags |= 1;
976         }
977 }
978
979 void ClientInit_Spawn()
980 {
981         entity o;
982         entity e;
983         e = spawn();
984         e.classname = "clientinit";
985         e.think = ClientInit_CheckUpdate;
986         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
987
988         o = self;
989         self = e;
990         ClientInit_CheckUpdate();
991         self = o;
992 }
993
994 /*
995 =============
996 SetNewParms
997 =============
998 */
999 void SetNewParms (void)
1000 {
1001         // initialize parms for a new player
1002         parm1 = -(86400 * 366);
1003 }
1004
1005 /*
1006 =============
1007 SetChangeParms
1008 =============
1009 */
1010 void SetChangeParms (void)
1011 {
1012         // save parms for level change
1013         parm1 = self.parm_idlesince - time;
1014 }
1015
1016 /*
1017 =============
1018 DecodeLevelParms
1019 =============
1020 */
1021 void DecodeLevelParms (void)
1022 {
1023         // load parms
1024         self.parm_idlesince = parm1;
1025         if(self.parm_idlesince == -(86400 * 366))
1026                 self.parm_idlesince = time;
1027
1028         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1029         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1030 }
1031
1032 /*
1033 =============
1034 ClientKill
1035
1036 Called when a client types 'kill' in the console
1037 =============
1038 */
1039
1040 .float clientkill_nexttime;
1041 void ClientKill_Now_TeamChange()
1042 {
1043         if(self.killindicator_teamchange == -1)
1044         {
1045                 JoinBestTeam( self, FALSE, TRUE );
1046         }
1047         else if(self.killindicator_teamchange == -2)
1048         {
1049                 if(g_ca)
1050                         self.caplayer = 0;
1051                 if(blockSpectators)
1052                         sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1053                 PutObserverInServer();
1054         }
1055         else
1056                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1057 }
1058
1059 void ClientKill_Now()
1060 {
1061         if(self.vehicle)
1062         {
1063             vehicles_exit(VHEF_RELESE);
1064             if(!self.killindicator_teamchange)
1065             {
1066             self.vehicle_health = -1;
1067             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1068             }
1069         }
1070
1071         if(self.killindicator && !wasfreed(self.killindicator))
1072                 remove(self.killindicator);
1073
1074         self.killindicator = world;
1075
1076         if(self.killindicator_teamchange)
1077                 ClientKill_Now_TeamChange();
1078
1079         // in any case:
1080         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1081
1082         // now I am sure the player IS dead
1083 }
1084 void KillIndicator_Think()
1085 {
1086         if (gameover)
1087         {
1088                 self.owner.killindicator = world;
1089                 remove(self);
1090                 return;
1091         }
1092
1093         if (self.owner.alpha < 0 && !self.owner.vehicle)
1094         {
1095                 self.owner.killindicator = world;
1096                 remove(self);
1097                 return;
1098         }
1099
1100         if(self.cnt <= 0)
1101         {
1102                 self = self.owner;
1103                 ClientKill_Now(); // no oldself needed
1104                 return;
1105         }
1106     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1107     {
1108         self.nextthink = time + 1;
1109         self.cnt -= 1;
1110     }
1111         else
1112         {
1113                 if(self.cnt <= 10)
1114                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1115                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1116                 {
1117                         if(self.cnt <= 10)
1118                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1119                 }
1120                 self.nextthink = time + 1;
1121                 self.cnt -= 1;
1122         }
1123 }
1124
1125 float clientkilltime;
1126 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1127 {
1128         float killtime;
1129         float starttime;
1130         entity e;
1131
1132         if (gameover)
1133                 return;
1134
1135         killtime = autocvar_g_balance_kill_delay;
1136
1137         if(g_race_qualifying || g_cts)
1138                 killtime = 0;
1139
1140     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1141     {
1142                 remove(self.killindicator);
1143                 self.killindicator = world;
1144
1145         ClientKill_Now(); // allow instant kill in this case
1146         return;
1147     }
1148
1149         self.killindicator_teamchange = targetteam;
1150
1151     if(!self.killindicator)
1152         {
1153                 if(self.deadflag == DEAD_NO)
1154                 {
1155                         killtime = max(killtime, self.clientkill_nexttime - time);
1156                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1157                 }
1158
1159                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1160                 {
1161                         ClientKill_Now();
1162                 }
1163                 else
1164                 {
1165                         starttime = max(time, clientkilltime);
1166
1167                         self.killindicator = spawn();
1168                         self.killindicator.owner = self;
1169                         self.killindicator.scale = 0.5;
1170                         setattachment(self.killindicator, self, "");
1171                         setorigin(self.killindicator, '0 0 52');
1172                         self.killindicator.think = KillIndicator_Think;
1173                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1174                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1175                         self.killindicator.cnt = ceil(killtime);
1176                         self.killindicator.count = bound(0, ceil(killtime), 10);
1177                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1178
1179                         for(e = world; (e = find(e, classname, "body")) != world; )
1180                         {
1181                                 if(e.enemy != self)
1182                                         continue;
1183                                 e.killindicator = spawn();
1184                                 e.killindicator.owner = e;
1185                                 e.killindicator.scale = 0.5;
1186                                 setattachment(e.killindicator, e, "");
1187                                 setorigin(e.killindicator, '0 0 52');
1188                                 e.killindicator.think = KillIndicator_Think;
1189                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1190                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1191                                 e.killindicator.cnt = ceil(killtime);
1192                         }
1193                         self.lip = 0;
1194                 }
1195         }
1196         if(self.killindicator)
1197         {
1198                 if(targetteam == 0) // just die
1199                 {
1200                         self.killindicator.colormod = '0 0 0';
1201                         if(clienttype(self) == CLIENTTYPE_REAL)
1202                         if(self.killindicator.cnt > 0)
1203                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1204                 }
1205                 else if(targetteam == -1) // auto
1206                 {
1207                         self.killindicator.colormod = '0 1 0';
1208                         if(clienttype(self) == CLIENTTYPE_REAL)
1209                         if(self.killindicator.cnt > 0)
1210                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1211                 }
1212                 else if(targetteam == -2) // spectate
1213                 {
1214                         self.killindicator.colormod = '0.5 0.5 0.5';
1215                         if(clienttype(self) == CLIENTTYPE_REAL)
1216                         if(self.killindicator.cnt > 0)
1217                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1218                 }
1219                 else
1220                 {
1221                         self.killindicator.colormod = TeamColor(targetteam);
1222                         if(clienttype(self) == CLIENTTYPE_REAL)
1223                         if(self.killindicator.cnt > 0)
1224                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1225                 }
1226         }
1227
1228 }
1229
1230 void ClientKill (void)
1231 {
1232         if(gameover) return;
1233         if(g_ca && player_count == 1) return;
1234         if(self.player_blocked) return;
1235         if(self.freezetag_frozen) return;
1236
1237         ClientKill_TeamChange(0);
1238 }
1239
1240 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
1241 {
1242     e.killindicator = spawn();
1243     e.killindicator.owner = e;
1244     e.killindicator.think = KillIndicator_Think;
1245     e.killindicator.nextthink = time + (e.lip) * 0.05;
1246     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1247     e.killindicator.health = 1; // this is used to indicate that it should be silent
1248     e.lip = 0;
1249 }
1250
1251 void FixClientCvars(entity e)
1252 {
1253         // send prediction settings to the client
1254         stuffcmd(e, "\nin_bindmap 0 0\n");
1255         if(g_race || g_cts)
1256                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1257         if(autocvar_g_antilag == 3) // client side hitscan
1258                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1259         if(sv_gentle)
1260                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1261         /*
1262          * we no longer need to stuff this. Remove this comment block if you feel
1263          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1264         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1265         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1266         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1267         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1268         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1269         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1270         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1271         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1272         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1273         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1274         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1275         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1276         stuffcmd(e, "cl_movement_edgefriction 1\n");
1277          */
1278 }
1279
1280 float PlayerInIDList(entity p, string idlist)
1281 {
1282         float n, i;
1283         string s;
1284
1285         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1286         if not(p.crypto_idfp)
1287                 return 0;
1288
1289         // this function allows abbreviated player IDs too!
1290         n = tokenize_console(idlist);
1291         for(i = 0; i < n; ++i)
1292         {
1293                 s = argv(i);
1294                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1295                         return 1;
1296         }
1297
1298         return 0;
1299 }
1300
1301 /*
1302 =============
1303 ClientConnect
1304
1305 Called when a client connects to the server
1306 =============
1307 */
1308 string ColoredTeamName(float t);
1309 void DecodeLevelParms (void);
1310 //void dom_player_join_team(entity pl);
1311 void set_dom_state(entity e);
1312 void ClientConnect (void)
1313 {
1314         float t;
1315
1316         if(self.flags & FL_CLIENT)
1317         {
1318                 print("Warning: ClientConnect, but already connected!\n");
1319                 return;
1320         }
1321
1322         if(Ban_MaybeEnforceBanOnce(self))
1323                 return;
1324
1325         DecodeLevelParms();
1326
1327 #ifdef WATERMARK
1328         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK, "\n"));
1329 #endif
1330
1331         self.classname = "player_joining";
1332
1333         self.flags = FL_CLIENT;
1334         self.version_nagtime = time + 10 + random() * 10;
1335
1336         if(player_count<0)
1337         {
1338                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1339                 player_count = 0;
1340         }
1341
1342         PlayerScore_Attach(self);
1343         ClientData_Attach();
1344         accuracy_init(self);
1345
1346         bot_clientconnect();
1347
1348         playerdemo_init();
1349
1350         anticheat_init();
1351
1352         race_PreSpawnObserver();
1353
1354         //if(g_domination)
1355         //      dom_player_join_team(self);
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 = COLOR_TEAM1; break;
1365                                 case 2: self.team_forced = COLOR_TEAM2; break;
1366                                 case 3: self.team_forced = COLOR_TEAM3; break;
1367                                 case 4: self.team_forced = COLOR_TEAM4; break;
1368                                 default: self.team_forced = 0;
1369                         }
1370                 }
1371         }
1372         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1373                 self.team_forced = COLOR_TEAM1;
1374         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1375                 self.team_forced = COLOR_TEAM2;
1376         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1377                 self.team_forced = COLOR_TEAM3;
1378         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1379                 self.team_forced = COLOR_TEAM4;
1380         else if(autocvar_g_forced_team_otherwise == "red")
1381                 self.team_forced = COLOR_TEAM1;
1382         else if(autocvar_g_forced_team_otherwise == "blue")
1383                 self.team_forced = COLOR_TEAM2;
1384         else if(autocvar_g_forced_team_otherwise == "yellow")
1385                 self.team_forced = COLOR_TEAM3;
1386         else if(autocvar_g_forced_team_otherwise == "pink")
1387                 self.team_forced = COLOR_TEAM4;
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         bprint("^4", self.netname, "^4 connected");
1440
1441         if(self.classname != "observer" && (g_domination || g_ctf))
1442                 bprint(" and joined the ", ColoredTeamName(self.team));
1443
1444         bprint("\n");
1445
1446         stuffcmd(self, strcat(clientstuff, "\n"));
1447         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1448
1449         FixClientCvars(self);
1450
1451         // spawnfunc_waypoint sprites
1452         WaypointSprite_InitClient(self);
1453
1454         // Wazat's grappling hook
1455         SetGrappleHookBindings();
1456
1457         // get version info from player
1458         stuffcmd(self, "cmd clientversion $gameversion\n");
1459
1460         // get other cvars from player
1461         GetCvars(0);
1462
1463         // notify about available teams
1464         if(teamplay)
1465         {
1466                 CheckAllowedTeams(self);
1467                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1468                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1469         }
1470         else
1471                 stuffcmd(self, "set _teams_available 0\n");
1472
1473         attach_entcs();
1474
1475         bot_relinkplayerlist();
1476
1477         self.spectatortime = time;
1478         if(blockSpectators)
1479         {
1480                 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1481         }
1482
1483         self.jointime = time;
1484         self.allowed_timeouts = autocvar_sv_timeout_number;
1485
1486         if(clienttype(self) == CLIENTTYPE_REAL)
1487         {
1488                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1489                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1490         }
1491
1492         if(g_lms)
1493         {
1494                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1495                 {
1496                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1497                         self.frags = FRAGS_SPECTATOR;
1498                 }
1499         }
1500
1501         if(!sv_foginterval && world.fog != "")
1502                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1503
1504         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1505         {
1506                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1507                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1508         }
1509         else
1510                 self.hitplotfh = -1;
1511
1512         if(g_race || g_cts) {
1513                 string rr;
1514                 if(g_cts)
1515                         rr = CTS_RECORD;
1516                 else
1517                         rr = RACE_RECORD;
1518
1519                 msg_entity = self;
1520                 race_send_recordtime(MSG_ONE);
1521                 race_send_speedaward(MSG_ONE);
1522
1523                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1524                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1525                 race_send_speedaward_alltimebest(MSG_ONE);
1526
1527                 float i;
1528                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1529                         race_SendRankings(i, 0, 0, MSG_ONE);
1530                 }
1531         }
1532         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1533                 send_CSQC_teamnagger();
1534
1535         if (g_domination)
1536                 set_dom_state(self);
1537
1538         CheatInitClient();
1539
1540         if(!autocvar_g_campaign)
1541                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1542
1543         CSQCMODEL_AUTOINIT();
1544
1545         self.model_randomizer = random();
1546
1547         if(clienttype(self) == CLIENTTYPE_REAL)
1548                 sv_notice_join();
1549
1550         MUTATOR_CALLHOOK(ClientConnect);
1551 }
1552 /*
1553 =============
1554 ClientDisconnect
1555
1556 Called when a client disconnects from the server
1557 =============
1558 */
1559 .entity chatbubbleentity;
1560 void ReadyCount();
1561 void ClientDisconnect (void)
1562 {
1563         if(self.vehicle)
1564             vehicles_exit(VHEF_RELESE);
1565
1566         if not(self.flags & FL_CLIENT)
1567         {
1568                 print("Warning: ClientDisconnect without ClientConnect\n");
1569                 return;
1570         }
1571
1572         PlayerStats_AddGlobalInfo(self);
1573
1574         CheatShutdownClient();
1575
1576         if(self.hitplotfh >= 0)
1577         {
1578                 fclose(self.hitplotfh);
1579                 self.hitplotfh = -1;
1580         }
1581
1582         anticheat_report();
1583         anticheat_shutdown();
1584
1585         playerdemo_shutdown();
1586
1587         bot_clientdisconnect();
1588
1589         if(self.entcs)
1590                 detach_entcs();
1591
1592         if(autocvar_sv_eventlog)
1593                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1594         bprint ("^4",self.netname);
1595         bprint ("^4 disconnected\n");
1596
1597         DropAllRunes(self);
1598         MUTATOR_CALLHOOK(ClientDisconnect);
1599
1600         Portal_ClearAll(self);
1601
1602         RemoveGrapplingHook(self);
1603
1604         // Here, everything has been done that requires this player to be a client.
1605
1606         self.flags &~= FL_CLIENT;
1607
1608         if (self.chatbubbleentity)
1609                 remove (self.chatbubbleentity);
1610
1611         if (self.killindicator)
1612                 remove (self.killindicator);
1613
1614         WaypointSprite_PlayerGone();
1615
1616         bot_relinkplayerlist();
1617
1618         accuracy_free(self);
1619         ClientData_Detach();
1620         PlayerScore_Detach(self);
1621
1622         if(self.netname_previous)
1623                 strunzone(self.netname_previous);
1624         if(self.clientstatus)
1625                 strunzone(self.clientstatus);
1626         if(self.weaponorder_byimpulse)
1627                 strunzone(self.weaponorder_byimpulse);
1628
1629         ClearPlayerSounds();
1630
1631         if(self.personal)
1632                 remove(self.personal);
1633
1634         self.playerid = 0;
1635         ReadyCount();
1636
1637         // free cvars
1638         GetCvars(-1);
1639 }
1640
1641 .float BUTTON_CHAT;
1642 void ChatBubbleThink()
1643 {
1644         self.nextthink = time;
1645         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1646         {
1647                 if(self.owner) // but why can that ever be world?
1648                         self.owner.chatbubbleentity = world;
1649                 remove(self);
1650                 return;
1651         }
1652         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1653 #ifdef TETRIS
1654                 || self.owner.tetris_on
1655 #endif
1656         )
1657                 self.model = self.mdl;
1658         else
1659                 self.model = "";
1660 }
1661
1662 void UpdateChatBubble()
1663 {
1664         if (self.alpha < 0)
1665                 return;
1666         // spawn a chatbubble entity if needed
1667         if (!self.chatbubbleentity)
1668         {
1669                 self.chatbubbleentity = spawn();
1670                 self.chatbubbleentity.owner = self;
1671                 self.chatbubbleentity.exteriormodeltoclient = self;
1672                 self.chatbubbleentity.think = ChatBubbleThink;
1673                 self.chatbubbleentity.nextthink = time;
1674                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1675                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1676                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1677                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1678                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1679                 self.chatbubbleentity.model = "";
1680                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1681         }
1682 }
1683
1684
1685 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1686 // added to the model skins
1687 /*void UpdateColorModHack()
1688 {
1689         float c;
1690         c = self.clientcolors & 15;
1691         // LordHavoc: only bothering to support white, green, red, yellow, blue
1692              if (!teamplay) self.colormod = '0 0 0';
1693         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1694         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1695         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1696         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1697         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1698         else self.colormod = '1 1 1';
1699 }*/
1700
1701 void respawn(void)
1702 {
1703         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1704         {
1705                 self.solid = SOLID_NOT;
1706                 self.takedamage = DAMAGE_NO;
1707                 self.movetype = MOVETYPE_FLY;
1708                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1709                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1710                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1711                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1712                 if(autocvar_g_respawn_ghosts_maxtime)
1713                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1714         }
1715
1716         CopyBody(1);
1717
1718         self.effects |= EF_NODRAW; // prevent another CopyBody
1719         PutClientInServer();
1720 }
1721
1722 void play_countdown(float finished, string samp)
1723 {
1724         if(clienttype(self) == CLIENTTYPE_REAL)
1725                 if(floor(finished - time - frametime) != floor(finished - time))
1726                         if(finished - time < 6)
1727                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1728 }
1729
1730 void player_powerups (void)
1731 {
1732         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1733         olditems = self.items;
1734
1735         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1736                 self.modelflags |= MF_ROCKET;
1737         else
1738                 self.modelflags &~= MF_ROCKET;
1739
1740         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1741
1742         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1743                 return;
1744
1745         Fire_ApplyDamage(self);
1746         Fire_ApplyEffect(self);
1747
1748         if (g_minstagib)
1749         {
1750                 self.effects |= EF_FULLBRIGHT;
1751
1752                 if (self.items & IT_STRENGTH)
1753                 {
1754                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1755                         if (time > self.strength_finished)
1756                         {
1757                                 self.alpha = default_player_alpha;
1758                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1759                                 self.items &~= IT_STRENGTH;
1760                                 sprint(self, "^3Invisibility has worn off\n");
1761                         }
1762                 }
1763                 else
1764                 {
1765                         if (time < self.strength_finished)
1766                         {
1767                                 self.alpha = g_minstagib_invis_alpha;
1768                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1769                                 self.items |= IT_STRENGTH;
1770                                 sprint(self, "^3You are invisible\n");
1771                         }
1772                 }
1773
1774                 if (self.items & IT_INVINCIBLE)
1775                 {
1776                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1777                         if (time > self.invincible_finished)
1778                         {
1779                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1780                                 sprint(self, "^3Speed has worn off\n");
1781                         }
1782                 }
1783                 else
1784                 {
1785                         if (time < self.invincible_finished)
1786                         {
1787                                 self.items = self.items | IT_INVINCIBLE;
1788                                 sprint(self, "^3You are on speed\n");
1789                         }
1790                 }
1791         }
1792         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.
1793         {
1794                 if (self.items & IT_STRENGTH)
1795                 {
1796                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1797                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1798                         if (time > self.strength_finished)
1799                         {
1800                                 self.items = self.items - (self.items & IT_STRENGTH);
1801                                 sprint(self, "^3Strength has worn off\n");
1802                         }
1803                 }
1804                 else
1805                 {
1806                         if (time < self.strength_finished)
1807                         {
1808                                 self.items = self.items | IT_STRENGTH;
1809                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1810                         }
1811                 }
1812                 if (self.items & IT_INVINCIBLE)
1813                 {
1814                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1815                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1816                         if (time > self.invincible_finished)
1817                         {
1818                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1819                                 sprint(self, "^3Shield has worn off\n");
1820                         }
1821                 }
1822                 else
1823                 {
1824                         if (time < self.invincible_finished)
1825                         {
1826                                 self.items = self.items | IT_INVINCIBLE;
1827                                 sprint(self, "^3Shield surrounds you\n");
1828                         }
1829                 }
1830                 if (self.items & IT_SUPERWEAPON)
1831                 {
1832                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1833                         {
1834                                 self.superweapons_finished = 0;
1835                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1836                                 sprint(self, "^3Superweapons have been lost\n");
1837                         }
1838                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1839                         {
1840                                 // don't let them run out
1841                         }
1842                         else
1843                         {
1844                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1845                                 if (time > self.superweapons_finished)
1846                                 {
1847                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1848                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1849                                         sprint(self, "^3Superweapons have broken down\n");
1850                                 }
1851                         }
1852                 }
1853                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1854                 {
1855                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1856                         {
1857                                 self.items = self.items | IT_SUPERWEAPON;
1858                                 sprint(self, "^3You now have a superweapon\n");
1859                         }
1860                         else
1861                         {
1862                                 self.superweapons_finished = 0;
1863                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1864                         }
1865                 }
1866                 else
1867                 {
1868                         self.superweapons_finished = 0;
1869                 }
1870         }
1871         
1872         if(autocvar_g_nodepthtestplayers)
1873                 self.effects = self.effects | EF_NODEPTHTEST;
1874
1875         if(autocvar_g_fullbrightplayers)
1876                 self.effects = self.effects | EF_FULLBRIGHT;
1877
1878         // midair gamemode: damage only while in the air
1879         // if in midair mode, being on ground grants temporary invulnerability
1880         // (this is so that multishot weapon don't clear the ground flag on the
1881         // first damage in the frame, leaving the player vulnerable to the
1882         // remaining hits in the same frame)
1883         if (self.flags & FL_ONGROUND)
1884         if (g_midair)
1885                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1886
1887         if (time >= game_starttime)
1888         if (time < self.spawnshieldtime)
1889                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1890
1891         MUTATOR_CALLHOOK(PlayerPowerups);
1892 }
1893
1894 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1895 {
1896         if(current > stable)
1897                 return current;
1898         else if(current > stable - 0.25) // when close enough, "snap"
1899                 return stable;
1900         else
1901                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1902 }
1903
1904 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1905 {
1906         if(current < stable)
1907                 return current;
1908         else if(current < stable + 0.25) // when close enough, "snap"
1909                 return stable;
1910         else
1911                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1912 }
1913
1914 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1915 {
1916         if(current > rotstable)
1917         {
1918                 if(rotframetime > 0)
1919                 {
1920                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1921                         current = max(rotstable, current - rotlinear * rotframetime);
1922                 }
1923         }
1924         else if(current < regenstable)
1925         {
1926                 if(regenframetime > 0)
1927                 {
1928                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1929                         current = min(regenstable, current + regenlinear * regenframetime);
1930                 }
1931         }
1932
1933         if(current > limit)
1934                 current = limit;
1935
1936         return current;
1937 }
1938
1939 void player_regen (void)
1940 {
1941         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1942         maxh = autocvar_g_balance_health_rotstable;
1943         maxa = autocvar_g_balance_armor_rotstable;
1944         maxf = autocvar_g_balance_fuel_rotstable;
1945         minh = autocvar_g_balance_health_regenstable;
1946         mina = autocvar_g_balance_armor_regenstable;
1947         minf = autocvar_g_balance_fuel_regenstable;
1948         limith = autocvar_g_balance_health_limit;
1949         limita = autocvar_g_balance_armor_limit;
1950         limitf = autocvar_g_balance_fuel_limit;
1951
1952         max_mod = regen_mod = rot_mod = limit_mod = 1;
1953
1954         if (self.runes & RUNE_REGEN)
1955         {
1956                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1957                 {
1958                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1959                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1960                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
1961                 }
1962                 else
1963                 {
1964                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
1965                         max_mod = autocvar_g_balance_rune_regen_hpmod;
1966                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
1967                 }
1968         }
1969         else if (self.runes & CURSE_VENOM)
1970         {
1971                 max_mod = autocvar_g_balance_curse_venom_hpmod;
1972                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1973                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
1974                 else
1975                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
1976                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
1977                 //if (!self.runes & RUNE_REGEN)
1978                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
1979         }
1980         maxh = maxh * max_mod;
1981         //maxa = maxa * max_mod;
1982         //maxf = maxf * max_mod;
1983         minh = minh * max_mod;
1984         //mina = mina * max_mod;
1985         //minf = minf * max_mod;
1986         limith = limith * limit_mod;
1987         limita = limita * limit_mod;
1988         //limitf = limitf * limit_mod;
1989
1990         if(g_ca)
1991                 rot_mod = 0;
1992
1993         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1994         {
1995                 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);
1996                 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);
1997
1998                 // if player rotted to death...  die!
1999                 if(self.health < 1)
2000                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2001         }
2002
2003         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2004                 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);
2005 }
2006
2007 float zoomstate_set;
2008 void SetZoomState(float z)
2009 {
2010         if(z != self.zoomstate)
2011         {
2012                 self.zoomstate = z;
2013                 ClientData_Touch(self);
2014         }
2015         zoomstate_set = 1;
2016 }
2017
2018 void GetPressedKeys(void) {
2019         MUTATOR_CALLHOOK(GetPressedKeys);
2020         if (self.movement_x > 0) // get if movement keys are pressed
2021         {       // forward key pressed
2022                 self.pressedkeys |= KEY_FORWARD;
2023                 self.pressedkeys &~= KEY_BACKWARD;
2024         }
2025         else if (self.movement_x < 0)
2026         {       // backward key pressed
2027                 self.pressedkeys |= KEY_BACKWARD;
2028                 self.pressedkeys &~= KEY_FORWARD;
2029         }
2030         else
2031         {       // no x input
2032                 self.pressedkeys &~= KEY_FORWARD;
2033                 self.pressedkeys &~= KEY_BACKWARD;
2034         }
2035
2036         if (self.movement_y > 0)
2037         {       // right key pressed
2038                 self.pressedkeys |= KEY_RIGHT;
2039                 self.pressedkeys &~= KEY_LEFT;
2040         }
2041         else if (self.movement_y < 0)
2042         {       // left key pressed
2043                 self.pressedkeys |= KEY_LEFT;
2044                 self.pressedkeys &~= KEY_RIGHT;
2045         }
2046         else
2047         {       // no y input
2048                 self.pressedkeys &~= KEY_RIGHT;
2049                 self.pressedkeys &~= KEY_LEFT;
2050         }
2051
2052         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2053                 self.pressedkeys |= KEY_JUMP;
2054         else
2055                 self.pressedkeys &~= KEY_JUMP;
2056         if (self.BUTTON_CROUCH)
2057                 self.pressedkeys |= KEY_CROUCH;
2058         else
2059                 self.pressedkeys &~= KEY_CROUCH;
2060
2061         if (self.BUTTON_ATCK)
2062                 self.pressedkeys |= KEY_ATCK;
2063         else
2064                 self.pressedkeys &~= KEY_ATCK;
2065         if (self.BUTTON_ATCK2)
2066                 self.pressedkeys |= KEY_ATCK2;
2067         else
2068                 self.pressedkeys &~= KEY_ATCK2;
2069 }
2070
2071 /*
2072 ======================
2073 spectate mode routines
2074 ======================
2075 */
2076
2077 void SpectateCopy(entity spectatee) {
2078         other = spectatee;
2079         MUTATOR_CALLHOOK(SpectateCopy);
2080         self.armortype = spectatee.armortype;
2081         self.armorvalue = spectatee.armorvalue;
2082         self.ammo_cells = spectatee.ammo_cells;
2083         self.ammo_shells = spectatee.ammo_shells;
2084         self.ammo_nails = spectatee.ammo_nails;
2085         self.ammo_rockets = spectatee.ammo_rockets;
2086         self.ammo_fuel = spectatee.ammo_fuel;
2087         self.clip_load = spectatee.clip_load;
2088         self.clip_size = spectatee.clip_size;
2089         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2090         self.health = spectatee.health;
2091         self.impulse = 0;
2092         self.items = spectatee.items;
2093         self.last_pickup = spectatee.last_pickup;
2094         self.hit_time = spectatee.hit_time;
2095         self.metertime = spectatee.metertime;
2096         self.strength_finished = spectatee.strength_finished;
2097         self.invincible_finished = spectatee.invincible_finished;
2098         self.pressedkeys = spectatee.pressedkeys;
2099         WEPSET_COPY_EE(self, spectatee);
2100         self.switchweapon = spectatee.switchweapon;
2101         self.switchingweapon = spectatee.switchingweapon;
2102         self.weapon = spectatee.weapon;
2103         self.nex_charge = spectatee.nex_charge;
2104         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2105         self.hagar_load = spectatee.hagar_load;
2106         self.minelayer_mines = spectatee.minelayer_mines;
2107         self.punchangle = spectatee.punchangle;
2108         self.view_ofs = spectatee.view_ofs;
2109         self.velocity = spectatee.velocity;
2110         self.dmg_take = spectatee.dmg_take;
2111         self.dmg_save = spectatee.dmg_save;
2112         self.dmg_inflictor = spectatee.dmg_inflictor;
2113         self.v_angle = spectatee.v_angle;
2114         self.angles = spectatee.v_angle;
2115         self.stat_respawn_time = spectatee.stat_respawn_time;
2116         if(!self.BUTTON_USE)
2117                 self.fixangle = TRUE;
2118         setorigin(self, spectatee.origin);
2119         setsize(self, spectatee.mins, spectatee.maxs);
2120         SetZoomState(spectatee.zoomstate);
2121     
2122     anticheat_spectatecopy(spectatee);
2123         self.hud = spectatee.hud;
2124         if(spectatee.vehicle)
2125     {
2126         self.fixangle = FALSE;
2127         //self.velocity = spectatee.vehicle.velocity;
2128         self.vehicle_health = spectatee.vehicle_health;
2129         self.vehicle_shield = spectatee.vehicle_shield;
2130         self.vehicle_energy = spectatee.vehicle_energy;
2131         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2132         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2133         self.vehicle_reload1 = spectatee.vehicle_reload1;
2134         self.vehicle_reload2 = spectatee.vehicle_reload2;
2135
2136         msg_entity = self;
2137         
2138         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2139             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
2140             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
2141             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
2142
2143         //WriteByte (MSG_ONE, SVC_SETVIEW);
2144         //    WriteEntity(MSG_ONE, self);            
2145         //makevectors(spectatee.v_angle);
2146         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
2147     }
2148 }
2149
2150 float SpectateUpdate() {
2151         if(!self.enemy)
2152             return 0;           
2153
2154         if (self == self.enemy)
2155                 return 0;
2156
2157         if(self.enemy.classname != "player")
2158                 return 0;
2159
2160         SpectateCopy(self.enemy);
2161
2162         return 1;
2163 }
2164
2165
2166 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2167 entity CA_SpectateNext(entity start) {
2168         if (start.team == self.team) {
2169                 return start;
2170         }
2171         
2172         other = start;
2173         // continue from current player
2174         while(other && other.team != self.team) {
2175                 other = find(other, classname, "player");
2176         }
2177         
2178         if (!other) {
2179                 // restart from begining
2180                 other = find(other, classname, "player");
2181                 while(other && other.team != self.team) {
2182                         other = find(other, classname, "player");
2183                 }
2184         }
2185         
2186         return other;
2187 }
2188
2189 float SpectateNext(entity _prefer) {
2190         
2191         if(_prefer)
2192                 other = _prefer;        
2193         else
2194                 other = find(self.enemy, classname, "player");
2195         
2196         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2197                 // CA and ca players when spectating enemies is forbidden
2198                 other = CA_SpectateNext(other);
2199         } else {
2200                 // other modes and ca spectators or spectating enemies is allowed
2201                 if (!other)
2202                         other = find(other, classname, "player");
2203         }
2204         
2205         if (other)
2206                 self.enemy = other;
2207
2208         if(self.enemy.classname == "player") {
2209             /*if(self.enemy.vehicle)
2210             {      
2211             
2212             msg_entity = self;
2213             WriteByte(MSG_ONE, SVC_SETVIEW);
2214             WriteEntity(MSG_ONE, self.enemy);
2215             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2216             
2217             self.movetype = MOVETYPE_NONE;
2218             accuracy_resend(self);
2219             }
2220             else 
2221             {*/         
2222             msg_entity = self;
2223             WriteByte(MSG_ONE, SVC_SETVIEW);
2224             WriteEntity(MSG_ONE, self.enemy);
2225             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2226             self.movetype = MOVETYPE_NONE;
2227             accuracy_resend(self);
2228
2229             if(!SpectateUpdate())
2230                 PutObserverInServer();
2231         //}
2232         return 1;
2233         } else {
2234                 return 0;
2235         }
2236 }
2237
2238 /*
2239 =============
2240 ShowRespawnCountdown()
2241
2242 Update a respawn countdown display.
2243 =============
2244 */
2245 void ShowRespawnCountdown()
2246 {
2247         float number;
2248         if(self.deadflag == DEAD_NO) // just respawned?
2249                 return;
2250         else
2251         {
2252                 number = ceil(self.respawn_time - time);
2253                 if(number <= 0)
2254                         return;
2255                 if(number <= self.respawn_countdown)
2256                 {
2257                         self.respawn_countdown = number - 1;
2258                         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
2259                                 AnnounceTo(self, strcat(ftos(number), ""));
2260                 }
2261         }
2262 }
2263
2264 .float prevent_join_msgtime;
2265 void LeaveSpectatorMode()
2266 {
2267         if(nJoinAllowed(self)) {
2268                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2269                         self.classname = "player";
2270
2271                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2272                                 JoinBestTeam(self, FALSE, TRUE);
2273
2274                         if(autocvar_g_campaign)
2275                                 campaign_bots_may_start = 1;
2276
2277                         PutClientInServer();
2278
2279                         if(self.classname == "player")
2280                                 bprint ("^4", self.netname, "^4 is playing now\n");
2281
2282                         if(!autocvar_g_campaign)
2283                         if (time < self.jointime + autocvar_welcome_message_time)
2284                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2285
2286                         if (self.prevent_join_msgtime)
2287                         {
2288                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2289                                 self.prevent_join_msgtime = 0;
2290                         }
2291
2292                         return;
2293                 } else {
2294                         if (g_ca && self.caplayer) {
2295                         }       // do nothing
2296                         else
2297                                 stuffcmd(self,"menu_showteamselect\n");
2298                         return;
2299                 }
2300         }
2301         else {
2302                 //player may not join because of g_maxplayers is set
2303                 if (time - self.prevent_join_msgtime > 2)
2304                 {
2305                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2306                         self.prevent_join_msgtime = time;
2307                 }
2308         }
2309 }
2310
2311 /**
2312  * Determines whether the player is allowed to join. This depends on cvar
2313  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2314  * it checks whether the number of currently playing players exceeds g_maxplayers.
2315  * @return int number of free slots for players, 0 if none
2316  */
2317 float nJoinAllowed(entity ignore) {
2318         if(!ignore)
2319         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2320         // so report 0 free slots if restricted
2321         {
2322                 if(autocvar_g_forced_team_otherwise == "spectate")
2323                         return 0;
2324                 if(autocvar_g_forced_team_otherwise == "spectator")
2325                         return 0;
2326         }
2327
2328         if(self.team_forced < 0)
2329                 return 0; // forced spectators can never join
2330
2331         // TODO simplify this
2332         entity e;
2333         float totalClients = 0;
2334         FOR_EACH_CLIENT(e)
2335                 if(e != ignore)
2336                         totalClients += 1;
2337
2338         if (!autocvar_g_maxplayers)
2339                 return maxclients - totalClients;
2340
2341         float currentlyPlaying = 0;
2342         FOR_EACH_REALPLAYER(e)
2343                 currentlyPlaying += 1;
2344
2345         if(currentlyPlaying < autocvar_g_maxplayers)
2346                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2347
2348         return 0;
2349 }
2350
2351 /**
2352  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2353  * g_maxplayers_spectator_blocktime seconds
2354  */
2355 void checkSpectatorBlock() {
2356         if(self.classname == "spectator" || self.classname == "observer") {
2357                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2358                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2359                         dropclient(self);
2360                 }
2361         }
2362 }
2363
2364 .float motd_actived_time; // used for both motd and campaign_message
2365 void PrintWelcomeMessage()
2366 {
2367         if (self.motd_actived_time == 0) { // is there already a message showing?
2368                 if (autocvar_g_campaign) {
2369                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2370                                 self.motd_actived_time = time;
2371                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2372                         }
2373                 } else {
2374                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2375                                 self.motd_actived_time = time;
2376                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2377                         }
2378                 }
2379         } else { // showing MOTD or campaign message
2380                 if (autocvar_g_campaign) {
2381                         if (self.BUTTON_INFO)
2382                                 self.motd_actived_time = time;
2383                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2384                                 self.motd_actived_time = 0;
2385                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2386                         }
2387                 } else {
2388                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2389                                 if (self.BUTTON_INFO)
2390                                         self.motd_actived_time = time;
2391                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2392                                         self.motd_actived_time = 0;
2393                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2394                                 }
2395                         }
2396                 }
2397         }
2398 }
2399
2400 void ObserverThink()
2401 {
2402         float prefered_movetype;
2403         if (self.flags & FL_JUMPRELEASED) {
2404                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2405                         self.flags &~= FL_JUMPRELEASED;
2406                         self.flags |= FL_SPAWNING;
2407                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2408                         self.flags &~= FL_JUMPRELEASED;
2409                         if(SpectateNext(world) == 1) {
2410                                 self.classname = "spectator";
2411                         }
2412                 } else {
2413                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2414                         if (self.movetype != prefered_movetype)
2415                                 self.movetype = prefered_movetype;
2416                 }
2417         } else {
2418                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2419                         self.flags |= FL_JUMPRELEASED;
2420                         if(self.flags & FL_SPAWNING)
2421                         {
2422                                 self.flags &~= FL_SPAWNING;
2423                                 LeaveSpectatorMode();
2424                                 return;
2425                         }
2426                 }
2427         }
2428
2429         PrintWelcomeMessage();
2430 }
2431
2432 void SpectatorThink()
2433 {
2434         if (self.flags & FL_JUMPRELEASED) {
2435                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2436                         self.flags &~= FL_JUMPRELEASED;
2437                         self.flags |= FL_SPAWNING;
2438                 } else if(self.BUTTON_ATCK) {
2439                         self.flags &~= FL_JUMPRELEASED;
2440                         if(SpectateNext(world) == 1) {
2441                                 self.classname = "spectator";
2442                         } else {
2443                                 self.classname = "observer";
2444                                 PutClientInServer();
2445                         }
2446                 } else if (self.BUTTON_ATCK2) {
2447                         self.flags &~= FL_JUMPRELEASED;
2448                         self.classname = "observer";
2449                         PutClientInServer();
2450                 } else {
2451                         if(!SpectateUpdate())
2452                                 PutObserverInServer();
2453                 }
2454         } else {
2455                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2456                         self.flags |= FL_JUMPRELEASED;
2457                         if(self.flags & FL_SPAWNING)
2458                         {
2459                                 self.flags &~= FL_SPAWNING;
2460                                 LeaveSpectatorMode();
2461                                 return;
2462                         }
2463                 }
2464                 if(!SpectateUpdate())
2465                         PutObserverInServer();
2466         }
2467
2468         PrintWelcomeMessage();
2469         self.flags |= FL_CLIENT | FL_NOTARGET;
2470 }
2471
2472 void PlayerUseKey()
2473 {
2474         if(self.classname != "player")
2475                 return;
2476
2477         if(self.vehicle)
2478         {
2479         vehicles_exit(VHEF_NORMAL);
2480         return;
2481         }
2482         
2483         // a use key was pressed; call handlers
2484         MUTATOR_CALLHOOK(PlayerUseKey);
2485 }
2486
2487 .float touchexplode_time;
2488
2489 /*
2490 =============
2491 PlayerPreThink
2492
2493 Called every frame for each client before the physics are run
2494 =============
2495 */
2496 .float usekeypressed;
2497 void() nexball_setstatus;
2498 .float items_added;
2499 void PlayerPreThink (void)
2500 {
2501         WarpZone_PlayerPhysics_FixVAngle();
2502
2503         self.stat_game_starttime = game_starttime;
2504         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2505         self.stat_leadlimit = autocvar_leadlimit;
2506
2507         self.stat_respawn_time = self.respawn_time;
2508
2509         if(frametime)
2510         {
2511                 // physics frames: update anticheat stuff
2512                 anticheat_prethink();
2513         }
2514
2515         if(blockSpectators && frametime)
2516                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2517                 checkSpectatorBlock();
2518
2519         zoomstate_set = 0;
2520
2521         if(self.netname_previous != self.netname)
2522         {
2523                 if(autocvar_sv_eventlog)
2524                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2525                 if(self.netname_previous)
2526                         strunzone(self.netname_previous);
2527                 self.netname_previous = strzone(self.netname);
2528         }
2529
2530         // version nagging
2531         if(self.version_nagtime)
2532                 if(self.cvar_g_xonoticversion)
2533                         if(time > self.version_nagtime)
2534                         {
2535                                 // don't notify git users
2536                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2537                                 {
2538                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2539                                         {
2540                                                 // notify release users if connecting to git
2541                                                 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");
2542                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2543                                         }
2544                                         else
2545                                         {
2546                                                 float r;
2547                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2548                                                 if(r < 0)
2549                                                 {
2550                                                         // give users new version
2551                                                         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");
2552                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n"));
2553                                                 }
2554                                                 else if(r > 0)
2555                                                 {
2556                                                         // notify users about old server version
2557                                                         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");
2558                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2559                                                 }
2560                                         }
2561                                 }
2562                                 self.version_nagtime = 0;
2563                         }
2564
2565         // GOD MODE info
2566         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2567         {
2568                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2569                 self.max_armorvalue = 0;
2570         }
2571
2572 #ifdef TETRIS
2573         if (TetrisPreFrame())
2574                 return;
2575 #endif
2576
2577         MUTATOR_CALLHOOK(PlayerPreThink);
2578
2579         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2580         {
2581                 if(self.BUTTON_USE && !self.usekeypressed)
2582                         PlayerUseKey();
2583                 self.usekeypressed = self.BUTTON_USE;
2584         }
2585
2586         PrintWelcomeMessage();
2587
2588         if(self.classname == "player") {
2589 //              if(self.netname == "Wazat")
2590 //                      bprint(self.classname, "\n");
2591
2592                 CheckRules_Player();
2593
2594                 if (intermission_running)
2595                 {
2596                         IntermissionThink ();   // otherwise a button could be missed between
2597                         return;                                 // the think tics
2598                 }
2599
2600                 //don't allow the player to turn around while game is paused!
2601                 if(timeout_status == TIMEOUT_ACTIVE) {
2602                         // FIXME turn this into CSQC stuff
2603                         self.v_angle = self.lastV_angle;
2604                         self.angles = self.lastV_angle;
2605                         self.fixangle = TRUE;
2606                 }
2607
2608                 if(frametime)
2609                 {
2610 #ifndef NO_LEGACY_NETWORKING
2611                         self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2612 #endif
2613
2614                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2615                         {
2616                                 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);
2617                                 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);
2618                                 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);
2619
2620                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2621                                 {
2622                                         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);
2623                                         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);
2624                                         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);
2625                                 }
2626                         }
2627                         else
2628                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2629
2630                         player_powerups();
2631                 }
2632
2633                 if (g_minstagib)
2634                         minstagib_ammocheck();
2635
2636                 if (self.deadflag != DEAD_NO)
2637                 {
2638                         float button_pressed, force_respawn;
2639                         if(self.personal && g_race_qualifying)
2640                         {
2641                                 if(time > self.respawn_time)
2642                                 {
2643                                         self.respawn_time = time + 1; // only retry once a second
2644                                         respawn();
2645                                         self.impulse = 141;
2646                                 }
2647                         }
2648                         else
2649                         {
2650                                 if(frametime)
2651                                         player_anim();
2652                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2653                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2654                                 if (self.deadflag == DEAD_DYING)
2655                                 {
2656                                         if(force_respawn)
2657                                                 self.deadflag = DEAD_RESPAWNING;
2658                                         else if(!button_pressed)
2659                                                 self.deadflag = DEAD_DEAD;
2660                                 }
2661                                 else if (self.deadflag == DEAD_DEAD)
2662                                 {
2663                                         if(button_pressed)
2664                                                 self.deadflag = DEAD_RESPAWNABLE;
2665                                 }
2666                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2667                                 {
2668                                         if(!button_pressed)
2669                                                 self.deadflag = DEAD_RESPAWNING;
2670                                 }
2671                                 else if (self.deadflag == DEAD_RESPAWNING)
2672                                 {
2673                                         if(time > self.respawn_time)
2674                                         {
2675                                                 self.respawn_time = time + 1; // only retry once a second
2676                                                 respawn();
2677                                         }
2678                                 }
2679                                 ShowRespawnCountdown();
2680                         }
2681
2682                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2683                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2684                                 self.stat_respawn_time *= -1;
2685
2686                         return;
2687                 }
2688                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2689                 // so (self.deadflag == DEAD_NO) is always true in the code below
2690
2691                 if(g_touchexplode)
2692                 if(time > self.touchexplode_time)
2693                 if(self.classname == "player")
2694                 if(self.deadflag == DEAD_NO)
2695                 if not(IS_INDEPENDENT_PLAYER(self))
2696                 FOR_EACH_PLAYER(other) if(self != other)
2697                 {
2698                         if(time > other.touchexplode_time)
2699                         if(other.deadflag == DEAD_NO)
2700                         if not(IS_INDEPENDENT_PLAYER(other))
2701                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2702                         {
2703                                 PlayerTouchExplode(self, other);
2704                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2705                         }
2706                 }
2707
2708                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2709                 {
2710                         vector dist;
2711
2712                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2713                         dist = self.prevorigin - self.origin;
2714                         dist_z = 0;
2715                         self.lms_traveled_distance += fabs(vlen(dist));
2716
2717                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2718                         {
2719                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2720                                 self.lms_traveled_distance = 0;
2721                         }
2722
2723                         if(time > self.lms_nextcheck)
2724                         {
2725                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2726                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2727                                 {
2728                                         centerprint(self, autocvar_g_lms_campcheck_message);
2729                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2730                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2731                                         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');
2732                                 }
2733                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2734                                 self.lms_traveled_distance = 0;
2735                         }
2736                 }
2737
2738                 self.prevorigin = self.origin;
2739
2740                 if (!self.vehicle)
2741                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x && !self.freezetag_frozen) // prevent crouching if using melee attack
2742                 {
2743                         if (!self.crouch)
2744                         {
2745                                 self.crouch = TRUE;
2746                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2747                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2748                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2749                         }
2750                 }
2751                 else
2752                 {
2753                         if (self.crouch)
2754                         {
2755                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2756                                 if (!trace_startsolid)
2757                                 {
2758                                         self.crouch = FALSE;
2759                                         self.view_ofs = PL_VIEW_OFS;
2760                                         setsize (self, PL_MIN, PL_MAX);
2761                                 }
2762                         }
2763                 }
2764
2765                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2766                 {
2767                         if(self.bloodloss_timer < time)
2768                         {
2769                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2770                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2771                         }
2772                 }
2773
2774                 FixPlayermodel();
2775
2776                 GrapplingHookFrame();
2777
2778                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2779                 //if(frametime)
2780                 {
2781                         self.items &~= self.items_added;
2782
2783                         W_WeaponFrame();
2784
2785                         self.items_added = 0;
2786                         if(self.items & IT_JETPACK)
2787                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2788                                         self.items_added |= IT_FUEL;
2789
2790                         self.items |= self.items_added;
2791                 }
2792
2793                 player_regen();
2794
2795                 // rot nex charge to the charge limit
2796                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2797                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2798
2799                 if(frametime)
2800                         player_anim();
2801
2802                 if(g_nexball)
2803                         nexball_setstatus();
2804                 
2805                 // secret status
2806                 secrets_setstatus();
2807                 
2808                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2809
2810                 //self.angles_y=self.v_angle_y + 90;   // temp
2811         } else if(gameover) {
2812                 if (intermission_running)
2813                         IntermissionThink ();   // otherwise a button could be missed between
2814                 return;
2815         } else if(self.classname == "observer") {
2816                 ObserverThink();
2817         } else if(self.classname == "spectator") {
2818                 SpectatorThink();
2819         }
2820
2821         if(!zoomstate_set)
2822                 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));
2823
2824         float oldspectatee_status;
2825         oldspectatee_status = self.spectatee_status;
2826         if(self.classname == "spectator")
2827                 self.spectatee_status = num_for_edict(self.enemy);
2828         else if(self.classname == "observer")
2829                 self.spectatee_status = num_for_edict(self);
2830         else
2831                 self.spectatee_status = 0;
2832         if(self.spectatee_status != oldspectatee_status)
2833         {
2834                 ClientData_Touch(self);
2835                 if(g_race || g_cts)
2836                         race_InitSpectator();
2837         }
2838
2839         if(self.teamkill_soundtime)
2840         if(time > self.teamkill_soundtime)
2841         {
2842                 self.teamkill_soundtime = 0;
2843
2844                 entity oldpusher, oldself;
2845
2846                 oldself = self; self = self.teamkill_soundsource;
2847                 oldpusher = self.pusher; self.pusher = oldself;
2848
2849                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2850
2851                 self.pusher = oldpusher;
2852                 self = oldself;
2853         }
2854
2855         if(self.taunt_soundtime)
2856         if(time > self.taunt_soundtime)
2857         {
2858                 self.taunt_soundtime = 0;
2859                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2860         }
2861
2862         target_voicescript_next(self);
2863
2864         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2865         if(!self.weapon)
2866                 self.clip_load = self.clip_size = 0;
2867 }
2868
2869 float isInvisibleString(string s)
2870 {
2871         float i, n, c;
2872         s = strdecolorize(s);
2873         for((i = 0), (n = strlen(s)); i < n; ++i)
2874         {
2875                 c = str2chr(s, i);
2876                 switch(c)
2877                 {
2878                         case 0:
2879                         case 32: // space
2880                                 break;
2881                         case 192: // charmap space
2882                                 if (!autocvar_utf8_enable)
2883                                         break;
2884                                 return FALSE;
2885                         case 160: // space in unicode fonts
2886                         case 0xE000 + 192: // utf8 charmap space
2887                                 if (autocvar_utf8_enable)
2888                                         break;
2889                         default:
2890                                 return FALSE;
2891                 }
2892         }
2893         return TRUE;
2894 }
2895
2896 /*
2897 =============
2898 PlayerPostThink
2899
2900 Called every frame for each client after the physics are run
2901 =============
2902 */
2903 .float idlekick_lasttimeleft;
2904 .entity showheadshotbbox;
2905 void showheadshotbbox_think()
2906 {
2907         if(self.owner.showheadshotbbox != self)
2908         {
2909                 remove(self);
2910                 return;
2911         }
2912         self.nextthink = time;
2913         setorigin(self, self.owner.origin);
2914         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2915 }
2916 void PlayerPostThink (void)
2917 {
2918         // Savage: Check for nameless players
2919         if (isInvisibleString(self.netname)) {
2920                 self.netname = "Player";
2921                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2922         }
2923
2924         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2925         {
2926                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2927                 {
2928                         if(self.idlekick_lasttimeleft)
2929                         {
2930                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2931                                 self.idlekick_lasttimeleft = 0;
2932                         }
2933                 }
2934                 else
2935                 {
2936                         float timeleft;
2937                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2938                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2939                         {
2940                                 if(!self.idlekick_lasttimeleft)
2941                                         Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2942                         }
2943                         if(timeleft <= 0)
2944                         {
2945                                 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2946                                 AnnounceTo(self, "terminated");
2947                                 dropclient(self);
2948                                 return;
2949                         }
2950                         else if(timeleft <= 10)
2951                         {
2952                                 if(timeleft != self.idlekick_lasttimeleft)
2953                                         AnnounceTo(self, ftos(timeleft));
2954                                 self.idlekick_lasttimeleft = timeleft;
2955                         }
2956                 }
2957         }
2958
2959 #ifdef TETRIS
2960         if(self.impulse == 100)
2961                 ImpulseCommands();
2962         if (!TetrisPostFrame())
2963         {
2964 #endif
2965
2966         CheatFrame();
2967
2968         //CheckPlayerJump();
2969
2970         if(self.classname == "player") {
2971                 CheckRules_Player();
2972                 UpdateChatBubble();
2973                 if (self.impulse)
2974                         ImpulseCommands();
2975                 if (intermission_running)
2976                         return;         // intermission or finale
2977                 GetPressedKeys();
2978         }
2979         
2980 #ifdef TETRIS
2981         }
2982 #endif
2983
2984         /*
2985         float i;
2986         for(i = 0; i < 1000; ++i)
2987         {
2988                 vector end;
2989                 end = self.origin + '0 0 1024' + 512 * randomvec();
2990                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2991                 if(trace_fraction < 1)
2992                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2993                 {
2994                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2995                         break;
2996                 }
2997         }
2998         */
2999
3000         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3001
3002         if(self.waypointsprite_attachedforcarrier)
3003                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3004
3005         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3006         {
3007                 if(!self.showheadshotbbox)
3008                 {
3009                         self.showheadshotbbox = spawn();
3010                         self.showheadshotbbox.classname = "headshotbbox";
3011                         self.showheadshotbbox.owner = self;
3012                         self.showheadshotbbox.think = showheadshotbbox_think;
3013                         self.showheadshotbbox.nextthink = time;
3014                         self = self.showheadshotbbox;
3015                         self.think();
3016                         self = self.owner;
3017                 }
3018         }
3019         else
3020         {
3021                 if(self.showheadshotbbox)
3022                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3023                 remove(self.showheadshotbbox);
3024         }
3025
3026         playerdemo_write();
3027
3028         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3029         {
3030                 if not(self.stored_netname)
3031                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3032                 if(self.stored_netname != self.netname)
3033                 {
3034                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3035                         strunzone(self.stored_netname);
3036                         self.stored_netname = strzone(self.netname);
3037                 }
3038         }
3039
3040         /*
3041         if(g_race)
3042                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3043         */
3044
3045         CSQCMODEL_AUTOUPDATE();
3046 }