Merge branch 'master' into terencehill/centerprint_stuff
[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         if (g_minstagib)
618                 minstagib_stop_countdown();
619
620         Portal_ClearAll(self);
621
622         if(self.alivetime)
623         {
624                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
625                 self.alivetime = 0;
626         }
627
628         if(self.vehicle)
629             vehicles_exit(VHEF_RELESE);
630
631         if(self.flagcarried)
632                 DropFlag(self.flagcarried, world, world);
633
634         if(self.ballcarried && g_nexball)
635                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
636
637         WaypointSprite_PlayerDead();
638
639         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
640                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
641
642         if(self.killcount != -666) {
643                 if(g_lms) {
644                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
645                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
646                         else
647                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
648                 } else
649                         bprint ("^4", self.netname, "^4 is spectating now\n");
650
651                 if(self.just_joined == FALSE) {
652                         LogTeamchange(self.playerid, -1, 4);
653                 } else
654                         self.just_joined = FALSE;
655         }
656
657         PlayerScore_Clear(self); // clear scores when needed
658
659         accuracy_resend(self);
660
661         self.spectatortime = time;
662
663         self.classname = "observer";
664         self.iscreature = FALSE;
665         self.health = -666;
666         self.takedamage = DAMAGE_NO;
667         self.solid = SOLID_NOT;
668         self.movetype = MOVETYPE_NOCLIP;
669         self.flags = FL_CLIENT | FL_NOTARGET;
670         self.armorvalue = 666;
671         self.effects = 0;
672         self.armorvalue = autocvar_g_balance_armor_start;
673         self.pauserotarmor_finished = 0;
674         self.pauserothealth_finished = 0;
675         self.pauseregen_finished = 0;
676         self.damageforcescale = 0;
677         self.death_time = 0;
678         self.dead_frame = 0;
679         self.alpha = 0;
680         self.scale = 0;
681         self.fade_time = 0;
682         self.pain_frame = 0;
683         self.pain_finished = 0;
684         self.strength_finished = 0;
685         self.invincible_finished = 0;
686         self.pushltime = 0;
687         self.think = SUB_Null;
688         self.nextthink = 0;
689         self.hook_time = 0;
690         self.runes = 0;
691         self.deadflag = DEAD_NO;
692         self.angles = spot.angles;
693         self.angles_z = 0;
694         self.fixangle = TRUE;
695         self.crouch = FALSE;
696
697         self.view_ofs = PL_VIEW_OFS;
698         setorigin (self, spot.origin);
699         setsize (self, '0 0 0', '0 0 0');
700         self.prevorigin = self.origin;
701         self.items = 0;
702         self.weapons = 0;
703         self.model = "";
704         FixPlayermodel();
705         self.model = "";
706         self.modelindex = 0;
707         self.weapon = 0;
708         self.weaponmodel = "";
709         self.weaponentity = world;
710         self.exteriorweaponentity = world;
711         self.killcount = -666;
712         self.velocity = '0 0 0';
713         self.avelocity = '0 0 0';
714         self.punchangle = '0 0 0';
715         self.punchvector = '0 0 0';
716         self.oldvelocity = self.velocity;
717         self.fire_endtime = -1;
718
719         if(sv_loddistance1)
720                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
721
722         if(g_arena)
723         {
724                 if(self.version_mismatch)
725                 {
726                         Spawnqueue_Unmark(self);
727                         Spawnqueue_Remove(self);
728                 }
729                 else
730                 {
731                         Spawnqueue_Insert(self);
732                 }
733         }
734         else if(g_lms)
735         {
736                 // Only if the player cannot play at all
737                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
738                         self.frags = FRAGS_SPECTATOR;
739                 else
740                         self.frags = FRAGS_LMS_LOSER;
741         }
742         else
743                 self.frags = FRAGS_SPECTATOR;
744 }
745
746 void FixPlayermodel()
747 {
748         local string defaultmodel;
749         local float defaultskin, chmdl, oldskin;
750         local vector m1, m2;
751
752         defaultmodel = "";
753
754         if(autocvar_sv_defaultcharacter == 1) {
755                 defaultskin = 0;
756
757                 if(teamplay)
758                 {
759                         string s;
760                         s = Team_ColorNameLowerCase(self.team);
761                         if(s != "neutral")
762                         {
763                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
764                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
765                         }
766                 }
767
768                 if(defaultmodel == "")
769                 {
770                         defaultmodel = autocvar_sv_defaultplayermodel;
771                         defaultskin = autocvar_sv_defaultplayerskin;
772                 }
773         }
774
775         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
776         {
777                 if(self.model != "")
778                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
779                 self.model = ""; // force the != checks to return true
780         }
781
782         if(defaultmodel != "")
783         {
784                 if (defaultmodel != self.model)
785                 {
786                         m1 = self.mins;
787                         m2 = self.maxs;
788                         setmodel_lod (self, defaultmodel);
789                         setsize (self, m1, m2);
790                         chmdl = TRUE;
791                 }
792
793                 oldskin = self.skinindex;
794                 self.skinindex = defaultskin;
795         } else {
796                 if (self.playermodel != self.model || self.playermodel == "")
797                 {
798                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
799                         m1 = self.mins;
800                         m2 = self.maxs;
801                         setmodel_lod (self, self.playermodel);
802                         setsize (self, m1, m2);
803                         chmdl = TRUE;
804                 }
805
806                 oldskin = self.skinindex;
807                 self.skinindex = stof(self.playerskin);
808         }
809
810         if(chmdl || oldskin != self.skinindex)
811                 self.species = player_getspecies(); // model or skin has changed
812
813         if(!teamplay)
814                 if(strlen(autocvar_sv_defaultplayercolors))
815                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
816                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
817 }
818
819 void PlayerTouchExplode(entity p1, entity p2)
820 {
821         vector org;
822         org = (p1.origin + p2.origin) * 0.5;
823         org_z += (p1.mins_z + p2.mins_z) * 0.5;
824
825         te_explosion(org);
826
827         entity e;
828         e = spawn();
829         setorigin(e, org);
830         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
831         remove(e);
832 }
833
834 /*
835 =============
836 PutClientInServer
837
838 Called when a client spawns in the server
839 =============
840 */
841 //void() ctf_playerchanged;
842 void PutClientInServer (void)
843 {
844         if(clienttype(self) == CLIENTTYPE_BOT)
845         {
846                 self.classname = "player";
847         }
848         else if(clienttype(self) == CLIENTTYPE_REAL)
849         {
850                 msg_entity = self;
851                 WriteByte(MSG_ONE, SVC_SETVIEW);
852                 WriteEntity(MSG_ONE, self);
853         }
854
855         // player is dead and becomes observer
856         // FIXME fix LMS scoring for new system
857         if(g_lms)
858         {
859                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
860                         self.classname = "observer";
861         }
862
863         if(g_arena || (g_ca && !allowed_to_spawn))
864         if(!self.spawned)
865                 self.classname = "observer";
866
867         if(gameover)
868                 self.classname = "observer";
869
870         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
871                 entity spot, oldself;
872                 float j;
873
874                 accuracy_resend(self);
875
876                 if(self.team < 0)
877                         JoinBestTeam(self, FALSE, TRUE);
878
879                 race_PreSpawn();
880
881                 spot = SelectSpawnPoint (FALSE);
882                 if(!spot)
883                 {
884                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
885                         return; // spawn failed
886                 }
887
888                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
889
890                 self.classname = "player";
891                 self.wasplayer = TRUE;
892                 self.iscreature = TRUE;
893                 self.movetype = MOVETYPE_WALK;
894                 self.solid = SOLID_SLIDEBOX;
895                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
896                 if(autocvar_g_playerclip_collisions)
897                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
898                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
899                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
900                 self.frags = FRAGS_PLAYER;
901                 if(independent_players)
902                         MAKE_INDEPENDENT_PLAYER(self);
903                 self.flags = FL_CLIENT;
904                 self.takedamage = DAMAGE_AIM;
905                 if(g_minstagib)
906                         self.effects = EF_FULLBRIGHT;
907                 else
908                         self.effects = 0;
909                 self.air_finished = time + 12;
910                 self.dmg = 2;
911                 if(autocvar_g_balance_nex_charge)
912                 {
913                         if(autocvar_g_balance_nex_secondary_chargepool)
914                                 self.nex_chargepool_ammo = 1;
915                         self.nex_charge = autocvar_g_balance_nex_charge_start;
916                 }
917
918                 if(inWarmupStage)
919                 {
920                         self.ammo_shells = warmup_start_ammo_shells;
921                         self.ammo_nails = warmup_start_ammo_nails;
922                         self.ammo_rockets = warmup_start_ammo_rockets;
923                         self.ammo_cells = warmup_start_ammo_cells;
924                         self.ammo_fuel = warmup_start_ammo_fuel;
925                         self.health = warmup_start_health;
926                         self.armorvalue = warmup_start_armorvalue;
927                         self.weapons = warmup_start_weapons;
928                 }
929                 else
930                 {
931                         self.ammo_shells = start_ammo_shells;
932                         self.ammo_nails = start_ammo_nails;
933                         self.ammo_rockets = start_ammo_rockets;
934                         self.ammo_cells = start_ammo_cells;
935                         self.ammo_fuel = start_ammo_fuel;
936                         self.health = start_health;
937                         self.armorvalue = start_armorvalue;
938                         self.weapons = start_weapons;
939                 }
940
941                 if(g_weaponarena_random)
942                 {
943                         if(g_weaponarena_random_with_laser)
944                                 self.weapons &~= WEPBIT_LASER;
945                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
946                         if(g_weaponarena_random_with_laser)
947                                 self.weapons |= WEPBIT_LASER;
948                 }
949
950                 self.items = start_items;
951                 self.jump_interval = time;
952
953                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
954                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
955                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
956                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
957                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
958                 //extend the pause of rotting if client was reset at the beginning of the countdown
959                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
960                         self.spawnshieldtime += game_starttime - time;
961                         self.pauserotarmor_finished += game_starttime - time;
962                         self.pauserothealth_finished += game_starttime - time;
963                         self.pauseregen_finished += game_starttime - time;
964                 }
965                 self.damageforcescale = 2;
966                 self.death_time = 0;
967                 self.dead_frame = 0;
968                 self.alpha = 0;
969                 self.scale = 0;
970                 self.fade_time = 0;
971                 self.pain_frame = 0;
972                 self.pain_finished = 0;
973                 self.strength_finished = 0;
974                 self.invincible_finished = 0;
975                 self.pushltime = 0;
976                 // players have no think function
977                 self.think = SUB_Null;
978                 self.nextthink = 0;
979                 self.hook_time = 0;
980                 self.dmg_team = 0;
981                 self.ballistics_density = autocvar_g_ballistics_density_player;
982
983                 self.metertime = 0;
984
985                 self.runes = 0;
986
987                 self.deadflag = DEAD_NO;
988
989                 self.angles = spot.angles;
990
991                 self.angles_z = 0; // never spawn tilted even if the spot says to
992                 self.fixangle = TRUE; // turn this way immediately
993                 self.velocity = '0 0 0';
994                 self.avelocity = '0 0 0';
995                 self.punchangle = '0 0 0';
996                 self.punchvector = '0 0 0';
997                 self.oldvelocity = self.velocity;
998                 self.fire_endtime = -1;
999
1000                 msg_entity = self;
1001                 WRITESPECTATABLE_MSG_ONE({
1002                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
1003                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
1004                 });
1005
1006                 if(sv_loddistance1)
1007                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1008
1009                 self.model = "";
1010                 FixPlayermodel();
1011
1012                 self.crouch = FALSE;
1013                 self.view_ofs = PL_VIEW_OFS;
1014                 setsize (self, PL_MIN, PL_MAX);
1015                 self.spawnorigin = spot.origin;
1016                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1017                 // don't reset back to last position, even if new position is stuck in solid
1018                 self.oldorigin = self.origin;
1019                 self.prevorigin = self.origin;
1020                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1021
1022                 if(g_arena)
1023                 {
1024                         Spawnqueue_Remove(self);
1025                         Spawnqueue_Mark(self);
1026                 }
1027
1028                 else if(g_ca)
1029                         self.caplayer = 1;
1030
1031                 self.event_damage = PlayerDamage;
1032
1033                 self.bot_attack = TRUE;
1034
1035                 self.statdraintime = time + 5;
1036                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1037
1038                 if(self.killcount == -666) {
1039                         PlayerScore_Clear(self);
1040                         self.killcount = 0;
1041                 }
1042
1043                 self.cnt = WEP_LASER;
1044
1045                 CL_SpawnWeaponentity();
1046                 self.alpha = default_player_alpha;
1047                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1048                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1049
1050                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1051                 self.lms_traveled_distance = 0;
1052                 self.speedrunning = FALSE;
1053
1054                 race_PostSpawn(spot);
1055
1056                 if(autocvar_spawn_debug)
1057                 {
1058                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1059                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1060                 }
1061
1062                 //stuffcmd(self, "chase_active 0");
1063                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1064
1065                 if (autocvar_g_spawnsound)
1066                         sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1067
1068                 if(g_assault) {
1069                         if(self.team == assault_attacker_team)
1070                                 centerprint(self, "You are attacking!");
1071                         else
1072                                 centerprint(self, "You are defending!");
1073                 }
1074
1075                 target_voicescript_clear(self);
1076
1077                 // reset fields the weapons may use
1078                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1079                 {
1080                         weapon_action(j, WR_RESETPLAYER);
1081
1082                         // all weapons must be fully loaded when we spawn
1083                         entity e;
1084                         e = get_weaponinfo(j);
1085                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1086                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1087                 }
1088                 self.weapon_forbidchange = FALSE;
1089
1090                 oldself = self;
1091                 self = spot;
1092                         activator = oldself;
1093                                 string s;
1094                                 s = self.target;
1095                                 self.target = string_null;
1096                                 SUB_UseTargets();
1097                                 self.target = s;
1098                         activator = world;
1099                 self = oldself;
1100
1101                 MUTATOR_CALLHOOK(PlayerSpawn);
1102
1103                 self.switchweapon = w_getbestweapon(self);
1104                 self.cnt = self.switchweapon;
1105                 self.weapon = 0;
1106
1107                 if(!self.alivetime)
1108                         self.alivetime = time;
1109         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1110                 PutObserverInServer ();
1111         }
1112
1113         //if(g_ctf)
1114         //      ctf_playerchanged();
1115 }
1116
1117 .float ebouncefactor, ebouncestop; // electro's values
1118 // TODO do we need all these fields, or should we stop autodetecting runtime
1119 // changes and just have a console command to update this?
1120 float ClientInit_SendEntity(entity to, float sf)
1121 {
1122         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1123         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1124         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1125         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1126         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1127         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1128         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1129         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1130         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1131         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1132         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1133         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1134         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1135         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1136         if(sv_foginterval && world.fog != "")
1137                 WriteString(MSG_ENTITY, world.fog);
1138         else
1139                 WriteString(MSG_ENTITY, "");
1140         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1141         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1142         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1143         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1144         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1145         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1146         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1147         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
1148         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1149         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1150         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1151         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1152         return TRUE;
1153 }
1154
1155 void ClientInit_CheckUpdate()
1156 {
1157         self.nextthink = time;
1158         if(self.count != autocvar_g_balance_armor_blockpercent)
1159         {
1160                 self.count = autocvar_g_balance_armor_blockpercent;
1161                 self.SendFlags |= 1;
1162         }
1163         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1164         {
1165                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1166                 self.SendFlags |= 1;
1167         }
1168         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1169         {
1170                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1171                 self.SendFlags |= 1;
1172         }
1173         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1174         {
1175                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1176                 self.SendFlags |= 1;
1177         }
1178         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1179         {
1180                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1181                 self.SendFlags |= 1;
1182         }
1183         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1184         {
1185                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1186                 self.SendFlags |= 1;
1187         }
1188 }
1189
1190 void ClientInit_Spawn()
1191 {
1192         entity o;
1193         entity e;
1194         e = spawn();
1195         e.classname = "clientinit";
1196         e.think = ClientInit_CheckUpdate;
1197         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1198
1199         o = self;
1200         self = e;
1201         ClientInit_CheckUpdate();
1202         self = o;
1203 }
1204
1205 /*
1206 =============
1207 SetNewParms
1208 =============
1209 */
1210 void SetNewParms (void)
1211 {
1212         // initialize parms for a new player
1213         parm1 = -(86400 * 366);
1214 }
1215
1216 /*
1217 =============
1218 SetChangeParms
1219 =============
1220 */
1221 void SetChangeParms (void)
1222 {
1223         // save parms for level change
1224         parm1 = self.parm_idlesince - time;
1225 }
1226
1227 /*
1228 =============
1229 DecodeLevelParms
1230 =============
1231 */
1232 void DecodeLevelParms (void)
1233 {
1234         // load parms
1235         self.parm_idlesince = parm1;
1236         if(self.parm_idlesince == -(86400 * 366))
1237                 self.parm_idlesince = time;
1238
1239         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1240         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1241 }
1242
1243 /*
1244 =============
1245 ClientKill
1246
1247 Called when a client types 'kill' in the console
1248 =============
1249 */
1250
1251 .float clientkill_nexttime;
1252 void ClientKill_Now_TeamChange()
1253 {
1254         if(self.killindicator_teamchange == -1)
1255         {
1256                 self.team = -1;
1257                 JoinBestTeam( self, FALSE, FALSE );
1258         }
1259         else if(self.killindicator_teamchange == -2)
1260         {
1261                 if(g_ca)
1262                         self.caplayer = 0;
1263                 if(blockSpectators)
1264                         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"));
1265                 PutObserverInServer();
1266         }
1267         else
1268                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1269 }
1270
1271 void ClientKill_Now()
1272 {
1273         if(self.vehicle)
1274         {
1275             vehicles_exit(VHEF_RELESE);
1276             if(!self.killindicator_teamchange)
1277             {
1278             self.vehicle_health = -1;
1279             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1280             }
1281         }
1282         
1283         if(self.killindicator && !wasfreed(self.killindicator))
1284         remove(self.killindicator);
1285         
1286         self.killindicator = world;
1287
1288         if(self.killindicator_teamchange)
1289                 ClientKill_Now_TeamChange();
1290
1291         // in any case:
1292         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1293
1294         // now I am sure the player IS dead
1295 }
1296 void KillIndicator_Think()
1297 {
1298         if (!self.owner.modelindex)
1299         {
1300                 self.owner.killindicator = world;
1301                 remove(self);
1302                 return;
1303         }
1304
1305         if(self.cnt <= 0)
1306         {
1307                 self = self.owner;
1308                 ClientKill_Now(); // no oldself needed
1309                 return;
1310         }
1311     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1312     {
1313         self.nextthink = time + 1;
1314         self.cnt -= 1;
1315     }
1316         else
1317         {
1318                 if(self.cnt <= 10)
1319                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1320                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1321                 {
1322                         if(self.cnt <= 10)
1323                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1324                 }
1325                 self.nextthink = time + 1;
1326                 self.cnt -= 1;
1327         }
1328 }
1329
1330 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1331 {
1332         float killtime;
1333         entity e;
1334         killtime = autocvar_g_balance_kill_delay;
1335
1336         if(g_race_qualifying || g_cts)
1337                 killtime = 0;
1338
1339     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1340     {
1341                 remove(self.killindicator);
1342                 self.killindicator = world;
1343
1344         ClientKill_Now(); // allow instant kill in this case
1345         return;
1346     }
1347
1348         self.killindicator_teamchange = targetteam;
1349
1350     if(!self.killindicator)
1351         {
1352                 if(self.modelindex && self.deadflag == DEAD_NO)
1353                 {
1354                         killtime = max(killtime, self.clientkill_nexttime - time);
1355                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1356                 }
1357
1358                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1359                 {
1360                         ClientKill_Now();
1361                 }
1362                 else
1363                 {
1364                         self.killindicator = spawn();
1365                         self.killindicator.owner = self;
1366                         self.killindicator.scale = 0.5;
1367                         setattachment(self.killindicator, self, "");
1368                         setorigin(self.killindicator, '0 0 52');
1369                         self.killindicator.think = KillIndicator_Think;
1370                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1371                         self.killindicator.cnt = ceil(killtime);
1372                         self.killindicator.count = bound(0, ceil(killtime), 10);
1373                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1374
1375                         for(e = world; (e = find(e, classname, "body")) != world; )
1376                         {
1377                                 if(e.enemy != self)
1378                                         continue;
1379                                 e.killindicator = spawn();
1380                                 e.killindicator.owner = e;
1381                                 e.killindicator.scale = 0.5;
1382                                 setattachment(e.killindicator, e, "");
1383                                 setorigin(e.killindicator, '0 0 52');
1384                                 e.killindicator.think = KillIndicator_Think;
1385                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1386                                 e.killindicator.cnt = ceil(killtime);
1387                         }
1388                         self.lip = 0;
1389                 }
1390         }
1391         if(self.killindicator)
1392         {
1393                 if(targetteam == 0) // just die
1394                 {
1395                         self.killindicator.colormod = '0 0 0';
1396                         if(clienttype(self) == CLIENTTYPE_REAL)
1397                         if(self.killindicator.cnt > 0)
1398                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1399                 }
1400                 else if(targetteam == -1) // auto
1401                 {
1402                         self.killindicator.colormod = '0 1 0';
1403                         if(clienttype(self) == CLIENTTYPE_REAL)
1404                         if(self.killindicator.cnt > 0)
1405                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1406                 }
1407                 else if(targetteam == -2) // spectate
1408                 {
1409                         self.killindicator.colormod = '0.5 0.5 0.5';
1410                         if(clienttype(self) == CLIENTTYPE_REAL)
1411                         if(self.killindicator.cnt > 0)
1412                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1413                 }
1414                 else
1415                 {
1416                         self.killindicator.colormod = TeamColor(targetteam);
1417                         if(clienttype(self) == CLIENTTYPE_REAL)
1418                         if(self.killindicator.cnt > 0)
1419                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1420                 }
1421         }
1422
1423 }
1424
1425 void ClientKill (void)
1426 {
1427         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1428         {
1429                 // do nothing
1430         }
1431     else if(self.freezetag_frozen)
1432     {
1433         // do nothing
1434     }
1435         else
1436                 ClientKill_TeamChange(0);
1437 }
1438
1439 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
1440 {
1441     e.killindicator = spawn();
1442     e.killindicator.owner = e;
1443     e.killindicator.think = KillIndicator_Think;
1444     e.killindicator.nextthink = time + (e.lip) * 0.05;
1445     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1446     e.killindicator.health = 1; // this is used to indicate that it should be silent
1447     e.lip = 0;
1448 }
1449
1450 void DoTeamChange(float destteam)
1451 {
1452         float t, c0;
1453         if(!teamplay)
1454         {
1455                 if(destteam >= 0)
1456                         SetPlayerColors(self, destteam);
1457                 return;
1458         }
1459         if(self.classname == "player")
1460         if(destteam == -1)
1461         {
1462                 CheckAllowedTeams(self);
1463                 t = FindSmallestTeam(self, TRUE);
1464                 switch(self.team)
1465                 {
1466                         case COLOR_TEAM1: c0 = c1; break;
1467                         case COLOR_TEAM2: c0 = c2; break;
1468                         case COLOR_TEAM3: c0 = c3; break;
1469                         case COLOR_TEAM4: c0 = c4; break;
1470                         default:          c0 = 999;
1471                 }
1472                 switch(t)
1473                 {
1474                         case 1:
1475                                 if(c0 > c1)
1476                                         destteam = COLOR_TEAM1;
1477                                 break;
1478                         case 2:
1479                                 if(c0 > c2)
1480                                         destteam = COLOR_TEAM2;
1481                                 break;
1482                         case 3:
1483                                 if(c0 > c3)
1484                                         destteam = COLOR_TEAM3;
1485                                 break;
1486                         case 4:
1487                                 if(c0 > c4)
1488                                         destteam = COLOR_TEAM4;
1489                                 break;
1490                 }
1491                 if(destteam == -1)
1492                         return;
1493         }
1494         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1495                 return;
1496         ClientKill_TeamChange(destteam);
1497 }
1498
1499 void FixClientCvars(entity e)
1500 {
1501         // send prediction settings to the client
1502         stuffcmd(e, "\nin_bindmap 0 0\n");
1503         if(g_race || g_cts)
1504                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1505         if(autocvar_g_antilag == 3) // client side hitscan
1506                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1507         if(sv_gentle)
1508                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1509         /*
1510          * we no longer need to stuff this. Remove this comment block if you feel
1511          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1512         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1513         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1514         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1515         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1516         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1517         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1518         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1519         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1520         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1521         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1522         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1523         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1524         stuffcmd(e, "cl_movement_edgefriction 1\n");
1525          */
1526 }
1527
1528 float PlayerInIDList(entity p, string idlist)
1529 {
1530         float n, i;
1531         string s;
1532
1533         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1534         if not(p.crypto_idfp)
1535                 return 0;
1536
1537         // this function allows abbreviated player IDs too!
1538         n = tokenize_console(idlist);
1539         for(i = 0; i < n; ++i)
1540         {
1541                 s = argv(i);
1542                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1543                         return 1;
1544         }
1545
1546         return 0;
1547 }
1548
1549 /*
1550 =============
1551 ClientConnect
1552
1553 Called when a client connects to the server
1554 =============
1555 */
1556 //void ctf_clientconnect();
1557 string ColoredTeamName(float t);
1558 void DecodeLevelParms (void);
1559 //void dom_player_join_team(entity pl);
1560 void set_dom_state(entity e);
1561 void ClientConnect (void)
1562 {
1563         float t;
1564
1565         if(self.flags & FL_CLIENT)
1566         {
1567                 print("Warning: ClientConnect, but already connected!\n");
1568                 return;
1569         }
1570
1571         if(Ban_MaybeEnforceBan(self))
1572                 return;
1573
1574         DecodeLevelParms();
1575
1576 #ifdef WATERMARK
1577         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1578 #endif
1579
1580         self.classname = "player_joining";
1581
1582         self.flags = FL_CLIENT;
1583         self.version_nagtime = time + 10 + random() * 10;
1584
1585         if(player_count<0)
1586         {
1587                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1588                 player_count = 0;
1589         }
1590
1591         PlayerScore_Attach(self);
1592         ClientData_Attach();
1593         accuracy_init(self);
1594
1595         bot_clientconnect();
1596
1597         playerdemo_init();
1598
1599         anticheat_init();
1600
1601         race_PreSpawnObserver();
1602
1603         //if(g_domination)
1604         //      dom_player_join_team(self);
1605
1606         // identify the right forced team
1607         if(autocvar_g_campaign)
1608         {
1609                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1610                 {
1611                         switch(autocvar_g_campaign_forceteam)
1612                         {
1613                                 case 1: self.team_forced = COLOR_TEAM1; break;
1614                                 case 2: self.team_forced = COLOR_TEAM2; break;
1615                                 case 3: self.team_forced = COLOR_TEAM3; break;
1616                                 case 4: self.team_forced = COLOR_TEAM4; break;
1617                                 default: self.team_forced = 0;
1618                         }
1619                 }
1620         }
1621         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1622                 self.team_forced = COLOR_TEAM1;
1623         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1624                 self.team_forced = COLOR_TEAM2;
1625         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1626                 self.team_forced = COLOR_TEAM3;
1627         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1628                 self.team_forced = COLOR_TEAM4;
1629         else if(autocvar_g_forced_team_otherwise == "red")
1630                 self.team_forced = COLOR_TEAM1;
1631         else if(autocvar_g_forced_team_otherwise == "blue")
1632                 self.team_forced = COLOR_TEAM2;
1633         else if(autocvar_g_forced_team_otherwise == "yellow")
1634                 self.team_forced = COLOR_TEAM3;
1635         else if(autocvar_g_forced_team_otherwise == "pink")
1636                 self.team_forced = COLOR_TEAM4;
1637         else if(autocvar_g_forced_team_otherwise == "spectate")
1638                 self.team_forced = -1;
1639         else if(autocvar_g_forced_team_otherwise == "spectator")
1640                 self.team_forced = -1;
1641         else
1642                 self.team_forced = 0;
1643
1644         if(!teamplay)
1645                 if(self.team_forced > 0)
1646                         self.team_forced = 0;
1647
1648         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1649
1650         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1651                 self.classname = "observer";
1652         } else {
1653                 if(teamplay)
1654                 {
1655                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1656                         {
1657                                 self.classname = "player";
1658                                 campaign_bots_may_start = 1;
1659                         }
1660                         else
1661                         {
1662                                 self.classname = "observer"; // do it anyway
1663                         }
1664                 }
1665                 else
1666                 {
1667                         self.classname = "player";
1668                         campaign_bots_may_start = 1;
1669                 }
1670         }
1671
1672         self.playerid = (playerid_last = playerid_last + 1);
1673
1674     if(clienttype(self) == CLIENTTYPE_BOT)
1675         PlayerStats_AddPlayer(self);
1676
1677         if(autocvar_sv_eventlog)
1678                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1679
1680         LogTeamchange(self.playerid, self.team, 1);
1681
1682         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1683
1684         self.netname_previous = strzone(self.netname);
1685
1686         bprint("^4", self.netname, "^4 connected");
1687
1688         if(self.classname != "observer" && (g_domination || g_ctf))
1689                 bprint(" and joined the ", ColoredTeamName(self.team));
1690
1691         bprint("\n");
1692
1693         stuffcmd(self, strcat(clientstuff, "\n"));
1694         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1695         stuffcmd(self, "cl_particles_reloadeffects\n");
1696
1697         FixClientCvars(self);
1698
1699         // spawnfunc_waypoint sprites
1700         WaypointSprite_InitClient(self);
1701
1702         // Wazat's grappling hook
1703         SetGrappleHookBindings();
1704
1705         // get autoswitch state from player when he toggles it
1706         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1707
1708         // get version info from player
1709         stuffcmd(self, "cmd clientversion $gameversion\n");
1710
1711         // get other cvars from player
1712         GetCvars(0);
1713
1714         // notify about available teams
1715         if(teamplay)
1716         {
1717                 CheckAllowedTeams(self);
1718                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1719                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1720         }
1721         else
1722                 stuffcmd(self, "set _teams_available 0\n");
1723
1724         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1725
1726         if(g_arena || g_ca)
1727         {
1728                 self.classname = "observer";
1729                 if(g_arena)
1730                         Spawnqueue_Insert(self);
1731         }
1732         /*else if(g_ctf)
1733         {
1734                 ctf_clientconnect();
1735         }*/
1736
1737         attach_entcs();
1738
1739         bot_relinkplayerlist();
1740
1741         self.spectatortime = time;
1742         if(blockSpectators)
1743         {
1744                 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"));
1745         }
1746
1747         self.jointime = time;
1748         self.allowedTimeouts = autocvar_sv_timeout_number;
1749
1750         if(clienttype(self) == CLIENTTYPE_REAL)
1751         {
1752                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1753                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1754         }
1755
1756         if(g_lms)
1757         {
1758                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1759                 {
1760                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1761                         self.frags = FRAGS_SPECTATOR;
1762                 }
1763         }
1764
1765         if(!sv_foginterval && world.fog != "")
1766                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1767
1768         SoundEntity_Attach(self);
1769
1770         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1771         {
1772                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1773                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1774         }
1775         else
1776                 self.hitplotfh = -1;
1777
1778         if(g_race || g_cts) {
1779                 string rr;
1780                 if(g_cts)
1781                         rr = CTS_RECORD;
1782                 else
1783                         rr = RACE_RECORD;
1784                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1785
1786                 msg_entity = self;
1787                 race_send_recordtime(MSG_ONE);
1788                 race_send_speedaward(MSG_ONE);
1789
1790                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1791                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1792                 race_send_speedaward_alltimebest(MSG_ONE);
1793
1794                 float i;
1795                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1796                         race_SendRankings(i, 0, 0, MSG_ONE);
1797                 }
1798         }
1799         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1800                 send_CSQC_teamnagger();
1801
1802         if (g_domination)
1803                 set_dom_state(self);
1804
1805         CheatInitClient();
1806
1807         if(!autocvar_g_campaign)
1808                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1809 }
1810
1811 /*
1812 =============
1813 ClientDisconnect
1814
1815 Called when a client disconnects from the server
1816 =============
1817 */
1818 .entity chatbubbleentity;
1819 void ReadyCount();
1820 void ClientDisconnect (void)
1821 {
1822         if(self.vehicle)
1823             vehicles_exit(VHEF_RELESE);
1824
1825         if not(self.flags & FL_CLIENT)
1826         {
1827                 print("Warning: ClientDisconnect without ClientConnect\n");
1828                 return;
1829         }
1830
1831         PlayerStats_AddGlobalInfo(self);
1832
1833         CheatShutdownClient();
1834
1835         if(self.hitplotfh >= 0)
1836         {
1837                 fclose(self.hitplotfh);
1838                 self.hitplotfh = -1;
1839         }
1840
1841         anticheat_report();
1842         anticheat_shutdown();
1843
1844         playerdemo_shutdown();
1845
1846         bot_clientdisconnect();
1847
1848         if(self.entcs)
1849                 detach_entcs();
1850
1851         if(autocvar_sv_eventlog)
1852                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1853         bprint ("^4",self.netname);
1854         bprint ("^4 disconnected\n");
1855
1856         SoundEntity_Detach(self);
1857
1858         DropAllRunes(self);
1859         MUTATOR_CALLHOOK(ClientDisconnect);
1860
1861         Portal_ClearAll(self);
1862
1863         if(self.flagcarried)
1864                 DropFlag(self.flagcarried, world, world);
1865         if(self.ballcarried && g_nexball)
1866                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1867
1868         // Here, everything has been done that requires this player to be a client.
1869
1870         self.flags &~= FL_CLIENT;
1871
1872         if (self.chatbubbleentity)
1873                 remove (self.chatbubbleentity);
1874
1875         if (self.killindicator)
1876                 remove (self.killindicator);
1877
1878         WaypointSprite_PlayerGone();
1879
1880         bot_relinkplayerlist();
1881
1882         if(g_arena)
1883         {
1884                 Spawnqueue_Unmark(self);
1885                 Spawnqueue_Remove(self);
1886         }
1887
1888         accuracy_free(self);
1889         ClientData_Detach();
1890         PlayerScore_Detach(self);
1891
1892         if(self.netname_previous)
1893                 strunzone(self.netname_previous);
1894         if(self.clientstatus)
1895                 strunzone(self.clientstatus);
1896         if(self.weaponorder_byimpulse)
1897                 strunzone(self.weaponorder_byimpulse);
1898
1899         ClearPlayerSounds();
1900
1901         if(self.personal)
1902                 remove(self.personal);
1903
1904         self.playerid = 0;
1905         ReadyCount();
1906
1907         // free cvars
1908         GetCvars(-1);
1909 }
1910
1911 .float BUTTON_CHAT;
1912 void ChatBubbleThink()
1913 {
1914         self.nextthink = time;
1915         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1916         {
1917                 if(self.owner) // but why can that ever be world?
1918                         self.owner.chatbubbleentity = world;
1919                 remove(self);
1920                 return;
1921         }
1922         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1923 #ifdef TETRIS
1924                 || self.owner.tetris_on
1925 #endif
1926         )
1927                 self.model = self.mdl;
1928         else
1929                 self.model = "";
1930 };
1931
1932 void UpdateChatBubble()
1933 {
1934         if (!self.modelindex)
1935                 return;
1936         // spawn a chatbubble entity if needed
1937         if (!self.chatbubbleentity)
1938         {
1939                 self.chatbubbleentity = spawn();
1940                 self.chatbubbleentity.owner = self;
1941                 self.chatbubbleentity.exteriormodeltoclient = self;
1942                 self.chatbubbleentity.think = ChatBubbleThink;
1943                 self.chatbubbleentity.nextthink = time;
1944                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1945                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1946                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1947                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1948                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1949                 self.chatbubbleentity.model = "";
1950                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1951         }
1952 }
1953
1954
1955 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1956 // added to the model skins
1957 /*void UpdateColorModHack()
1958 {
1959         local float c;
1960         c = self.clientcolors & 15;
1961         // LordHavoc: only bothering to support white, green, red, yellow, blue
1962              if (!teamplay) self.colormod = '0 0 0';
1963         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1964         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1965         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1966         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1967         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1968         else self.colormod = '1 1 1';
1969 };*/
1970
1971 .float oldcolormap;
1972 void respawn(void)
1973 {
1974         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1975         {
1976                 self.solid = SOLID_NOT;
1977                 self.takedamage = DAMAGE_NO;
1978                 self.movetype = MOVETYPE_FLY;
1979                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1980                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1981                 self.effects |= EF_ADDITIVE;
1982                 self.oldcolormap = self.colormap;
1983                 self.colormap = 512;
1984                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1985                 if(autocvar_g_respawn_ghosts_maxtime)
1986                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1987         }
1988
1989         CopyBody(1);
1990         self.effects |= EF_NODRAW; // prevent another CopyBody
1991         if(self.oldcolormap)
1992         {
1993                 self.colormap = self.oldcolormap;
1994                 self.oldcolormap = 0;
1995         }
1996         PutClientInServer();
1997 }
1998
1999 void play_countdown(float finished, string samp)
2000 {
2001         if(clienttype(self) == CLIENTTYPE_REAL)
2002                 if(floor(finished - time - frametime) != floor(finished - time))
2003                         if(finished - time < 6)
2004                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
2005 }
2006
2007 void player_powerups (void)
2008 {
2009         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2010         olditems = self.items;
2011
2012         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2013         {
2014                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2015                 self.modelflags |= MF_ROCKET;
2016         }
2017         else
2018         {
2019                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
2020                 self.modelflags &~= MF_ROCKET;
2021         }
2022
2023         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2024
2025         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2026                 return;
2027
2028         Fire_ApplyDamage(self);
2029         Fire_ApplyEffect(self);
2030
2031         if (g_minstagib)
2032         {
2033                 self.effects |= EF_FULLBRIGHT;
2034
2035                 if (self.items & IT_STRENGTH)
2036                 {
2037                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2038                         if (time > self.strength_finished)
2039                         {
2040                                 self.alpha = default_player_alpha;
2041                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2042                                 self.items &~= IT_STRENGTH;
2043                                 sprint(self, "^3Invisibility has worn off\n");
2044                         }
2045                 }
2046                 else
2047                 {
2048                         if (time < self.strength_finished)
2049                         {
2050                                 self.alpha = g_minstagib_invis_alpha;
2051                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2052                                 self.items |= IT_STRENGTH;
2053                                 sprint(self, "^3You are invisible\n");
2054                         }
2055                 }
2056
2057                 if (self.items & IT_INVINCIBLE)
2058                 {
2059                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2060                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2061                         {
2062                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2063                                 sprint(self, "^3Speed has worn off\n");
2064                         }
2065                 }
2066                 else
2067                 {
2068                         if (time < self.invincible_finished)
2069                         {
2070                                 self.items = self.items | IT_INVINCIBLE;
2071                                 sprint(self, "^3You are on speed\n");
2072                         }
2073                 }
2074         }
2075         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.
2076         {
2077                 if (self.items & IT_STRENGTH)
2078                 {
2079                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2080                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2081                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2082                         {
2083                                 self.items = self.items - (self.items & IT_STRENGTH);
2084                                 sprint(self, "^3Strength has worn off\n");
2085                         }
2086                 }
2087                 else
2088                 {
2089                         if (time < self.strength_finished)
2090                         {
2091                                 self.items = self.items | IT_STRENGTH;
2092                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2093                         }
2094                 }
2095                 if (self.items & IT_INVINCIBLE)
2096                 {
2097                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2098                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2099                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2100                         {
2101                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2102                                 sprint(self, "^3Shield has worn off\n");
2103                         }
2104                 }
2105                 else
2106                 {
2107                         if (time < self.invincible_finished)
2108                         {
2109                                 self.items = self.items | IT_INVINCIBLE;
2110                                 sprint(self, "^3Shield surrounds you\n");
2111                         }
2112                 }
2113
2114                 if(autocvar_g_nodepthtestplayers)
2115                         self.effects = self.effects | EF_NODEPTHTEST;
2116
2117                 if(autocvar_g_fullbrightplayers)
2118                         self.effects = self.effects | EF_FULLBRIGHT;
2119
2120                 // midair gamemode: damage only while in the air
2121                 // if in midair mode, being on ground grants temporary invulnerability
2122                 // (this is so that multishot weapon don't clear the ground flag on the
2123                 // first damage in the frame, leaving the player vulnerable to the
2124                 // remaining hits in the same frame)
2125                 if (self.flags & FL_ONGROUND)
2126                 if (g_midair)
2127                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2128
2129                 if (time >= game_starttime)
2130                 if (time < self.spawnshieldtime)
2131                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2132         }
2133
2134         MUTATOR_CALLHOOK(PlayerPowerups);
2135 }
2136
2137 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2138 {
2139         if(current > stable)
2140                 return current;
2141         else if(current > stable - 0.25) // when close enough, "snap"
2142                 return stable;
2143         else
2144                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2145 }
2146
2147 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2148 {
2149         if(current < stable)
2150                 return current;
2151         else if(current < stable + 0.25) // when close enough, "snap"
2152                 return stable;
2153         else
2154                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2155 }
2156
2157 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2158 {
2159         if(current > rotstable)
2160         {
2161                 if(rotframetime > 0)
2162                 {
2163                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2164                         current = max(rotstable, current - rotlinear * rotframetime);
2165                 }
2166         }
2167         else if(current < regenstable)
2168         {
2169                 if(regenframetime > 0)
2170                 {
2171                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2172                         current = min(regenstable, current + regenlinear * regenframetime);
2173                 }
2174         }
2175
2176         if(current > limit)
2177                 current = limit;
2178
2179         return current;
2180 }
2181
2182 void player_regen (void)
2183 {
2184         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2185         maxh = autocvar_g_balance_health_rotstable;
2186         maxa = autocvar_g_balance_armor_rotstable;
2187         maxf = autocvar_g_balance_fuel_rotstable;
2188         minh = autocvar_g_balance_health_regenstable;
2189         mina = autocvar_g_balance_armor_regenstable;
2190         minf = autocvar_g_balance_fuel_regenstable;
2191         limith = autocvar_g_balance_health_limit;
2192         limita = autocvar_g_balance_armor_limit;
2193         limitf = autocvar_g_balance_fuel_limit;
2194
2195         max_mod = regen_mod = rot_mod = limit_mod = 1;
2196
2197         if (self.runes & RUNE_REGEN)
2198         {
2199                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2200                 {
2201                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2202                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2203                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2204                 }
2205                 else
2206                 {
2207                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2208                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2209                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2210                 }
2211         }
2212         else if (self.runes & CURSE_VENOM)
2213         {
2214                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2215                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2216                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2217                 else
2218                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2219                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2220                 //if (!self.runes & RUNE_REGEN)
2221                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2222         }
2223         maxh = maxh * max_mod;
2224         //maxa = maxa * max_mod;
2225         //maxf = maxf * max_mod;
2226         minh = minh * max_mod;
2227         //mina = mina * max_mod;
2228         //minf = minf * max_mod;
2229         limith = limith * limit_mod;
2230         limita = limita * limit_mod;
2231         //limitf = limitf * limit_mod;
2232
2233         if(g_lms && g_ca)
2234                 rot_mod = 0;
2235
2236         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2237         {
2238                 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);
2239                 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);
2240
2241                 // if player rotted to death...  die!
2242                 if(self.health < 1)
2243                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2244         }
2245
2246         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2247                 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);
2248 }
2249
2250 float zoomstate_set;
2251 void SetZoomState(float z)
2252 {
2253         if(z != self.zoomstate)
2254         {
2255                 self.zoomstate = z;
2256                 ClientData_Touch(self);
2257         }
2258         zoomstate_set = 1;
2259 }
2260
2261 void GetPressedKeys(void) {
2262         MUTATOR_CALLHOOK(GetPressedKeys);
2263         if (self.movement_x > 0) // get if movement keys are pressed
2264         {       // forward key pressed
2265                 self.pressedkeys |= KEY_FORWARD;
2266                 self.pressedkeys &~= KEY_BACKWARD;
2267         }
2268         else if (self.movement_x < 0)
2269         {       // backward key pressed
2270                 self.pressedkeys |= KEY_BACKWARD;
2271                 self.pressedkeys &~= KEY_FORWARD;
2272         }
2273         else
2274         {       // no x input
2275                 self.pressedkeys &~= KEY_FORWARD;
2276                 self.pressedkeys &~= KEY_BACKWARD;
2277         }
2278
2279         if (self.movement_y > 0)
2280         {       // right key pressed
2281                 self.pressedkeys |= KEY_RIGHT;
2282                 self.pressedkeys &~= KEY_LEFT;
2283         }
2284         else if (self.movement_y < 0)
2285         {       // left key pressed
2286                 self.pressedkeys |= KEY_LEFT;
2287                 self.pressedkeys &~= KEY_RIGHT;
2288         }
2289         else
2290         {       // no y input
2291                 self.pressedkeys &~= KEY_RIGHT;
2292                 self.pressedkeys &~= KEY_LEFT;
2293         }
2294
2295         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2296                 self.pressedkeys |= KEY_JUMP;
2297         else
2298                 self.pressedkeys &~= KEY_JUMP;
2299         if (self.BUTTON_CROUCH)
2300                 self.pressedkeys |= KEY_CROUCH;
2301         else
2302                 self.pressedkeys &~= KEY_CROUCH;
2303 }
2304
2305 /*
2306 ======================
2307 spectate mode routines
2308 ======================
2309 */
2310
2311 void SpectateCopy(entity spectatee) {
2312         other = spectatee;
2313         MUTATOR_CALLHOOK(SpectateCopy);
2314         self.armortype = spectatee.armortype;
2315         self.armorvalue = spectatee.armorvalue;
2316         self.ammo_cells = spectatee.ammo_cells;
2317         self.ammo_shells = spectatee.ammo_shells;
2318         self.ammo_nails = spectatee.ammo_nails;
2319         self.ammo_rockets = spectatee.ammo_rockets;
2320         self.ammo_fuel = spectatee.ammo_fuel;
2321         self.clip_load = spectatee.clip_load;
2322         self.clip_size = spectatee.clip_size;
2323         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2324         self.health = spectatee.health;
2325         self.impulse = 0;
2326         self.items = spectatee.items;
2327         self.last_pickup = spectatee.last_pickup;
2328         self.hit_time = spectatee.hit_time;
2329         self.metertime = spectatee.metertime;
2330         self.strength_finished = spectatee.strength_finished;
2331         self.invincible_finished = spectatee.invincible_finished;
2332         self.pressedkeys = spectatee.pressedkeys;
2333         self.weapons = spectatee.weapons;
2334         self.switchweapon = spectatee.switchweapon;
2335         self.weapon = spectatee.weapon;
2336         self.nex_charge = spectatee.nex_charge;
2337         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2338         self.hagar_load = spectatee.hagar_load;
2339         self.minelayer_mines = spectatee.minelayer_mines;
2340         self.punchangle = spectatee.punchangle;
2341         self.view_ofs = spectatee.view_ofs;
2342         self.v_angle = spectatee.v_angle;
2343         self.velocity = spectatee.velocity;
2344         self.dmg_take = spectatee.dmg_take;
2345         self.dmg_save = spectatee.dmg_save;
2346         self.dmg_inflictor = spectatee.dmg_inflictor;
2347         self.angles = spectatee.v_angle;
2348         self.fixangle = TRUE;
2349         setorigin(self, spectatee.origin);
2350         setsize(self, spectatee.mins, spectatee.maxs);
2351         SetZoomState(spectatee.zoomstate);
2352
2353         anticheat_spectatecopy(spectatee);
2354
2355         //self.vehicle = spectatee.vehicle;
2356
2357         self.hud = spectatee.hud;
2358         if(spectatee.vehicle)
2359     {
2360         setorigin(self, spectatee.origin);
2361         self.velocity = spectatee.vehicle.velocity;
2362         self.v_angle += spectatee.vehicle.angles;
2363         //self.v_angle_x *= -1;
2364         self.vehicle_health = spectatee.vehicle_health;
2365         self.vehicle_shield = spectatee.vehicle_shield;
2366         self.vehicle_energy = spectatee.vehicle_energy;
2367         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2368         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2369         self.vehicle_reload1 = spectatee.vehicle_reload1;
2370         self.vehicle_reload2 = spectatee.vehicle_reload2;
2371         
2372         msg_entity = self;
2373         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2374         WriteEntity(MSG_ONE, spectatee);
2375         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2376     }
2377 }
2378
2379 float SpectateUpdate() {
2380         if(!self.enemy)
2381             return 0;           
2382
2383         if (self == self.enemy)
2384                 return 0;
2385
2386         if(self.enemy.classname != "player")
2387                 return 0;
2388
2389         SpectateCopy(self.enemy);
2390
2391         return 1;
2392 }
2393
2394 float SpectateNext() {
2395         other = find(self.enemy, classname, "player");
2396
2397         if (!other)
2398                 other = find(other, classname, "player");
2399
2400         if (other)
2401                 self.enemy = other;
2402
2403         if(self.enemy.classname == "player") {
2404             if(self.enemy.vehicle)
2405             {      
2406             msg_entity = self;
2407             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2408             WriteEntity(MSG_ONE, self.enemy);
2409             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2410             self.movetype = MOVETYPE_NONE;
2411             accuracy_resend(self);
2412             }
2413             else 
2414             {           
2415             msg_entity = self;
2416             WriteByte(MSG_ONE, SVC_SETVIEW);
2417             WriteEntity(MSG_ONE, self.enemy);
2418             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2419             self.movetype = MOVETYPE_NONE;
2420             accuracy_resend(self);
2421
2422             if(!SpectateUpdate())
2423                 PutObserverInServer();
2424         }
2425         return 1;
2426         } else {
2427                 return 0;
2428         }
2429 }
2430
2431 /*
2432 =============
2433 ShowRespawnCountdown()
2434
2435 Update a respawn countdown display.
2436 =============
2437 */
2438 void ShowRespawnCountdown()
2439 {
2440         float number;
2441         if(self.deadflag == DEAD_NO) // just respawned?
2442                 return;
2443         else
2444         {
2445                 number = ceil(self.death_time - time);
2446                 if(number <= 0)
2447                         return;
2448                 if(number <= self.respawn_countdown)
2449                 {
2450                         self.respawn_countdown = number - 1;
2451                         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
2452                                 AnnounceTo(self, strcat(ftos(number), ""));
2453                 }
2454         }
2455 }
2456
2457 void LeaveSpectatorMode()
2458 {
2459         if(nJoinAllowed(1)) {
2460                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2461                         self.classname = "player";
2462
2463                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2464                                 JoinBestTeam(self, FALSE, TRUE);
2465
2466                         if(autocvar_g_campaign)
2467                                 campaign_bots_may_start = 1;
2468
2469                         PutClientInServer();
2470
2471                         if(self.classname == "player")
2472                                 bprint ("^4", self.netname, "^4 is playing now\n");
2473
2474                         if(!autocvar_g_campaign)
2475                         if (time < self.jointime + autocvar_welcome_message_time)
2476                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2477
2478                         return;
2479                 } else {
2480                         if (g_ca && self.caplayer) {
2481                         }       // do nothing
2482                         else
2483                                 stuffcmd(self,"menu_showteamselect\n");
2484                         return;
2485                 }
2486         }
2487         else {
2488                 //player may not join because of g_maxplayers is set
2489                 centerprint(self, PREVENT_JOIN_TEXT);
2490         }
2491 }
2492
2493 /**
2494  * Determines whether the player is allowed to join. This depends on cvar
2495  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2496  * it checks whether the number of currently playing players exceeds g_maxplayers.
2497  * @return int number of free slots for players, 0 if none
2498  */
2499 float nJoinAllowed(float includeMe) {
2500         if(self.team_forced < 0)
2501                 return FALSE; // forced spectators can never join
2502
2503         // TODO simplify this
2504         local entity e;
2505
2506         local float totalClients;
2507         FOR_EACH_CLIENT(e)
2508                 totalClients += 1;
2509
2510         if (!autocvar_g_maxplayers)
2511                 return maxclients - totalClients + includeMe;
2512
2513         local float currentlyPlaying;
2514         FOR_EACH_REALPLAYER(e)
2515                 currentlyPlaying += 1;
2516
2517         if(currentlyPlaying < autocvar_g_maxplayers)
2518                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2519
2520         return 0;
2521 }
2522
2523 /**
2524  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2525  * g_maxplayers_spectator_blocktime seconds
2526  */
2527 void checkSpectatorBlock() {
2528         if(self.classname == "spectator" || self.classname == "observer") {
2529                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2530                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2531                         dropclient(self);
2532                 }
2533         }
2534 }
2535
2536 void ObserverThink()
2537 {
2538         if (self.flags & FL_JUMPRELEASED) {
2539                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2540                         self.flags &~= FL_JUMPRELEASED;
2541                         self.flags |= FL_SPAWNING;
2542                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2543                         self.flags &~= FL_JUMPRELEASED;
2544                         if(SpectateNext() == 1) {
2545                                 self.classname = "spectator";
2546                         }
2547                 }
2548         } else {
2549                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2550                         self.flags |= FL_JUMPRELEASED;
2551                         if(self.flags & FL_SPAWNING)
2552                         {
2553                                 self.flags &~= FL_SPAWNING;
2554                                 LeaveSpectatorMode();
2555                                 return;
2556                         }
2557                 }
2558         }
2559 }
2560
2561 void SpectatorThink()
2562 {
2563         if (self.flags & FL_JUMPRELEASED) {
2564                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2565                         self.flags &~= FL_JUMPRELEASED;
2566                         self.flags |= FL_SPAWNING;
2567                 } else if(self.BUTTON_ATCK) {
2568                         self.flags &~= FL_JUMPRELEASED;
2569                         if(SpectateNext() == 1) {
2570                                 self.classname = "spectator";
2571                         } else {
2572                                 self.classname = "observer";
2573                                 PutClientInServer();
2574                         }
2575                 } else if (self.BUTTON_ATCK2) {
2576                         self.flags &~= FL_JUMPRELEASED;
2577                         self.classname = "observer";
2578                         PutClientInServer();
2579                 } else {
2580                         if(!SpectateUpdate())
2581                                 PutObserverInServer();
2582                 }
2583         } else {
2584                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2585                         self.flags |= FL_JUMPRELEASED;
2586                         if(self.flags & FL_SPAWNING)
2587                         {
2588                                 self.flags &~= FL_SPAWNING;
2589                                 LeaveSpectatorMode();
2590                                 return;
2591                         }
2592                 }
2593                 if(!SpectateUpdate())
2594                         PutObserverInServer();
2595         }
2596
2597         self.flags |= FL_CLIENT | FL_NOTARGET;
2598 }
2599
2600 float ctf_usekey();
2601 void PlayerUseKey()
2602 {
2603         if(self.classname != "player")
2604                 return;
2605
2606         if(self.vehicle)
2607         {
2608         vehicles_exit(VHEF_NORMAL);
2609         return;
2610         }
2611         
2612         // a use key was pressed; call handlers
2613         if(ctf_usekey())
2614                 return;
2615
2616         MUTATOR_CALLHOOK(PlayerUseKey);
2617 }
2618
2619 .float touchexplode_time;
2620
2621 /*
2622 =============
2623 PlayerPreThink
2624
2625 Called every frame for each client before the physics are run
2626 =============
2627 */
2628 .float usekeypressed;
2629 void() ctf_setstatus;
2630 void() nexball_setstatus;
2631 .float items_added;
2632 .float motd_actived_time; // used for both motd and campaign_message
2633 void PlayerPreThink (void)
2634 {
2635         WarpZone_PlayerPhysics_FixVAngle();
2636
2637         self.stat_game_starttime = game_starttime;
2638         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2639         self.stat_leadlimit = autocvar_leadlimit;
2640
2641         if(frametime)
2642         {
2643                 // physics frames: update anticheat stuff
2644                 anticheat_prethink();
2645         }
2646
2647         if(blockSpectators && frametime)
2648                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2649                 checkSpectatorBlock();
2650
2651         zoomstate_set = 0;
2652
2653         if(self.netname_previous != self.netname)
2654         {
2655                 if(autocvar_sv_eventlog)
2656                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2657                 if(self.netname_previous)
2658                         strunzone(self.netname_previous);
2659                 self.netname_previous = strzone(self.netname);
2660         }
2661
2662         // version nagging
2663         if(self.version_nagtime)
2664                 if(self.cvar_g_xonoticversion)
2665                         if(time > self.version_nagtime)
2666                         {
2667                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2668                                 {
2669                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2670                                         {
2671                                                 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");
2672                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2673                                         }
2674                                         else
2675                                         {
2676                                                 float r;
2677                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2678                                                 if(r < 0)
2679                                                 {
2680                                                         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");
2681                                                         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"));
2682                                                 }
2683                                                 else if(r > 0)
2684                                                 {
2685                                                         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");
2686                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2687                                                 }
2688                                         }
2689                                 }
2690                                 self.version_nagtime = 0;
2691                         }
2692
2693         // GOD MODE info
2694         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2695         {
2696                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2697                 self.max_armorvalue = 0;
2698         }
2699
2700 #ifdef TETRIS
2701         if (TetrisPreFrame())
2702                 return;
2703 #endif
2704
2705         MUTATOR_CALLHOOK(PlayerPreThink);
2706
2707         if(self.BUTTON_USE && !self.usekeypressed)
2708                 PlayerUseKey();
2709         self.usekeypressed = self.BUTTON_USE;
2710
2711         if (self.motd_actived_time == 0) {
2712                 if (autocvar_g_campaign) {
2713                         if (self.classname == "player" && self.BUTTON_INFO) {
2714                                 self.motd_actived_time = time;
2715                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2716                         }
2717                 } else {
2718                         if ((self.classname == "player" || time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2719                                 self.motd_actived_time = time;
2720                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2721                         }
2722                 }
2723         } else { // showing MOTD or campaign message
2724                 if (autocvar_g_campaign) {
2725                         if (self.classname == "player") {
2726                                 if (self.BUTTON_INFO)
2727                                         self.motd_actived_time = time;
2728                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2729                                         self.motd_actived_time = 0;
2730                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2731                                 }
2732                         }
2733                 } else {
2734                         if (self.classname == "player" || (time - self.jointime) > autocvar_welcome_message_time) {
2735                                 if (self.BUTTON_INFO)
2736                                         self.motd_actived_time = time;
2737                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2738                                         self.motd_actived_time = 0;
2739                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2740                                 }
2741                         }
2742                 }
2743         }
2744
2745         if(self.classname == "player") {
2746 //              if(self.netname == "Wazat")
2747 //                      bprint(self.classname, "\n");
2748
2749                 CheckRules_Player();
2750
2751                 if (intermission_running)
2752                 {
2753                         IntermissionThink ();   // otherwise a button could be missed between
2754                         return;                                 // the think tics
2755                 }
2756
2757                 //don't allow the player to turn around while game is paused!
2758                 if(timeoutStatus == 2) {
2759                         // FIXME turn this into CSQC stuff
2760                         self.v_angle = self.lastV_angle;
2761                         self.angles = self.lastV_angle;
2762                         self.fixangle = TRUE;
2763                 }
2764
2765                 if(frametime)
2766                 {
2767                         if(self.health <= 0 && autocvar_g_deathglow)
2768                         {
2769                                 if(self.glowmod_x > 0)
2770                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2771                                 else
2772                                         self.glowmod_x = -1;
2773                                 if(self.glowmod_y > 0)
2774                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2775                                 else
2776                                         self.glowmod_y = -1;
2777                                 if(self.glowmod_z > 0)
2778                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2779                                 else
2780                                         self.glowmod_z = -1;
2781                         }
2782                         else
2783                         {
2784                                 // set weapon and player glowmod
2785                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2786
2787                                 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2788                                 {
2789                                         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);
2790                                         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);
2791                                         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);
2792
2793                                         if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2794                                         {
2795                                                 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);
2796                                                 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);
2797                                                 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);
2798                                         }
2799                                 }
2800                                 else
2801                                         self.weaponentity_glowmod = self.glowmod;
2802                         }
2803                         player_powerups();
2804                 }
2805
2806                 if (g_minstagib)
2807                         minstagib_ammocheck();
2808
2809                 if (self.deadflag != DEAD_NO)
2810                 {
2811                         float button_pressed, force_respawn;
2812                         if(self.personal && g_race_qualifying)
2813                         {
2814                                 if(time > self.death_time)
2815                                 {
2816                                         self.death_time = time + 1; // only retry once a second
2817                                         respawn();
2818                                         self.impulse = 141;
2819                                 }
2820                         }
2821                         else
2822                         {
2823                                 if(frametime)
2824                                         player_anim();
2825                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2826                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2827                                 if (self.deadflag == DEAD_DYING)
2828                                 {
2829                                         if(force_respawn)
2830                                                 self.deadflag = DEAD_RESPAWNING;
2831                                         else if(!button_pressed)
2832                                                 self.deadflag = DEAD_DEAD;
2833                                 }
2834                                 else if (self.deadflag == DEAD_DEAD)
2835                                 {
2836                                         if(button_pressed)
2837                                                 self.deadflag = DEAD_RESPAWNABLE;
2838                                 }
2839                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2840                                 {
2841                                         if(!button_pressed)
2842                                                 self.deadflag = DEAD_RESPAWNING;
2843                                 }
2844                                 else if (self.deadflag == DEAD_RESPAWNING)
2845                                 {
2846                                         if(time > self.death_time)
2847                                         {
2848                                                 self.death_time = time + 1; // only retry once a second
2849                                                 respawn();
2850                                         }
2851                                 }
2852                                 ShowRespawnCountdown();
2853                         }
2854                         return;
2855                 }
2856                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2857                 // so (self.deadflag == DEAD_NO) is always true in the code below
2858
2859                 if(g_touchexplode)
2860                 if(time > self.touchexplode_time)
2861                 if(self.classname == "player")
2862                 if(self.deadflag == DEAD_NO)
2863                 if not(IS_INDEPENDENT_PLAYER(self))
2864                 FOR_EACH_PLAYER(other) if(self != other)
2865                 {
2866                         if(time > other.touchexplode_time)
2867                         if(other.deadflag == DEAD_NO)
2868                         if not(IS_INDEPENDENT_PLAYER(other))
2869                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2870                         {
2871                                 PlayerTouchExplode(self, other);
2872                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2873                         }
2874                 }
2875
2876                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2877                 {
2878                         vector dist;
2879
2880                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2881                         dist = self.prevorigin - self.origin;
2882                         dist_z = 0;
2883                         self.lms_traveled_distance += fabs(vlen(dist));
2884
2885                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2886                         {
2887                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2888                                 self.lms_traveled_distance = 0;
2889                         }
2890
2891                         if(time > self.lms_nextcheck)
2892                         {
2893                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2894                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2895                                 {
2896                                         centerprint(self, autocvar_g_lms_campcheck_message);
2897                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2898                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2899                                         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');
2900                                 }
2901                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2902                                 self.lms_traveled_distance = 0;
2903                         }
2904                 }
2905
2906                 self.prevorigin = self.origin;
2907
2908                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2909                 {
2910                         if (!self.crouch)
2911                         {
2912                                 self.crouch = TRUE;
2913                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2914                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2915                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2916                         }
2917                 }
2918                 else
2919                 {
2920                         if (self.crouch)
2921                         {
2922                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2923                                 if (!trace_startsolid)
2924                                 {
2925                                         self.crouch = FALSE;
2926                                         self.view_ofs = PL_VIEW_OFS;
2927                                         setsize (self, PL_MIN, PL_MAX);
2928                                 }
2929                         }
2930                 }
2931
2932                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2933                 {
2934                         if(self.bloodloss_timer < time)
2935                         {
2936                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2937                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2938                         }
2939                 }
2940
2941                 FixPlayermodel();
2942
2943                 GrapplingHookFrame();
2944
2945                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2946                 //if(frametime)
2947                 {
2948                         self.items &~= self.items_added;
2949
2950                         W_WeaponFrame();
2951
2952                         self.items_added = 0;
2953                         if(self.items & IT_JETPACK)
2954                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2955                                         self.items_added |= IT_FUEL;
2956
2957                         self.items |= self.items_added;
2958                 }
2959
2960                 player_regen();
2961
2962                 // rot nex charge to the charge limit
2963                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2964                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2965
2966                 if(frametime)
2967                         player_anim();
2968
2969                 if(g_ctf)
2970                         ctf_setstatus();
2971
2972                 if(g_nexball)
2973                         nexball_setstatus();
2974
2975                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2976
2977                 //self.angles_y=self.v_angle_y + 90;   // temp
2978         } else if(gameover) {
2979                 if (intermission_running)
2980                         IntermissionThink ();   // otherwise a button could be missed between
2981                 return;
2982         } else if(self.classname == "observer") {
2983                 ObserverThink();
2984         } else if(self.classname == "spectator") {
2985                 SpectatorThink();
2986         }
2987
2988         if(!zoomstate_set)
2989                 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));
2990
2991         float oldspectatee_status;
2992         oldspectatee_status = self.spectatee_status;
2993         if(self.classname == "spectator")
2994                 self.spectatee_status = num_for_edict(self.enemy);
2995         else if(self.classname == "observer")
2996                 self.spectatee_status = num_for_edict(self);
2997         else
2998                 self.spectatee_status = 0;
2999         if(self.spectatee_status != oldspectatee_status)
3000         {
3001                 ClientData_Touch(self);
3002                 if(g_race || g_cts)
3003                         race_InitSpectator();
3004         }
3005
3006         if(self.teamkill_soundtime)
3007         if(time > self.teamkill_soundtime)
3008         {
3009                 self.teamkill_soundtime = 0;
3010
3011                 entity oldpusher, oldself;
3012
3013                 oldself = self; self = self.teamkill_soundsource;
3014                 oldpusher = self.pusher; self.pusher = oldself;
3015
3016                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
3017
3018                 self.pusher = oldpusher;
3019                 self = oldself;
3020         }
3021
3022         if(self.taunt_soundtime)
3023         if(time > self.taunt_soundtime)
3024         {
3025                 self.taunt_soundtime = 0;
3026                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
3027         }
3028
3029         target_voicescript_next(self);