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Don't allow to change team or to become observer if the game is over. If the kill...
[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, entity playerlist, float teamcheck, float anypoint)
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         // filter out spots for assault
155         if(spot.target != "") {
156                 local entity ent;
157                 float good, found;
158                 ent = find(world, targetname, spot.target);
159
160                 while(ent) {
161                         if(ent.classname == "target_objective")
162                         {
163                                 found = 1;
164                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
165                                         return '-1 0 0';
166                                 good = 1;
167                         }
168                         else if(ent.classname == "trigger_race_checkpoint")
169                         {
170                                 found = 1;
171                                 if(!anypoint) // spectators may spawn everywhere
172
173                                 {
174                                         if(g_race_qualifying)
175                                         {
176                                                 // spawn at first
177                                                 if(ent.race_checkpoint != 0)
178                                                         return '-1 0 0';
179                                                 if(spot.race_place != race_lowest_place_spawn)
180                                                         return '-1 0 0';
181                                         }
182                                         else
183                                         {
184                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
185                                                         return '-1 0 0';
186                                                 // try reusing the previous spawn
187                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
188                                                         prio += 1;
189                                                 if(ent.race_checkpoint == 0)
190                                                 {
191                                                         float pl;
192                                                         pl = self.race_place;
193                                                         if(pl > race_highest_place_spawn)
194                                                                 pl = 0;
195                                                         if(pl == 0 && !self.race_started)
196                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197                                                         if(spot.race_place != pl)
198                                                                 return '-1 0 0';
199                                                 }
200                                         }
201                                 }
202                                 good = 1;
203                         }
204                         ent = find(ent, targetname, spot.target);
205                 }
206
207                 if(found && !good)
208                         return '-1 0 0';
209         }
210
211         player = playerlist;
212         shortest = vlen(world.maxs - world.mins);
213         for(player = playerlist; player; player = player.chain)
214                 if (player != self)
215                 {
216                         thisdist = vlen(player.origin - spot.origin);
217                         if (thisdist < shortest)
218                                 shortest = thisdist;
219                 }
220         return prio * '1 0 0' + shortest * '0 1 0';
221 }
222
223 float spawn_allbad;
224 float spawn_allgood;
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
226 {
227         local entity spot, spotlist, spotlistend;
228         spawn_allgood = TRUE;
229         spawn_allbad = TRUE;
230
231         spotlist = world;
232         spotlistend = world;
233
234         for(spot = firstspot; spot; spot = spot.chain)
235         {
236                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
237
238                 if(autocvar_spawn_debugview)
239                 {
240                         setmodel(spot, "models/runematch/rune.mdl");
241                         if(spot.spawnpoint_score_y < mindist)
242                         {
243                                 spot.colormod = '1 0 0';
244                                 spot.scale = 1;
245                         }
246                         else
247                         {
248                                 spot.colormod = '0 1 0';
249                                 spot.scale = spot.spawnpoint_score_y / mindist;
250                         }
251                 }
252
253                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
254                 {
255                         if(spot.spawnpoint_score_y < mindist)
256                         {
257                                 // too short distance
258                                 spawn_allgood = FALSE;
259                         }
260                         else
261                         {
262                                 // perfect
263                                 spawn_allbad = FALSE;
264
265                                 if(spotlistend)
266                                         spotlistend.chain = spot;
267                                 spotlistend = spot;
268                                 if(!spotlist)
269                                         spotlist = spot;
270
271                                 /*
272                                 if(teamcheck >= 0)
273                                 if(spot.team != teamcheck)
274                                         error("invalid spawn added");
275
276                                 print("added ", etos(spot), "\n");
277                                 */
278                         }
279                 }
280         }
281         if(spotlistend)
282                 spotlistend.chain = world;
283
284         /*
285                 entity e;
286                 if(teamcheck >= 0)
287                         for(e = spotlist; e; e = e.chain)
288                         {
289                                 print("seen ", etos(e), "\n");
290                                 if(e.team != teamcheck)
291                                         error("invalid spawn found");
292                         }
293         */
294
295         return spotlist;
296 }
297
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
299 {
300         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
302         local entity spot;
303
304         RandomSelection_Init();
305         for(spot = firstspot; spot; spot = spot.chain)
306                 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);
307
308         return RandomSelection_chosen_ent;
309 }
310
311 /*
312 =============
313 SelectSpawnPoint
314
315 Finds a point to respawn
316 =============
317 */
318 entity SelectSpawnPoint (float anypoint)
319 {
320         local float teamcheck;
321         local entity firstspot_new;
322         local entity spot, firstspot, playerlist;
323
324         spot = find (world, classname, "testplayerstart");
325         if (spot)
326                 return spot;
327
328         if(anypoint)
329                 teamcheck = -1;
330         else if(have_team_spawns > 0)
331         {
332                 if(have_team_spawns_forteam[self.team] == 0)
333                 {
334                         // we request a spawn for a team, and we have team
335                         // spawns, but that team has no spawns?
336                         if(have_team_spawns_forteam[0])
337                                 // try noteam spawns
338                                 teamcheck = 0;
339                         else
340                                 // if not, any spawn has to do
341                                 teamcheck = -1;
342                 }
343                 else
344                         teamcheck = self.team; // MUST be team
345         }
346         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
347                 teamcheck = 0; // MUST be noteam
348         else
349                 teamcheck = -1;
350                 // 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
351
352
353         // get the list of players
354         playerlist = findchain(classname, "player");
355         // get the entire list of spots
356         firstspot = findchain(classname, "info_player_deathmatch");
357         // filter out the bad ones
358         // (note this returns the original list if none survived)
359         if(anypoint)
360         {
361                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
362         }
363         else
364         {
365                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
366                 if(!firstspot_new)
367                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
368                 firstspot = firstspot_new;
369
370                 // there is 50/50 chance of choosing a random spot or the furthest spot
371                 // (this means that roughly every other spawn will be furthest, so you
372                 // usually won't get fragged at spawn twice in a row)
373                 if (arena_roundbased && !g_ca)
374                 {
375                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
376                         if(firstspot_new)
377                                 firstspot = firstspot_new;
378                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
379                 }
380                 else if (random() > autocvar_g_spawn_furthest)
381                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
382                 else
383                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
384         }
385
386         if(autocvar_spawn_debugview)
387         {
388                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
389
390                 entity e;
391                 if(teamcheck >= 0)
392                         for(e = firstspot; e; e = e.chain)
393                                 if(e.team != teamcheck)
394                                         error("invalid spawn found");
395         }
396
397         if (!spot)
398         {
399                 if(autocvar_spawn_debug)
400                         GotoNextMap();
401                 else
402                 {
403                         if(some_spawn_has_been_used)
404                                 return world; // team can't spawn any more, because of actions of other team
405                         else
406                                 error("Cannot find a spawn point - please fix the map!");
407                 }
408         }
409
410         return spot;
411 }
412
413 /*
414 =============
415 CheckPlayerModel
416
417 Checks if the argument string can be a valid playermodel.
418 Returns a valid one in doubt.
419 =============
420 */
421 string FallbackPlayerModel;
422 string CheckPlayerModel(string plyermodel) {
423         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
424         {
425                 // note: we cannot summon Don Strunzone here, some player may
426                 // still have the model string set. In case anyone manages how
427                 // to change a cvar default, we'll have a small leak here.
428                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
429         }
430         if(strlen(plyermodel) < 4)
431                 return FallbackPlayerModel;
432         if( substring(plyermodel,0,14) != "models/player/")
433                 return FallbackPlayerModel;
434         else if(autocvar_sv_servermodelsonly)
435         {
436                 if(substring(plyermodel,-4,4) != ".zym")
437                 if(substring(plyermodel,-4,4) != ".dpm")
438                 if(substring(plyermodel,-4,4) != ".iqm")
439                 if(substring(plyermodel,-4,4) != ".md3")
440                 if(substring(plyermodel,-4,4) != ".psk")
441                         return FallbackPlayerModel;
442                 // forbid the LOD models
443                 if(substring(plyermodel, -9,5) == "_lod1")
444                         return FallbackPlayerModel;
445                 if(substring(plyermodel, -9,5) == "_lod2")
446                         return FallbackPlayerModel;
447                 if(plyermodel != strtolower(plyermodel))
448                         return FallbackPlayerModel;
449                 if(!fexists(plyermodel))
450                         return FallbackPlayerModel;
451         }
452         return plyermodel;
453 }
454
455 /*
456 =============
457 Client_customizeentityforclient
458
459 LOD reduction
460 =============
461 */
462 void Client_uncustomizeentityforclient()
463 {
464         if(self.modelindex == 0) // no need to uncustomize then
465                 return;
466         self.modelindex = self.modelindex_lod0;
467         self.skin = self.skinindex;
468 }
469
470 float Client_customizeentityforclient()
471 {
472         entity modelsource;
473
474         if(self.modelindex == 0)
475                 return TRUE;
476
477         // forcemodel stuff
478
479 #ifdef PROFILING
480         float t0;
481         t0 = gettime(GETTIME_HIRES); // reference
482 #endif
483
484         modelsource = self;
485
486 #ifdef ALLOW_FORCEMODELS
487         if(other.cvar_cl_forceplayermodelsfromxonotic)
488                 if not(self.modelindex_lod0_from_xonotic)
489                         modelsource = other;
490         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
491                 modelsource = other;
492 #endif
493
494         self.skin = modelsource.skinindex;
495
496 #if 0
497         if(modelsource == self)
498                 self.skin = modelsource.skinindex;
499         else
500                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
501 #endif
502
503         // self: me
504         // other: the player viewing me
505         float distance;
506         float f;
507
508         if(other.cvar_cl_playerdetailreduction <= 0)
509         {
510                 if(other.cvar_cl_playerdetailreduction <= -2)
511                         self.modelindex = modelsource.modelindex_lod2;
512                 else if(other.cvar_cl_playerdetailreduction <= -1)
513                         self.modelindex = modelsource.modelindex_lod1;
514                 else
515                         self.modelindex = modelsource.modelindex_lod0;
516         }
517         else
518         {
519                 distance = vlen(self.origin - other.origin);
520                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
521                 if(f > sv_loddistance2)
522                         self.modelindex = modelsource.modelindex_lod2;
523                 else if(f > sv_loddistance1)
524                         self.modelindex = modelsource.modelindex_lod1;
525                 else
526                         self.modelindex = modelsource.modelindex_lod0;
527         }
528
529 #ifdef PROFILING
530         float t1;
531         t1 = gettime(GETTIME_HIRES); // reference
532         client_cefc_accumulator += (t1 - t0);
533 #endif
534
535         return TRUE;
536 }
537
538 void setmodel_lod(entity e, string modelname)
539 {
540         string s;
541
542         if(sv_loddistance1)
543         {
544                 // FIXME: this only supports 3-letter extensions
545                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
546                 if(fexists(s))
547                 {
548                         setmodel(e, s); // players have high precision
549                         self.modelindex_lod1 = self.modelindex;
550                 }
551                 else
552                         self.modelindex_lod1 = -1;
553
554                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
555                 if(fexists(s))
556                 {
557                         setmodel(e, s); // players have high precision
558                         self.modelindex_lod2 = self.modelindex;
559                 }
560                 else
561                         self.modelindex_lod2 = -1;
562
563                 precache_model(modelname);
564                 setmodel(e, modelname); // players have high precision
565                 self.modelindex_lod0 = self.modelindex;
566
567                 if(self.modelindex_lod1 < 0)
568                         self.modelindex_lod1 = self.modelindex;
569
570                 if(self.modelindex_lod2 < 0)
571                         self.modelindex_lod2 = self.modelindex;
572         }
573         else
574         {
575                 precache_model(modelname);
576                 setmodel(e, modelname); // players have high precision
577                 self.modelindex_lod0 = self.modelindex;
578                         // save it for possible player model forcing
579         }
580
581         s = whichpack(self.model);
582         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
583
584         player_setupanimsformodel();
585         UpdatePlayerSounds();
586 }
587
588 /*
589 =============
590 PutObserverInServer
591
592 putting a client as observer in the server
593 =============
594 */
595 void FixPlayermodel();
596 void PutObserverInServer (void)
597 {
598         entity  spot;
599     self.hud = HUD_NORMAL;
600         race_PreSpawnObserver();
601
602         spot = SelectSpawnPoint (TRUE);
603         if(!spot)
604                 error("No spawnpoints for observers?!?\n");
605         RemoveGrapplingHook(self); // Wazat's Grappling Hook
606
607         if(clienttype(self) == CLIENTTYPE_REAL)
608         {
609                 msg_entity = self;
610                 WriteByte(MSG_ONE, SVC_SETVIEW);
611                 WriteEntity(MSG_ONE, self);
612         }
613
614         DropAllRunes(self);
615         MUTATOR_CALLHOOK(MakePlayerObserver);
616
617         Portal_ClearAll(self);
618
619         if(self.alivetime)
620         {
621                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
622                 self.alivetime = 0;
623         }
624
625         if(self.vehicle)
626             vehicles_exit(VHEF_RELESE);
627
628         if(self.flagcarried)
629                 DropFlag(self.flagcarried, world, world);
630
631         if(self.ballcarried && g_nexball)
632                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
633
634         WaypointSprite_PlayerDead();
635
636         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
637                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
638
639         if(self.killcount != -666) {
640                 if(g_lms) {
641                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
642                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
643                         else
644                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
645                 } else
646                         bprint ("^4", self.netname, "^4 is spectating now\n");
647
648                 if(self.just_joined == FALSE) {
649                         LogTeamchange(self.playerid, -1, 4);
650                 } else
651                         self.just_joined = FALSE;
652         }
653
654         PlayerScore_Clear(self); // clear scores when needed
655
656         accuracy_resend(self);
657
658         self.spectatortime = time;
659
660         self.classname = "observer";
661         self.iscreature = FALSE;
662         self.health = -666;
663         self.takedamage = DAMAGE_NO;
664         self.solid = SOLID_NOT;
665         self.movetype = MOVETYPE_NOCLIP;
666         self.flags = FL_CLIENT | FL_NOTARGET;
667         self.armorvalue = 666;
668         self.effects = 0;
669         self.armorvalue = autocvar_g_balance_armor_start;
670         self.pauserotarmor_finished = 0;
671         self.pauserothealth_finished = 0;
672         self.pauseregen_finished = 0;
673         self.damageforcescale = 0;
674         self.death_time = 0;
675         self.dead_frame = 0;
676         self.alpha = 0;
677         self.scale = 0;
678         self.fade_time = 0;
679         self.pain_frame = 0;
680         self.pain_finished = 0;
681         self.strength_finished = 0;
682         self.invincible_finished = 0;
683         self.pushltime = 0;
684         self.think = SUB_Null;
685         self.nextthink = 0;
686         self.hook_time = 0;
687         self.runes = 0;
688         self.deadflag = DEAD_NO;
689         self.angles = spot.angles;
690         self.angles_z = 0;
691         self.fixangle = TRUE;
692         self.crouch = FALSE;
693
694         self.view_ofs = PL_VIEW_OFS;
695         setorigin (self, spot.origin);
696         setsize (self, '0 0 0', '0 0 0');
697         self.prevorigin = self.origin;
698         self.items = 0;
699         self.weapons = 0;
700         self.model = "";
701         FixPlayermodel();
702         self.model = "";
703         self.modelindex = 0;
704         self.weapon = 0;
705         self.weaponmodel = "";
706         self.weaponentity = world;
707         self.exteriorweaponentity = world;
708         self.killcount = -666;
709         self.velocity = '0 0 0';
710         self.avelocity = '0 0 0';
711         self.punchangle = '0 0 0';
712         self.punchvector = '0 0 0';
713         self.oldvelocity = self.velocity;
714         self.fire_endtime = -1;
715
716         if(sv_loddistance1)
717                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
718
719         if(g_arena)
720         {
721                 if(self.version_mismatch)
722                 {
723                         Spawnqueue_Unmark(self);
724                         Spawnqueue_Remove(self);
725                 }
726                 else
727                 {
728                         Spawnqueue_Insert(self);
729                 }
730         }
731         else if(g_lms)
732         {
733                 // Only if the player cannot play at all
734                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
735                         self.frags = FRAGS_SPECTATOR;
736                 else
737                         self.frags = FRAGS_LMS_LOSER;
738         }
739         else
740                 self.frags = FRAGS_SPECTATOR;
741 }
742
743 void FixPlayermodel()
744 {
745         local string defaultmodel;
746         local float defaultskin, chmdl, oldskin;
747         local vector m1, m2;
748
749         defaultmodel = "";
750
751         if(autocvar_sv_defaultcharacter == 1) {
752                 defaultskin = 0;
753
754                 if(teamplay)
755                 {
756                         string s;
757                         s = Team_ColorNameLowerCase(self.team);
758                         if(s != "neutral")
759                         {
760                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
761                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
762                         }
763                 }
764
765                 if(defaultmodel == "")
766                 {
767                         defaultmodel = autocvar_sv_defaultplayermodel;
768                         defaultskin = autocvar_sv_defaultplayerskin;
769                 }
770         }
771
772         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
773         {
774                 if(self.model != "")
775                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
776                 self.model = ""; // force the != checks to return true
777         }
778
779         if(defaultmodel != "")
780         {
781                 if (defaultmodel != self.model)
782                 {
783                         m1 = self.mins;
784                         m2 = self.maxs;
785                         setmodel_lod (self, defaultmodel);
786                         setsize (self, m1, m2);
787                         chmdl = TRUE;
788                 }
789
790                 oldskin = self.skinindex;
791                 self.skinindex = defaultskin;
792         } else {
793                 if (self.playermodel != self.model || self.playermodel == "")
794                 {
795                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
796                         m1 = self.mins;
797                         m2 = self.maxs;
798                         setmodel_lod (self, self.playermodel);
799                         setsize (self, m1, m2);
800                         chmdl = TRUE;
801                 }
802
803                 oldskin = self.skinindex;
804                 self.skinindex = stof(self.playerskin);
805         }
806
807         if(chmdl || oldskin != self.skinindex)
808                 self.species = player_getspecies(); // model or skin has changed
809
810         if(!teamplay)
811                 if(strlen(autocvar_sv_defaultplayercolors))
812                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
813                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
814 }
815
816 void PlayerTouchExplode(entity p1, entity p2)
817 {
818         vector org;
819         org = (p1.origin + p2.origin) * 0.5;
820         org_z += (p1.mins_z + p2.mins_z) * 0.5;
821
822         te_explosion(org);
823
824         entity e;
825         e = spawn();
826         setorigin(e, org);
827         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
828         remove(e);
829 }
830
831 /*
832 =============
833 PutClientInServer
834
835 Called when a client spawns in the server
836 =============
837 */
838 //void() ctf_playerchanged;
839 void PutClientInServer (void)
840 {
841         if(clienttype(self) == CLIENTTYPE_BOT)
842         {
843                 self.classname = "player";
844         }
845         else if(clienttype(self) == CLIENTTYPE_REAL)
846         {
847                 msg_entity = self;
848                 WriteByte(MSG_ONE, SVC_SETVIEW);
849                 WriteEntity(MSG_ONE, self);
850         }
851
852         // player is dead and becomes observer
853         // FIXME fix LMS scoring for new system
854         if(g_lms)
855         {
856                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
857                         self.classname = "observer";
858         }
859
860         if(g_arena || (g_ca && !allowed_to_spawn))
861         if(!self.spawned)
862                 self.classname = "observer";
863
864         if(gameover)
865                 self.classname = "observer";
866
867         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
868                 entity spot, oldself;
869                 float j;
870
871                 accuracy_resend(self);
872
873                 if(self.team < 0)
874                         JoinBestTeam(self, FALSE, TRUE);
875
876                 race_PreSpawn();
877
878                 spot = SelectSpawnPoint (FALSE);
879                 if(!spot)
880                 {
881                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
882                         return; // spawn failed
883                 }
884
885                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
886
887                 self.classname = "player";
888                 self.wasplayer = TRUE;
889                 self.iscreature = TRUE;
890                 self.movetype = MOVETYPE_WALK;
891                 self.solid = SOLID_SLIDEBOX;
892                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
893                 if(autocvar_g_playerclip_collisions)
894                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
895                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
896                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
897                 self.frags = FRAGS_PLAYER;
898                 if(independent_players)
899                         MAKE_INDEPENDENT_PLAYER(self);
900                 self.flags = FL_CLIENT;
901                 self.takedamage = DAMAGE_AIM;
902                 if(g_minstagib)
903                         self.effects = EF_FULLBRIGHT;
904                 else
905                         self.effects = 0;
906                 self.air_finished = time + 12;
907                 self.dmg = 2;
908                 if(autocvar_g_balance_nex_charge)
909                 {
910                         if(autocvar_g_balance_nex_secondary_chargepool)
911                                 self.nex_chargepool_ammo = 1;
912                         self.nex_charge = autocvar_g_balance_nex_charge_start;
913                 }
914
915                 if(inWarmupStage)
916                 {
917                         self.ammo_shells = warmup_start_ammo_shells;
918                         self.ammo_nails = warmup_start_ammo_nails;
919                         self.ammo_rockets = warmup_start_ammo_rockets;
920                         self.ammo_cells = warmup_start_ammo_cells;
921                         self.ammo_fuel = warmup_start_ammo_fuel;
922                         self.health = warmup_start_health;
923                         self.armorvalue = warmup_start_armorvalue;
924                         self.weapons = warmup_start_weapons;
925                 }
926                 else
927                 {
928                         self.ammo_shells = start_ammo_shells;
929                         self.ammo_nails = start_ammo_nails;
930                         self.ammo_rockets = start_ammo_rockets;
931                         self.ammo_cells = start_ammo_cells;
932                         self.ammo_fuel = start_ammo_fuel;
933                         self.health = start_health;
934                         self.armorvalue = start_armorvalue;
935                         self.weapons = start_weapons;
936                 }
937
938                 if(g_weaponarena_random)
939                 {
940                         if(g_weaponarena_random_with_laser)
941                                 self.weapons &~= WEPBIT_LASER;
942                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
943                         if(g_weaponarena_random_with_laser)
944                                 self.weapons |= WEPBIT_LASER;
945                 }
946
947                 self.items = start_items;
948                 self.jump_interval = time;
949
950                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
951                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
952                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
953                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
954                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
955                 //extend the pause of rotting if client was reset at the beginning of the countdown
956                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
957                         self.spawnshieldtime += game_starttime - time;
958                         self.pauserotarmor_finished += game_starttime - time;
959                         self.pauserothealth_finished += game_starttime - time;
960                         self.pauseregen_finished += game_starttime - time;
961                 }
962                 self.damageforcescale = 2;
963                 self.death_time = 0;
964                 self.dead_frame = 0;
965                 self.alpha = 0;
966                 self.scale = 0;
967                 self.fade_time = 0;
968                 self.pain_frame = 0;
969                 self.pain_finished = 0;
970                 self.strength_finished = 0;
971                 self.invincible_finished = 0;
972                 self.pushltime = 0;
973                 // players have no think function
974                 self.think = SUB_Null;
975                 self.nextthink = 0;
976                 self.hook_time = 0;
977                 self.dmg_team = 0;
978                 self.ballistics_density = autocvar_g_ballistics_density_player;
979
980                 self.metertime = 0;
981
982                 self.runes = 0;
983
984                 self.deadflag = DEAD_NO;
985
986                 self.angles = spot.angles;
987
988                 self.angles_z = 0; // never spawn tilted even if the spot says to
989                 self.fixangle = TRUE; // turn this way immediately
990                 self.velocity = '0 0 0';
991                 self.avelocity = '0 0 0';
992                 self.punchangle = '0 0 0';
993                 self.punchvector = '0 0 0';
994                 self.oldvelocity = self.velocity;
995                 self.fire_endtime = -1;
996
997                 msg_entity = self;
998                 WRITESPECTATABLE_MSG_ONE({
999                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
1000                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
1001                 });
1002
1003                 if(sv_loddistance1)
1004                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1005
1006                 self.model = "";
1007                 FixPlayermodel();
1008
1009                 self.crouch = FALSE;
1010                 self.view_ofs = PL_VIEW_OFS;
1011                 setsize (self, PL_MIN, PL_MAX);
1012                 self.spawnorigin = spot.origin;
1013                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1014                 // don't reset back to last position, even if new position is stuck in solid
1015                 self.oldorigin = self.origin;
1016                 self.prevorigin = self.origin;
1017                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1018
1019                 if(g_arena)
1020                 {
1021                         Spawnqueue_Remove(self);
1022                         Spawnqueue_Mark(self);
1023                 }
1024
1025                 else if(g_ca)
1026                         self.caplayer = 1;
1027
1028                 self.event_damage = PlayerDamage;
1029
1030                 self.bot_attack = TRUE;
1031
1032                 self.statdraintime = time + 5;
1033                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1034
1035                 if(self.killcount == -666) {
1036                         PlayerScore_Clear(self);
1037                         self.killcount = 0;
1038                 }
1039
1040                 self.cnt = WEP_LASER;
1041
1042                 CL_SpawnWeaponentity();
1043                 self.alpha = default_player_alpha;
1044                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1045                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1046
1047                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1048                 self.lms_traveled_distance = 0;
1049                 self.speedrunning = FALSE;
1050
1051                 race_PostSpawn(spot);
1052
1053                 if(autocvar_spawn_debug)
1054                 {
1055                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1056                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1057                 }
1058
1059                 //stuffcmd(self, "chase_active 0");
1060                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1061
1062                 if (autocvar_g_spawnsound)
1063                         sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1064
1065                 if(g_assault) {
1066                         if(self.team == assault_attacker_team)
1067                                 centerprint(self, "You are attacking!");
1068                         else
1069                                 centerprint(self, "You are defending!");
1070                 }
1071
1072                 target_voicescript_clear(self);
1073
1074                 // reset fields the weapons may use
1075                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1076                 {
1077                         weapon_action(j, WR_RESETPLAYER);
1078
1079                         // all weapons must be fully loaded when we spawn
1080                         entity e;
1081                         e = get_weaponinfo(j);
1082                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1083                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1084                 }
1085                 self.weapon_forbidchange = FALSE;
1086
1087                 oldself = self;
1088                 self = spot;
1089                         activator = oldself;
1090                                 string s;
1091                                 s = self.target;
1092                                 self.target = string_null;
1093                                 SUB_UseTargets();
1094                                 self.target = s;
1095                         activator = world;
1096                 self = oldself;
1097
1098                 MUTATOR_CALLHOOK(PlayerSpawn);
1099
1100                 self.switchweapon = w_getbestweapon(self);
1101                 self.cnt = self.switchweapon;
1102                 self.weapon = 0;
1103
1104                 if(!self.alivetime)
1105                         self.alivetime = time;
1106         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1107                 PutObserverInServer ();
1108         }
1109
1110         //if(g_ctf)
1111         //      ctf_playerchanged();
1112 }
1113
1114 .float ebouncefactor, ebouncestop; // electro's values
1115 // TODO do we need all these fields, or should we stop autodetecting runtime
1116 // changes and just have a console command to update this?
1117 float ClientInit_SendEntity(entity to, float sf)
1118 {
1119         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1120         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1121         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1122         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1123         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1124         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1125         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1126         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1127         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1128         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1129         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1130         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1131         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1132         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1133         if(sv_foginterval && world.fog != "")
1134                 WriteString(MSG_ENTITY, world.fog);
1135         else
1136                 WriteString(MSG_ENTITY, "");
1137         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1138         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1139         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1140         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1141         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1142         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1143         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1144         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
1145         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1146         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1147         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1148         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1149         return TRUE;
1150 }
1151
1152 void ClientInit_CheckUpdate()
1153 {
1154         self.nextthink = time;
1155         if(self.count != autocvar_g_balance_armor_blockpercent)
1156         {
1157                 self.count = autocvar_g_balance_armor_blockpercent;
1158                 self.SendFlags |= 1;
1159         }
1160         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1161         {
1162                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1163                 self.SendFlags |= 1;
1164         }
1165         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1166         {
1167                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1168                 self.SendFlags |= 1;
1169         }
1170         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1171         {
1172                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1173                 self.SendFlags |= 1;
1174         }
1175         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1176         {
1177                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1178                 self.SendFlags |= 1;
1179         }
1180         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1181         {
1182                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1183                 self.SendFlags |= 1;
1184         }
1185 }
1186
1187 void ClientInit_Spawn()
1188 {
1189         entity o;
1190         entity e;
1191         e = spawn();
1192         e.classname = "clientinit";
1193         e.think = ClientInit_CheckUpdate;
1194         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1195
1196         o = self;
1197         self = e;
1198         ClientInit_CheckUpdate();
1199         self = o;
1200 }
1201
1202 /*
1203 =============
1204 SetNewParms
1205 =============
1206 */
1207 void SetNewParms (void)
1208 {
1209         // initialize parms for a new player
1210         parm1 = -(86400 * 366);
1211 }
1212
1213 /*
1214 =============
1215 SetChangeParms
1216 =============
1217 */
1218 void SetChangeParms (void)
1219 {
1220         // save parms for level change
1221         parm1 = self.parm_idlesince - time;
1222 }
1223
1224 /*
1225 =============
1226 DecodeLevelParms
1227 =============
1228 */
1229 void DecodeLevelParms (void)
1230 {
1231         // load parms
1232         self.parm_idlesince = parm1;
1233         if(self.parm_idlesince == -(86400 * 366))
1234                 self.parm_idlesince = time;
1235
1236         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1237         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1238 }
1239
1240 /*
1241 =============
1242 ClientKill
1243
1244 Called when a client types 'kill' in the console
1245 =============
1246 */
1247
1248 .float clientkill_nexttime;
1249 void ClientKill_Now_TeamChange()
1250 {
1251         if(self.killindicator_teamchange == -1)
1252         {
1253                 self.team = -1;
1254                 JoinBestTeam( self, FALSE, FALSE );
1255         }
1256         else if(self.killindicator_teamchange == -2)
1257         {
1258                 if(g_ca)
1259                         self.caplayer = 0;
1260                 if(blockSpectators)
1261                         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"));
1262                 PutObserverInServer();
1263         }
1264         else
1265                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1266 }
1267
1268 void ClientKill_Now()
1269 {
1270         if(self.vehicle)
1271         {
1272             vehicles_exit(VHEF_RELESE);
1273             if(!self.killindicator_teamchange)
1274             {
1275             self.vehicle_health = -1;
1276             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1277             }
1278         }
1279
1280         if(self.killindicator && !wasfreed(self.killindicator))
1281                 remove(self.killindicator);
1282
1283         self.killindicator = world;
1284
1285         if(self.killindicator_teamchange)
1286                 ClientKill_Now_TeamChange();
1287
1288         // in any case:
1289         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1290
1291         // now I am sure the player IS dead
1292 }
1293 void KillIndicator_Think()
1294 {
1295         if (gameover)
1296         {
1297                 if (self.owner.killindicator)
1298                 {
1299                         remove(self.owner.killindicator);
1300                         self.owner.killindicator = world;
1301                 }
1302                 return;
1303         }
1304
1305         if (!self.owner.modelindex)
1306         {
1307                 self.owner.killindicator = world;
1308                 remove(self);
1309                 return;
1310         }
1311
1312         if(self.cnt <= 0)
1313         {
1314                 self = self.owner;
1315                 ClientKill_Now(); // no oldself needed
1316                 return;
1317         }
1318     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1319     {
1320         self.nextthink = time + 1;
1321         self.cnt -= 1;
1322     }
1323         else
1324         {
1325                 if(self.cnt <= 10)
1326                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1327                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1328                 {
1329                         if(self.cnt <= 10)
1330                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1331                         if(self.owner.killindicator_teamchange)
1332                         {
1333                                 if(self.owner.killindicator_teamchange == -1)
1334                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1335                                 else if(self.owner.killindicator_teamchange == -2)
1336                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
1337                                 else
1338                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1339                         }
1340                         else
1341                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1342                 }
1343                 self.nextthink = time + 1;
1344                 self.cnt -= 1;
1345         }
1346 }
1347
1348 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1349 {
1350         float killtime;
1351         entity e;
1352
1353         if (gameover)
1354         {
1355                 if (self.killindicator)
1356                 {
1357                         remove(self.killindicator);
1358                         self.killindicator = world;
1359                 }
1360                 return;
1361         }
1362
1363         killtime = autocvar_g_balance_kill_delay;
1364
1365         if(g_race_qualifying || g_cts)
1366                 killtime = 0;
1367
1368     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1369     {
1370                 remove(self.killindicator);
1371                 self.killindicator = world;
1372
1373         ClientKill_Now(); // allow instant kill in this case
1374         return;
1375     }
1376
1377         self.killindicator_teamchange = targetteam;
1378
1379     if(!self.killindicator)
1380         {
1381                 if(self.modelindex && self.deadflag == DEAD_NO)
1382                 {
1383                         killtime = max(killtime, self.clientkill_nexttime - time);
1384                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1385                 }
1386
1387                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1388                 {
1389                         ClientKill_Now();
1390                 }
1391                 else
1392                 {
1393                         self.killindicator = spawn();
1394                         self.killindicator.owner = self;
1395                         self.killindicator.scale = 0.5;
1396                         setattachment(self.killindicator, self, "");
1397                         setorigin(self.killindicator, '0 0 52');
1398                         self.killindicator.think = KillIndicator_Think;
1399                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1400                         self.killindicator.cnt = ceil(killtime);
1401                         self.killindicator.count = bound(0, ceil(killtime), 10);
1402                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1403
1404                         for(e = world; (e = find(e, classname, "body")) != world; )
1405                         {
1406                                 if(e.enemy != self)
1407                                         continue;
1408                                 e.killindicator = spawn();
1409                                 e.killindicator.owner = e;
1410                                 e.killindicator.scale = 0.5;
1411                                 setattachment(e.killindicator, e, "");
1412                                 setorigin(e.killindicator, '0 0 52');
1413                                 e.killindicator.think = KillIndicator_Think;
1414                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1415                                 e.killindicator.cnt = ceil(killtime);
1416                         }
1417                         self.lip = 0;
1418                 }
1419         }
1420         if(self.killindicator)
1421         {
1422                 if(targetteam == 0) // just die
1423                         self.killindicator.colormod = '0 0 0';
1424                 else if(targetteam == -1) // auto
1425                         self.killindicator.colormod = '0 1 0';
1426                 else if(targetteam == -2) // spectate
1427                         self.killindicator.colormod = '0.5 0.5 0.5';
1428                 else
1429                         self.killindicator.colormod = TeamColor(targetteam);
1430         }
1431 }
1432
1433 void ClientKill (void)
1434 {
1435         if (gameover)
1436                 return;
1437
1438         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1439         {
1440                 // do nothing
1441         }
1442     else if(self.freezetag_frozen)
1443     {
1444         // do nothing
1445     }
1446         else
1447                 ClientKill_TeamChange(0);
1448 }
1449
1450 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
1451 {
1452     e.killindicator = spawn();
1453     e.killindicator.owner = e;
1454     e.killindicator.think = KillIndicator_Think;
1455     e.killindicator.nextthink = time + (e.lip) * 0.05;
1456     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1457     e.killindicator.health = 1; // this is used to indicate that it should be silent
1458     e.lip = 0;
1459 }
1460
1461 void DoTeamChange(float destteam)
1462 {
1463         float t, c0;
1464
1465         if (gameover)
1466         {
1467                 if (self.killindicator)
1468                 {
1469                         remove(self.killindicator);
1470                         self.killindicator = world;
1471                 }
1472                 return;
1473         }
1474
1475         if(!teamplay)
1476         {
1477                 if(destteam >= 0)
1478                         SetPlayerColors(self, destteam);
1479                 return;
1480         }
1481
1482         if(self.classname == "player")
1483         if(destteam == -1)
1484         {
1485                 CheckAllowedTeams(self);
1486                 t = FindSmallestTeam(self, TRUE);
1487                 switch(self.team)
1488                 {
1489                         case COLOR_TEAM1: c0 = c1; break;
1490                         case COLOR_TEAM2: c0 = c2; break;
1491                         case COLOR_TEAM3: c0 = c3; break;
1492                         case COLOR_TEAM4: c0 = c4; break;
1493                         default:          c0 = 999;
1494                 }
1495                 switch(t)
1496                 {
1497                         case 1:
1498                                 if(c0 > c1)
1499                                         destteam = COLOR_TEAM1;
1500                                 break;
1501                         case 2:
1502                                 if(c0 > c2)
1503                                         destteam = COLOR_TEAM2;
1504                                 break;
1505                         case 3:
1506                                 if(c0 > c3)
1507                                         destteam = COLOR_TEAM3;
1508                                 break;
1509                         case 4:
1510                                 if(c0 > c4)
1511                                         destteam = COLOR_TEAM4;
1512                                 break;
1513                 }
1514                 if(destteam == -1)
1515                         return;
1516         }
1517         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1518                 return;
1519         ClientKill_TeamChange(destteam);
1520 }
1521
1522 void FixClientCvars(entity e)
1523 {
1524         // send prediction settings to the client
1525         stuffcmd(e, "\nin_bindmap 0 0\n");
1526         if(g_race || g_cts)
1527                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1528         if(autocvar_g_antilag == 3) // client side hitscan
1529                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1530         if(sv_gentle)
1531                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1532         /*
1533          * we no longer need to stuff this. Remove this comment block if you feel
1534          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1535         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1536         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1537         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1538         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1539         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1540         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1541         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1542         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1543         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1544         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1545         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1546         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1547         stuffcmd(e, "cl_movement_edgefriction 1\n");
1548          */
1549 }
1550
1551 float PlayerInIDList(entity p, string idlist)
1552 {
1553         float n, i;
1554         string s;
1555
1556         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1557         if not(p.crypto_idfp)
1558                 return 0;
1559
1560         // this function allows abbreviated player IDs too!
1561         n = tokenize_console(idlist);
1562         for(i = 0; i < n; ++i)
1563         {
1564                 s = argv(i);
1565                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1566                         return 1;
1567         }
1568
1569         return 0;
1570 }
1571
1572 /*
1573 =============
1574 ClientConnect
1575
1576 Called when a client connects to the server
1577 =============
1578 */
1579 //void ctf_clientconnect();
1580 string ColoredTeamName(float t);
1581 void DecodeLevelParms (void);
1582 //void dom_player_join_team(entity pl);
1583 void set_dom_state(entity e);
1584 void ClientConnect (void)
1585 {
1586         float t;
1587
1588         if(self.flags & FL_CLIENT)
1589         {
1590                 print("Warning: ClientConnect, but already connected!\n");
1591                 return;
1592         }
1593
1594         if(Ban_MaybeEnforceBan(self))
1595                 return;
1596
1597         DecodeLevelParms();
1598
1599 #ifdef WATERMARK
1600         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1601 #endif
1602
1603         self.classname = "player_joining";
1604
1605         self.flags = FL_CLIENT;
1606         self.version_nagtime = time + 10 + random() * 10;
1607
1608         if(player_count<0)
1609         {
1610                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1611                 player_count = 0;
1612         }
1613
1614         PlayerScore_Attach(self);
1615         ClientData_Attach();
1616         accuracy_init(self);
1617
1618         bot_clientconnect();
1619
1620         playerdemo_init();
1621
1622         anticheat_init();
1623
1624         race_PreSpawnObserver();
1625
1626         //if(g_domination)
1627         //      dom_player_join_team(self);
1628
1629         // identify the right forced team
1630         if(autocvar_g_campaign)
1631         {
1632                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1633                 {
1634                         switch(autocvar_g_campaign_forceteam)
1635                         {
1636                                 case 1: self.team_forced = COLOR_TEAM1; break;
1637                                 case 2: self.team_forced = COLOR_TEAM2; break;
1638                                 case 3: self.team_forced = COLOR_TEAM3; break;
1639                                 case 4: self.team_forced = COLOR_TEAM4; break;
1640                                 default: self.team_forced = 0;
1641                         }
1642                 }
1643         }
1644         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1645                 self.team_forced = COLOR_TEAM1;
1646         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1647                 self.team_forced = COLOR_TEAM2;
1648         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1649                 self.team_forced = COLOR_TEAM3;
1650         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1651                 self.team_forced = COLOR_TEAM4;
1652         else if(autocvar_g_forced_team_otherwise == "red")
1653                 self.team_forced = COLOR_TEAM1;
1654         else if(autocvar_g_forced_team_otherwise == "blue")
1655                 self.team_forced = COLOR_TEAM2;
1656         else if(autocvar_g_forced_team_otherwise == "yellow")
1657                 self.team_forced = COLOR_TEAM3;
1658         else if(autocvar_g_forced_team_otherwise == "pink")
1659                 self.team_forced = COLOR_TEAM4;
1660         else if(autocvar_g_forced_team_otherwise == "spectate")
1661                 self.team_forced = -1;
1662         else if(autocvar_g_forced_team_otherwise == "spectator")
1663                 self.team_forced = -1;
1664         else
1665                 self.team_forced = 0;
1666
1667         if(!teamplay)
1668                 if(self.team_forced > 0)
1669                         self.team_forced = 0;
1670
1671         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1672
1673         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1674                 self.classname = "observer";
1675         } else {
1676                 if(teamplay)
1677                 {
1678                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1679                         {
1680                                 self.classname = "player";
1681                                 campaign_bots_may_start = 1;
1682                         }
1683                         else
1684                         {
1685                                 self.classname = "observer"; // do it anyway
1686                         }
1687                 }
1688                 else
1689                 {
1690                         self.classname = "player";
1691                         campaign_bots_may_start = 1;
1692                 }
1693         }
1694
1695         self.playerid = (playerid_last = playerid_last + 1);
1696
1697     if(clienttype(self) == CLIENTTYPE_BOT)
1698         PlayerStats_AddPlayer(self);
1699
1700         if(autocvar_sv_eventlog)
1701                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1702
1703         LogTeamchange(self.playerid, self.team, 1);
1704
1705         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1706
1707         self.netname_previous = strzone(self.netname);
1708
1709         bprint("^4", self.netname, "^4 connected");
1710
1711         if(self.classname != "observer" && (g_domination || g_ctf))
1712                 bprint(" and joined the ", ColoredTeamName(self.team));
1713
1714         bprint("\n");
1715
1716         self.welcomemessage_time = 0;
1717
1718         stuffcmd(self, strcat(clientstuff, "\n"));
1719         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1720         stuffcmd(self, "cl_particles_reloadeffects\n");
1721
1722         FixClientCvars(self);
1723
1724         // spawnfunc_waypoint sprites
1725         WaypointSprite_InitClient(self);
1726
1727         // Wazat's grappling hook
1728         SetGrappleHookBindings();
1729
1730         // get autoswitch state from player when he toggles it
1731         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1732
1733         // get version info from player
1734         stuffcmd(self, "cmd clientversion $gameversion\n");
1735
1736         // get other cvars from player
1737         GetCvars(0);
1738
1739         // notify about available teams
1740         if(teamplay)
1741         {
1742                 CheckAllowedTeams(self);
1743                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1744                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1745         }
1746         else
1747                 stuffcmd(self, "set _teams_available 0\n");
1748
1749         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1750
1751         if(g_arena || g_ca)
1752         {
1753                 self.classname = "observer";
1754                 if(g_arena)
1755                         Spawnqueue_Insert(self);
1756         }
1757         /*else if(g_ctf)
1758         {
1759                 ctf_clientconnect();
1760         }*/
1761
1762         attach_entcs();
1763
1764         bot_relinkplayerlist();
1765
1766         self.spectatortime = time;
1767         if(blockSpectators)
1768         {
1769                 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"));
1770         }
1771
1772         self.jointime = time;
1773         self.allowedTimeouts = autocvar_sv_timeout_number;
1774
1775         if(clienttype(self) == CLIENTTYPE_REAL)
1776         {
1777                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1778                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1779         }
1780
1781         if(g_lms)
1782         {
1783                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1784                 {
1785                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1786                         self.frags = FRAGS_SPECTATOR;
1787                 }
1788         }
1789
1790         if(!sv_foginterval && world.fog != "")
1791                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1792
1793         SoundEntity_Attach(self);
1794
1795         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1796         {
1797                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1798                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1799         }
1800         else
1801                 self.hitplotfh = -1;
1802
1803         if(g_race || g_cts) {
1804                 string rr;
1805                 if(g_cts)
1806                         rr = CTS_RECORD;
1807                 else
1808                         rr = RACE_RECORD;
1809                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1810
1811                 msg_entity = self;
1812                 race_send_recordtime(MSG_ONE);
1813                 race_send_speedaward(MSG_ONE);
1814
1815                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1816                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1817                 race_send_speedaward_alltimebest(MSG_ONE);
1818
1819                 float i;
1820                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1821                         race_SendRankings(i, 0, 0, MSG_ONE);
1822                 }
1823         }
1824         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1825                 send_CSQC_teamnagger();
1826
1827         if (g_domination)
1828                 set_dom_state(self);
1829
1830         CheatInitClient();
1831 }
1832
1833 /*
1834 =============
1835 ClientDisconnect
1836
1837 Called when a client disconnects from the server
1838 =============
1839 */
1840 .entity chatbubbleentity;
1841 void ReadyCount();
1842 void ClientDisconnect (void)
1843 {
1844         if(self.vehicle)
1845             vehicles_exit(VHEF_RELESE);
1846
1847         if not(self.flags & FL_CLIENT)
1848         {
1849                 print("Warning: ClientDisconnect without ClientConnect\n");
1850                 return;
1851         }
1852
1853         PlayerStats_AddGlobalInfo(self);
1854
1855         CheatShutdownClient();
1856
1857         if(self.hitplotfh >= 0)
1858         {
1859                 fclose(self.hitplotfh);
1860                 self.hitplotfh = -1;
1861         }
1862
1863         anticheat_report();
1864         anticheat_shutdown();
1865
1866         playerdemo_shutdown();
1867
1868         bot_clientdisconnect();
1869
1870         if(self.entcs)
1871                 detach_entcs();
1872
1873         if(autocvar_sv_eventlog)
1874                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1875         bprint ("^4",self.netname);
1876         bprint ("^4 disconnected\n");
1877
1878         SoundEntity_Detach(self);
1879
1880         DropAllRunes(self);
1881         MUTATOR_CALLHOOK(ClientDisconnect);
1882
1883         Portal_ClearAll(self);
1884
1885         if(self.flagcarried)
1886                 DropFlag(self.flagcarried, world, world);
1887         if(self.ballcarried && g_nexball)
1888                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1889
1890         // Here, everything has been done that requires this player to be a client.
1891
1892         self.flags &~= FL_CLIENT;
1893
1894         if (self.chatbubbleentity)
1895                 remove (self.chatbubbleentity);
1896
1897         if (self.killindicator)
1898                 remove (self.killindicator);
1899
1900         WaypointSprite_PlayerGone();
1901
1902         bot_relinkplayerlist();
1903
1904         if(g_arena)
1905         {
1906                 Spawnqueue_Unmark(self);
1907                 Spawnqueue_Remove(self);
1908         }
1909
1910         accuracy_free(self);
1911         ClientData_Detach();
1912         PlayerScore_Detach(self);
1913
1914         if(self.netname_previous)
1915                 strunzone(self.netname_previous);
1916         if(self.clientstatus)
1917                 strunzone(self.clientstatus);
1918         if(self.weaponorder_byimpulse)
1919                 strunzone(self.weaponorder_byimpulse);
1920
1921         ClearPlayerSounds();
1922
1923         if(self.personal)
1924                 remove(self.personal);
1925
1926         self.playerid = 0;
1927         ReadyCount();
1928
1929         // free cvars
1930         GetCvars(-1);
1931 }
1932
1933 .float BUTTON_CHAT;
1934 void ChatBubbleThink()
1935 {
1936         self.nextthink = time;
1937         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1938         {
1939                 if(self.owner) // but why can that ever be world?
1940                         self.owner.chatbubbleentity = world;
1941                 remove(self);
1942                 return;
1943         }
1944         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1945 #ifdef TETRIS
1946                 || self.owner.tetris_on
1947 #endif
1948         )
1949                 self.model = self.mdl;
1950         else
1951                 self.model = "";
1952 };
1953
1954 void UpdateChatBubble()
1955 {
1956         if (!self.modelindex)
1957                 return;
1958         // spawn a chatbubble entity if needed
1959         if (!self.chatbubbleentity)
1960         {
1961                 self.chatbubbleentity = spawn();
1962                 self.chatbubbleentity.owner = self;
1963                 self.chatbubbleentity.exteriormodeltoclient = self;
1964                 self.chatbubbleentity.think = ChatBubbleThink;
1965                 self.chatbubbleentity.nextthink = time;
1966                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1967                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1968                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1969                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1970                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1971                 self.chatbubbleentity.model = "";
1972                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1973         }
1974 }
1975
1976
1977 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1978 // added to the model skins
1979 /*void UpdateColorModHack()
1980 {
1981         local float c;
1982         c = self.clientcolors & 15;
1983         // LordHavoc: only bothering to support white, green, red, yellow, blue
1984              if (!teamplay) self.colormod = '0 0 0';
1985         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1986         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1987         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1988         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1989         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1990         else self.colormod = '1 1 1';
1991 };*/
1992
1993 .float oldcolormap;
1994 void respawn(void)
1995 {
1996         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1997         {
1998                 self.solid = SOLID_NOT;
1999                 self.takedamage = DAMAGE_NO;
2000                 self.movetype = MOVETYPE_FLY;
2001                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
2002                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
2003                 self.effects |= EF_ADDITIVE;
2004                 self.oldcolormap = self.colormap;
2005                 self.colormap = 512;
2006                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
2007                 if(autocvar_g_respawn_ghosts_maxtime)
2008                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
2009         }
2010
2011         CopyBody(1);
2012         self.effects |= EF_NODRAW; // prevent another CopyBody
2013         if(self.oldcolormap)
2014         {
2015                 self.colormap = self.oldcolormap;
2016                 self.oldcolormap = 0;
2017         }
2018         PutClientInServer();
2019 }
2020
2021 void play_countdown(float finished, string samp)
2022 {
2023         if(clienttype(self) == CLIENTTYPE_REAL)
2024                 if(floor(finished - time - frametime) != floor(finished - time))
2025                         if(finished - time < 6)
2026                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
2027 }
2028
2029 /**
2030  * When sv_timeout is used this function returs strings like
2031  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
2032  * Called by centerprint functions
2033  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
2034  */
2035 string getTimeoutText(float addOneSecond) {
2036         if (!autocvar_sv_timeout || !timeoutStatus)
2037                 return "";
2038
2039         local string retStr;
2040         if (timeoutStatus == 1) {
2041                 if (addOneSecond == 1) {
2042                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
2043                 }
2044                 else {
2045                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
2046                 }
2047                 return retStr;
2048         }
2049         else if (timeoutStatus == 2) {
2050                 if (addOneSecond) {
2051                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
2052                         //don't show messages like "Timeout ends in 0 seconds"...
2053                         if ((remainingTimeoutTime + 1) > 0)
2054                                 return retStr;
2055                         else
2056                                 return "";
2057                 }
2058                 else {
2059                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2060                         //don't show messages like "Timeout ends in 0 seconds"...
2061                         if (remainingTimeoutTime > 0)
2062                                 return retStr;
2063                         else
2064                                 return "";
2065                 }
2066         }
2067         else return "";
2068 }
2069
2070 void player_powerups (void)
2071 {
2072         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2073         olditems = self.items;
2074
2075         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2076         {
2077                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2078                 self.modelflags |= MF_ROCKET;
2079         }
2080         else
2081         {
2082                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
2083                 self.modelflags &~= MF_ROCKET;
2084         }
2085
2086         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2087
2088         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2089                 return;
2090
2091         Fire_ApplyDamage(self);
2092         Fire_ApplyEffect(self);
2093
2094         if (g_minstagib)
2095         {
2096                 self.effects |= EF_FULLBRIGHT;
2097
2098                 if (self.items & IT_STRENGTH)
2099                 {
2100                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2101                         if (time > self.strength_finished)
2102                         {
2103                                 self.alpha = default_player_alpha;
2104                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2105                                 self.items &~= IT_STRENGTH;
2106                                 sprint(self, "^3Invisibility has worn off\n");
2107                         }
2108                 }
2109                 else
2110                 {
2111                         if (time < self.strength_finished)
2112                         {
2113                                 self.alpha = g_minstagib_invis_alpha;
2114                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2115                                 self.items |= IT_STRENGTH;
2116                                 sprint(self, "^3You are invisible\n");
2117                         }
2118                 }
2119
2120                 if (self.items & IT_INVINCIBLE)
2121                 {
2122                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2123                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2124                         {
2125                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2126                                 sprint(self, "^3Speed has worn off\n");
2127                         }
2128                 }
2129                 else
2130                 {
2131                         if (time < self.invincible_finished)
2132                         {
2133                                 self.items = self.items | IT_INVINCIBLE;
2134                                 sprint(self, "^3You are on speed\n");
2135                         }
2136                 }
2137         }
2138         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.
2139         {
2140                 if (self.items & IT_STRENGTH)
2141                 {
2142                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2143                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2144                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2145                         {
2146                                 self.items = self.items - (self.items & IT_STRENGTH);
2147                                 sprint(self, "^3Strength has worn off\n");
2148                         }
2149                 }
2150                 else
2151                 {
2152                         if (time < self.strength_finished)
2153                         {
2154                                 self.items = self.items | IT_STRENGTH;
2155                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2156                         }
2157                 }
2158                 if (self.items & IT_INVINCIBLE)
2159                 {
2160                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2161                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2162                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2163                         {
2164                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2165                                 sprint(self, "^3Shield has worn off\n");
2166                         }
2167                 }
2168                 else
2169                 {
2170                         if (time < self.invincible_finished)
2171                         {
2172                                 self.items = self.items | IT_INVINCIBLE;
2173                                 sprint(self, "^3Shield surrounds you\n");
2174                         }
2175                 }
2176
2177                 if(autocvar_g_nodepthtestplayers)
2178                         self.effects = self.effects | EF_NODEPTHTEST;
2179
2180                 if(autocvar_g_fullbrightplayers)
2181                         self.effects = self.effects | EF_FULLBRIGHT;
2182
2183                 // midair gamemode: damage only while in the air
2184                 // if in midair mode, being on ground grants temporary invulnerability
2185                 // (this is so that multishot weapon don't clear the ground flag on the
2186                 // first damage in the frame, leaving the player vulnerable to the
2187                 // remaining hits in the same frame)
2188                 if (self.flags & FL_ONGROUND)
2189                 if (g_midair)
2190                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2191
2192                 if (time >= game_starttime)
2193                 if (time < self.spawnshieldtime)
2194                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2195         }
2196
2197         MUTATOR_CALLHOOK(PlayerPowerups);
2198 }
2199
2200 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2201 {
2202         if(current > stable)
2203                 return current;
2204         else if(current > stable - 0.25) // when close enough, "snap"
2205                 return stable;
2206         else
2207                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2208 }
2209
2210 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2211 {
2212         if(current < stable)
2213                 return current;
2214         else if(current < stable + 0.25) // when close enough, "snap"
2215                 return stable;
2216         else
2217                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2218 }
2219
2220 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2221 {
2222         if(current > rotstable)
2223         {
2224                 if(rotframetime > 0)
2225                 {
2226                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2227                         current = max(rotstable, current - rotlinear * rotframetime);
2228                 }
2229         }
2230         else if(current < regenstable)
2231         {
2232                 if(regenframetime > 0)
2233                 {
2234                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2235                         current = min(regenstable, current + regenlinear * regenframetime);
2236                 }
2237         }
2238
2239         if(current > limit)
2240                 current = limit;
2241
2242         return current;
2243 }
2244
2245 void player_regen (void)
2246 {
2247         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2248         maxh = autocvar_g_balance_health_rotstable;
2249         maxa = autocvar_g_balance_armor_rotstable;
2250         maxf = autocvar_g_balance_fuel_rotstable;
2251         minh = autocvar_g_balance_health_regenstable;
2252         mina = autocvar_g_balance_armor_regenstable;
2253         minf = autocvar_g_balance_fuel_regenstable;
2254         limith = autocvar_g_balance_health_limit;
2255         limita = autocvar_g_balance_armor_limit;
2256         limitf = autocvar_g_balance_fuel_limit;
2257
2258         max_mod = regen_mod = rot_mod = limit_mod = 1;
2259
2260         if (self.runes & RUNE_REGEN)
2261         {
2262                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2263                 {
2264                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2265                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2266                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2267                 }
2268                 else
2269                 {
2270                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2271                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2272                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2273                 }
2274         }
2275         else if (self.runes & CURSE_VENOM)
2276         {
2277                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2278                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2279                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2280                 else
2281                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2282                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2283                 //if (!self.runes & RUNE_REGEN)
2284                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2285         }
2286         maxh = maxh * max_mod;
2287         //maxa = maxa * max_mod;
2288         //maxf = maxf * max_mod;
2289         minh = minh * max_mod;
2290         //mina = mina * max_mod;
2291         //minf = minf * max_mod;
2292         limith = limith * limit_mod;
2293         limita = limita * limit_mod;
2294         //limitf = limitf * limit_mod;
2295
2296         if(g_lms && g_ca)
2297                 rot_mod = 0;
2298
2299         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2300         {
2301                 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);
2302                 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);
2303
2304                 // if player rotted to death...  die!
2305                 if(self.health < 1)
2306                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2307         }
2308
2309         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2310                 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);
2311 }
2312
2313 float zoomstate_set;
2314 void SetZoomState(float z)
2315 {
2316         if(z != self.zoomstate)
2317         {
2318                 self.zoomstate = z;
2319                 ClientData_Touch(self);
2320         }
2321         zoomstate_set = 1;
2322 }
2323
2324 void GetPressedKeys(void) {
2325         MUTATOR_CALLHOOK(GetPressedKeys);
2326         if (self.movement_x > 0) // get if movement keys are pressed
2327         {       // forward key pressed
2328                 self.pressedkeys |= KEY_FORWARD;
2329                 self.pressedkeys &~= KEY_BACKWARD;
2330         }
2331         else if (self.movement_x < 0)
2332         {       // backward key pressed
2333                 self.pressedkeys |= KEY_BACKWARD;
2334                 self.pressedkeys &~= KEY_FORWARD;
2335         }
2336         else
2337         {       // no x input
2338                 self.pressedkeys &~= KEY_FORWARD;
2339                 self.pressedkeys &~= KEY_BACKWARD;
2340         }
2341
2342         if (self.movement_y > 0)
2343         {       // right key pressed
2344                 self.pressedkeys |= KEY_RIGHT;
2345                 self.pressedkeys &~= KEY_LEFT;
2346         }
2347         else if (self.movement_y < 0)
2348         {       // left key pressed
2349                 self.pressedkeys |= KEY_LEFT;
2350                 self.pressedkeys &~= KEY_RIGHT;
2351         }
2352         else
2353         {       // no y input
2354                 self.pressedkeys &~= KEY_RIGHT;
2355                 self.pressedkeys &~= KEY_LEFT;
2356         }
2357
2358         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2359                 self.pressedkeys |= KEY_JUMP;
2360         else
2361                 self.pressedkeys &~= KEY_JUMP;
2362         if (self.BUTTON_CROUCH)
2363                 self.pressedkeys |= KEY_CROUCH;
2364         else
2365                 self.pressedkeys &~= KEY_CROUCH;
2366 }
2367
2368 /*
2369 ======================
2370 spectate mode routines
2371 ======================
2372 */
2373
2374 void SpectateCopy(entity spectatee) {
2375         other = spectatee;
2376         MUTATOR_CALLHOOK(SpectateCopy);
2377         self.armortype = spectatee.armortype;
2378         self.armorvalue = spectatee.armorvalue;
2379         self.ammo_cells = spectatee.ammo_cells;
2380         self.ammo_shells = spectatee.ammo_shells;
2381         self.ammo_nails = spectatee.ammo_nails;
2382         self.ammo_rockets = spectatee.ammo_rockets;
2383         self.ammo_fuel = spectatee.ammo_fuel;
2384         self.clip_load = spectatee.clip_load;
2385         self.clip_size = spectatee.clip_size;
2386         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2387         self.health = spectatee.health;
2388         self.impulse = 0;
2389         self.items = spectatee.items;
2390         self.last_pickup = spectatee.last_pickup;
2391         self.hit_time = spectatee.hit_time;
2392         self.metertime = spectatee.metertime;
2393         self.strength_finished = spectatee.strength_finished;
2394         self.invincible_finished = spectatee.invincible_finished;
2395         self.pressedkeys = spectatee.pressedkeys;
2396         self.weapons = spectatee.weapons;
2397         self.switchweapon = spectatee.switchweapon;
2398         self.weapon = spectatee.weapon;
2399         self.nex_charge = spectatee.nex_charge;
2400         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2401         self.hagar_load = spectatee.hagar_load;
2402         self.minelayer_mines = spectatee.minelayer_mines;
2403         self.punchangle = spectatee.punchangle;
2404         self.view_ofs = spectatee.view_ofs;
2405         self.v_angle = spectatee.v_angle;
2406         self.velocity = spectatee.velocity;
2407         self.dmg_take = spectatee.dmg_take;
2408         self.dmg_save = spectatee.dmg_save;
2409         self.dmg_inflictor = spectatee.dmg_inflictor;
2410         self.angles = spectatee.v_angle;
2411         self.fixangle = TRUE;
2412         setorigin(self, spectatee.origin);
2413         setsize(self, spectatee.mins, spectatee.maxs);
2414         SetZoomState(spectatee.zoomstate);
2415
2416         anticheat_spectatecopy(spectatee);
2417
2418         //self.vehicle = spectatee.vehicle;
2419
2420         self.hud = spectatee.hud;
2421         if(spectatee.vehicle)
2422     {
2423         setorigin(self, spectatee.origin);
2424         self.velocity = spectatee.vehicle.velocity;
2425         self.v_angle += spectatee.vehicle.angles;
2426         //self.v_angle_x *= -1;
2427         self.vehicle_health = spectatee.vehicle_health;
2428         self.vehicle_shield = spectatee.vehicle_shield;
2429         self.vehicle_energy = spectatee.vehicle_energy;
2430         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2431         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2432         self.vehicle_reload1 = spectatee.vehicle_reload1;
2433         self.vehicle_reload2 = spectatee.vehicle_reload2;
2434         
2435         msg_entity = self;
2436         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2437         WriteEntity(MSG_ONE, spectatee);
2438         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2439     }
2440 }
2441
2442 float SpectateUpdate() {
2443         if(!self.enemy)
2444             return 0;           
2445
2446         if (self == self.enemy)
2447                 return 0;
2448
2449         if(self.enemy.classname != "player")
2450                 return 0;
2451
2452         SpectateCopy(self.enemy);
2453
2454         return 1;
2455 }
2456
2457 float SpectateNext() {
2458         other = find(self.enemy, classname, "player");
2459
2460         if (!other)
2461                 other = find(other, classname, "player");
2462
2463         if (other)
2464                 self.enemy = other;
2465
2466         if(self.enemy.classname == "player") {
2467             if(self.enemy.vehicle)
2468             {      
2469             msg_entity = self;
2470             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2471             WriteEntity(MSG_ONE, self.enemy);
2472             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2473             self.movetype = MOVETYPE_NONE;
2474             accuracy_resend(self);
2475             }
2476             else 
2477             {           
2478             msg_entity = self;
2479             WriteByte(MSG_ONE, SVC_SETVIEW);
2480             WriteEntity(MSG_ONE, self.enemy);
2481             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2482             self.movetype = MOVETYPE_NONE;
2483             accuracy_resend(self);
2484
2485             if(!SpectateUpdate())
2486                 PutObserverInServer();
2487         }
2488         return 1;
2489         } else {
2490                 return 0;
2491         }
2492 }
2493
2494 /*
2495 =============
2496 ShowRespawnCountdown()
2497
2498 Update a respawn countdown display.
2499 =============
2500 */
2501 void ShowRespawnCountdown()
2502 {
2503         float number;
2504         if(self.deadflag == DEAD_NO) // just respawned?
2505                 return;
2506         else
2507         {
2508                 number = ceil(self.death_time - time);
2509                 if(number <= 0)
2510                         return;
2511                 if(number <= self.respawn_countdown)
2512                 {
2513                         self.respawn_countdown = number - 1;
2514                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2515                                 AnnounceTo(self, strcat(ftos(number), ""));
2516                 }
2517         }
2518 }
2519
2520 void LeaveSpectatorMode()
2521 {
2522         if(nJoinAllowed(1)) {
2523                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2524                         self.classname = "player";
2525
2526                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2527                                 JoinBestTeam(self, FALSE, TRUE);
2528
2529                         if(autocvar_g_campaign)
2530                                 campaign_bots_may_start = 1;
2531
2532                         PutClientInServer();
2533
2534                         if(self.classname == "player")
2535                                 bprint ("^4", self.netname, "^4 is playing now\n");
2536
2537                         if(!autocvar_g_campaign)
2538                                 centerprint(self,""); // clear MOTD
2539
2540                         return;
2541                 } else {
2542                         if (g_ca && self.caplayer) {
2543                         }       // do nothing
2544                         else
2545                                 stuffcmd(self,"menu_showteamselect\n");
2546                         return;
2547                 }
2548         }
2549         else {
2550                 //player may not join because of g_maxplayers is set
2551                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2552         }
2553 }
2554
2555 /**
2556  * Determines whether the player is allowed to join. This depends on cvar
2557  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2558  * it checks whether the number of currently playing players exceeds g_maxplayers.
2559  * @return int number of free slots for players, 0 if none
2560  */
2561 float nJoinAllowed(float includeMe) {
2562         if(self.team_forced < 0)
2563                 return FALSE; // forced spectators can never join
2564
2565         // TODO simplify this
2566         local entity e;
2567
2568         local float totalClients;
2569         FOR_EACH_CLIENT(e)
2570                 totalClients += 1;
2571
2572         if (!autocvar_g_maxplayers)
2573                 return maxclients - totalClients + includeMe;
2574
2575         local float currentlyPlaying;
2576         FOR_EACH_REALPLAYER(e)
2577                 currentlyPlaying += 1;
2578
2579         if(currentlyPlaying < autocvar_g_maxplayers)
2580                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2581
2582         return 0;
2583 }
2584
2585 /**
2586  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2587  * g_maxplayers_spectator_blocktime seconds
2588  */
2589 void checkSpectatorBlock() {
2590         if(self.classname == "spectator" || self.classname == "observer") {
2591                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2592                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2593                         dropclient(self);
2594                 }
2595         }
2596 }
2597
2598 void ObserverThink()
2599 {
2600         if (self.flags & FL_JUMPRELEASED) {
2601                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2602                         self.welcomemessage_time = 0;
2603                         self.flags &~= FL_JUMPRELEASED;
2604                         self.flags |= FL_SPAWNING;
2605                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2606                         self.welcomemessage_time = 0;
2607                         self.flags &~= FL_JUMPRELEASED;
2608                         if(SpectateNext() == 1) {
2609                                 self.classname = "spectator";
2610                         }
2611                 }
2612         } else {
2613                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2614                         self.flags |= FL_JUMPRELEASED;
2615                         if(self.flags & FL_SPAWNING)
2616                         {
2617                                 self.flags &~= FL_SPAWNING;
2618                                 LeaveSpectatorMode();
2619                                 return;
2620                         }
2621                 }
2622         }
2623         PrintWelcomeMessage(self);
2624 }
2625
2626 void SpectatorThink()
2627 {
2628         if (self.flags & FL_JUMPRELEASED) {
2629                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2630                         self.welcomemessage_time = 0;
2631                         self.flags &~= FL_JUMPRELEASED;
2632                         self.flags |= FL_SPAWNING;
2633                 } else if(self.BUTTON_ATCK) {
2634                         self.welcomemessage_time = 0;
2635                         self.flags &~= FL_JUMPRELEASED;
2636                         if(SpectateNext() == 1) {
2637                                 self.classname = "spectator";
2638                         } else {
2639                                 self.classname = "observer";
2640                                 PutClientInServer();
2641                         }
2642                 } else if (self.BUTTON_ATCK2) {
2643                         self.welcomemessage_time = 0;
2644                         self.flags &~= FL_JUMPRELEASED;
2645                         self.classname = "observer";
2646                         PutClientInServer();
2647                 } else {
2648                         if(!SpectateUpdate())
2649                                 PutObserverInServer();
2650                 }
2651         } else {
2652                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2653                         self.flags |= FL_JUMPRELEASED;
2654                         if(self.flags & FL_SPAWNING)
2655                         {
2656                                 self.flags &~= FL_SPAWNING;
2657                                 LeaveSpectatorMode();
2658                                 return;
2659                         }
2660                 }
2661                 if(!SpectateUpdate())
2662                         PutObserverInServer();
2663         }
2664
2665         PrintWelcomeMessage(self);
2666         self.flags |= FL_CLIENT | FL_NOTARGET;
2667 }
2668
2669 float ctf_usekey();
2670 void PlayerUseKey()
2671 {
2672         if(self.classname != "player")
2673                 return;
2674
2675         if(self.vehicle)
2676         {
2677         vehicles_exit(VHEF_NORMAL);
2678         return;
2679         }
2680         
2681         // a use key was pressed; call handlers
2682         if(ctf_usekey())
2683                 return;
2684
2685         MUTATOR_CALLHOOK(PlayerUseKey);
2686 }
2687
2688 .float touchexplode_time;
2689
2690 /*
2691 =============
2692 PlayerPreThink
2693
2694 Called every frame for each client before the physics are run
2695 =============
2696 */
2697 .float usekeypressed;
2698 void() ctf_setstatus;
2699 void() nexball_setstatus;
2700 .float items_added;
2701 void PlayerPreThink (void)
2702 {
2703         WarpZone_PlayerPhysics_FixVAngle();
2704
2705         self.stat_game_starttime = game_starttime;
2706         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2707         self.stat_leadlimit = autocvar_leadlimit;
2708
2709         if(frametime)
2710         {
2711                 // physics frames: update anticheat stuff
2712                 anticheat_prethink();
2713         }
2714
2715         if(blockSpectators && frametime)
2716                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2717                 checkSpectatorBlock();
2718
2719         zoomstate_set = 0;
2720
2721         if(self.netname_previous != self.netname)
2722         {
2723                 if(autocvar_sv_eventlog)
2724                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2725                 if(self.netname_previous)
2726                         strunzone(self.netname_previous);
2727                 self.netname_previous = strzone(self.netname);
2728         }
2729
2730         // version nagging
2731         if(self.version_nagtime)
2732                 if(self.cvar_g_xonoticversion)
2733                         if(time > self.version_nagtime)
2734                         {
2735                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2736                                 {
2737                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2738                                         {
2739                                                 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");
2740                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2741                                         }
2742                                         else
2743                                         {
2744                                                 float r;
2745                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2746                                                 if(r < 0)
2747                                                 {
2748                                                         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.com/^1!\n");
2749                                                         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.com/^1!\n"));
2750                                                 }
2751                                                 else if(r > 0)
2752                                                 {
2753                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2754                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2755                                                 }
2756                                         }
2757                                 }
2758                                 self.version_nagtime = 0;
2759                         }
2760
2761         // GOD MODE info
2762         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2763         {
2764                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2765                 self.max_armorvalue = 0;
2766         }
2767
2768 #ifdef TETRIS
2769         if (TetrisPreFrame())
2770                 return;
2771 #endif
2772
2773         MUTATOR_CALLHOOK(PlayerPreThink);
2774
2775         if(self.BUTTON_USE && !self.usekeypressed)
2776                 PlayerUseKey();
2777         self.usekeypressed = self.BUTTON_USE;
2778
2779         if(self.classname == "player") {
2780 //              if(self.netname == "Wazat")
2781 //                      bprint(self.classname, "\n");
2782
2783                 CheckRules_Player();
2784
2785                 PrintWelcomeMessage(self);
2786
2787                 if (intermission_running)
2788                 {
2789                         IntermissionThink ();   // otherwise a button could be missed between
2790                         return;                                 // the think tics
2791                 }
2792
2793                 //don't allow the player to turn around while game is paused!
2794                 if(timeoutStatus == 2) {
2795                         // FIXME turn this into CSQC stuff
2796                         self.v_angle = self.lastV_angle;
2797                         self.angles = self.lastV_angle;
2798                         self.fixangle = TRUE;
2799                 }
2800
2801                 if(frametime)
2802                 {
2803                         if(self.health <= 0 && autocvar_g_deathglow)
2804                         {
2805                                 if(self.glowmod_x > 0)
2806                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2807                                 else
2808                                         self.glowmod_x = -1;
2809                                 if(self.glowmod_y > 0)
2810                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2811                                 else
2812                                         self.glowmod_y = -1;
2813                                 if(self.glowmod_z > 0)
2814                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2815                                 else
2816                                         self.glowmod_z = -1;
2817                         }
2818                         else
2819                         {
2820                                 // set weapon and player glowmod
2821                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2822
2823                                 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2824                                 {
2825                                         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);
2826                                         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);
2827                                         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);
2828
2829                                         if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2830                                         {
2831                                                 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);
2832                                                 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);
2833                                                 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);
2834                                         }
2835                                 }
2836                                 else
2837                                         self.weaponentity_glowmod = self.glowmod;
2838                         }
2839                         player_powerups();
2840                 }
2841
2842                 if (self.deadflag != DEAD_NO)
2843                 {
2844                         float button_pressed, force_respawn;
2845                         if(self.personal && g_race_qualifying)
2846                         {
2847                                 if(time > self.death_time)
2848                                 {
2849                                         self.death_time = time + 1; // only retry once a second
2850                                         respawn();
2851                                         self.impulse = 141;
2852                                 }
2853                         }
2854                         else
2855                         {
2856                                 if(frametime)
2857                                         player_anim();
2858                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2859                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2860                                 if (self.deadflag == DEAD_DYING)
2861                                 {
2862                                         if(force_respawn)
2863                                                 self.deadflag = DEAD_RESPAWNING;
2864                                         else if(!button_pressed)
2865                                                 self.deadflag = DEAD_DEAD;
2866                                 }
2867                                 else if (self.deadflag == DEAD_DEAD)
2868                                 {
2869                                         if(button_pressed)
2870                                                 self.deadflag = DEAD_RESPAWNABLE;
2871                                 }
2872                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2873                                 {
2874                                         if(!button_pressed)
2875                                                 self.deadflag = DEAD_RESPAWNING;
2876                                 }
2877                                 else if (self.deadflag == DEAD_RESPAWNING)
2878                                 {
2879                                         if(time > self.death_time)
2880                                         {
2881                                                 self.death_time = time + 1; // only retry once a second
2882                                                 respawn();
2883                                         }
2884                                 }
2885                                 ShowRespawnCountdown();
2886                         }
2887                         return;
2888                 }
2889
2890                 if(g_touchexplode)
2891                 if(time > self.touchexplode_time)
2892                 if(self.classname == "player")
2893                 if(self.deadflag == DEAD_NO)
2894                 if not(IS_INDEPENDENT_PLAYER(self))
2895                 FOR_EACH_PLAYER(other) if(self != other)
2896                 {
2897                         if(time > other.touchexplode_time)
2898                         if(other.deadflag == DEAD_NO)
2899                         if not(IS_INDEPENDENT_PLAYER(other))
2900                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2901                         {
2902                                 PlayerTouchExplode(self, other);
2903                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2904                         }
2905                 }
2906
2907                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2908                 {
2909                         vector dist;
2910
2911                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2912                         dist = self.prevorigin - self.origin;
2913                         dist_z = 0;
2914                         self.lms_traveled_distance += fabs(vlen(dist));
2915
2916                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2917                         {
2918                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2919                                 self.lms_traveled_distance = 0;
2920                         }
2921
2922                         if(time > self.lms_nextcheck)
2923                         {
2924                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2925                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2926                                 {
2927                                         centerprint(self, autocvar_g_lms_campcheck_message);
2928                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2929                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2930                                         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');
2931                                 }
2932                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2933                                 self.lms_traveled_distance = 0;
2934                         }
2935                 }
2936
2937                 self.prevorigin = self.origin;
2938
2939                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2940                 {
2941                         if (!self.crouch)
2942                         {
2943                                 self.crouch = TRUE;
2944                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2945                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2946                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2947                         }
2948                 }
2949                 else
2950                 {
2951                         if (self.crouch)
2952                         {
2953                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2954                                 if (!trace_startsolid)
2955                                 {
2956                                         self.crouch = FALSE;
2957                                         self.view_ofs = PL_VIEW_OFS;
2958                                         setsize (self, PL_MIN, PL_MAX);
2959                                 }
2960                         }
2961                 }
2962
2963                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2964                 {
2965                         if(self.bloodloss_timer < time)
2966                         {
2967                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2968                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2969                         }
2970                 }
2971
2972                 FixPlayermodel();
2973
2974                 GrapplingHookFrame();
2975
2976                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2977                 //if(frametime)
2978                 {
2979                         self.items &~= self.items_added;
2980
2981                         W_WeaponFrame();
2982
2983                         self.items_added = 0;
2984                         if(self.items & IT_JETPACK)
2985                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2986                                         self.items_added |= IT_FUEL;
2987
2988                         self.items |= self.items_added;
2989                 }
2990
2991                 player_regen();
2992
2993                 // rot nex charge to the charge limit
2994                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2995                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2996
2997                 if(frametime)
2998                         player_anim();
2999
3000                 if (g_minstagib)
3001                         minstagib_ammocheck();
3002
3003                 if(g_ctf)
3004                         ctf_setstatus();
3005
3006                 if(g_nexball)
3007                         nexball_setstatus();
3008
3009                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
3010
3011                 //self.angles_y=self.v_angle_y + 90;   // temp
3012         } else if(gameover) {
3013                 if (intermission_running)
3014                         IntermissionThink ();   // otherwise a button could be missed between
3015                 return;
3016         } else if(self.classname == "observer") {
3017                 ObserverThink();
3018         } else if(self.classname == "spectator") {
3019                 SpectatorThink();
3020         }
3021
3022         if(!zoomstate_set)
3023                 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));
3024
3025         float oldspectatee_status;
3026         oldspectatee_status = self.spectatee_status;
3027         if(self.classname == "spectator")
3028                 self.spectatee_status = num_for_edict(self.enemy);
3029         else if(self.classname == "observer")
3030                 self.spectatee_status = num_for_edict(self);
3031         else
3032                 self.spectatee_status = 0;
3033         if(self.spectatee_status != oldspectatee_status)
3034         {
3035                 ClientData_Touch(self);
3036                 if(g_race || g_cts)
3037                         race_InitSpectator();
3038         }
3039
3040         if(self.teamkill_soundtime)
3041         if(time > self.teamkill_soundtime)
3042         {
3043                 self.teamkill_soundtime = 0;
3044
3045                 entity oldpusher, oldself;
3046
3047                 oldself = self; self = self.teamkill_soundsource;
3048                 oldpusher = self.pusher; self.pusher = oldself;
3049
3050                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
3051
3052                 self.pusher = oldpusher;
3053                 self = oldself;
3054         }
3055
3056         if(self.taunt_soundtime)
3057         if(time > self.taunt_soundtime)
3058         {
3059                 self.taunt_soundtime = 0;
3060                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
3061         }
3062
3063         target_voicescript_next(self);
3064
3065         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
3066         if(!self.weapon)
3067                 self.clip_load = self.clip_size = 0;
3068 }
3069
3070 float isInvisibleString(string s)
3071 {
3072         float i, n, c;
3073         s = strdecolorize(s);
3074         for((i = 0), (n = strlen(s)); i < n; ++i)
3075         {
3076                 c = str2chr(s, i);
3077                 switch(c)
3078                 {
3079                         case 0:
3080                         case 32: // space
3081                                 break;
3082                         case 192: // charmap space
3083                                 if (!autocvar_utf8_enable)
3084                                         break;
3085                                 return FALSE;
3086                         case 160: // space in unicode fonts
3087                         case 0xE000 + 192: // utf8 charmap space
3088                                 if (autocvar_utf8_enable)
3089                                         break;
3090                         default:
3091                                 return FALSE;
3092                 }
3093         }
3094         return TRUE;
3095 }
3096
3097 /*
3098 =============
3099 PlayerPostThink
3100
3101 Called every frame for each client after the physics are run
3102 =============
3103 */
3104 .float idlekick_lasttimeleft;
3105 .entity showheadshotbbox;
3106 void showheadshotbbox_think()
3107 {
3108         if(self.owner.showheadshotbbox != self)
3109         {
3110                 remove(self);
3111                 return;
3112         }
3113         self.nextthink = time;
3114         setorigin(self, self.owner.origin);
3115         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3116 }
3117 void PlayerPostThink (void)
3118 {
3119         // Savage: Check for nameless players
3120         if (isInvisibleString(self.netname)) {
3121                 self.netname = "Player";
3122                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3123         }
3124
3125         if(sv_maxidle && frametime)
3126         {
3127                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3128                 float timeleft;
3129                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3130                 if(timeleft <= 0)
3131                 {
3132                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3133                         AnnounceTo(self, "terminated");
3134                         dropclient(self);
3135                         return;
3136                 }
3137                 else if(timeleft <= 10)
3138                 {
3139                         if(timeleft != self.idlekick_lasttimeleft)
3140                         {
3141                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3142                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
3143                         }
3144                 }
3145                 else
3146                 {
3147                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
3148                 }
3149                 self.idlekick_lasttimeleft = timeleft;
3150         }
3151
3152 #ifdef TETRIS
3153         if(self.impulse == 100)
3154                 ImpulseCommands();
3155         if (TetrisPostFrame())
3156                 return;
3157 #endif
3158
3159         CheatFrame();
3160
3161         if(self.classname == "player") {
3162                 CheckRules_Player();
3163                 UpdateChatBubble();
3164                 if (self.impulse)
3165                         ImpulseCommands();
3166                 if (intermission_running)
3167                         return;         // intermission or finale
3168                 GetPressedKeys();
3169         } else if (self.classname == "observer") {
3170                 //do nothing
3171         } else if (self.classname == "spectator") {
3172                 //do nothing
3173         }
3174         
3175         /*
3176         float i;
3177         for(i = 0; i < 1000; ++i)
3178         {
3179                 vector end;
3180                 end = self.origin + '0 0 1024' + 512 * randomvec();
3181                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3182                 if(trace_fraction < 1)
3183                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3184                 {
3185                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3186                         break;
3187                 }
3188         }
3189         */
3190
3191         Arena_Warmup();
3192
3193         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3194
3195         if(self.waypointsprite_attachedforcarrier)
3196                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3197
3198         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3199         {
3200                 if(!self.showheadshotbbox)
3201                 {
3202                         self.showheadshotbbox = spawn();
3203                         self.showheadshotbbox.classname = "headshotbbox";
3204                         self.showheadshotbbox.owner = self;
3205                         self.showheadshotbbox.think = showheadshotbbox_think;
3206                         self.showheadshotbbox.nextthink = time;
3207                         self = self.showheadshotbbox;
3208                         self.think();
3209                         self = self.owner;
3210                 }
3211         }
3212         else
3213         {
3214                 if(self.showheadshotbbox)
3215                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3216                 remove(self.showheadshotbbox);
3217         }
3218
3219         playerdemo_write();
3220
3221         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3222         {
3223                 if(!self.stored_netname)
3224                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3225                 if(self.stored_netname != self.netname)
3226                 {
3227                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3228                         strunzone(self.stored_netname);
3229                         self.stored_netname = strzone(self.netname);
3230                 }
3231         }
3232
3233         /*
3234         if(g_race)
3235                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3236         */
3237 }