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Merge remote-tracking branch 'origin/master' into samual/notification_rewrite
[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_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, 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         DropAllRunes(self);
405         MUTATOR_CALLHOOK(MakePlayerObserver);
406
407         minstagib_stop_countdown(self);
408
409         Portal_ClearAll(self);
410
411         if(self.alivetime)
412         {
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)
428                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
429                         else
430                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
431                 } else
432                         bprint ("^4", self.netname, "^4 is spectating now\n");
433
434                 if(self.just_joined == FALSE) {
435                         LogTeamchange(self.playerid, -1, 4);
436                 } else
437                         self.just_joined = FALSE;
438         }
439
440         PlayerScore_Clear(self); // clear scores when needed
441
442         accuracy_resend(self);
443
444         self.spectatortime = time;
445         
446         self.classname = "observer";
447         self.iscreature = FALSE;
448         self.teleportable = TELEPORT_SIMPLE;
449         self.damagedbycontents = FALSE;
450         self.health = -666;
451         self.takedamage = DAMAGE_NO;
452         self.solid = SOLID_NOT;
453         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
454         self.flags = FL_CLIENT | FL_NOTARGET;
455         self.armorvalue = 666;
456         self.effects = 0;
457         self.armorvalue = autocvar_g_balance_armor_start;
458         self.pauserotarmor_finished = 0;
459         self.pauserothealth_finished = 0;
460         self.pauseregen_finished = 0;
461         self.damageforcescale = 0;
462         self.death_time = 0;
463         self.respawn_time = 0;
464         self.alpha = 0;
465         self.scale = 0;
466         self.fade_time = 0;
467         self.pain_frame = 0;
468         self.pain_finished = 0;
469         self.strength_finished = 0;
470         self.invincible_finished = 0;
471         self.superweapons_finished = 0;
472         self.pushltime = 0;
473         self.istypefrag = 0;
474         self.think = func_null;
475         self.nextthink = 0;
476         self.hook_time = 0;
477         self.runes = 0;
478         self.deadflag = DEAD_NO;
479         self.angles = spot.angles;
480         self.angles_z = 0;
481         self.fixangle = TRUE;
482         self.crouch = FALSE;
483
484         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
485         self.prevorigin = self.origin;
486         self.items = 0;
487         WEPSET_CLEAR_E(self);
488         self.model = "";
489         FixPlayermodel();
490         setmodel(self, "null");
491         self.drawonlytoclient = self;
492
493         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
494         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
495
496         self.weapon = 0;
497         self.weaponname = "";
498         self.switchingweapon = 0;
499         self.weaponmodel = "";
500         self.weaponentity = world;
501         self.exteriorweaponentity = world;
502         self.killcount = -666;
503         self.velocity = '0 0 0';
504         self.avelocity = '0 0 0';
505         self.punchangle = '0 0 0';
506         self.punchvector = '0 0 0';
507         self.oldvelocity = self.velocity;
508         self.fire_endtime = -1;
509
510         if(g_arena)
511         {
512                 if(self.version_mismatch)
513                 {
514                         Spawnqueue_Unmark(self);
515                         Spawnqueue_Remove(self);
516                 }
517                 else
518                 {
519                         Spawnqueue_Insert(self);
520                 }
521         }
522         else if(g_lms)
523         {
524                 // Only if the player cannot play at all
525                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
526                         self.frags = FRAGS_SPECTATOR;
527                 else
528                         self.frags = FRAGS_LMS_LOSER;
529         }
530         else if(g_ca)
531         {
532                 if(self.caplayer)
533                         self.frags = FRAGS_LMS_LOSER;
534                 else
535                         self.frags = FRAGS_SPECTATOR;
536         }
537         else
538                 self.frags = FRAGS_SPECTATOR;
539 }
540
541 .float model_randomizer;
542 void FixPlayermodel()
543 {
544         string defaultmodel;
545         float defaultskin, chmdl, oldskin, n, i;
546         vector m1, m2;
547
548         defaultmodel = "";
549         defaultskin = 0;
550         chmdl = FALSE;
551
552         if(autocvar_sv_defaultcharacter == 1)
553         {
554                 if(teamplay)
555                 {
556                         string s;
557                         s = Team_ColorName_Lower(self.team);
558                         if(s != "neutral")
559                         {
560                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
561                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
562                         }
563                 }
564
565                 if(defaultmodel == "")
566                 {
567                         defaultmodel = autocvar_sv_defaultplayermodel;
568                         defaultskin = autocvar_sv_defaultplayerskin;
569                 }
570
571                 n = tokenize_console(defaultmodel);
572                 if(n > 0)
573                         defaultmodel = argv(floor(n * self.model_randomizer));
574
575                 i = strstrofs(defaultmodel, ":", 0);
576                 if(i >= 0)
577                 {
578                         defaultskin = stof(substring(defaultmodel, i+1, -1));
579                         defaultmodel = substring(defaultmodel, 0, i);
580                 }
581         }
582
583         if(defaultmodel != "")
584         {
585                 if (defaultmodel != self.model)
586                 {
587                         m1 = self.mins;
588                         m2 = self.maxs;
589                         setplayermodel (self, defaultmodel);
590                         setsize (self, m1, m2);
591                         chmdl = TRUE;
592                 }
593
594                 oldskin = self.skin;
595                 self.skin = defaultskin;
596         } else {
597                 if (self.playermodel != self.model || self.playermodel == "")
598                 {
599                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
600                         m1 = self.mins;
601                         m2 = self.maxs;
602                         setplayermodel (self, self.playermodel);
603                         setsize (self, m1, m2);
604                         chmdl = TRUE;
605                 }
606
607                 oldskin = self.skin;
608                 self.skin = stof(self.playerskin);
609         }
610
611         if(chmdl || oldskin != self.skin)
612                 self.species = player_getspecies(); // model or skin has changed
613
614         if(!teamplay)
615                 if(strlen(autocvar_sv_defaultplayercolors))
616                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
617                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
618 }
619
620 void PlayerTouchExplode(entity p1, entity p2)
621 {
622         vector org;
623         org = (p1.origin + p2.origin) * 0.5;
624         org_z += (p1.mins_z + p2.mins_z) * 0.5;
625
626         te_explosion(org);
627
628         entity e;
629         e = spawn();
630         setorigin(e, org);
631         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
632         remove(e);
633 }
634
635 /*
636 =============
637 PutClientInServer
638
639 Called when a client spawns in the server
640 =============
641 */
642
643 void PutClientInServer (void)
644 {
645         if(clienttype(self) == CLIENTTYPE_BOT)
646         {
647                 self.classname = "player";
648                 if(g_ca)
649                         self.caplayer = 1;
650         }
651         else if(clienttype(self) == CLIENTTYPE_REAL)
652         {
653                 msg_entity = self;
654                 WriteByte(MSG_ONE, SVC_SETVIEW);
655                 WriteEntity(MSG_ONE, self);
656         }
657
658         // reset player keys
659         self.itemkeys = 0;
660
661         // player is dead and becomes observer
662         // FIXME fix LMS scoring for new system
663         if(g_lms)
664         {
665                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
666                         self.classname = "observer";
667         }
668
669         if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
670                 self.classname = "observer";
671
672         if(gameover)
673                 self.classname = "observer";
674
675         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
676                 entity spot, oldself;
677                 float j;
678
679                 accuracy_resend(self);
680
681                 if(self.team < 0)
682                         JoinBestTeam(self, FALSE, TRUE);
683
684                 race_PreSpawn();
685
686                 spot = SelectSpawnPoint (FALSE);
687                 if(!spot)
688                 {
689                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
690                         return; // spawn failed
691                 }
692
693                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
694
695                 self.classname = "player";
696                 self.wasplayer = TRUE;
697                 self.iscreature = TRUE;
698                 self.teleportable = TELEPORT_NORMAL;
699                 self.damagedbycontents = TRUE;
700                 self.movetype = MOVETYPE_WALK;
701                 self.solid = SOLID_SLIDEBOX;
702                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
703                 if(autocvar_g_playerclip_collisions)
704                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
705                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
706                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
707                 self.frags = FRAGS_PLAYER;
708                 if(INDEPENDENT_PLAYERS)
709                         MAKE_INDEPENDENT_PLAYER(self);
710                 self.flags = FL_CLIENT;
711                 if(autocvar__notarget)
712                         self.flags |= FL_NOTARGET;
713                 self.takedamage = DAMAGE_AIM;
714                 if(g_minstagib)
715                         self.effects = EF_FULLBRIGHT;
716                 else
717                         self.effects = 0;
718                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
719                 self.air_finished = time + 12;
720                 self.dmg = 2;
721                 if(autocvar_g_balance_nex_charge)
722                 {
723                         if(autocvar_g_balance_nex_secondary_chargepool)
724                                 self.nex_chargepool_ammo = 1;
725                         self.nex_charge = autocvar_g_balance_nex_charge_start;
726                 }
727
728                 if(inWarmupStage)
729                 {
730                         self.ammo_shells = warmup_start_ammo_shells;
731                         self.ammo_nails = warmup_start_ammo_nails;
732                         self.ammo_rockets = warmup_start_ammo_rockets;
733                         self.ammo_cells = warmup_start_ammo_cells;
734                         self.ammo_fuel = warmup_start_ammo_fuel;
735                         self.health = warmup_start_health;
736                         self.armorvalue = warmup_start_armorvalue;
737                         WEPSET_COPY_EA(self, warmup_start_weapons);
738                 }
739                 else
740                 {
741                         self.ammo_shells = start_ammo_shells;
742                         self.ammo_nails = start_ammo_nails;
743                         self.ammo_rockets = start_ammo_rockets;
744                         self.ammo_cells = start_ammo_cells;
745                         self.ammo_fuel = start_ammo_fuel;
746                         self.health = start_health;
747                         self.armorvalue = start_armorvalue;
748                         WEPSET_COPY_EA(self, start_weapons);
749                 }
750
751                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
752                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
753                 else
754                         self.superweapons_finished = 0;
755
756                 if(g_weaponarena_random)
757                 {
758                         if(g_weaponarena_random_with_laser)
759                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
760                         W_RandomWeapons(self, g_weaponarena_random);
761                         if(g_weaponarena_random_with_laser)
762                                 WEPSET_OR_EW(self, WEP_LASER);
763                 }
764
765                 self.items = start_items;
766
767                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
768                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
769                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
770                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
771                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
772                 //extend the pause of rotting if client was reset at the beginning of the countdown
773                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
774                         self.spawnshieldtime += game_starttime - time;
775                         self.pauserotarmor_finished += game_starttime - time;
776                         self.pauserothealth_finished += game_starttime - time;
777                         self.pauseregen_finished += game_starttime - time;
778                 }
779                 self.damageforcescale = 2;
780                 self.death_time = 0;
781                 self.respawn_time = 0;
782                 self.scale = 0;
783                 self.fade_time = 0;
784                 self.pain_frame = 0;
785                 self.pain_finished = 0;
786                 self.strength_finished = 0;
787                 self.invincible_finished = 0;
788                 self.pushltime = 0;
789                 // players have no think function
790                 self.think = func_null;
791                 self.nextthink = 0;
792                 self.hook_time = 0;
793                 self.dmg_team = 0;
794                 self.ballistics_density = autocvar_g_ballistics_density_player;
795
796                 self.metertime = 0;
797
798                 self.runes = 0;
799
800                 self.deadflag = DEAD_NO;
801
802                 self.angles = spot.angles;
803
804                 self.angles_z = 0; // never spawn tilted even if the spot says to
805                 self.fixangle = TRUE; // turn this way immediately
806                 self.velocity = '0 0 0';
807                 self.avelocity = '0 0 0';
808                 self.punchangle = '0 0 0';
809                 self.punchvector = '0 0 0';
810                 self.oldvelocity = self.velocity;
811                 self.fire_endtime = -1;
812
813                 msg_entity = self;
814                 WRITESPECTATABLE_MSG_ONE({
815                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
816                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
817                 });
818
819                 self.model = "";
820                 FixPlayermodel();
821                 self.drawonlytoclient = world;
822
823                 self.crouch = FALSE;
824                 self.view_ofs = PL_VIEW_OFS;
825                 setsize (self, PL_MIN, PL_MAX);
826                 self.spawnorigin = spot.origin;
827                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
828                 // don't reset back to last position, even if new position is stuck in solid
829                 self.oldorigin = self.origin;
830                 self.prevorigin = self.origin;
831                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
832                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
833         self.hud = HUD_NORMAL;
834
835                 if(g_arena)
836                 {
837                         Spawnqueue_Remove(self);
838                         Spawnqueue_Mark(self);
839                 }
840                 else if(g_ca)
841                         self.caplayer = 1;
842
843                 self.event_damage = PlayerDamage;
844
845                 self.bot_attack = TRUE;
846
847                 self.statdraintime = time + 5;
848                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
849
850                 if(self.killcount == -666) {
851                         PlayerScore_Clear(self);
852                         self.killcount = 0;
853                 }
854
855                 CL_SpawnWeaponentity();
856                 self.alpha = default_player_alpha;
857                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
858                 self.exteriorweaponentity.alpha = default_weapon_alpha;
859
860                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
861                 self.lms_traveled_distance = 0;
862                 self.speedrunning = FALSE;
863
864                 race_PostSpawn(spot);
865
866                 //stuffcmd(self, "chase_active 0");
867                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
868
869                 if(g_assault) {
870                         if(self.team == assault_attacker_team)
871                                 centerprint(self, "You are attacking!");
872                         else
873                                 centerprint(self, "You are defending!");
874                 }
875
876                 target_voicescript_clear(self);
877
878                 // reset fields the weapons may use
879                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
880                 {
881                         weapon_action(j, WR_RESETPLAYER);
882
883                         // all weapons must be fully loaded when we spawn
884                         entity e;
885                         e = get_weaponinfo(j);
886                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
887                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
888                 }
889
890                 oldself = self;
891                 self = spot;
892                         activator = oldself;
893                                 string s;
894                                 s = self.target;
895                                 self.target = string_null;
896                                 SUB_UseTargets();
897                                 self.target = s;
898                         activator = world;
899                 self = oldself;
900
901                 spawn_spot = spot;
902                 MUTATOR_CALLHOOK(PlayerSpawn);
903
904                 if(autocvar_spawn_debug)
905                 {
906                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
907                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
908                 }
909
910                 self.switchweapon = w_getbestweapon(self);
911                 self.cnt = -1; // W_LastWeapon will not complain
912                 self.weapon = 0;
913                 self.weaponname = "";
914                 self.switchingweapon = 0;
915
916                 if(!self.alivetime)
917                         self.alivetime = time;
918
919                 antilag_clear(self);
920
921                 if (autocvar_g_spawnsound)
922                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
923         } else if(self.classname == "observer") {
924                 PutObserverInServer ();
925         }
926 }
927
928 .float ebouncefactor, ebouncestop; // electro's values
929 // TODO do we need all these fields, or should we stop autodetecting runtime
930 // changes and just have a console command to update this?
931 float ClientInit_SendEntity(entity to, float sf)
932 {
933         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
934         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
935         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
936         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
937         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
938         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
939         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
940         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
941         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
942         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
943         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
944         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
945         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
946         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
947         if(sv_foginterval && world.fog != "")
948                 WriteString(MSG_ENTITY, world.fog);
949         else
950                 WriteString(MSG_ENTITY, "");
951         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
952         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
953         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
954         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
955         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
956         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
957         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
958         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
959         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
960         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
961         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
962         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
963         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
964         return TRUE;
965 }
966
967 void ClientInit_CheckUpdate()
968 {
969         self.nextthink = time;
970         if(self.count != autocvar_g_balance_armor_blockpercent)
971         {
972                 self.count = autocvar_g_balance_armor_blockpercent;
973                 self.SendFlags |= 1;
974         }
975         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
976         {
977                 self.cnt = autocvar_g_balance_weaponswitchdelay;
978                 self.SendFlags |= 1;
979         }
980         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
981         {
982                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
983                 self.SendFlags |= 1;
984         }
985         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
986         {
987                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
988                 self.SendFlags |= 1;
989         }
990         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
991         {
992                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
993                 self.SendFlags |= 1;
994         }
995         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
996         {
997                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
998                 self.SendFlags |= 1;
999         }
1000 }
1001
1002 void ClientInit_Spawn()
1003 {
1004         entity o;
1005         entity e;
1006         e = spawn();
1007         e.classname = "clientinit";
1008         e.think = ClientInit_CheckUpdate;
1009         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1010
1011         o = self;
1012         self = e;
1013         ClientInit_CheckUpdate();
1014         self = o;
1015 }
1016
1017 /*
1018 =============
1019 SetNewParms
1020 =============
1021 */
1022 void SetNewParms (void)
1023 {
1024         // initialize parms for a new player
1025         parm1 = -(86400 * 366);
1026 }
1027
1028 /*
1029 =============
1030 SetChangeParms
1031 =============
1032 */
1033 void SetChangeParms (void)
1034 {
1035         // save parms for level change
1036         parm1 = self.parm_idlesince - time;
1037 }
1038
1039 /*
1040 =============
1041 DecodeLevelParms
1042 =============
1043 */
1044 void DecodeLevelParms (void)
1045 {
1046         // load parms
1047         self.parm_idlesince = parm1;
1048         if(self.parm_idlesince == -(86400 * 366))
1049                 self.parm_idlesince = time;
1050
1051         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1052         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1053 }
1054
1055 /*
1056 =============
1057 ClientKill
1058
1059 Called when a client types 'kill' in the console
1060 =============
1061 */
1062
1063 .float clientkill_nexttime;
1064 void ClientKill_Now_TeamChange()
1065 {
1066         if(self.killindicator_teamchange == -1)
1067         {
1068                 JoinBestTeam( self, FALSE, TRUE );
1069         }
1070         else if(self.killindicator_teamchange == -2)
1071         {
1072                 if(g_ca)
1073                         self.caplayer = 0;
1074                 if(blockSpectators)
1075                         sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1076                 PutObserverInServer();
1077         }
1078         else
1079                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1080 }
1081
1082 void ClientKill_Now()
1083 {
1084         if(self.vehicle)
1085         {
1086             vehicles_exit(VHEF_RELESE);
1087             if(!self.killindicator_teamchange)
1088             {
1089             self.vehicle_health = -1;
1090             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1091             }
1092         }
1093
1094         if(self.killindicator && !wasfreed(self.killindicator))
1095                 remove(self.killindicator);
1096
1097         self.killindicator = world;
1098
1099         if(self.killindicator_teamchange)
1100                 ClientKill_Now_TeamChange();
1101
1102         // in any case:
1103         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1104
1105         // now I am sure the player IS dead
1106 }
1107 void KillIndicator_Think()
1108 {
1109         if (gameover)
1110         {
1111                 self.owner.killindicator = world;
1112                 remove(self);
1113                 return;
1114         }
1115
1116         if (self.owner.alpha < 0 && !self.owner.vehicle)
1117         {
1118                 self.owner.killindicator = world;
1119                 remove(self);
1120                 return;
1121         }
1122
1123         if(self.cnt <= 0)
1124         {
1125                 self = self.owner;
1126                 ClientKill_Now(); // no oldself needed
1127                 return;
1128         }
1129     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1130     {
1131         self.nextthink = time + 1;
1132         self.cnt -= 1;
1133     }
1134         else
1135         {
1136                 if(self.cnt <= 10)
1137                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1138                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1139                 {
1140                         if(self.cnt <= 10)
1141                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1142                 }
1143                 self.nextthink = time + 1;
1144                 self.cnt -= 1;
1145         }
1146 }
1147
1148 float clientkilltime;
1149 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1150 {
1151         float killtime;
1152         float starttime;
1153         entity e;
1154
1155         if (gameover)
1156                 return;
1157
1158         killtime = autocvar_g_balance_kill_delay;
1159
1160         if(g_race_qualifying || g_cts)
1161                 killtime = 0;
1162
1163     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1164     {
1165                 remove(self.killindicator);
1166                 self.killindicator = world;
1167
1168         ClientKill_Now(); // allow instant kill in this case
1169         return;
1170     }
1171
1172         self.killindicator_teamchange = targetteam;
1173
1174     if(!self.killindicator)
1175         {
1176                 if(self.deadflag == DEAD_NO)
1177                 {
1178                         killtime = max(killtime, self.clientkill_nexttime - time);
1179                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1180                 }
1181
1182                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1183                 {
1184                         ClientKill_Now();
1185                 }
1186                 else
1187                 {
1188                         starttime = max(time, clientkilltime);
1189
1190                         self.killindicator = spawn();
1191                         self.killindicator.owner = self;
1192                         self.killindicator.scale = 0.5;
1193                         setattachment(self.killindicator, self, "");
1194                         setorigin(self.killindicator, '0 0 52');
1195                         self.killindicator.think = KillIndicator_Think;
1196                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1197                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1198                         self.killindicator.cnt = ceil(killtime);
1199                         self.killindicator.count = bound(0, ceil(killtime), 10);
1200                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1201
1202                         for(e = world; (e = find(e, classname, "body")) != world; )
1203                         {
1204                                 if(e.enemy != self)
1205                                         continue;
1206                                 e.killindicator = spawn();
1207                                 e.killindicator.owner = e;
1208                                 e.killindicator.scale = 0.5;
1209                                 setattachment(e.killindicator, e, "");
1210                                 setorigin(e.killindicator, '0 0 52');
1211                                 e.killindicator.think = KillIndicator_Think;
1212                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1213                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1214                                 e.killindicator.cnt = ceil(killtime);
1215                         }
1216                         self.lip = 0;
1217                 }
1218         }
1219         if(self.killindicator)
1220         {
1221                 if(targetteam == 0) // just die
1222                 {
1223                         self.killindicator.colormod = '0 0 0';
1224                         if(clienttype(self) == CLIENTTYPE_REAL)
1225                         if(self.killindicator.cnt > 0)
1226                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1227                 }
1228                 else if(targetteam == -1) // auto
1229                 {
1230                         self.killindicator.colormod = '0 1 0';
1231                         if(clienttype(self) == CLIENTTYPE_REAL)
1232                         if(self.killindicator.cnt > 0)
1233                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1234                 }
1235                 else if(targetteam == -2) // spectate
1236                 {
1237                         self.killindicator.colormod = '0.5 0.5 0.5';
1238                         if(clienttype(self) == CLIENTTYPE_REAL)
1239                         if(self.killindicator.cnt > 0)
1240                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1241                 }
1242                 else
1243                 {
1244                         self.killindicator.colormod = Team_ColorRGB(targetteam);
1245                         if(clienttype(self) == CLIENTTYPE_REAL)
1246                         if(self.killindicator.cnt > 0)
1247                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("^7Changing to ", Team_ColoredFullName(targetteam), "^7 in %d seconds"), 1, self.killindicator.cnt);
1248                 }
1249         }
1250
1251 }
1252
1253 void ClientKill (void)
1254 {
1255         if (gameover)
1256                 return;
1257
1258         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1259         {
1260                 // do nothing
1261         }
1262     else if(self.freezetag_frozen)
1263     {
1264         // do nothing
1265     }
1266         else
1267                 ClientKill_TeamChange(0);
1268 }
1269
1270 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
1271 {
1272     e.killindicator = spawn();
1273     e.killindicator.owner = e;
1274     e.killindicator.think = KillIndicator_Think;
1275     e.killindicator.nextthink = time + (e.lip) * 0.05;
1276     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1277     e.killindicator.health = 1; // this is used to indicate that it should be silent
1278     e.lip = 0;
1279 }
1280
1281 void FixClientCvars(entity e)
1282 {
1283         // send prediction settings to the client
1284         stuffcmd(e, "\nin_bindmap 0 0\n");
1285         if(g_race || g_cts)
1286                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1287         if(autocvar_g_antilag == 3) // client side hitscan
1288                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1289         if(autocvar_sv_gentle)
1290                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1291         /*
1292          * we no longer need to stuff this. Remove this comment block if you feel
1293          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1294         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1295         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1296         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1297         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1298         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1299         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1300         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1301         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1302         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1303         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1304         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1305         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1306         stuffcmd(e, "cl_movement_edgefriction 1\n");
1307          */
1308 }
1309
1310 float PlayerInIDList(entity p, string idlist)
1311 {
1312         float n, i;
1313         string s;
1314
1315         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1316         if not(p.crypto_idfp)
1317                 return 0;
1318
1319         // this function allows abbreviated player IDs too!
1320         n = tokenize_console(idlist);
1321         for(i = 0; i < n; ++i)
1322         {
1323                 s = argv(i);
1324                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1325                         return 1;
1326         }
1327
1328         return 0;
1329 }
1330
1331 /*
1332 =============
1333 ClientConnect
1334
1335 Called when a client connects to the server
1336 =============
1337 */
1338 void DecodeLevelParms (void);
1339 //void dom_player_join_team(entity pl);
1340 void set_dom_state(entity e);
1341 void ClientConnect (void)
1342 {
1343         float t;
1344
1345         if(self.flags & FL_CLIENT)
1346         {
1347                 print("Warning: ClientConnect, but already connected!\n");
1348                 return;
1349         }
1350
1351         if(Ban_MaybeEnforceBanOnce(self))
1352                 return;
1353
1354         DecodeLevelParms();
1355
1356 #ifdef WATERMARK
1357         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK, "\n"));
1358 #endif
1359
1360         self.classname = "player_joining";
1361
1362         self.flags = FL_CLIENT;
1363         self.version_nagtime = time + 10 + random() * 10;
1364
1365         if(self.netaddress == "local")
1366         {
1367                 print("^3server is local!\n");
1368
1369                 if(server_is_local)
1370                         print("Multiple local clients???");
1371                 else
1372                         server_is_local = TRUE;
1373         }
1374
1375         if(player_count<0)
1376         {
1377                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1378                 player_count = 0;
1379         }
1380
1381         PlayerScore_Attach(self);
1382         ClientData_Attach();
1383         accuracy_init(self);
1384
1385         bot_clientconnect();
1386
1387         playerdemo_init();
1388
1389         anticheat_init();
1390
1391         race_PreSpawnObserver();
1392
1393         //if(g_domination)
1394         //      dom_player_join_team(self);
1395
1396         // identify the right forced team
1397         if(autocvar_g_campaign)
1398         {
1399                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1400                 {
1401                         switch(autocvar_g_campaign_forceteam)
1402                         {
1403                                 case 1: self.team_forced = FL_TEAM_1; break;
1404                                 case 2: self.team_forced = FL_TEAM_2; break;
1405                                 case 3: self.team_forced = FL_TEAM_3; break;
1406                                 case 4: self.team_forced = FL_TEAM_4; break;
1407                                 default: self.team_forced = 0;
1408                         }
1409                 }
1410         }
1411         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1412                 self.team_forced = FL_TEAM_1;
1413         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1414                 self.team_forced = FL_TEAM_2;
1415         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1416                 self.team_forced = FL_TEAM_3;
1417         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1418                 self.team_forced = FL_TEAM_4;
1419         else if(autocvar_g_forced_team_otherwise == "red")
1420                 self.team_forced = FL_TEAM_1;
1421         else if(autocvar_g_forced_team_otherwise == "blue")
1422                 self.team_forced = FL_TEAM_2;
1423         else if(autocvar_g_forced_team_otherwise == "yellow")
1424                 self.team_forced = FL_TEAM_3;
1425         else if(autocvar_g_forced_team_otherwise == "pink")
1426                 self.team_forced = FL_TEAM_4;
1427         else if(autocvar_g_forced_team_otherwise == "spectate")
1428                 self.team_forced = -1;
1429         else if(autocvar_g_forced_team_otherwise == "spectator")
1430                 self.team_forced = -1;
1431         else
1432                 self.team_forced = 0;
1433
1434         if(!teamplay)
1435                 if(self.team_forced > 0)
1436                         self.team_forced = 0;
1437
1438         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1439
1440         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1441                 self.classname = "observer";
1442         } else {
1443                 if(teamplay)
1444                 {
1445                         if(autocvar_g_balance_teams)
1446                         {
1447                                 self.classname = "player";
1448                                 campaign_bots_may_start = 1;
1449                         }
1450                         else
1451                         {
1452                                 self.classname = "observer"; // do it anyway
1453                         }
1454                 }
1455                 else
1456                 {
1457                         self.classname = "player";
1458                         campaign_bots_may_start = 1;
1459                 }
1460         }
1461
1462         self.playerid = (playerid_last = playerid_last + 1);
1463
1464         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1465
1466     if(clienttype(self) == CLIENTTYPE_BOT)
1467         PlayerStats_AddPlayer(self);
1468
1469         if(autocvar_sv_eventlog)
1470                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1471
1472         LogTeamchange(self.playerid, self.team, 1);
1473
1474         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1475
1476         self.netname_previous = strzone(self.netname);
1477
1478         bprint("^4", self.netname, "^4 connected");
1479
1480         if(self.classname != "observer" && (g_domination || g_ctf))
1481                 bprint(" and joined the ", Team_ColoredFullName(self.team));
1482
1483         bprint("\n");
1484
1485         stuffcmd(self, strcat(clientstuff, "\n"));
1486         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1487
1488         FixClientCvars(self);
1489
1490         // spawnfunc_waypoint sprites
1491         WaypointSprite_InitClient(self);
1492
1493         // Wazat's grappling hook
1494         SetGrappleHookBindings();
1495
1496         // get version info from player
1497         stuffcmd(self, "cmd clientversion $gameversion\n");
1498
1499         // get other cvars from player
1500         GetCvars(0);
1501
1502         // notify about available teams
1503         if(teamplay)
1504         {
1505                 CheckAllowedTeams(self);
1506                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1507                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1508         }
1509         else
1510                 stuffcmd(self, "set _teams_available 0\n");
1511
1512         if(g_arena || g_ca)
1513         {
1514                 self.classname = "observer";
1515                 if(g_arena)
1516                         Spawnqueue_Insert(self);
1517         }
1518
1519         attach_entcs();
1520
1521         bot_relinkplayerlist();
1522
1523         self.spectatortime = time;
1524         if(blockSpectators)
1525         {
1526                 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1527         }
1528
1529         self.jointime = time;
1530         self.allowed_timeouts = autocvar_sv_timeout_number;
1531
1532         if(clienttype(self) == CLIENTTYPE_REAL)
1533         {
1534                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1535                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1536         }
1537
1538         if(g_lms)
1539         {
1540                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1541                 {
1542                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1543                         self.frags = FRAGS_SPECTATOR;
1544                 }
1545         }
1546
1547         if(!sv_foginterval && world.fog != "")
1548                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1549
1550         SoundEntity_Attach(self);
1551
1552         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1553         {
1554                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1555                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1556         }
1557         else
1558                 self.hitplotfh = -1;
1559
1560         if(g_race || g_cts) {
1561                 string rr;
1562                 if(g_cts)
1563                         rr = CTS_RECORD;
1564                 else
1565                         rr = RACE_RECORD;
1566
1567                 msg_entity = self;
1568                 race_send_recordtime(MSG_ONE);
1569                 race_send_speedaward(MSG_ONE);
1570
1571                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1572                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1573                 race_send_speedaward_alltimebest(MSG_ONE);
1574
1575                 float i;
1576                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1577                         race_SendRankings(i, 0, 0, MSG_ONE);
1578                 }
1579         }
1580         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1581                 send_CSQC_teamnagger();
1582
1583         if (g_domination)
1584                 set_dom_state(self);
1585
1586         CheatInitClient();
1587
1588         if(!autocvar_g_campaign)
1589                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1590
1591         CSQCMODEL_AUTOINIT();
1592
1593         self.model_randomizer = random();
1594     
1595     if(clienttype(self) != CLIENTTYPE_REAL)
1596         return;
1597         
1598     sv_notice_join();
1599     
1600     MUTATOR_CALLHOOK(ClientConnect);
1601 }
1602 /*
1603 =============
1604 ClientDisconnect
1605
1606 Called when a client disconnects from the server
1607 =============
1608 */
1609 .entity chatbubbleentity;
1610 void ReadyCount();
1611 void ClientDisconnect (void)
1612 {
1613         if(self.vehicle)
1614             vehicles_exit(VHEF_RELESE);
1615
1616         if not(self.flags & FL_CLIENT)
1617         {
1618                 print("Warning: ClientDisconnect without ClientConnect\n");
1619                 return;
1620         }
1621
1622         PlayerStats_AddGlobalInfo(self);
1623
1624         CheatShutdownClient();
1625
1626         if(self.hitplotfh >= 0)
1627         {
1628                 fclose(self.hitplotfh);
1629                 self.hitplotfh = -1;
1630         }
1631
1632         anticheat_report();
1633         anticheat_shutdown();
1634
1635         playerdemo_shutdown();
1636
1637         bot_clientdisconnect();
1638
1639         if(self.entcs)
1640                 detach_entcs();
1641
1642         if(autocvar_sv_eventlog)
1643                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1644         bprint ("^4",self.netname);
1645         bprint ("^4 disconnected\n");
1646
1647         SoundEntity_Detach(self);
1648
1649         DropAllRunes(self);
1650         MUTATOR_CALLHOOK(ClientDisconnect);
1651
1652         Portal_ClearAll(self);
1653
1654         RemoveGrapplingHook(self);
1655
1656         // Here, everything has been done that requires this player to be a client.
1657
1658         self.flags &~= FL_CLIENT;
1659
1660         if (self.chatbubbleentity)
1661                 remove (self.chatbubbleentity);
1662
1663         if (self.killindicator)
1664                 remove (self.killindicator);
1665
1666         WaypointSprite_PlayerGone();
1667
1668         bot_relinkplayerlist();
1669
1670         if(g_arena)
1671         {
1672                 Spawnqueue_Unmark(self);
1673                 Spawnqueue_Remove(self);
1674         }
1675
1676         accuracy_free(self);
1677         ClientData_Detach();
1678         PlayerScore_Detach(self);
1679
1680         if(self.netname_previous)
1681                 strunzone(self.netname_previous);
1682         if(self.clientstatus)
1683                 strunzone(self.clientstatus);
1684         if(self.weaponorder_byimpulse)
1685                 strunzone(self.weaponorder_byimpulse);
1686
1687         ClearPlayerSounds();
1688
1689         if(self.personal)
1690                 remove(self.personal);
1691
1692         self.playerid = 0;
1693         ReadyCount();
1694
1695         // free cvars
1696         GetCvars(-1);
1697 }
1698
1699 .float BUTTON_CHAT;
1700 void ChatBubbleThink()
1701 {
1702         self.nextthink = time;
1703         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1704         {
1705                 if(self.owner) // but why can that ever be world?
1706                         self.owner.chatbubbleentity = world;
1707                 remove(self);
1708                 return;
1709         }
1710         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1711 #ifdef TETRIS
1712                 || self.owner.tetris_on
1713 #endif
1714         )
1715                 self.model = self.mdl;
1716         else
1717                 self.model = "";
1718 }
1719
1720 void UpdateChatBubble()
1721 {
1722         if (self.alpha < 0)
1723                 return;
1724         // spawn a chatbubble entity if needed
1725         if (!self.chatbubbleentity)
1726         {
1727                 self.chatbubbleentity = spawn();
1728                 self.chatbubbleentity.owner = self;
1729                 self.chatbubbleentity.exteriormodeltoclient = self;
1730                 self.chatbubbleentity.think = ChatBubbleThink;
1731                 self.chatbubbleentity.nextthink = time;
1732                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1733                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1734                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1735                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1736                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1737                 self.chatbubbleentity.model = "";
1738                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1739         }
1740 }
1741
1742
1743 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1744 // added to the model skins
1745 /*void UpdateColorModHack()
1746 {
1747         float c;
1748         c = self.clientcolors & 15;
1749         // LordHavoc: only bothering to support white, green, red, yellow, blue
1750              if (!teamplay) self.colormod = '0 0 0';
1751         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1752         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1753         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1754         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1755         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1756         else self.colormod = '1 1 1';
1757 }*/
1758
1759 void respawn(void)
1760 {
1761         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1762         {
1763                 self.solid = SOLID_NOT;
1764                 self.takedamage = DAMAGE_NO;
1765                 self.movetype = MOVETYPE_FLY;
1766                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1767                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1768                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1769                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1770                 if(autocvar_g_respawn_ghosts_maxtime)
1771                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1772         }
1773
1774         CopyBody(1);
1775
1776         self.effects |= EF_NODRAW; // prevent another CopyBody
1777         PutClientInServer();
1778 }
1779
1780 void play_countdown(float finished, string samp)
1781 {
1782         if(clienttype(self) == CLIENTTYPE_REAL)
1783                 if(floor(finished - time - frametime) != floor(finished - time))
1784                         if(finished - time < 6)
1785                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1786 }
1787
1788 void player_powerups (void)
1789 {
1790         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1791         olditems = self.items;
1792
1793         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1794         {
1795                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1796                 self.modelflags |= MF_ROCKET;
1797         }
1798         else
1799         {
1800                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1801                 self.modelflags &~= MF_ROCKET;
1802         }
1803
1804         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1805
1806         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1807                 return;
1808
1809         Fire_ApplyDamage(self);
1810         Fire_ApplyEffect(self);
1811
1812         if (g_minstagib)
1813         {
1814                 self.effects |= EF_FULLBRIGHT;
1815
1816                 if (self.items & IT_STRENGTH)
1817                 {
1818                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1819                         if (time > self.strength_finished)
1820                         {
1821                                 self.alpha = default_player_alpha;
1822                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1823                                 self.items &~= IT_STRENGTH;
1824                                 sprint(self, "^3Invisibility has worn off\n");
1825                         }
1826                 }
1827                 else
1828                 {
1829                         if (time < self.strength_finished)
1830                         {
1831                                 self.alpha = g_minstagib_invis_alpha;
1832                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1833                                 self.items |= IT_STRENGTH;
1834                                 sprint(self, "^3You are invisible\n");
1835                         }
1836                 }
1837
1838                 if (self.items & IT_INVINCIBLE)
1839                 {
1840                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1841                         if (time > self.invincible_finished)
1842                         {
1843                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1844                                 sprint(self, "^3Speed has worn off\n");
1845                         }
1846                 }
1847                 else
1848                 {
1849                         if (time < self.invincible_finished)
1850                         {
1851                                 self.items = self.items | IT_INVINCIBLE;
1852                                 sprint(self, "^3You are on speed\n");
1853                         }
1854                 }
1855         }
1856         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.
1857         {
1858                 if (self.items & IT_STRENGTH)
1859                 {
1860                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1861                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1862                         if (time > self.strength_finished)
1863                         {
1864                                 self.items = self.items - (self.items & IT_STRENGTH);
1865                                 sprint(self, "^3Strength has worn off\n");
1866                         }
1867                 }
1868                 else
1869                 {
1870                         if (time < self.strength_finished)
1871                         {
1872                                 self.items = self.items | IT_STRENGTH;
1873                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1874                         }
1875                 }
1876                 if (self.items & IT_INVINCIBLE)
1877                 {
1878                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1879                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1880                         if (time > self.invincible_finished)
1881                         {
1882                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1883                                 sprint(self, "^3Shield has worn off\n");
1884                         }
1885                 }
1886                 else
1887                 {
1888                         if (time < self.invincible_finished)
1889                         {
1890                                 self.items = self.items | IT_INVINCIBLE;
1891                                 sprint(self, "^3Shield surrounds you\n");
1892                         }
1893                 }
1894                 if (self.items & IT_SUPERWEAPON)
1895                 {
1896                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1897                         {
1898                                 self.superweapons_finished = 0;
1899                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1900                                 sprint(self, "^3Superweapons have been lost\n");
1901                         }
1902                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1903                         {
1904                                 // don't let them run out
1905                         }
1906                         else
1907                         {
1908                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1909                                 if (time > self.superweapons_finished)
1910                                 {
1911                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1912                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1913                                         sprint(self, "^3Superweapons have broken down\n");
1914                                 }
1915                         }
1916                 }
1917                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1918                 {
1919                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1920                         {
1921                                 self.items = self.items | IT_SUPERWEAPON;
1922                                 sprint(self, "^3You now have a superweapon\n");
1923                         }
1924                         else
1925                         {
1926                                 self.superweapons_finished = 0;
1927                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1928                         }
1929                 }
1930                 else
1931                 {
1932                         self.superweapons_finished = 0;
1933                 }
1934         }
1935         
1936         if(autocvar_g_nodepthtestplayers)
1937                 self.effects = self.effects | EF_NODEPTHTEST;
1938
1939         if(autocvar_g_fullbrightplayers)
1940                 self.effects = self.effects | EF_FULLBRIGHT;
1941
1942         // midair gamemode: damage only while in the air
1943         // if in midair mode, being on ground grants temporary invulnerability
1944         // (this is so that multishot weapon don't clear the ground flag on the
1945         // first damage in the frame, leaving the player vulnerable to the
1946         // remaining hits in the same frame)
1947         if (self.flags & FL_ONGROUND)
1948         if (g_midair)
1949                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1950
1951         if (time >= game_starttime)
1952         if (time < self.spawnshieldtime)
1953                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1954
1955         MUTATOR_CALLHOOK(PlayerPowerups);
1956 }
1957
1958 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1959 {
1960         if(current > stable)
1961                 return current;
1962         else if(current > stable - 0.25) // when close enough, "snap"
1963                 return stable;
1964         else
1965                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1966 }
1967
1968 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1969 {
1970         if(current < stable)
1971                 return current;
1972         else if(current < stable + 0.25) // when close enough, "snap"
1973                 return stable;
1974         else
1975                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1976 }
1977
1978 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1979 {
1980         if(current > rotstable)
1981         {
1982                 if(rotframetime > 0)
1983                 {
1984                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1985                         current = max(rotstable, current - rotlinear * rotframetime);
1986                 }
1987         }
1988         else if(current < regenstable)
1989         {
1990                 if(regenframetime > 0)
1991                 {
1992                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1993                         current = min(regenstable, current + regenlinear * regenframetime);
1994                 }
1995         }
1996
1997         if(current > limit)
1998                 current = limit;
1999
2000         return current;
2001 }
2002
2003 void player_regen (void)
2004 {
2005         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2006         maxh = autocvar_g_balance_health_rotstable;
2007         maxa = autocvar_g_balance_armor_rotstable;
2008         maxf = autocvar_g_balance_fuel_rotstable;
2009         minh = autocvar_g_balance_health_regenstable;
2010         mina = autocvar_g_balance_armor_regenstable;
2011         minf = autocvar_g_balance_fuel_regenstable;
2012         limith = autocvar_g_balance_health_limit;
2013         limita = autocvar_g_balance_armor_limit;
2014         limitf = autocvar_g_balance_fuel_limit;
2015
2016         max_mod = regen_mod = rot_mod = limit_mod = 1;
2017
2018         if (self.runes & RUNE_REGEN)
2019         {
2020                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2021                 {
2022                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2023                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2024                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2025                 }
2026                 else
2027                 {
2028                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2029                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2030                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2031                 }
2032         }
2033         else if (self.runes & CURSE_VENOM)
2034         {
2035                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2036                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2037                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2038                 else
2039                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2040                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2041                 //if (!self.runes & RUNE_REGEN)
2042                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2043         }
2044         maxh = maxh * max_mod;
2045         //maxa = maxa * max_mod;
2046         //maxf = maxf * max_mod;
2047         minh = minh * max_mod;
2048         //mina = mina * max_mod;
2049         //minf = minf * max_mod;
2050         limith = limith * limit_mod;
2051         limita = limita * limit_mod;
2052         //limitf = limitf * limit_mod;
2053
2054         if(g_lms && g_ca)
2055                 rot_mod = 0;
2056
2057         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2058         {
2059                 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);
2060                 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);
2061
2062                 // if player rotted to death...  die!
2063                 if(self.health < 1)
2064                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2065         }
2066
2067         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2068                 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);
2069 }
2070
2071 float zoomstate_set;
2072 void SetZoomState(float z)
2073 {
2074         if(z != self.zoomstate)
2075         {
2076                 self.zoomstate = z;
2077                 ClientData_Touch(self);
2078         }
2079         zoomstate_set = 1;
2080 }
2081
2082 void GetPressedKeys(void) {
2083         MUTATOR_CALLHOOK(GetPressedKeys);
2084         if (self.movement_x > 0) // get if movement keys are pressed
2085         {       // forward key pressed
2086                 self.pressedkeys |= KEY_FORWARD;
2087                 self.pressedkeys &~= KEY_BACKWARD;
2088         }
2089         else if (self.movement_x < 0)
2090         {       // backward key pressed
2091                 self.pressedkeys |= KEY_BACKWARD;
2092                 self.pressedkeys &~= KEY_FORWARD;
2093         }
2094         else
2095         {       // no x input
2096                 self.pressedkeys &~= KEY_FORWARD;
2097                 self.pressedkeys &~= KEY_BACKWARD;
2098         }
2099
2100         if (self.movement_y > 0)
2101         {       // right key pressed
2102                 self.pressedkeys |= KEY_RIGHT;
2103                 self.pressedkeys &~= KEY_LEFT;
2104         }
2105         else if (self.movement_y < 0)
2106         {       // left key pressed
2107                 self.pressedkeys |= KEY_LEFT;
2108                 self.pressedkeys &~= KEY_RIGHT;
2109         }
2110         else
2111         {       // no y input
2112                 self.pressedkeys &~= KEY_RIGHT;
2113                 self.pressedkeys &~= KEY_LEFT;
2114         }
2115
2116         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2117                 self.pressedkeys |= KEY_JUMP;
2118         else
2119                 self.pressedkeys &~= KEY_JUMP;
2120         if (self.BUTTON_CROUCH)
2121                 self.pressedkeys |= KEY_CROUCH;
2122         else
2123                 self.pressedkeys &~= KEY_CROUCH;
2124
2125         if (self.BUTTON_ATCK)
2126                 self.pressedkeys |= KEY_ATCK;
2127         else
2128                 self.pressedkeys &~= KEY_ATCK;
2129         if (self.BUTTON_ATCK2)
2130                 self.pressedkeys |= KEY_ATCK2;
2131         else
2132                 self.pressedkeys &~= KEY_ATCK2;
2133 }
2134
2135 /*
2136 ======================
2137 spectate mode routines
2138 ======================
2139 */
2140
2141 void SpectateCopy(entity spectatee) {
2142         other = spectatee;
2143         MUTATOR_CALLHOOK(SpectateCopy);
2144         self.armortype = spectatee.armortype;
2145         self.armorvalue = spectatee.armorvalue;
2146         self.ammo_cells = spectatee.ammo_cells;
2147         self.ammo_shells = spectatee.ammo_shells;
2148         self.ammo_nails = spectatee.ammo_nails;
2149         self.ammo_rockets = spectatee.ammo_rockets;
2150         self.ammo_fuel = spectatee.ammo_fuel;
2151         self.clip_load = spectatee.clip_load;
2152         self.clip_size = spectatee.clip_size;
2153         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2154         self.health = spectatee.health;
2155         self.impulse = 0;
2156         self.items = spectatee.items;
2157         self.last_pickup = spectatee.last_pickup;
2158         self.hit_time = spectatee.hit_time;
2159         self.metertime = spectatee.metertime;
2160         self.strength_finished = spectatee.strength_finished;
2161         self.invincible_finished = spectatee.invincible_finished;
2162         self.pressedkeys = spectatee.pressedkeys;
2163         WEPSET_COPY_EE(self, spectatee);
2164         self.switchweapon = spectatee.switchweapon;
2165         self.switchingweapon = spectatee.switchingweapon;
2166         self.weapon = spectatee.weapon;
2167         self.nex_charge = spectatee.nex_charge;
2168         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2169         self.hagar_load = spectatee.hagar_load;
2170         self.minelayer_mines = spectatee.minelayer_mines;
2171         self.punchangle = spectatee.punchangle;
2172         self.view_ofs = spectatee.view_ofs;
2173         self.velocity = spectatee.velocity;
2174         self.dmg_take = spectatee.dmg_take;
2175         self.dmg_save = spectatee.dmg_save;
2176         self.dmg_inflictor = spectatee.dmg_inflictor;
2177         self.v_angle = spectatee.v_angle;
2178         self.angles = spectatee.v_angle;
2179         self.stat_respawn_time = spectatee.stat_respawn_time;
2180         if(!self.BUTTON_USE)
2181                 self.fixangle = TRUE;
2182         setorigin(self, spectatee.origin);
2183         setsize(self, spectatee.mins, spectatee.maxs);
2184         SetZoomState(spectatee.zoomstate);
2185     
2186     anticheat_spectatecopy(spectatee);
2187         self.hud = spectatee.hud;
2188         if(spectatee.vehicle)
2189     {
2190         self.fixangle = FALSE;
2191         //self.velocity = spectatee.vehicle.velocity;
2192         self.vehicle_health = spectatee.vehicle_health;
2193         self.vehicle_shield = spectatee.vehicle_shield;
2194         self.vehicle_energy = spectatee.vehicle_energy;
2195         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2196         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2197         self.vehicle_reload1 = spectatee.vehicle_reload1;
2198         self.vehicle_reload2 = spectatee.vehicle_reload2;
2199
2200         msg_entity = self;
2201         
2202         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2203             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
2204             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
2205             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
2206
2207         //WriteByte (MSG_ONE, SVC_SETVIEW);
2208         //    WriteEntity(MSG_ONE, self);            
2209         //makevectors(spectatee.v_angle);
2210         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
2211     }
2212 }
2213
2214 float SpectateUpdate() {
2215         if(!self.enemy)
2216             return 0;           
2217
2218         if (self == self.enemy)
2219                 return 0;
2220
2221         if(self.enemy.classname != "player")
2222                 return 0;
2223
2224         SpectateCopy(self.enemy);
2225
2226         return 1;
2227 }
2228
2229
2230 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2231 entity CA_SpectateNext(entity start) {
2232         if (start.team == self.team) {
2233                 return start;
2234         }
2235         
2236         other = start;
2237         // continue from current player
2238         while(other && other.team != self.team) {
2239                 other = find(other, classname, "player");
2240         }
2241         
2242         if (!other) {
2243                 // restart from begining
2244                 other = find(other, classname, "player");
2245                 while(other && other.team != self.team) {
2246                         other = find(other, classname, "player");
2247                 }
2248         }
2249         
2250         return other;
2251 }
2252
2253 float SpectateNext(entity _prefer) {
2254         
2255         if(_prefer)
2256                 other = _prefer;        
2257         else
2258                 other = find(self.enemy, classname, "player");
2259         
2260         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2261                 // CA and ca players when spectating enemies is forbidden
2262                 other = CA_SpectateNext(other);
2263         } else {
2264                 // other modes and ca spectators or spectating enemies is allowed
2265                 if (!other)
2266                         other = find(other, classname, "player");
2267         }
2268         
2269         if (other)
2270                 self.enemy = other;
2271
2272         if(self.enemy.classname == "player") {
2273             /*if(self.enemy.vehicle)
2274             {      
2275             
2276             msg_entity = self;
2277             WriteByte(MSG_ONE, SVC_SETVIEW);
2278             WriteEntity(MSG_ONE, self.enemy);
2279             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2280             
2281             self.movetype = MOVETYPE_NONE;
2282             accuracy_resend(self);
2283             }
2284             else 
2285             {*/         
2286             msg_entity = self;
2287             WriteByte(MSG_ONE, SVC_SETVIEW);
2288             WriteEntity(MSG_ONE, self.enemy);
2289             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2290             self.movetype = MOVETYPE_NONE;
2291             accuracy_resend(self);
2292
2293             if(!SpectateUpdate())
2294                 PutObserverInServer();
2295         //}
2296         return 1;
2297         } else {
2298                 return 0;
2299         }
2300 }
2301
2302 /*
2303 =============
2304 ShowRespawnCountdown()
2305
2306 Update a respawn countdown display.
2307 =============
2308 */
2309 void ShowRespawnCountdown()
2310 {
2311         float number;
2312         if(self.deadflag == DEAD_NO) // just respawned?
2313                 return;
2314         else
2315         {
2316                 number = ceil(self.respawn_time - time);
2317                 if(number <= 0)
2318                         return;
2319                 if(number <= self.respawn_countdown)
2320                 {
2321                         self.respawn_countdown = number - 1;
2322                         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
2323                                 AnnounceTo(self, strcat(ftos(number), ""));
2324                 }
2325         }
2326 }
2327
2328 .float prevent_join_msgtime;
2329 void LeaveSpectatorMode()
2330 {
2331         if(nJoinAllowed(self)) {
2332                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2333                         self.classname = "player";
2334
2335                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2336                                 JoinBestTeam(self, FALSE, TRUE);
2337
2338                         if(autocvar_g_campaign)
2339                                 campaign_bots_may_start = 1;
2340
2341                         PutClientInServer();
2342
2343                         if(self.classname == "player")
2344                                 bprint ("^4", self.netname, "^4 is playing now\n");
2345
2346                         if(!autocvar_g_campaign)
2347                         if (time < self.jointime + autocvar_welcome_message_time)
2348                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2349
2350                         if (self.prevent_join_msgtime)
2351                         {
2352                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2353                                 self.prevent_join_msgtime = 0;
2354                         }
2355
2356                         return;
2357                 } else {
2358                         if (g_ca && self.caplayer) {
2359                         }       // do nothing
2360                         else
2361                                 stuffcmd(self,"menu_showteamselect\n");
2362                         return;
2363                 }
2364         }
2365         else {
2366                 //player may not join because of g_maxplayers is set
2367                 if (time - self.prevent_join_msgtime > 2)
2368                 {
2369                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2370                         self.prevent_join_msgtime = time;
2371                 }
2372         }
2373 }
2374
2375 /**
2376  * Determines whether the player is allowed to join. This depends on cvar
2377  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2378  * it checks whether the number of currently playing players exceeds g_maxplayers.
2379  * @return int number of free slots for players, 0 if none
2380  */
2381 float nJoinAllowed(entity ignore) {
2382         if(!ignore)
2383         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2384         // so report 0 free slots if restricted
2385         {
2386                 if(autocvar_g_forced_team_otherwise == "spectate")
2387                         return 0;
2388                 if(autocvar_g_forced_team_otherwise == "spectator")
2389                         return 0;
2390         }
2391
2392         if(self.team_forced < 0)
2393                 return 0; // forced spectators can never join
2394
2395         // TODO simplify this
2396         entity e;
2397         float totalClients = 0;
2398         FOR_EACH_CLIENT(e)
2399                 if(e != ignore)
2400                         totalClients += 1;
2401
2402         if (!autocvar_g_maxplayers)
2403                 return maxclients - totalClients;
2404
2405         float currentlyPlaying = 0;
2406         FOR_EACH_REALPLAYER(e)
2407                 currentlyPlaying += 1;
2408
2409         if(currentlyPlaying < autocvar_g_maxplayers)
2410                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2411
2412         return 0;
2413 }
2414
2415 /**
2416  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2417  * g_maxplayers_spectator_blocktime seconds
2418  */
2419 void checkSpectatorBlock() {
2420         if(self.classname == "spectator" || self.classname == "observer") {
2421                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2422                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2423                         dropclient(self);
2424                 }
2425         }
2426 }
2427
2428 .float motd_actived_time; // used for both motd and campaign_message
2429 void PrintWelcomeMessage()
2430 {
2431         if (self.motd_actived_time == 0) { // is there already a message showing?
2432                 if (autocvar_g_campaign) {
2433                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2434                                 self.motd_actived_time = time;
2435                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2436                         }
2437                 } else {
2438                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2439                                 self.motd_actived_time = time;
2440                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2441                         }
2442                 }
2443         } else { // showing MOTD or campaign message
2444                 if (autocvar_g_campaign) {
2445                         if (self.BUTTON_INFO)
2446                                 self.motd_actived_time = time;
2447                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2448                                 self.motd_actived_time = 0;
2449                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2450                         }
2451                 } else {
2452                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2453                                 if (self.BUTTON_INFO)
2454                                         self.motd_actived_time = time;
2455                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2456                                         self.motd_actived_time = 0;
2457                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2458                                 }
2459                         }
2460                 }
2461         }
2462 }
2463
2464 void ObserverThink()
2465 {
2466         float prefered_movetype;
2467         if (self.flags & FL_JUMPRELEASED) {
2468                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2469                         self.flags &~= FL_JUMPRELEASED;
2470                         self.flags |= FL_SPAWNING;
2471                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2472                         self.flags &~= FL_JUMPRELEASED;
2473                         if(SpectateNext(world) == 1) {
2474                                 self.classname = "spectator";
2475                         }
2476                 } else {
2477                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2478                         if (self.movetype != prefered_movetype)
2479                                 self.movetype = prefered_movetype;
2480                 }
2481         } else {
2482                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2483                         self.flags |= FL_JUMPRELEASED;
2484                         if(self.flags & FL_SPAWNING)
2485                         {
2486                                 self.flags &~= FL_SPAWNING;
2487                                 LeaveSpectatorMode();
2488                                 return;
2489                         }
2490                 }
2491         }
2492
2493         PrintWelcomeMessage();
2494 }
2495
2496 void SpectatorThink()
2497 {
2498         if (self.flags & FL_JUMPRELEASED) {
2499                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2500                         self.flags &~= FL_JUMPRELEASED;
2501                         self.flags |= FL_SPAWNING;
2502                 } else if(self.BUTTON_ATCK) {
2503                         self.flags &~= FL_JUMPRELEASED;
2504                         if(SpectateNext(world) == 1) {
2505                                 self.classname = "spectator";
2506                         } else {
2507                                 self.classname = "observer";
2508                                 PutClientInServer();
2509                         }
2510                 } else if (self.BUTTON_ATCK2) {
2511                         self.flags &~= FL_JUMPRELEASED;
2512                         self.classname = "observer";
2513                         PutClientInServer();
2514                 } else {
2515                         if(!SpectateUpdate())
2516                                 PutObserverInServer();
2517                 }
2518         } else {
2519                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2520                         self.flags |= FL_JUMPRELEASED;
2521                         if(self.flags & FL_SPAWNING)
2522                         {
2523                                 self.flags &~= FL_SPAWNING;
2524                                 LeaveSpectatorMode();
2525                                 return;
2526                         }
2527                 }
2528                 if(!SpectateUpdate())
2529                         PutObserverInServer();
2530         }
2531
2532         PrintWelcomeMessage();
2533         self.flags |= FL_CLIENT | FL_NOTARGET;
2534 }
2535
2536 void PlayerUseKey()
2537 {
2538         if(self.classname != "player")
2539                 return;
2540
2541         if(self.vehicle)
2542         {
2543         vehicles_exit(VHEF_NORMAL);
2544         return;
2545         }
2546         
2547         // a use key was pressed; call handlers
2548         MUTATOR_CALLHOOK(PlayerUseKey);
2549 }
2550
2551 .float touchexplode_time;
2552
2553 /*
2554 =============
2555 PlayerPreThink
2556
2557 Called every frame for each client before the physics are run
2558 =============
2559 */
2560 .float usekeypressed;
2561 void() nexball_setstatus;
2562 .float items_added;
2563 void PlayerPreThink (void)
2564 {
2565         WarpZone_PlayerPhysics_FixVAngle();
2566
2567         self.stat_game_starttime = game_starttime;
2568         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2569         self.stat_leadlimit = autocvar_leadlimit;
2570
2571         if(g_arena || (g_ca && !allowed_to_spawn))
2572                 self.stat_respawn_time = 0;
2573         else
2574                 self.stat_respawn_time = self.respawn_time;
2575
2576         if(frametime)
2577         {
2578                 // physics frames: update anticheat stuff
2579                 anticheat_prethink();
2580         }
2581
2582         if(blockSpectators && frametime)
2583                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2584                 checkSpectatorBlock();
2585
2586         zoomstate_set = 0;
2587
2588         if(self.netname_previous != self.netname)
2589         {
2590                 if(autocvar_sv_eventlog)
2591                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2592                 if(self.netname_previous)
2593                         strunzone(self.netname_previous);
2594                 self.netname_previous = strzone(self.netname);
2595         }
2596
2597         // version nagging
2598         if(self.version_nagtime)
2599                 if(self.cvar_g_xonoticversion)
2600                         if(time > self.version_nagtime)
2601                         {
2602                                 // don't notify git users
2603                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2604                                 {
2605                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2606                                         {
2607                                                 // notify release users if connecting to git
2608                                                 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");
2609                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2610                                         }
2611                                         else
2612                                         {
2613                                                 float r;
2614                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2615                                                 if(r < 0)
2616                                                 {
2617                                                         // give users new version
2618                                                         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");
2619                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n"));
2620                                                 }
2621                                                 else if(r > 0)
2622                                                 {
2623                                                         // notify users about old server version
2624                                                         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");
2625                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2626                                                 }
2627                                         }
2628                                 }
2629                                 self.version_nagtime = 0;
2630                         }
2631
2632         // GOD MODE info
2633         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2634         {
2635                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2636                 self.max_armorvalue = 0;
2637         }
2638
2639 #ifdef TETRIS
2640         if (TetrisPreFrame())
2641                 return;
2642 #endif
2643
2644         MUTATOR_CALLHOOK(PlayerPreThink);
2645
2646         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2647         {
2648                 if(self.BUTTON_USE && !self.usekeypressed)
2649                         PlayerUseKey();
2650                 self.usekeypressed = self.BUTTON_USE;
2651         }
2652
2653         PrintWelcomeMessage();
2654
2655         if(self.classname == "player") {
2656 //              if(self.netname == "Wazat")
2657 //                      bprint(self.classname, "\n");
2658
2659                 CheckRules_Player();
2660
2661                 if (intermission_running)
2662                 {
2663                         IntermissionThink ();   // otherwise a button could be missed between
2664                         return;                                 // the think tics
2665                 }
2666
2667                 //don't allow the player to turn around while game is paused!
2668                 if(timeout_status == TIMEOUT_ACTIVE) {
2669                         // FIXME turn this into CSQC stuff
2670                         self.v_angle = self.lastV_angle;
2671                         self.angles = self.lastV_angle;
2672                         self.fixangle = TRUE;
2673                 }
2674
2675                 if(frametime)
2676                 {
2677 #ifndef NO_LEGACY_NETWORKING
2678                         self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2679 #endif
2680
2681                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2682                         {
2683                                 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);
2684                                 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);
2685                                 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);
2686
2687                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2688                                 {
2689                                         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);
2690                                         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);
2691                                         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);
2692                                 }
2693                         }
2694                         else
2695                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2696
2697                         player_powerups();
2698                 }
2699
2700                 if (g_minstagib)
2701                         minstagib_ammocheck();
2702
2703                 if (self.deadflag != DEAD_NO)
2704                 {
2705                         float button_pressed, force_respawn;
2706                         if(self.personal && g_race_qualifying)
2707                         {
2708                                 if(time > self.respawn_time)
2709                                 {
2710                                         self.respawn_time = time + 1; // only retry once a second
2711                                         respawn();
2712                                         self.impulse = 141;
2713                                 }
2714                         }
2715                         else
2716                         {
2717                                 if(frametime)
2718                                         player_anim();
2719                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2720                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2721                                 if (self.deadflag == DEAD_DYING)
2722                                 {
2723                                         if(force_respawn)
2724                                                 self.deadflag = DEAD_RESPAWNING;
2725                                         else if(!button_pressed)
2726                                                 self.deadflag = DEAD_DEAD;
2727                                 }
2728                                 else if (self.deadflag == DEAD_DEAD)
2729                                 {
2730                                         if(button_pressed)
2731                                                 self.deadflag = DEAD_RESPAWNABLE;
2732                                 }
2733                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2734                                 {
2735                                         if(!button_pressed)
2736                                                 self.deadflag = DEAD_RESPAWNING;
2737                                 }
2738                                 else if (self.deadflag == DEAD_RESPAWNING)
2739                                 {
2740                                         if(time > self.respawn_time)
2741                                         {
2742                                                 self.respawn_time = time + 1; // only retry once a second
2743                                                 respawn();
2744                                         }
2745                                 }
2746                                 ShowRespawnCountdown();
2747                         }
2748
2749                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2750                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2751                                 self.stat_respawn_time *= -1;
2752
2753                         return;
2754                 }
2755                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2756                 // so (self.deadflag == DEAD_NO) is always true in the code below
2757
2758                 if(g_touchexplode)
2759                 if(time > self.touchexplode_time)
2760                 if(self.classname == "player")
2761                 if(self.deadflag == DEAD_NO)
2762                 if not(IS_INDEPENDENT_PLAYER(self))
2763                 FOR_EACH_PLAYER(other) if(self != other)
2764                 {
2765                         if(time > other.touchexplode_time)
2766                         if(other.deadflag == DEAD_NO)
2767                         if not(IS_INDEPENDENT_PLAYER(other))
2768                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2769                         {
2770                                 PlayerTouchExplode(self, other);
2771                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2772                         }
2773                 }
2774
2775                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2776                 {
2777                         vector dist;
2778
2779                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2780                         dist = self.prevorigin - self.origin;
2781                         dist_z = 0;
2782                         self.lms_traveled_distance += fabs(vlen(dist));
2783
2784                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2785                         {
2786                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2787                                 self.lms_traveled_distance = 0;
2788                         }
2789
2790                         if(time > self.lms_nextcheck)
2791                         {
2792                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2793                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2794                                 {
2795                                         centerprint(self, autocvar_g_lms_campcheck_message);
2796                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2797                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2798                                         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');
2799                                 }
2800                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2801                                 self.lms_traveled_distance = 0;
2802                         }
2803                 }
2804
2805                 self.prevorigin = self.origin;
2806
2807                 if (!self.vehicle)
2808                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x && !self.freezetag_frozen) // prevent crouching if using melee attack
2809                 {
2810                         if (!self.crouch)
2811                         {
2812                                 self.crouch = TRUE;
2813                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2814                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2815                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2816                         }
2817                 }
2818                 else
2819                 {
2820                         if (self.crouch)
2821                         {
2822                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2823                                 if (!trace_startsolid)
2824                                 {
2825                                         self.crouch = FALSE;
2826                                         self.view_ofs = PL_VIEW_OFS;
2827                                         setsize (self, PL_MIN, PL_MAX);
2828                                 }
2829                         }
2830                 }
2831
2832                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2833                 {
2834                         if(self.bloodloss_timer < time)
2835                         {
2836                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2837                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2838                         }
2839                 }
2840
2841                 FixPlayermodel();
2842
2843                 GrapplingHookFrame();
2844
2845                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2846                 //if(frametime)
2847                 {
2848                         self.items &~= self.items_added;
2849
2850                         W_WeaponFrame();
2851
2852                         self.items_added = 0;
2853                         if(self.items & IT_JETPACK)
2854                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2855                                         self.items_added |= IT_FUEL;
2856
2857                         self.items |= self.items_added;
2858                 }
2859
2860                 player_regen();
2861
2862                 // rot nex charge to the charge limit
2863                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2864                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2865
2866                 if(frametime)
2867                         player_anim();
2868
2869                 if(g_nexball)
2870                         nexball_setstatus();
2871                 
2872                 // secret status
2873                 secrets_setstatus();
2874                 
2875                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2876
2877                 //self.angles_y=self.v_angle_y + 90;   // temp
2878         } else if(gameover) {
2879                 if (intermission_running)
2880                         IntermissionThink ();   // otherwise a button could be missed between
2881                 return;
2882         } else if(self.classname == "observer") {
2883                 ObserverThink();
2884         } else if(self.classname == "spectator") {
2885                 SpectatorThink();
2886         }
2887
2888         if(!zoomstate_set)
2889                 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));
2890
2891         float oldspectatee_status;
2892         oldspectatee_status = self.spectatee_status;
2893         if(self.classname == "spectator")
2894                 self.spectatee_status = num_for_edict(self.enemy);
2895         else if(self.classname == "observer")
2896                 self.spectatee_status = num_for_edict(self);
2897         else
2898                 self.spectatee_status = 0;
2899         if(self.spectatee_status != oldspectatee_status)
2900         {
2901                 ClientData_Touch(self);
2902                 if(g_race || g_cts)
2903                         race_InitSpectator();
2904         }
2905
2906         if(self.teamkill_soundtime)
2907         if(time > self.teamkill_soundtime)
2908         {
2909                 self.teamkill_soundtime = 0;
2910
2911                 entity oldpusher, oldself;
2912
2913                 oldself = self; self = self.teamkill_soundsource;
2914                 oldpusher = self.pusher; self.pusher = oldself;
2915
2916                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2917
2918                 self.pusher = oldpusher;
2919                 self = oldself;
2920         }
2921
2922         if(self.taunt_soundtime)
2923         if(time > self.taunt_soundtime)
2924         {
2925                 self.taunt_soundtime = 0;
2926                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2927         }
2928
2929         target_voicescript_next(self);
2930
2931         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2932         if(!self.weapon)
2933                 self.clip_load = self.clip_size = 0;
2934 }
2935
2936 float isInvisibleString(string s)
2937 {
2938         float i, n, c;
2939         s = strdecolorize(s);
2940         for((i = 0), (n = strlen(s)); i < n; ++i)
2941         {
2942                 c = str2chr(s, i);
2943                 switch(c)
2944                 {
2945                         case 0:
2946                         case 32: // space
2947                                 break;
2948                         case 192: // charmap space
2949                                 if (!autocvar_utf8_enable)
2950                                         break;
2951                                 return FALSE;
2952                         case 160: // space in unicode fonts
2953                         case 0xE000 + 192: // utf8 charmap space
2954                                 if (autocvar_utf8_enable)
2955                                         break;
2956                         default:
2957                                 return FALSE;
2958                 }
2959         }
2960         return TRUE;
2961 }
2962
2963 /*
2964 =============
2965 PlayerPostThink
2966
2967 Called every frame for each client after the physics are run
2968 =============
2969 */
2970 .float idlekick_lasttimeleft;
2971 .entity showheadshotbbox;
2972 void showheadshotbbox_think()
2973 {
2974         if(self.owner.showheadshotbbox != self)
2975         {
2976                 remove(self);
2977                 return;
2978         }
2979         self.nextthink = time;
2980         setorigin(self, self.owner.origin);
2981         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2982 }
2983 void PlayerPostThink (void)
2984 {
2985         // Savage: Check for nameless players
2986         if (isInvisibleString(self.netname)) {
2987                 self.netname = "Player";
2988                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2989         }
2990
2991         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2992         {
2993                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2994                 {
2995                         if(self.idlekick_lasttimeleft)
2996                         {
2997                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2998                                 self.idlekick_lasttimeleft = 0;
2999                         }
3000                 }
3001                 else
3002                 {
3003                         float timeleft;
3004                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3005                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
3006                         {
3007                                 if(!self.idlekick_lasttimeleft)
3008                                         Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
3009                         }
3010                         if(timeleft <= 0)
3011                         {
3012                                 bprint("^3", self.netname, "^3 was kicked for idling.\n");
3013                                 AnnounceTo(self, "terminated");
3014                                 dropclient(self);
3015                                 return;
3016                         }
3017                         else if(timeleft <= 10)
3018                         {
3019                                 if(timeleft != self.idlekick_lasttimeleft)
3020                                         AnnounceTo(self, ftos(timeleft));
3021                                 self.idlekick_lasttimeleft = timeleft;
3022                         }
3023                 }
3024         }
3025
3026 #ifdef TETRIS
3027         if(self.impulse == 100)
3028                 ImpulseCommands();
3029         if (!TetrisPostFrame())
3030         {
3031 #endif
3032
3033         CheatFrame();
3034
3035         //CheckPlayerJump();
3036
3037         if(self.classname == "player") {
3038                 CheckRules_Player();
3039                 UpdateChatBubble();
3040                 if (self.impulse)
3041                         ImpulseCommands();
3042                 if (intermission_running)
3043                         return;         // intermission or finale
3044                 GetPressedKeys();
3045         }
3046         
3047 #ifdef TETRIS
3048         }
3049 #endif
3050
3051         /*
3052         float i;
3053         for(i = 0; i < 1000; ++i)
3054         {
3055                 vector end;
3056                 end = self.origin + '0 0 1024' + 512 * randomvec();
3057                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3058                 if(trace_fraction < 1)
3059                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3060                 {
3061                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3062                         break;
3063                 }
3064         }
3065         */
3066
3067         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3068
3069         if(self.waypointsprite_attachedforcarrier)
3070                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3071
3072         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3073         {
3074                 if(!self.showheadshotbbox)
3075                 {
3076                         self.showheadshotbbox = spawn();
3077                         self.showheadshotbbox.classname = "headshotbbox";
3078                         self.showheadshotbbox.owner = self;
3079                         self.showheadshotbbox.think = showheadshotbbox_think;
3080                         self.showheadshotbbox.nextthink = time;
3081                         self = self.showheadshotbbox;
3082                         self.think();
3083                         self = self.owner;
3084                 }
3085         }
3086         else
3087         {
3088                 if(self.showheadshotbbox)
3089                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3090                 remove(self.showheadshotbbox);
3091         }
3092
3093         playerdemo_write();
3094
3095         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3096         {
3097                 if(!self.stored_netname)
3098                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3099                 if(self.stored_netname != self.netname)
3100                 {
3101                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3102                         strunzone(self.stored_netname);
3103                         self.stored_netname = strzone(self.netname);
3104                 }
3105         }
3106
3107         /*
3108         if(g_race)
3109                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3110         */
3111
3112         CSQCMODEL_AUTOUPDATE();
3113 }