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