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