]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Remove deprecated CTF code in cl_client.qc and teamplay.qc
[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.damagedbycontents = FALSE;
449         self.health = -666;
450         self.takedamage = DAMAGE_NO;
451         self.solid = SOLID_NOT;
452         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
453         self.flags = FL_CLIENT | FL_NOTARGET;
454         self.armorvalue = 666;
455         self.effects = 0;
456         self.armorvalue = autocvar_g_balance_armor_start;
457         self.pauserotarmor_finished = 0;
458         self.pauserothealth_finished = 0;
459         self.pauseregen_finished = 0;
460         self.damageforcescale = 0;
461         self.death_time = 0;
462         self.respawn_time = 0;
463         self.alpha = 0;
464         self.scale = 0;
465         self.fade_time = 0;
466         self.pain_frame = 0;
467         self.pain_finished = 0;
468         self.strength_finished = 0;
469         self.invincible_finished = 0;
470         self.superweapons_finished = 0;
471         self.pushltime = 0;
472         self.think = SUB_Null;
473         self.nextthink = 0;
474         self.hook_time = 0;
475         self.runes = 0;
476         self.deadflag = DEAD_NO;
477         self.angles = spot.angles;
478         self.angles_z = 0;
479         self.fixangle = TRUE;
480         self.crouch = FALSE;
481
482         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
483         self.prevorigin = self.origin;
484         self.items = 0;
485         WEPSET_CLEAR_E(self);
486         self.model = "";
487         FixPlayermodel();
488         setmodel(self, "null");
489         self.drawonlytoclient = self;
490
491         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
492         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
493
494         self.weapon = 0;
495         self.weaponname = "";
496         self.switchingweapon = 0;
497         self.weaponmodel = "";
498         self.weaponentity = world;
499         self.exteriorweaponentity = world;
500         self.killcount = -666;
501         self.velocity = '0 0 0';
502         self.avelocity = '0 0 0';
503         self.punchangle = '0 0 0';
504         self.punchvector = '0 0 0';
505         self.oldvelocity = self.velocity;
506         self.fire_endtime = -1;
507
508         if(g_arena)
509         {
510                 if(self.version_mismatch)
511                 {
512                         Spawnqueue_Unmark(self);
513                         Spawnqueue_Remove(self);
514                 }
515                 else
516                 {
517                         Spawnqueue_Insert(self);
518                 }
519         }
520         else if(g_lms)
521         {
522                 // Only if the player cannot play at all
523                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
524                         self.frags = FRAGS_SPECTATOR;
525                 else
526                         self.frags = FRAGS_LMS_LOSER;
527         }
528         else if(g_ca)
529         {
530                 if(self.caplayer)
531                         self.frags = FRAGS_LMS_LOSER;
532                 else
533                         self.frags = FRAGS_SPECTATOR;
534         }
535         else
536                 self.frags = FRAGS_SPECTATOR;
537 }
538
539 .float model_randomizer;
540 void FixPlayermodel()
541 {
542         string defaultmodel;
543         float defaultskin, chmdl, oldskin, n, i;
544         vector m1, m2;
545
546         defaultmodel = "";
547
548         if(autocvar_sv_defaultcharacter == 1)
549         {
550                 defaultskin = 0;
551
552                 if(teamplay)
553                 {
554                         string s;
555                         s = Team_ColorNameLowerCase(self.team);
556                         if(s != "neutral")
557                         {
558                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
559                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
560                         }
561                 }
562
563                 if(defaultmodel == "")
564                 {
565                         defaultmodel = autocvar_sv_defaultplayermodel;
566                         defaultskin = autocvar_sv_defaultplayerskin;
567                 }
568
569                 n = tokenize_console(defaultmodel);
570                 if(n > 0)
571                         defaultmodel = argv(floor(n * self.model_randomizer));
572
573                 i = strstrofs(defaultmodel, ":", 0);
574                 if(i >= 0)
575                 {
576                         defaultskin = stof(substring(defaultmodel, i+1, -1));
577                         defaultmodel = substring(defaultmodel, 0, i);
578                 }
579         }
580
581         if(defaultmodel != "")
582         {
583                 if (defaultmodel != self.model)
584                 {
585                         m1 = self.mins;
586                         m2 = self.maxs;
587                         setplayermodel (self, defaultmodel);
588                         setsize (self, m1, m2);
589                         chmdl = TRUE;
590                 }
591
592                 oldskin = self.skin;
593                 self.skin = defaultskin;
594         } else {
595                 if (self.playermodel != self.model || self.playermodel == "")
596                 {
597                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
598                         m1 = self.mins;
599                         m2 = self.maxs;
600                         setplayermodel (self, self.playermodel);
601                         setsize (self, m1, m2);
602                         chmdl = TRUE;
603                 }
604
605                 oldskin = self.skin;
606                 self.skin = stof(self.playerskin);
607         }
608
609         if(chmdl || oldskin != self.skin)
610                 self.species = player_getspecies(); // model or skin has changed
611
612         if(!teamplay)
613                 if(strlen(autocvar_sv_defaultplayercolors))
614                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
615                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
616 }
617
618 void PlayerTouchExplode(entity p1, entity p2)
619 {
620         vector org;
621         org = (p1.origin + p2.origin) * 0.5;
622         org_z += (p1.mins_z + p2.mins_z) * 0.5;
623
624         te_explosion(org);
625
626         entity e;
627         e = spawn();
628         setorigin(e, org);
629         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
630         remove(e);
631 }
632
633 /*
634 =============
635 PutClientInServer
636
637 Called when a client spawns in the server
638 =============
639 */
640
641 void PutClientInServer (void)
642 {
643         if(clienttype(self) == CLIENTTYPE_BOT)
644         {
645                 self.classname = "player";
646                 if(g_ca)
647                         self.caplayer = 1;
648         }
649         else if(clienttype(self) == CLIENTTYPE_REAL)
650         {
651                 msg_entity = self;
652                 WriteByte(MSG_ONE, SVC_SETVIEW);
653                 WriteEntity(MSG_ONE, self);
654         }
655
656         // reset player keys
657         self.itemkeys = 0;
658
659         // player is dead and becomes observer
660         // FIXME fix LMS scoring for new system
661         if(g_lms)
662         {
663                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
664                         self.classname = "observer";
665         }
666
667         if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
668                 self.classname = "observer";
669
670         if(gameover)
671                 self.classname = "observer";
672
673         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
674                 entity spot, oldself;
675                 float j;
676
677                 accuracy_resend(self);
678
679                 if(self.team < 0)
680                         JoinBestTeam(self, FALSE, TRUE);
681
682                 race_PreSpawn();
683
684                 spot = SelectSpawnPoint (FALSE);
685                 if(!spot)
686                 {
687                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
688                         return; // spawn failed
689                 }
690
691                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
692
693                 self.classname = "player";
694                 self.wasplayer = TRUE;
695                 self.iscreature = TRUE;
696                 self.damagedbycontents = TRUE;
697                 self.movetype = MOVETYPE_WALK;
698                 self.solid = SOLID_SLIDEBOX;
699                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
700                 if(autocvar_g_playerclip_collisions)
701                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
702                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
703                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
704                 self.frags = FRAGS_PLAYER;
705                 if(INDEPENDENT_PLAYERS)
706                         MAKE_INDEPENDENT_PLAYER(self);
707                 self.flags = FL_CLIENT;
708                 if(autocvar__notarget)
709                         self.flags |= FL_NOTARGET;
710                 self.takedamage = DAMAGE_AIM;
711                 if(g_minstagib)
712                         self.effects = EF_FULLBRIGHT;
713                 else
714                         self.effects = 0;
715                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
716                 self.air_finished = time + 12;
717                 self.dmg = 2;
718                 if(autocvar_g_balance_nex_charge)
719                 {
720                         if(autocvar_g_balance_nex_secondary_chargepool)
721                                 self.nex_chargepool_ammo = 1;
722                         self.nex_charge = autocvar_g_balance_nex_charge_start;
723                 }
724
725                 if(inWarmupStage)
726                 {
727                         self.ammo_shells = warmup_start_ammo_shells;
728                         self.ammo_nails = warmup_start_ammo_nails;
729                         self.ammo_rockets = warmup_start_ammo_rockets;
730                         self.ammo_cells = warmup_start_ammo_cells;
731                         self.ammo_fuel = warmup_start_ammo_fuel;
732                         self.health = warmup_start_health;
733                         self.armorvalue = warmup_start_armorvalue;
734                         WEPSET_COPY_EA(self, warmup_start_weapons);
735                 }
736                 else
737                 {
738                         self.ammo_shells = start_ammo_shells;
739                         self.ammo_nails = start_ammo_nails;
740                         self.ammo_rockets = start_ammo_rockets;
741                         self.ammo_cells = start_ammo_cells;
742                         self.ammo_fuel = start_ammo_fuel;
743                         self.health = start_health;
744                         self.armorvalue = start_armorvalue;
745                         WEPSET_COPY_EA(self, start_weapons);
746                 }
747
748                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
749                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
750                 else
751                         self.superweapons_finished = 0;
752
753                 if(g_weaponarena_random)
754                 {
755                         if(g_weaponarena_random_with_laser)
756                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
757                         W_RandomWeapons(self, g_weaponarena_random);
758                         if(g_weaponarena_random_with_laser)
759                                 WEPSET_OR_EW(self, WEP_LASER);
760                 }
761
762                 self.items = start_items;
763
764                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
765                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
766                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
767                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
768                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
769                 //extend the pause of rotting if client was reset at the beginning of the countdown
770                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
771                         self.spawnshieldtime += game_starttime - time;
772                         self.pauserotarmor_finished += game_starttime - time;
773                         self.pauserothealth_finished += game_starttime - time;
774                         self.pauseregen_finished += game_starttime - time;
775                 }
776                 self.damageforcescale = 2;
777                 self.death_time = 0;
778                 self.respawn_time = 0;
779                 self.scale = 0;
780                 self.fade_time = 0;
781                 self.pain_frame = 0;
782                 self.pain_finished = 0;
783                 self.strength_finished = 0;
784                 self.invincible_finished = 0;
785                 self.pushltime = 0;
786                 // players have no think function
787                 self.think = SUB_Null;
788                 self.nextthink = 0;
789                 self.hook_time = 0;
790                 self.dmg_team = 0;
791                 self.ballistics_density = autocvar_g_ballistics_density_player;
792
793                 self.metertime = 0;
794
795                 self.runes = 0;
796
797                 self.deadflag = DEAD_NO;
798
799                 self.angles = spot.angles;
800
801                 self.angles_z = 0; // never spawn tilted even if the spot says to
802                 self.fixangle = TRUE; // turn this way immediately
803                 self.velocity = '0 0 0';
804                 self.avelocity = '0 0 0';
805                 self.punchangle = '0 0 0';
806                 self.punchvector = '0 0 0';
807                 self.oldvelocity = self.velocity;
808                 self.fire_endtime = -1;
809
810                 msg_entity = self;
811                 WRITESPECTATABLE_MSG_ONE({
812                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
813                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
814                 });
815
816                 self.model = "";
817                 FixPlayermodel();
818                 self.drawonlytoclient = world;
819
820                 self.crouch = FALSE;
821                 self.view_ofs = PL_VIEW_OFS;
822                 setsize (self, PL_MIN, PL_MAX);
823                 self.spawnorigin = spot.origin;
824                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
825                 // don't reset back to last position, even if new position is stuck in solid
826                 self.oldorigin = self.origin;
827                 self.prevorigin = self.origin;
828                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
829                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
830         self.hud = HUD_NORMAL;
831
832                 if(g_arena)
833                 {
834                         Spawnqueue_Remove(self);
835                         Spawnqueue_Mark(self);
836                 }
837                 else if(g_ca)
838                         self.caplayer = 1;
839
840                 self.event_damage = PlayerDamage;
841
842                 self.bot_attack = TRUE;
843
844                 self.statdraintime = time + 5;
845                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
846
847                 if(self.killcount == -666) {
848                         PlayerScore_Clear(self);
849                         self.killcount = 0;
850                 }
851
852                 CL_SpawnWeaponentity();
853                 self.alpha = default_player_alpha;
854                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
855                 self.exteriorweaponentity.alpha = default_weapon_alpha;
856
857                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
858                 self.lms_traveled_distance = 0;
859                 self.speedrunning = FALSE;
860
861                 race_PostSpawn(spot);
862
863                 //stuffcmd(self, "chase_active 0");
864                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
865
866                 if (autocvar_g_spawnsound)
867                         sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
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         } else if(self.classname == "observer") {
921                 PutObserverInServer ();
922         }
923 }
924
925 .float ebouncefactor, ebouncestop; // electro's values
926 // TODO do we need all these fields, or should we stop autodetecting runtime
927 // changes and just have a console command to update this?
928 float ClientInit_SendEntity(entity to, float sf)
929 {
930         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
931         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
932         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
933         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
934         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
935         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
936         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
937         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
938         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
939         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
940         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
941         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
942         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
943         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
944         if(sv_foginterval && world.fog != "")
945                 WriteString(MSG_ENTITY, world.fog);
946         else
947                 WriteString(MSG_ENTITY, "");
948         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
949         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
950         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
951         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
952         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
953         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
954         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
955         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
956         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
957         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
958         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
959         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
960         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
961         return TRUE;
962 }
963
964 void ClientInit_CheckUpdate()
965 {
966         self.nextthink = time;
967         if(self.count != autocvar_g_balance_armor_blockpercent)
968         {
969                 self.count = autocvar_g_balance_armor_blockpercent;
970                 self.SendFlags |= 1;
971         }
972         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
973         {
974                 self.cnt = autocvar_g_balance_weaponswitchdelay;
975                 self.SendFlags |= 1;
976         }
977         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
978         {
979                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
980                 self.SendFlags |= 1;
981         }
982         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
983         {
984                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
985                 self.SendFlags |= 1;
986         }
987         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
988         {
989                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
990                 self.SendFlags |= 1;
991         }
992         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
993         {
994                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
995                 self.SendFlags |= 1;
996         }
997 }
998
999 void ClientInit_Spawn()
1000 {
1001         entity o;
1002         entity e;
1003         e = spawn();
1004         e.classname = "clientinit";
1005         e.think = ClientInit_CheckUpdate;
1006         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1007
1008         o = self;
1009         self = e;
1010         ClientInit_CheckUpdate();
1011         self = o;
1012 }
1013
1014 /*
1015 =============
1016 SetNewParms
1017 =============
1018 */
1019 void SetNewParms (void)
1020 {
1021         // initialize parms for a new player
1022         parm1 = -(86400 * 366);
1023 }
1024
1025 /*
1026 =============
1027 SetChangeParms
1028 =============
1029 */
1030 void SetChangeParms (void)
1031 {
1032         // save parms for level change
1033         parm1 = self.parm_idlesince - time;
1034 }
1035
1036 /*
1037 =============
1038 DecodeLevelParms
1039 =============
1040 */
1041 void DecodeLevelParms (void)
1042 {
1043         // load parms
1044         self.parm_idlesince = parm1;
1045         if(self.parm_idlesince == -(86400 * 366))
1046                 self.parm_idlesince = time;
1047
1048         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1049         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1050 }
1051
1052 /*
1053 =============
1054 ClientKill
1055
1056 Called when a client types 'kill' in the console
1057 =============
1058 */
1059
1060 .float clientkill_nexttime;
1061 void ClientKill_Now_TeamChange()
1062 {
1063         if(self.killindicator_teamchange == -1)
1064         {
1065                 self.team = -1;
1066                 JoinBestTeam( self, FALSE, FALSE );
1067         }
1068         else if(self.killindicator_teamchange == -2)
1069         {
1070                 if(g_ca)
1071                         self.caplayer = 0;
1072                 if(blockSpectators)
1073                         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"));
1074                 PutObserverInServer();
1075         }
1076         else
1077                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1078 }
1079
1080 void ClientKill_Now()
1081 {
1082         if(self.vehicle)
1083         {
1084             vehicles_exit(VHEF_RELESE);
1085             if(!self.killindicator_teamchange)
1086             {
1087             self.vehicle_health = -1;
1088             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1089             }
1090         }
1091
1092         if(self.killindicator && !wasfreed(self.killindicator))
1093                 remove(self.killindicator);
1094
1095         self.killindicator = world;
1096
1097         if(self.killindicator_teamchange)
1098                 ClientKill_Now_TeamChange();
1099
1100         // in any case:
1101         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1102
1103         // now I am sure the player IS dead
1104 }
1105 void KillIndicator_Think()
1106 {
1107         if (gameover)
1108         {
1109                 self.owner.killindicator = world;
1110                 remove(self);
1111                 return;
1112         }
1113
1114         if (self.owner.alpha < 0)
1115         {
1116                 self.owner.killindicator = world;
1117                 remove(self);
1118                 return;
1119         }
1120
1121         if(self.cnt <= 0)
1122         {
1123                 self = self.owner;
1124                 ClientKill_Now(); // no oldself needed
1125                 return;
1126         }
1127     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1128     {
1129         self.nextthink = time + 1;
1130         self.cnt -= 1;
1131     }
1132         else
1133         {
1134                 if(self.cnt <= 10)
1135                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1136                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1137                 {
1138                         if(self.cnt <= 10)
1139                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1140                 }
1141                 self.nextthink = time + 1;
1142                 self.cnt -= 1;
1143         }
1144 }
1145
1146 float clientkilltime;
1147 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1148 {
1149         float killtime;
1150         float starttime;
1151         entity e;
1152
1153         if (gameover)
1154                 return;
1155
1156         killtime = autocvar_g_balance_kill_delay;
1157
1158         if(g_race_qualifying || g_cts)
1159                 killtime = 0;
1160
1161     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1162     {
1163                 remove(self.killindicator);
1164                 self.killindicator = world;
1165
1166         ClientKill_Now(); // allow instant kill in this case
1167         return;
1168     }
1169
1170         self.killindicator_teamchange = targetteam;
1171
1172     if(!self.killindicator)
1173         {
1174                 if(self.deadflag == DEAD_NO)
1175                 {
1176                         killtime = max(killtime, self.clientkill_nexttime - time);
1177                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1178                 }
1179
1180                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1181                 {
1182                         ClientKill_Now();
1183                 }
1184                 else
1185                 {
1186                         starttime = max(time, clientkilltime);
1187
1188                         self.killindicator = spawn();
1189                         self.killindicator.owner = self;
1190                         self.killindicator.scale = 0.5;
1191                         setattachment(self.killindicator, self, "");
1192                         setorigin(self.killindicator, '0 0 52');
1193                         self.killindicator.think = KillIndicator_Think;
1194                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1195                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1196                         self.killindicator.cnt = ceil(killtime);
1197                         self.killindicator.count = bound(0, ceil(killtime), 10);
1198                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1199
1200                         for(e = world; (e = find(e, classname, "body")) != world; )
1201                         {
1202                                 if(e.enemy != self)
1203                                         continue;
1204                                 e.killindicator = spawn();
1205                                 e.killindicator.owner = e;
1206                                 e.killindicator.scale = 0.5;
1207                                 setattachment(e.killindicator, e, "");
1208                                 setorigin(e.killindicator, '0 0 52');
1209                                 e.killindicator.think = KillIndicator_Think;
1210                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1211                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1212                                 e.killindicator.cnt = ceil(killtime);
1213                         }
1214                         self.lip = 0;
1215                 }
1216         }
1217         if(self.killindicator)
1218         {
1219                 if(targetteam == 0) // just die
1220                 {
1221                         self.killindicator.colormod = '0 0 0';
1222                         if(clienttype(self) == CLIENTTYPE_REAL)
1223                         if(self.killindicator.cnt > 0)
1224                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1225                 }
1226                 else if(targetteam == -1) // auto
1227                 {
1228                         self.killindicator.colormod = '0 1 0';
1229                         if(clienttype(self) == CLIENTTYPE_REAL)
1230                         if(self.killindicator.cnt > 0)
1231                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1232                 }
1233                 else if(targetteam == -2) // spectate
1234                 {
1235                         self.killindicator.colormod = '0.5 0.5 0.5';
1236                         if(clienttype(self) == CLIENTTYPE_REAL)
1237                         if(self.killindicator.cnt > 0)
1238                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1239                 }
1240                 else
1241                 {
1242                         self.killindicator.colormod = TeamColor(targetteam);
1243                         if(clienttype(self) == CLIENTTYPE_REAL)
1244                         if(self.killindicator.cnt > 0)
1245                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1246                 }
1247         }
1248
1249 }
1250
1251 void ClientKill (void)
1252 {
1253         if (gameover)
1254                 return;
1255
1256         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1257         {
1258                 // do nothing
1259         }
1260     else if(self.freezetag_frozen)
1261     {
1262         // do nothing
1263     }
1264         else
1265                 ClientKill_TeamChange(0);
1266 }
1267
1268 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
1269 {
1270     e.killindicator = spawn();
1271     e.killindicator.owner = e;
1272     e.killindicator.think = KillIndicator_Think;
1273     e.killindicator.nextthink = time + (e.lip) * 0.05;
1274     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1275     e.killindicator.health = 1; // this is used to indicate that it should be silent
1276     e.lip = 0;
1277 }
1278
1279 void FixClientCvars(entity e)
1280 {
1281         // send prediction settings to the client
1282         stuffcmd(e, "\nin_bindmap 0 0\n");
1283         if(g_race || g_cts)
1284                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1285         if(autocvar_g_antilag == 3) // client side hitscan
1286                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1287         if(sv_gentle)
1288                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1289         /*
1290          * we no longer need to stuff this. Remove this comment block if you feel
1291          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1292         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1293         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1294         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1295         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1296         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1297         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1298         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1299         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1300         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1301         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1302         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1303         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1304         stuffcmd(e, "cl_movement_edgefriction 1\n");
1305          */
1306 }
1307
1308 float PlayerInIDList(entity p, string idlist)
1309 {
1310         float n, i;
1311         string s;
1312
1313         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1314         if not(p.crypto_idfp)
1315                 return 0;
1316
1317         // this function allows abbreviated player IDs too!
1318         n = tokenize_console(idlist);
1319         for(i = 0; i < n; ++i)
1320         {
1321                 s = argv(i);
1322                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1323                         return 1;
1324         }
1325
1326         return 0;
1327 }
1328
1329 /*
1330 =============
1331 ClientConnect
1332
1333 Called when a client connects to the server
1334 =============
1335 */
1336 string ColoredTeamName(float t);
1337 void DecodeLevelParms (void);
1338 //void dom_player_join_team(entity pl);
1339 void set_dom_state(entity e);
1340 void ClientConnect (void)
1341 {
1342         float t;
1343
1344         if(self.flags & FL_CLIENT)
1345         {
1346                 print("Warning: ClientConnect, but already connected!\n");
1347                 return;
1348         }
1349
1350         if(Ban_MaybeEnforceBan(self))
1351                 return;
1352
1353         DecodeLevelParms();
1354
1355 #ifdef WATERMARK
1356         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1357 #endif
1358
1359         self.classname = "player_joining";
1360
1361         self.flags = FL_CLIENT;
1362         self.version_nagtime = time + 10 + random() * 10;
1363
1364         if(player_count<0)
1365         {
1366                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1367                 player_count = 0;
1368         }
1369
1370         PlayerScore_Attach(self);
1371         ClientData_Attach();
1372         accuracy_init(self);
1373
1374         bot_clientconnect();
1375
1376         playerdemo_init();
1377
1378         anticheat_init();
1379
1380         race_PreSpawnObserver();
1381
1382         //if(g_domination)
1383         //      dom_player_join_team(self);
1384
1385         // identify the right forced team
1386         if(autocvar_g_campaign)
1387         {
1388                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1389                 {
1390                         switch(autocvar_g_campaign_forceteam)
1391                         {
1392                                 case 1: self.team_forced = COLOR_TEAM1; break;
1393                                 case 2: self.team_forced = COLOR_TEAM2; break;
1394                                 case 3: self.team_forced = COLOR_TEAM3; break;
1395                                 case 4: self.team_forced = COLOR_TEAM4; break;
1396                                 default: self.team_forced = 0;
1397                         }
1398                 }
1399         }
1400         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1401                 self.team_forced = COLOR_TEAM1;
1402         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1403                 self.team_forced = COLOR_TEAM2;
1404         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1405                 self.team_forced = COLOR_TEAM3;
1406         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1407                 self.team_forced = COLOR_TEAM4;
1408         else if(autocvar_g_forced_team_otherwise == "red")
1409                 self.team_forced = COLOR_TEAM1;
1410         else if(autocvar_g_forced_team_otherwise == "blue")
1411                 self.team_forced = COLOR_TEAM2;
1412         else if(autocvar_g_forced_team_otherwise == "yellow")
1413                 self.team_forced = COLOR_TEAM3;
1414         else if(autocvar_g_forced_team_otherwise == "pink")
1415                 self.team_forced = COLOR_TEAM4;
1416         else if(autocvar_g_forced_team_otherwise == "spectate")
1417                 self.team_forced = -1;
1418         else if(autocvar_g_forced_team_otherwise == "spectator")
1419                 self.team_forced = -1;
1420         else
1421                 self.team_forced = 0;
1422
1423         if(!teamplay)
1424                 if(self.team_forced > 0)
1425                         self.team_forced = 0;
1426
1427         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1428
1429         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1430                 self.classname = "observer";
1431         } else {
1432                 if(teamplay)
1433                 {
1434                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1435                         {
1436                                 self.classname = "player";
1437                                 campaign_bots_may_start = 1;
1438                         }
1439                         else
1440                         {
1441                                 self.classname = "observer"; // do it anyway
1442                         }
1443                 }
1444                 else
1445                 {
1446                         self.classname = "player";
1447                         campaign_bots_may_start = 1;
1448                 }
1449         }
1450
1451         self.playerid = (playerid_last = playerid_last + 1);
1452
1453         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1454
1455     if(clienttype(self) == CLIENTTYPE_BOT)
1456         PlayerStats_AddPlayer(self);
1457
1458         if(autocvar_sv_eventlog)
1459                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1460
1461         LogTeamchange(self.playerid, self.team, 1);
1462
1463         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1464
1465         self.netname_previous = strzone(self.netname);
1466
1467         bprint("^4", self.netname, "^4 connected");
1468
1469         if(self.classname != "observer" && (g_domination || g_ctf))
1470                 bprint(" and joined the ", ColoredTeamName(self.team));
1471
1472         bprint("\n");
1473
1474         stuffcmd(self, strcat(clientstuff, "\n"));
1475         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1476
1477         FixClientCvars(self);
1478
1479         // spawnfunc_waypoint sprites
1480         WaypointSprite_InitClient(self);
1481
1482         // Wazat's grappling hook
1483         SetGrappleHookBindings();
1484
1485         // get version info from player
1486         stuffcmd(self, "cmd clientversion $gameversion\n");
1487
1488         // get other cvars from player
1489         GetCvars(0);
1490
1491         // notify about available teams
1492         if(teamplay)
1493         {
1494                 CheckAllowedTeams(self);
1495                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1496                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1497         }
1498         else
1499                 stuffcmd(self, "set _teams_available 0\n");
1500
1501         if(g_arena || g_ca)
1502         {
1503                 self.classname = "observer";
1504                 if(g_arena)
1505                         Spawnqueue_Insert(self);
1506         }
1507
1508         attach_entcs();
1509
1510         bot_relinkplayerlist();
1511
1512         self.spectatortime = time;
1513         if(blockSpectators)
1514         {
1515                 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"));
1516         }
1517
1518         self.jointime = time;
1519         self.allowed_timeouts = autocvar_sv_timeout_number;
1520
1521         if(clienttype(self) == CLIENTTYPE_REAL)
1522         {
1523                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1524                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1525         }
1526
1527         if(g_lms)
1528         {
1529                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1530                 {
1531                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1532                         self.frags = FRAGS_SPECTATOR;
1533                 }
1534         }
1535
1536         if(!sv_foginterval && world.fog != "")
1537                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1538
1539         SoundEntity_Attach(self);
1540
1541         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1542         {
1543                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1544                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1545         }
1546         else
1547                 self.hitplotfh = -1;
1548
1549         if(g_race || g_cts) {
1550                 string rr;
1551                 if(g_cts)
1552                         rr = CTS_RECORD;
1553                 else
1554                         rr = RACE_RECORD;
1555                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1556
1557                 msg_entity = self;
1558                 race_send_recordtime(MSG_ONE);
1559                 race_send_speedaward(MSG_ONE);
1560
1561                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1562                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1563                 race_send_speedaward_alltimebest(MSG_ONE);
1564
1565                 float i;
1566                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1567                         race_SendRankings(i, 0, 0, MSG_ONE);
1568                 }
1569         }
1570         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1571                 send_CSQC_teamnagger();
1572
1573         if (g_domination)
1574                 set_dom_state(self);
1575
1576         CheatInitClient();
1577
1578         if(!autocvar_g_campaign)
1579                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1580
1581         CSQCMODEL_AUTOINIT();
1582
1583         self.model_randomizer = random();
1584     
1585     if(clienttype(self) != CLIENTTYPE_REAL)
1586         return;
1587         
1588     sv_notice_join();
1589 }
1590 /*
1591 =============
1592 ClientDisconnect
1593
1594 Called when a client disconnects from the server
1595 =============
1596 */
1597 .entity chatbubbleentity;
1598 void ReadyCount();
1599 void ClientDisconnect (void)
1600 {
1601         if(self.vehicle)
1602             vehicles_exit(VHEF_RELESE);
1603
1604         if not(self.flags & FL_CLIENT)
1605         {
1606                 print("Warning: ClientDisconnect without ClientConnect\n");
1607                 return;
1608         }
1609
1610         PlayerStats_AddGlobalInfo(self);
1611
1612         CheatShutdownClient();
1613
1614         if(self.hitplotfh >= 0)
1615         {
1616                 fclose(self.hitplotfh);
1617                 self.hitplotfh = -1;
1618         }
1619
1620         anticheat_report();
1621         anticheat_shutdown();
1622
1623         playerdemo_shutdown();
1624
1625         bot_clientdisconnect();
1626
1627         if(self.entcs)
1628                 detach_entcs();
1629
1630         if(autocvar_sv_eventlog)
1631                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1632         bprint ("^4",self.netname);
1633         bprint ("^4 disconnected\n");
1634
1635         SoundEntity_Detach(self);
1636
1637         DropAllRunes(self);
1638         MUTATOR_CALLHOOK(ClientDisconnect);
1639
1640         Portal_ClearAll(self);
1641
1642         RemoveGrapplingHook(self);
1643
1644         // Here, everything has been done that requires this player to be a client.
1645
1646         self.flags &~= FL_CLIENT;
1647
1648         if (self.chatbubbleentity)
1649                 remove (self.chatbubbleentity);
1650
1651         if (self.killindicator)
1652                 remove (self.killindicator);
1653
1654         WaypointSprite_PlayerGone();
1655
1656         bot_relinkplayerlist();
1657
1658         if(g_arena)
1659         {
1660                 Spawnqueue_Unmark(self);
1661                 Spawnqueue_Remove(self);
1662         }
1663
1664         accuracy_free(self);
1665         ClientData_Detach();
1666         PlayerScore_Detach(self);
1667
1668         if(self.netname_previous)
1669                 strunzone(self.netname_previous);
1670         if(self.clientstatus)
1671                 strunzone(self.clientstatus);
1672         if(self.weaponorder_byimpulse)
1673                 strunzone(self.weaponorder_byimpulse);
1674
1675         ClearPlayerSounds();
1676
1677         if(self.personal)
1678                 remove(self.personal);
1679
1680         self.playerid = 0;
1681         ReadyCount();
1682
1683         // free cvars
1684         GetCvars(-1);
1685 }
1686
1687 .float BUTTON_CHAT;
1688 void ChatBubbleThink()
1689 {
1690         self.nextthink = time;
1691         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1692         {
1693                 if(self.owner) // but why can that ever be world?
1694                         self.owner.chatbubbleentity = world;
1695                 remove(self);
1696                 return;
1697         }
1698         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1699 #ifdef TETRIS
1700                 || self.owner.tetris_on
1701 #endif
1702         )
1703                 self.model = self.mdl;
1704         else
1705                 self.model = "";
1706 }
1707
1708 void UpdateChatBubble()
1709 {
1710         if (self.alpha < 0)
1711                 return;
1712         // spawn a chatbubble entity if needed
1713         if (!self.chatbubbleentity)
1714         {
1715                 self.chatbubbleentity = spawn();
1716                 self.chatbubbleentity.owner = self;
1717                 self.chatbubbleentity.exteriormodeltoclient = self;
1718                 self.chatbubbleentity.think = ChatBubbleThink;
1719                 self.chatbubbleentity.nextthink = time;
1720                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1721                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1722                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1723                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1724                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1725                 self.chatbubbleentity.model = "";
1726                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1727         }
1728 }
1729
1730
1731 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1732 // added to the model skins
1733 /*void UpdateColorModHack()
1734 {
1735         float c;
1736         c = self.clientcolors & 15;
1737         // LordHavoc: only bothering to support white, green, red, yellow, blue
1738              if (!teamplay) self.colormod = '0 0 0';
1739         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1740         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1741         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1742         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1743         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1744         else self.colormod = '1 1 1';
1745 }*/
1746
1747 void respawn(void)
1748 {
1749         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1750         {
1751                 self.solid = SOLID_NOT;
1752                 self.takedamage = DAMAGE_NO;
1753                 self.movetype = MOVETYPE_FLY;
1754                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1755                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1756                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1757                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1758                 if(autocvar_g_respawn_ghosts_maxtime)
1759                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1760         }
1761
1762         CopyBody(1);
1763
1764         self.effects |= EF_NODRAW; // prevent another CopyBody
1765         PutClientInServer();
1766 }
1767
1768 void play_countdown(float finished, string samp)
1769 {
1770         if(clienttype(self) == CLIENTTYPE_REAL)
1771                 if(floor(finished - time - frametime) != floor(finished - time))
1772                         if(finished - time < 6)
1773                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1774 }
1775
1776 void player_powerups (void)
1777 {
1778         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1779         olditems = self.items;
1780
1781         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1782         {
1783                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1784                 self.modelflags |= MF_ROCKET;
1785         }
1786         else
1787         {
1788                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1789                 self.modelflags &~= MF_ROCKET;
1790         }
1791
1792         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1793
1794         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1795                 return;
1796
1797         Fire_ApplyDamage(self);
1798         Fire_ApplyEffect(self);
1799
1800         if (g_minstagib)
1801         {
1802                 self.effects |= EF_FULLBRIGHT;
1803
1804                 if (self.items & IT_STRENGTH)
1805                 {
1806                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1807                         if (time > self.strength_finished)
1808                         {
1809                                 self.alpha = default_player_alpha;
1810                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1811                                 self.items &~= IT_STRENGTH;
1812                                 sprint(self, "^3Invisibility has worn off\n");
1813                         }
1814                 }
1815                 else
1816                 {
1817                         if (time < self.strength_finished)
1818                         {
1819                                 self.alpha = g_minstagib_invis_alpha;
1820                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1821                                 self.items |= IT_STRENGTH;
1822                                 sprint(self, "^3You are invisible\n");
1823                         }
1824                 }
1825
1826                 if (self.items & IT_INVINCIBLE)
1827                 {
1828                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1829                         if (time > self.invincible_finished)
1830                         {
1831                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1832                                 sprint(self, "^3Speed has worn off\n");
1833                         }
1834                 }
1835                 else
1836                 {
1837                         if (time < self.invincible_finished)
1838                         {
1839                                 self.items = self.items | IT_INVINCIBLE;
1840                                 sprint(self, "^3You are on speed\n");
1841                         }
1842                 }
1843         }
1844         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.
1845         {
1846                 if (self.items & IT_STRENGTH)
1847                 {
1848                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1849                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1850                         if (time > self.strength_finished)
1851                         {
1852                                 self.items = self.items - (self.items & IT_STRENGTH);
1853                                 sprint(self, "^3Strength has worn off\n");
1854                         }
1855                 }
1856                 else
1857                 {
1858                         if (time < self.strength_finished)
1859                         {
1860                                 self.items = self.items | IT_STRENGTH;
1861                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1862                         }
1863                 }
1864                 if (self.items & IT_INVINCIBLE)
1865                 {
1866                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1867                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1868                         if (time > self.invincible_finished)
1869                         {
1870                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1871                                 sprint(self, "^3Shield has worn off\n");
1872                         }
1873                 }
1874                 else
1875                 {
1876                         if (time < self.invincible_finished)
1877                         {
1878                                 self.items = self.items | IT_INVINCIBLE;
1879                                 sprint(self, "^3Shield surrounds you\n");
1880                         }
1881                 }
1882                 if (self.items & IT_SUPERWEAPON)
1883                 {
1884                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1885                         {
1886                                 self.superweapons_finished = 0;
1887                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1888                                 sprint(self, "^3Superweapons have been lost\n");
1889                         }
1890                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1891                         {
1892                                 // don't let them run out
1893                         }
1894                         else
1895                         {
1896                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1897                                 if (time > self.superweapons_finished)
1898                                 {
1899                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1900                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1901                                         sprint(self, "^3Superweapons have broken down\n");
1902                                 }
1903                         }
1904                 }
1905                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1906                 {
1907                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1908                         {
1909                                 self.items = self.items | IT_SUPERWEAPON;
1910                                 sprint(self, "^3You now have a superweapon\n");
1911                         }
1912                         else
1913                         {
1914                                 self.superweapons_finished = 0;
1915                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1916                         }
1917                 }
1918                 else
1919                 {
1920                         self.superweapons_finished = 0;
1921                 }
1922         }
1923         
1924         if(autocvar_g_nodepthtestplayers)
1925                 self.effects = self.effects | EF_NODEPTHTEST;
1926
1927         if(autocvar_g_fullbrightplayers)
1928                 self.effects = self.effects | EF_FULLBRIGHT;
1929
1930         // midair gamemode: damage only while in the air
1931         // if in midair mode, being on ground grants temporary invulnerability
1932         // (this is so that multishot weapon don't clear the ground flag on the
1933         // first damage in the frame, leaving the player vulnerable to the
1934         // remaining hits in the same frame)
1935         if (self.flags & FL_ONGROUND)
1936         if (g_midair)
1937                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1938
1939         if (time >= game_starttime)
1940         if (time < self.spawnshieldtime)
1941                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1942
1943         MUTATOR_CALLHOOK(PlayerPowerups);
1944 }
1945
1946 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1947 {
1948         if(current > stable)
1949                 return current;
1950         else if(current > stable - 0.25) // when close enough, "snap"
1951                 return stable;
1952         else
1953                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1954 }
1955
1956 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1957 {
1958         if(current < stable)
1959                 return current;
1960         else if(current < stable + 0.25) // when close enough, "snap"
1961                 return stable;
1962         else
1963                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1964 }
1965
1966 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1967 {
1968         if(current > rotstable)
1969         {
1970                 if(rotframetime > 0)
1971                 {
1972                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1973                         current = max(rotstable, current - rotlinear * rotframetime);
1974                 }
1975         }
1976         else if(current < regenstable)
1977         {
1978                 if(regenframetime > 0)
1979                 {
1980                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1981                         current = min(regenstable, current + regenlinear * regenframetime);
1982                 }
1983         }
1984
1985         if(current > limit)
1986                 current = limit;
1987
1988         return current;
1989 }
1990
1991 void player_regen (void)
1992 {
1993         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1994         maxh = autocvar_g_balance_health_rotstable;
1995         maxa = autocvar_g_balance_armor_rotstable;
1996         maxf = autocvar_g_balance_fuel_rotstable;
1997         minh = autocvar_g_balance_health_regenstable;
1998         mina = autocvar_g_balance_armor_regenstable;
1999         minf = autocvar_g_balance_fuel_regenstable;
2000         limith = autocvar_g_balance_health_limit;
2001         limita = autocvar_g_balance_armor_limit;
2002         limitf = autocvar_g_balance_fuel_limit;
2003
2004         max_mod = regen_mod = rot_mod = limit_mod = 1;
2005
2006         if (self.runes & RUNE_REGEN)
2007         {
2008                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2009                 {
2010                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2011                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2012                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2013                 }
2014                 else
2015                 {
2016                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2017                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2018                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2019                 }
2020         }
2021         else if (self.runes & CURSE_VENOM)
2022         {
2023                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2024                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2025                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2026                 else
2027                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2028                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2029                 //if (!self.runes & RUNE_REGEN)
2030                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2031         }
2032         maxh = maxh * max_mod;
2033         //maxa = maxa * max_mod;
2034         //maxf = maxf * max_mod;
2035         minh = minh * max_mod;
2036         //mina = mina * max_mod;
2037         //minf = minf * max_mod;
2038         limith = limith * limit_mod;
2039         limita = limita * limit_mod;
2040         //limitf = limitf * limit_mod;
2041
2042         if(g_lms && g_ca)
2043                 rot_mod = 0;
2044
2045         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2046         {
2047                 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);
2048                 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);
2049
2050                 // if player rotted to death...  die!
2051                 if(self.health < 1)
2052                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2053         }
2054
2055         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2056                 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);
2057 }
2058
2059 float zoomstate_set;
2060 void SetZoomState(float z)
2061 {
2062         if(z != self.zoomstate)
2063         {
2064                 self.zoomstate = z;
2065                 ClientData_Touch(self);
2066         }
2067         zoomstate_set = 1;
2068 }
2069
2070 void GetPressedKeys(void) {
2071         MUTATOR_CALLHOOK(GetPressedKeys);
2072         if (self.movement_x > 0) // get if movement keys are pressed
2073         {       // forward key pressed
2074                 self.pressedkeys |= KEY_FORWARD;
2075                 self.pressedkeys &~= KEY_BACKWARD;
2076         }
2077         else if (self.movement_x < 0)
2078         {       // backward key pressed
2079                 self.pressedkeys |= KEY_BACKWARD;
2080                 self.pressedkeys &~= KEY_FORWARD;
2081         }
2082         else
2083         {       // no x input
2084                 self.pressedkeys &~= KEY_FORWARD;
2085                 self.pressedkeys &~= KEY_BACKWARD;
2086         }
2087
2088         if (self.movement_y > 0)
2089         {       // right key pressed
2090                 self.pressedkeys |= KEY_RIGHT;
2091                 self.pressedkeys &~= KEY_LEFT;
2092         }
2093         else if (self.movement_y < 0)
2094         {       // left key pressed
2095                 self.pressedkeys |= KEY_LEFT;
2096                 self.pressedkeys &~= KEY_RIGHT;
2097         }
2098         else
2099         {       // no y input
2100                 self.pressedkeys &~= KEY_RIGHT;
2101                 self.pressedkeys &~= KEY_LEFT;
2102         }
2103
2104         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2105                 self.pressedkeys |= KEY_JUMP;
2106         else
2107                 self.pressedkeys &~= KEY_JUMP;
2108         if (self.BUTTON_CROUCH)
2109                 self.pressedkeys |= KEY_CROUCH;
2110         else
2111                 self.pressedkeys &~= KEY_CROUCH;
2112 }
2113
2114 /*
2115 ======================
2116 spectate mode routines
2117 ======================
2118 */
2119
2120 void SpectateCopy(entity spectatee) {
2121         other = spectatee;
2122         MUTATOR_CALLHOOK(SpectateCopy);
2123         self.armortype = spectatee.armortype;
2124         self.armorvalue = spectatee.armorvalue;
2125         self.ammo_cells = spectatee.ammo_cells;
2126         self.ammo_shells = spectatee.ammo_shells;
2127         self.ammo_nails = spectatee.ammo_nails;
2128         self.ammo_rockets = spectatee.ammo_rockets;
2129         self.ammo_fuel = spectatee.ammo_fuel;
2130         self.clip_load = spectatee.clip_load;
2131         self.clip_size = spectatee.clip_size;
2132         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2133         self.health = spectatee.health;
2134         self.impulse = 0;
2135         self.items = spectatee.items;
2136         self.last_pickup = spectatee.last_pickup;
2137         self.hit_time = spectatee.hit_time;
2138         self.metertime = spectatee.metertime;
2139         self.strength_finished = spectatee.strength_finished;
2140         self.invincible_finished = spectatee.invincible_finished;
2141         self.pressedkeys = spectatee.pressedkeys;
2142         WEPSET_COPY_EE(self, spectatee);
2143         self.switchweapon = spectatee.switchweapon;
2144         self.switchingweapon = spectatee.switchingweapon;
2145         self.weapon = spectatee.weapon;
2146         self.nex_charge = spectatee.nex_charge;
2147         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2148         self.hagar_load = spectatee.hagar_load;
2149         self.minelayer_mines = spectatee.minelayer_mines;
2150         self.punchangle = spectatee.punchangle;
2151         self.view_ofs = spectatee.view_ofs;
2152         self.v_angle = spectatee.v_angle;
2153         self.velocity = spectatee.velocity;
2154         self.dmg_take = spectatee.dmg_take;
2155         self.dmg_save = spectatee.dmg_save;
2156         self.dmg_inflictor = spectatee.dmg_inflictor;
2157         self.angles = spectatee.v_angle;
2158         if(!self.BUTTON_USE)
2159                 self.fixangle = TRUE;
2160         setorigin(self, spectatee.origin);
2161         setsize(self, spectatee.mins, spectatee.maxs);
2162         SetZoomState(spectatee.zoomstate);
2163
2164         anticheat_spectatecopy(spectatee);
2165
2166         //self.vehicle = spectatee.vehicle;
2167
2168         self.hud = spectatee.hud;
2169         if(spectatee.vehicle)
2170     {
2171         setorigin(self, spectatee.origin);
2172         self.velocity = spectatee.vehicle.velocity;
2173         self.v_angle += spectatee.vehicle.angles;
2174         //self.v_angle_x *= -1;
2175         self.vehicle_health = spectatee.vehicle_health;
2176         self.vehicle_shield = spectatee.vehicle_shield;
2177         self.vehicle_energy = spectatee.vehicle_energy;
2178         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2179         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2180         self.vehicle_reload1 = spectatee.vehicle_reload1;
2181         self.vehicle_reload2 = spectatee.vehicle_reload2;
2182         
2183         msg_entity = self;
2184         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2185         WriteEntity(MSG_ONE, spectatee);
2186         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2187     }
2188 }
2189
2190 float SpectateUpdate() {
2191         if(!self.enemy)
2192             return 0;           
2193
2194         if (self == self.enemy)
2195                 return 0;
2196
2197         if(self.enemy.classname != "player")
2198                 return 0;
2199
2200         SpectateCopy(self.enemy);
2201
2202         return 1;
2203 }
2204
2205
2206 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2207 entity CA_SpectateNext(entity start) {
2208         if (start.team == self.team) {
2209                 return start;
2210         }
2211         
2212         other = start;
2213         // continue from current player
2214         while(other && other.team != self.team) {
2215                 other = find(other, classname, "player");
2216         }
2217         
2218         if (!other) {
2219                 // restart from begining
2220                 other = find(other, classname, "player");
2221                 while(other && other.team != self.team) {
2222                         other = find(other, classname, "player");
2223                 }
2224         }
2225         
2226         return other;
2227 }
2228
2229 float SpectateNext() {
2230         other = find(self.enemy, classname, "player");
2231         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2232                 // CA and ca players when spectating enemies is forbidden
2233                 other = CA_SpectateNext(other);
2234         } else {
2235                 // other modes and ca spectators or spectating enemies is allowed
2236                 if (!other)
2237                         other = find(other, classname, "player");
2238         }
2239         
2240         if (other)
2241                 self.enemy = other;
2242
2243         if(self.enemy.classname == "player") {
2244             if(self.enemy.vehicle)
2245             {      
2246             msg_entity = self;
2247             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2248             WriteEntity(MSG_ONE, self.enemy);
2249             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2250             self.movetype = MOVETYPE_NONE;
2251             accuracy_resend(self);
2252             }
2253             else 
2254             {           
2255             msg_entity = self;
2256             WriteByte(MSG_ONE, SVC_SETVIEW);
2257             WriteEntity(MSG_ONE, self.enemy);
2258             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2259             self.movetype = MOVETYPE_NONE;
2260             accuracy_resend(self);
2261
2262             if(!SpectateUpdate())
2263                 PutObserverInServer();
2264         }
2265         return 1;
2266         } else {
2267                 return 0;
2268         }
2269 }
2270
2271 /*
2272 =============
2273 ShowRespawnCountdown()
2274
2275 Update a respawn countdown display.
2276 =============
2277 */
2278 void ShowRespawnCountdown()
2279 {
2280         float number;
2281         if(self.deadflag == DEAD_NO) // just respawned?
2282                 return;
2283         else
2284         {
2285                 number = ceil(self.respawn_time - time);
2286                 if(number <= 0)
2287                         return;
2288                 if(number <= self.respawn_countdown)
2289                 {
2290                         self.respawn_countdown = number - 1;
2291                         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
2292                                 AnnounceTo(self, strcat(ftos(number), ""));
2293                 }
2294         }
2295 }
2296
2297 .float prevent_join_msgtime;
2298 void LeaveSpectatorMode()
2299 {
2300         if(nJoinAllowed(self)) {
2301                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2302                         self.classname = "player";
2303
2304                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2305                                 JoinBestTeam(self, FALSE, TRUE);
2306
2307                         if(autocvar_g_campaign)
2308                                 campaign_bots_may_start = 1;
2309
2310                         PutClientInServer();
2311
2312                         if(self.classname == "player")
2313                                 bprint ("^4", self.netname, "^4 is playing now\n");
2314
2315                         if(!autocvar_g_campaign)
2316                         if (time < self.jointime + autocvar_welcome_message_time)
2317                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2318
2319                         if (self.prevent_join_msgtime)
2320                         {
2321                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2322                                 self.prevent_join_msgtime = 0;
2323                         }
2324
2325                         return;
2326                 } else {
2327                         if (g_ca && self.caplayer) {
2328                         }       // do nothing
2329                         else
2330                                 stuffcmd(self,"menu_showteamselect\n");
2331                         return;
2332                 }
2333         }
2334         else {
2335                 //player may not join because of g_maxplayers is set
2336                 if (time - self.prevent_join_msgtime > 2)
2337                 {
2338                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2339                         self.prevent_join_msgtime = time;
2340                 }
2341         }
2342 }
2343
2344 /**
2345  * Determines whether the player is allowed to join. This depends on cvar
2346  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2347  * it checks whether the number of currently playing players exceeds g_maxplayers.
2348  * @return int number of free slots for players, 0 if none
2349  */
2350 float nJoinAllowed(entity ignore) {
2351         if(!ignore)
2352         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2353         // so report 0 free slots if restricted
2354         {
2355                 if(autocvar_g_forced_team_otherwise == "spectate")
2356                         return 0;
2357                 if(autocvar_g_forced_team_otherwise == "spectator")
2358                         return 0;
2359         }
2360
2361         if(self.team_forced < 0)
2362                 return 0; // forced spectators can never join
2363
2364         // TODO simplify this
2365         entity e;
2366         float totalClients;
2367         FOR_EACH_CLIENT(e)
2368                 if(e != ignore)
2369                         totalClients += 1;
2370
2371         if (!autocvar_g_maxplayers)
2372                 return maxclients - totalClients;
2373
2374         float currentlyPlaying;
2375         FOR_EACH_REALPLAYER(e)
2376                 currentlyPlaying += 1;
2377
2378         if(currentlyPlaying < autocvar_g_maxplayers)
2379                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2380
2381         return 0;
2382 }
2383
2384 /**
2385  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2386  * g_maxplayers_spectator_blocktime seconds
2387  */
2388 void checkSpectatorBlock() {
2389         if(self.classname == "spectator" || self.classname == "observer") {
2390                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2391                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2392                         dropclient(self);
2393                 }
2394         }
2395 }
2396
2397 .float motd_actived_time; // used for both motd and campaign_message
2398 void PrintWelcomeMessage()
2399 {
2400         if (self.motd_actived_time == 0) { // is there already a message showing?
2401                 if (autocvar_g_campaign) {
2402                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2403                                 self.motd_actived_time = time;
2404                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2405                         }
2406                 } else {
2407                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2408                                 self.motd_actived_time = time;
2409                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2410                         }
2411                 }
2412         } else { // showing MOTD or campaign message
2413                 if (autocvar_g_campaign) {
2414                         if (self.BUTTON_INFO)
2415                                 self.motd_actived_time = time;
2416                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2417                                 self.motd_actived_time = 0;
2418                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2419                         }
2420                 } else {
2421                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2422                                 if (self.BUTTON_INFO)
2423                                         self.motd_actived_time = time;
2424                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2425                                         self.motd_actived_time = 0;
2426                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2427                                 }
2428                         }
2429                 }
2430         }
2431 }
2432
2433 void ObserverThink()
2434 {
2435         float prefered_movetype;
2436         if (self.flags & FL_JUMPRELEASED) {
2437                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2438                         self.flags &~= FL_JUMPRELEASED;
2439                         self.flags |= FL_SPAWNING;
2440                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2441                         self.flags &~= FL_JUMPRELEASED;
2442                         if(SpectateNext() == 1) {
2443                                 self.classname = "spectator";
2444                         }
2445                 } else {
2446                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2447                         if (self.movetype != prefered_movetype)
2448                                 self.movetype = prefered_movetype;
2449                 }
2450         } else {
2451                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2452                         self.flags |= FL_JUMPRELEASED;
2453                         if(self.flags & FL_SPAWNING)
2454                         {
2455                                 self.flags &~= FL_SPAWNING;
2456                                 LeaveSpectatorMode();
2457                                 return;
2458                         }
2459                 }
2460         }
2461
2462         PrintWelcomeMessage();
2463 }
2464
2465 void SpectatorThink()
2466 {
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) {
2472                         self.flags &~= FL_JUMPRELEASED;
2473                         if(SpectateNext() == 1) {
2474                                 self.classname = "spectator";
2475                         } else {
2476                                 self.classname = "observer";
2477                                 PutClientInServer();
2478                         }
2479                 } else if (self.BUTTON_ATCK2) {
2480                         self.flags &~= FL_JUMPRELEASED;
2481                         self.classname = "observer";
2482                         PutClientInServer();
2483                 } else {
2484                         if(!SpectateUpdate())
2485                                 PutObserverInServer();
2486                 }
2487         } else {
2488                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2489                         self.flags |= FL_JUMPRELEASED;
2490                         if(self.flags & FL_SPAWNING)
2491                         {
2492                                 self.flags &~= FL_SPAWNING;
2493                                 LeaveSpectatorMode();
2494                                 return;
2495                         }
2496                 }
2497                 if(!SpectateUpdate())
2498                         PutObserverInServer();
2499         }
2500
2501         PrintWelcomeMessage();
2502         self.flags |= FL_CLIENT | FL_NOTARGET;
2503 }
2504
2505 void PlayerUseKey()
2506 {
2507         if(self.classname != "player")
2508                 return;
2509
2510         if(self.vehicle)
2511         {
2512         vehicles_exit(VHEF_NORMAL);
2513         return;
2514         }
2515         
2516         // a use key was pressed; call handlers
2517         MUTATOR_CALLHOOK(PlayerUseKey);
2518 }
2519
2520 .float touchexplode_time;
2521
2522 /*
2523 =============
2524 PlayerPreThink
2525
2526 Called every frame for each client before the physics are run
2527 =============
2528 */
2529 .float usekeypressed;
2530 void() nexball_setstatus;
2531 .float items_added;
2532 void PlayerPreThink (void)
2533 {
2534         WarpZone_PlayerPhysics_FixVAngle();
2535
2536         self.stat_game_starttime = game_starttime;
2537         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2538         self.stat_leadlimit = autocvar_leadlimit;
2539
2540         if(frametime)
2541         {
2542                 // physics frames: update anticheat stuff
2543                 anticheat_prethink();
2544         }
2545
2546         if(blockSpectators && frametime)
2547                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2548                 checkSpectatorBlock();
2549
2550         zoomstate_set = 0;
2551
2552         if(self.netname_previous != self.netname)
2553         {
2554                 if(autocvar_sv_eventlog)
2555                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2556                 if(self.netname_previous)
2557                         strunzone(self.netname_previous);
2558                 self.netname_previous = strzone(self.netname);
2559         }
2560
2561         // version nagging
2562         if(self.version_nagtime)
2563                 if(self.cvar_g_xonoticversion)
2564                         if(time > self.version_nagtime)
2565                         {
2566                                 // don't notify git users
2567                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2568                                 {
2569                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2570                                         {
2571                                                 // notify release users if connecting to git
2572                                                 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");
2573                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2574                                         }
2575                                         else
2576                                         {
2577                                                 float r;
2578                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2579                                                 if(r < 0)
2580                                                 {
2581                                                         // give users new version
2582                                                         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");
2583                                                         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"));
2584                                                 }
2585                                                 else if(r > 0)
2586                                                 {
2587                                                         // notify users about old server version
2588                                                         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");
2589                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2590                                                 }
2591                                         }
2592                                 }
2593                                 self.version_nagtime = 0;
2594                         }
2595
2596         // GOD MODE info
2597         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2598         {
2599                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2600                 self.max_armorvalue = 0;
2601         }
2602
2603 #ifdef TETRIS
2604         if (TetrisPreFrame())
2605                 return;
2606 #endif
2607
2608         MUTATOR_CALLHOOK(PlayerPreThink);
2609
2610         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2611         {
2612                 if(self.BUTTON_USE && !self.usekeypressed)
2613                         PlayerUseKey();
2614                 self.usekeypressed = self.BUTTON_USE;
2615         }
2616
2617         PrintWelcomeMessage();
2618
2619         if(self.classname == "player") {
2620 //              if(self.netname == "Wazat")
2621 //                      bprint(self.classname, "\n");
2622
2623                 CheckRules_Player();
2624
2625                 if (intermission_running)
2626                 {
2627                         IntermissionThink ();   // otherwise a button could be missed between
2628                         return;                                 // the think tics
2629                 }
2630
2631                 //don't allow the player to turn around while game is paused!
2632                 if(timeout_status == TIMEOUT_ACTIVE) {
2633                         // FIXME turn this into CSQC stuff
2634                         self.v_angle = self.lastV_angle;
2635                         self.angles = self.lastV_angle;
2636                         self.fixangle = TRUE;
2637                 }
2638
2639                 if(frametime)
2640                 {
2641 #ifndef NO_LEGACY_NETWORKING
2642                         self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2643 #endif
2644
2645                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2646                         {
2647                                 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);
2648                                 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);
2649                                 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);
2650
2651                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2652                                 {
2653                                         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);
2654                                         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);
2655                                         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);
2656                                 }
2657                         }
2658                         else
2659                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2660
2661                         player_powerups();
2662                 }
2663
2664                 if (g_minstagib)
2665                         minstagib_ammocheck();
2666
2667                 if (self.deadflag != DEAD_NO)
2668                 {
2669                         float button_pressed, force_respawn;
2670                         if(self.personal && g_race_qualifying)
2671                         {
2672                                 if(time > self.respawn_time)
2673                                 {
2674                                         self.respawn_time = time + 1; // only retry once a second
2675                                         respawn();
2676                                         self.impulse = 141;
2677                                 }
2678                         }
2679                         else
2680                         {
2681                                 if(frametime)
2682                                         player_anim();
2683                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2684                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2685                                 if (self.deadflag == DEAD_DYING)
2686                                 {
2687                                         if(force_respawn)
2688                                                 self.deadflag = DEAD_RESPAWNING;
2689                                         else if(!button_pressed)
2690                                                 self.deadflag = DEAD_DEAD;
2691                                 }
2692                                 else if (self.deadflag == DEAD_DEAD)
2693                                 {
2694                                         if(button_pressed)
2695                                                 self.deadflag = DEAD_RESPAWNABLE;
2696                                 }
2697                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2698                                 {
2699                                         if(!button_pressed)
2700                                                 self.deadflag = DEAD_RESPAWNING;
2701                                 }
2702                                 else if (self.deadflag == DEAD_RESPAWNING)
2703                                 {
2704                                         if(time > self.respawn_time)
2705                                         {
2706                                                 self.respawn_time = time + 1; // only retry once a second
2707                                                 respawn();
2708                                         }
2709                                 }
2710                                 ShowRespawnCountdown();
2711                         }
2712                         return;
2713                 }
2714                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2715                 // so (self.deadflag == DEAD_NO) is always true in the code below
2716
2717                 if(g_touchexplode)
2718                 if(time > self.touchexplode_time)
2719                 if(self.classname == "player")
2720                 if(self.deadflag == DEAD_NO)
2721                 if not(IS_INDEPENDENT_PLAYER(self))
2722                 FOR_EACH_PLAYER(other) if(self != other)
2723                 {
2724                         if(time > other.touchexplode_time)
2725                         if(other.deadflag == DEAD_NO)
2726                         if not(IS_INDEPENDENT_PLAYER(other))
2727                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2728                         {
2729                                 PlayerTouchExplode(self, other);
2730                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2731                         }
2732                 }
2733
2734                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2735                 {
2736                         vector dist;
2737
2738                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2739                         dist = self.prevorigin - self.origin;
2740                         dist_z = 0;
2741                         self.lms_traveled_distance += fabs(vlen(dist));
2742
2743                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2744                         {
2745                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2746                                 self.lms_traveled_distance = 0;
2747                         }
2748
2749                         if(time > self.lms_nextcheck)
2750                         {
2751                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2752                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2753                                 {
2754                                         centerprint(self, autocvar_g_lms_campcheck_message);
2755                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2756                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2757                                         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');
2758                                 }
2759                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2760                                 self.lms_traveled_distance = 0;
2761                         }
2762                 }
2763
2764                 self.prevorigin = self.origin;
2765
2766                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
2767                 {
2768                         if (!self.crouch)
2769                         {
2770                                 self.crouch = TRUE;
2771                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2772                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2773                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2774                         }
2775                 }
2776                 else
2777                 {
2778                         if (self.crouch)
2779                         {
2780                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2781                                 if (!trace_startsolid)
2782                                 {
2783                                         self.crouch = FALSE;
2784                                         self.view_ofs = PL_VIEW_OFS;
2785                                         setsize (self, PL_MIN, PL_MAX);
2786                                 }
2787                         }
2788                 }
2789
2790                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2791                 {
2792                         if(self.bloodloss_timer < time)
2793                         {
2794                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2795                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2796                         }
2797                 }
2798
2799                 FixPlayermodel();
2800
2801                 GrapplingHookFrame();
2802
2803                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2804                 //if(frametime)
2805                 {
2806                         self.items &~= self.items_added;
2807
2808                         W_WeaponFrame();
2809
2810                         self.items_added = 0;
2811                         if(self.items & IT_JETPACK)
2812                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2813                                         self.items_added |= IT_FUEL;
2814
2815                         self.items |= self.items_added;
2816                 }
2817
2818                 player_regen();
2819
2820                 // rot nex charge to the charge limit
2821                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2822                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2823
2824                 if(frametime)
2825                         player_anim();
2826
2827                 if(g_nexball)
2828                         nexball_setstatus();
2829                 
2830                 // secret status
2831                 secrets_setstatus();
2832                 
2833                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2834
2835                 //self.angles_y=self.v_angle_y + 90;   // temp
2836         } else if(gameover) {
2837                 if (intermission_running)
2838                         IntermissionThink ();   // otherwise a button could be missed between
2839                 return;
2840         } else if(self.classname == "observer") {
2841                 ObserverThink();
2842         } else if(self.classname == "spectator") {
2843                 SpectatorThink();
2844         }
2845
2846         if(!zoomstate_set)
2847                 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));
2848
2849         float oldspectatee_status;
2850         oldspectatee_status = self.spectatee_status;
2851         if(self.classname == "spectator")
2852                 self.spectatee_status = num_for_edict(self.enemy);
2853         else if(self.classname == "observer")
2854                 self.spectatee_status = num_for_edict(self);
2855         else
2856                 self.spectatee_status = 0;
2857         if(self.spectatee_status != oldspectatee_status)
2858         {
2859                 ClientData_Touch(self);
2860                 if(g_race || g_cts)
2861                         race_InitSpectator();
2862         }
2863
2864         if(self.teamkill_soundtime)
2865         if(time > self.teamkill_soundtime)
2866         {
2867                 self.teamkill_soundtime = 0;
2868
2869                 entity oldpusher, oldself;
2870
2871                 oldself = self; self = self.teamkill_soundsource;
2872                 oldpusher = self.pusher; self.pusher = oldself;
2873
2874                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2875
2876                 self.pusher = oldpusher;
2877                 self = oldself;
2878         }
2879
2880         if(self.taunt_soundtime)
2881         if(time > self.taunt_soundtime)
2882         {
2883                 self.taunt_soundtime = 0;
2884                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2885         }
2886
2887         target_voicescript_next(self);
2888
2889         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2890         if(!self.weapon)
2891                 self.clip_load = self.clip_size = 0;
2892 }
2893
2894 float isInvisibleString(string s)
2895 {
2896         float i, n, c;
2897         s = strdecolorize(s);
2898         for((i = 0), (n = strlen(s)); i < n; ++i)
2899         {
2900                 c = str2chr(s, i);
2901                 switch(c)
2902                 {
2903                         case 0:
2904                         case 32: // space
2905                                 break;
2906                         case 192: // charmap space
2907                                 if (!autocvar_utf8_enable)
2908                                         break;
2909                                 return FALSE;
2910                         case 160: // space in unicode fonts
2911                         case 0xE000 + 192: // utf8 charmap space
2912                                 if (autocvar_utf8_enable)
2913                                         break;
2914                         default:
2915                                 return FALSE;
2916                 }
2917         }
2918         return TRUE;
2919 }
2920
2921 /*
2922 =============
2923 PlayerPostThink
2924
2925 Called every frame for each client after the physics are run
2926 =============
2927 */
2928 .float idlekick_lasttimeleft;
2929 .entity showheadshotbbox;
2930 void showheadshotbbox_think()
2931 {
2932         if(self.owner.showheadshotbbox != self)
2933         {
2934                 remove(self);
2935                 return;
2936         }
2937         self.nextthink = time;
2938         setorigin(self, self.owner.origin);
2939         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2940 }
2941 void PlayerPostThink (void)
2942 {
2943         // Savage: Check for nameless players
2944         if (isInvisibleString(self.netname)) {
2945                 self.netname = "Player";
2946                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2947         }
2948
2949         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2950         {
2951                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2952                 {
2953                         if(self.idlekick_lasttimeleft)
2954                         {
2955                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2956                                 self.idlekick_lasttimeleft = 0;
2957                         }
2958                 }
2959                 else
2960                 {
2961                         float timeleft;
2962                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2963                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2964                         {
2965                                 if(!self.idlekick_lasttimeleft)
2966                                         Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2967                         }
2968                         if(timeleft <= 0)
2969                         {
2970                                 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2971                                 AnnounceTo(self, "terminated");
2972                                 dropclient(self);
2973                                 return;
2974                         }
2975                         else if(timeleft <= 10)
2976                         {
2977                                 if(timeleft != self.idlekick_lasttimeleft)
2978                                         AnnounceTo(self, ftos(timeleft));
2979                                 self.idlekick_lasttimeleft = timeleft;
2980                         }
2981                 }
2982         }
2983
2984 #ifdef TETRIS
2985         if(self.impulse == 100)
2986                 ImpulseCommands();
2987         if (!TetrisPostFrame())
2988         {
2989 #endif
2990
2991         CheatFrame();
2992
2993         //CheckPlayerJump();
2994
2995         if(self.classname == "player") {
2996                 CheckRules_Player();
2997                 UpdateChatBubble();
2998                 if (self.impulse)
2999                         ImpulseCommands();
3000                 if (intermission_running)
3001                         return;         // intermission or finale
3002                 GetPressedKeys();
3003         } else if (self.classname == "observer") {
3004                 //do nothing
3005         } else if (self.classname == "spectator") {
3006                 //do nothing
3007         }
3008         
3009 #ifdef TETRIS
3010         }
3011 #endif
3012
3013         /*
3014         float i;
3015         for(i = 0; i < 1000; ++i)
3016         {
3017                 vector end;
3018                 end = self.origin + '0 0 1024' + 512 * randomvec();
3019                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3020                 if(trace_fraction < 1)
3021                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3022                 {
3023                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3024                         break;
3025                 }
3026         }
3027         */
3028
3029         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3030
3031         if(self.waypointsprite_attachedforcarrier)
3032                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3033
3034         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3035         {
3036                 if(!self.showheadshotbbox)
3037                 {
3038                         self.showheadshotbbox = spawn();
3039                         self.showheadshotbbox.classname = "headshotbbox";
3040                         self.showheadshotbbox.owner = self;
3041                         self.showheadshotbbox.think = showheadshotbbox_think;
3042                         self.showheadshotbbox.nextthink = time;
3043                         self = self.showheadshotbbox;
3044                         self.think();
3045                         self = self.owner;
3046                 }
3047         }
3048         else
3049         {
3050                 if(self.showheadshotbbox)
3051                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3052                 remove(self.showheadshotbbox);
3053         }
3054
3055         playerdemo_write();
3056
3057         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3058         {
3059                 if(!self.stored_netname)
3060                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3061                 if(self.stored_netname != self.netname)
3062                 {
3063                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3064                         strunzone(self.stored_netname);
3065                         self.stored_netname = strzone(self.netname);
3066                 }
3067         }
3068
3069         /*
3070         if(g_race)
3071                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3072         */
3073
3074         CSQCMODEL_AUTOUPDATE();
3075 }