Merge remote branch 'refs/remotes/origin/fruitiex/racefixes'
[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(0, SVC_TEMPENTITY);
6         WriteByte(0, TE_CSQC_TEAMNAGGER);
7 }
8
9 void send_CSQC_cr_maxbullets(entity e) {
10         msg_entity = e;
11         WriteByte(MSG_ONE, SVC_TEMPENTITY);
12         WriteByte(MSG_ONE, TE_CSQC_CR_MAXBULLETS);
13         WriteByte(MSG_ONE, cvar("g_balance_campingrifle_magazinecapacity"));
14 }
15
16 void Announce(string snd) {
17         WriteByte(MSG_ALL, SVC_TEMPENTITY);
18         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
19         WriteString(MSG_ALL, snd);
20 }
21
22 void AnnounceTo(entity e, string snd) {
23         if (clienttype(e) == CLIENTTYPE_REAL)
24         {
25                 msg_entity = e;
26                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
27                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
28                 WriteString(MSG_ONE, snd);
29         }
30 }
31
32 float ClientData_Send(entity to, float sf)
33 {
34         if(to != self.owner)
35         {
36                 error("wtf");
37                 return FALSE;
38         }
39
40         entity e;
41
42         e = to;
43         if(to.classname == "spectator")
44                 e = to.enemy;
45
46         sf = 0;
47
48         if(e.race_completed)
49                 sf |= 1; // forced scoreboard
50         if(to.spectatee_status)
51                 sf |= 2; // spectator ent number follows
52         if(e.zoomstate)
53                 sf |= 4; // zoomed
54         if(e.porto_v_angle_held)
55                 sf |= 8; // angles held
56
57         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
58         WriteByte(MSG_ENTITY, sf);
59
60         if(sf & 2)
61                 WriteByte(MSG_ENTITY, to.spectatee_status);
62
63         if(sf & 8)
64         {
65                 WriteAngle(MSG_ENTITY, e.v_angle_x);
66                 WriteAngle(MSG_ENTITY, e.v_angle_y);
67         }
68
69         return TRUE;
70 }
71
72 void ClientData_Attach()
73 {
74         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
75         self.clientdata.drawonlytoclient = self;
76         self.clientdata.owner = self;
77 }
78
79 void ClientData_Detach()
80 {
81         remove(self.clientdata);
82         self.clientdata = world;
83 }
84
85 void ClientData_Touch(entity e)
86 {
87         e.clientdata.SendFlags = 1;
88
89         // make it spectatable
90         entity e2;
91         FOR_EACH_REALCLIENT(e2)
92         {
93                 if(e2 != e)
94                         if(e2.classname == "spectator")
95                                 if(e2.enemy == e)
96                                         e2.clientdata.SendFlags = 1;
97         }
98 }
99
100
101 .vector spawnpoint_score;
102 .string netname_previous;
103
104 void spawnfunc_info_player_survivor (void)
105 {
106         spawnfunc_info_player_deathmatch();
107 }
108
109 void spawnfunc_info_player_start (void)
110 {
111         spawnfunc_info_player_deathmatch();
112 }
113
114 void spawnfunc_info_player_deathmatch (void)
115 {
116         self.classname = "info_player_deathmatch";
117         relocate_spawnpoint();
118 }
119
120 void spawnpoint_use()
121 {
122         if(teams_matter)
123         if(have_team_spawns > 0)
124         {
125                 self.team = activator.team;
126                 some_spawn_has_been_used = 1;
127         }
128 };
129
130 // Returns:
131 //   _x: prio (-1 if unusable)
132 //   _y: weight
133 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
134 {
135         float shortest, thisdist;
136         float prio;
137         entity player;
138
139         prio = 0;
140
141         // filter out spots for the wrong team
142         if(teamcheck)
143         if(spot.team != teamcheck)
144                 return '-1 0 0';
145
146         if(race_spawns)
147                 if(spot.target == "")
148                         return '-1 0 0';
149
150         if(clienttype(self) == CLIENTTYPE_REAL)
151         {
152                 if(spot.restriction == 1)
153                         return '-1 0 0';
154         }
155         else
156         {
157                 if(spot.restriction == 2)
158                         return '-1 0 0';
159         }
160
161         // filter out spots for assault
162         if(spot.target != "") {
163                 local entity ent;
164                 float good, found;
165                 ent = find(world, targetname, spot.target);
166
167                 while(ent) {
168                         if(ent.classname == "target_objective")
169                         {
170                                 found = 1;
171                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
172                                         return '-1 0 0';
173                                 good = 1;
174                         }
175                         else if(ent.classname == "trigger_race_checkpoint")
176                         {
177                                 found = 1;
178                                 if(!anypoint) // spectators may spawn everywhere
179
180                                 {
181                                         if(g_race_qualifying)
182                                         {
183                                                 // spawn at first
184                                                 if(ent.race_checkpoint != 0)
185                                                         return '-1 0 0';
186                                                 if(spot.race_place != race_lowest_place_spawn)
187                                                         return '-1 0 0';
188                                         }
189                                         else
190                                         {
191                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
192                                                         return '-1 0 0';
193                                                 // try reusing the previous spawn
194                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
195                                                         prio += 1;
196                                                 if(ent.race_checkpoint == 0)
197                                                 {
198                                                         float pl;
199                                                         pl = self.race_place;
200                                                         if(pl > race_highest_place_spawn)
201                                                                 pl = 0;
202                                                         if(pl == 0 && !self.race_started)
203                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
204                                                         if(spot.race_place != pl)
205                                                                 return '-1 0 0';
206                                                 }
207                                         }
208                                 }
209                                 good = 1;
210                         }
211                         ent = find(ent, targetname, spot.target);
212                 }
213
214                 if(found && !good)
215                         return '-1 0 0';
216         }
217
218         player = playerlist;
219         shortest = vlen(world.maxs - world.mins);
220         for(player = playerlist; player; player = player.chain)
221                 if (player != self)
222                 {
223                         thisdist = vlen(player.origin - spot.origin);
224                         if (thisdist < shortest)
225                                 shortest = thisdist;
226                 }
227         return prio * '1 0 0' + shortest * '0 1 0';
228 }
229
230 float spawn_allbad;
231 float spawn_allgood;
232 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
233 {
234         local entity spot, spotlist, spotlistend;
235         spawn_allgood = TRUE;
236         spawn_allbad = TRUE;
237
238         spotlist = world;
239         spotlistend = world;
240
241         for(spot = firstspot; spot; spot = spot.chain)
242         {
243                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
244
245                 if(cvar("spawn_debugview"))
246                 {
247                         setmodel(spot, "models/runematch/rune.mdl");
248                         if(spot.spawnpoint_score_y < mindist)
249                         {
250                                 spot.colormod = '1 0 0';
251                                 spot.scale = 1;
252                         }
253                         else
254                         {
255                                 spot.colormod = '0 1 0';
256                                 spot.scale = spot.spawnpoint_score_y / mindist;
257                         }
258                 }
259
260                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
261                 {
262                         if(spot.spawnpoint_score_y < mindist)
263                         {
264                                 // too short distance
265                                 spawn_allgood = FALSE;
266                         }
267                         else
268                         {
269                                 // perfect
270                                 spawn_allbad = FALSE;
271
272                                 if(spotlistend)
273                                         spotlistend.chain = spot;
274                                 spotlistend = spot;
275                                 if(!spotlist)
276                                         spotlist = spot;
277
278                                 /*
279                                 if(teamcheck)
280                                 if(spot.team != teamcheck)
281                                         error("invalid spawn added");
282
283                                 print("added ", etos(spot), "\n");
284                                 */
285                         }
286                 }
287         }
288         if(spotlistend)
289                 spotlistend.chain = world;
290
291         /*
292                 entity e;
293                 if(teamcheck)
294                         for(e = spotlist; e; e = e.chain)
295                         {
296                                 print("seen ", etos(e), "\n");
297                                 if(e.team != teamcheck)
298                                         error("invalid spawn found");
299                         }
300         */
301
302         return spotlist;
303 }
304
305 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
306 {
307         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
308         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
309         local entity spot;
310
311         RandomSelection_Init();
312         for(spot = firstspot; spot; spot = spot.chain)
313                 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);
314
315         return RandomSelection_chosen_ent;
316 }
317
318 /*
319 =============
320 SelectSpawnPoint
321
322 Finds a point to respawn
323 =============
324 */
325 entity SelectSpawnPoint (float anypoint)
326 {
327         local float teamcheck;
328         local entity firstspot_new;
329         local entity spot, firstspot, playerlist;
330
331         spot = find (world, classname, "testplayerstart");
332         if (spot)
333                 return spot;
334
335         teamcheck = 0;
336
337         if(!anypoint && have_team_spawns > 0)
338                 teamcheck = self.team;
339
340         // get the list of players
341         playerlist = findchain(classname, "player");
342         // get the entire list of spots
343         firstspot = findchain(classname, "info_player_deathmatch");
344         // filter out the bad ones
345         // (note this returns the original list if none survived)
346         if(anypoint)
347         {
348                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
349         }
350         else
351         {
352                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
353                 if(!firstspot_new)
354                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
355                 firstspot = firstspot_new;
356
357                 // there is 50/50 chance of choosing a random spot or the furthest spot
358                 // (this means that roughly every other spawn will be furthest, so you
359                 // usually won't get fragged at spawn twice in a row)
360                 if (arena_roundbased && !g_ca)
361                 {
362                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
363                         if(firstspot_new)
364                                 firstspot = firstspot_new;
365                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
366                 }
367                 else if (random() > cvar("g_spawn_furthest"))
368                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
369                 else
370                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
371         }
372
373         if(cvar("spawn_debugview"))
374         {
375                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
376
377                 entity e;
378                 if(teamcheck)
379                         for(e = firstspot; e; e = e.chain)
380                                 if(e.team != teamcheck)
381                                         error("invalid spawn found");
382         }
383
384         if (!spot)
385         {
386                 if(cvar("spawn_debug"))
387                         GotoNextMap();
388                 else
389                 {
390                         if(some_spawn_has_been_used)
391                                 return world; // team can't spawn any more, because of actions of other team
392                         else
393                                 error("Cannot find a spawn point - please fix the map!");
394                 }
395         }
396
397         return spot;
398 }
399
400 /*
401 =============
402 CheckPlayerModel
403
404 Checks if the argument string can be a valid playermodel.
405 Returns a valid one in doubt.
406 =============
407 */
408 string FallbackPlayerModel;
409 string CheckPlayerModel(string plyermodel) {
410         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
411         {
412                 // note: we cannot summon Don Strunzone here, some player may
413                 // still have the model string set. In case anyone manages how
414                 // to change a cvar default, we'll have a small leak here.
415                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
416         }
417         if(strlen(plyermodel) < 4)
418                 return FallbackPlayerModel;
419         if( substring(plyermodel,0,14) != "models/player/")
420                 return FallbackPlayerModel;
421         else if(cvar("sv_servermodelsonly"))
422         {
423                 if(substring(plyermodel,-4,4) != ".zym")
424                 if(substring(plyermodel,-4,4) != ".dpm")
425                 if(substring(plyermodel,-4,4) != ".iqm")
426                 if(substring(plyermodel,-4,4) != ".md3")
427                 if(substring(plyermodel,-4,4) != ".psk")
428                         return FallbackPlayerModel;
429                 // forbid the LOD models
430                 if(substring(plyermodel, -9,5) == "_lod1")
431                         return FallbackPlayerModel;
432                 if(substring(plyermodel, -9,5) == "_lod2")
433                         return FallbackPlayerModel;
434                 if(plyermodel != strtolower(plyermodel))
435                         return FallbackPlayerModel;
436                 if(!fexists(plyermodel))
437                         return FallbackPlayerModel;
438         }
439         return plyermodel;
440 }
441
442 /*
443 =============
444 Client_customizeentityforclient
445
446 LOD reduction
447 =============
448 */
449 void Client_uncustomizeentityforclient()
450 {
451         if(self.modelindex == 0) // no need to uncustomize then
452                 return;
453         self.modelindex = self.modelindex_lod0;
454         self.skin = self.skinindex;
455 }
456
457 float Client_customizeentityforclient()
458 {
459         entity modelsource;
460
461         if(self.modelindex == 0)
462                 return TRUE;
463
464         // forcemodel stuff
465
466 #ifdef PROFILING
467         float t0;
468         t0 = gettime(GETTIME_HIRES); // reference
469 #endif
470
471         modelsource = self;
472
473 #ifdef ALLOW_FORCEMODELS
474         if(other.cvar_cl_forceplayermodelsfromxonotic)
475                 if not(self.modelindex_lod0_from_xonotic)
476                         modelsource = other;
477         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
478                 modelsource = other;
479 #endif
480
481         self.skin = modelsource.skinindex;
482
483 #if 0
484         if(modelsource == self)
485                 self.skin = modelsource.skinindex;
486         else
487                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
488 #endif
489
490         // self: me
491         // other: the player viewing me
492         float distance;
493         float f;
494
495         if(other.cvar_cl_playerdetailreduction <= 0)
496         {
497                 if(other.cvar_cl_playerdetailreduction <= -2)
498                         self.modelindex = modelsource.modelindex_lod2;
499                 else if(other.cvar_cl_playerdetailreduction <= -1)
500                         self.modelindex = modelsource.modelindex_lod1;
501                 else
502                         self.modelindex = modelsource.modelindex_lod0;
503         }
504         else
505         {
506                 distance = vlen(self.origin - other.origin);
507                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
508                 if(f > sv_loddistance2)
509                         self.modelindex = modelsource.modelindex_lod2;
510                 else if(f > sv_loddistance1)
511                         self.modelindex = modelsource.modelindex_lod1;
512                 else
513                         self.modelindex = modelsource.modelindex_lod0;
514         }
515
516 #ifdef PROFILING
517         float t1;
518         t1 = gettime(GETTIME_HIRES); // reference
519         client_cefc_accumulator += (t1 - t0);
520 #endif
521
522         return TRUE;
523 }
524
525 void setmodel_lod(entity e, string modelname)
526 {
527         string s;
528
529         if(sv_loddistance1)
530         {
531                 // FIXME: this only supports 3-letter extensions
532                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
533                 if(fexists(s))
534                 {
535                         setmodel(e, s); // players have high precision
536                         self.modelindex_lod1 = self.modelindex;
537                 }
538                 else
539                         self.modelindex_lod1 = -1;
540
541                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
542                 if(fexists(s))
543                 {
544                         setmodel(e, s); // players have high precision
545                         self.modelindex_lod2 = self.modelindex;
546                 }
547                 else
548                         self.modelindex_lod2 = -1;
549
550                 precache_model(modelname);
551                 setmodel(e, modelname); // players have high precision
552                 self.modelindex_lod0 = self.modelindex;
553
554                 if(self.modelindex_lod1 < 0)
555                         self.modelindex_lod1 = self.modelindex;
556
557                 if(self.modelindex_lod2 < 0)
558                         self.modelindex_lod2 = self.modelindex;
559         }
560         else
561         {
562                 precache_model(modelname);
563                 setmodel(e, modelname); // players have high precision
564                 self.modelindex_lod0 = self.modelindex;
565                         // save it for possible player model forcing
566         }
567
568         s = whichpack(self.model);
569         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
570
571         player_setupanimsformodel();
572         UpdatePlayerSounds();
573 }
574
575 /*
576 =============
577 PutObserverInServer
578
579 putting a client as observer in the server
580 =============
581 */
582 void FixPlayermodel();
583 void PutObserverInServer (void)
584 {
585         entity  spot;
586
587         race_PreSpawnObserver();
588
589         spot = SelectSpawnPoint (TRUE);
590         if(!spot)
591                 error("No spawnpoints for observers?!?\n");
592         RemoveGrapplingHook(self); // Wazat's Grappling Hook
593
594         if(clienttype(self) == CLIENTTYPE_REAL)
595         {
596                 msg_entity = self;
597                 WriteByte(MSG_ONE, SVC_SETVIEW);
598                 WriteEntity(MSG_ONE, self);
599         }
600
601         DropAllRunes(self);
602
603         Portal_ClearAll(self);
604
605         if(self.flagcarried)
606                 DropFlag(self.flagcarried, world, world);
607
608         if(self.ballcarried)
609                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
610
611         WaypointSprite_PlayerDead();
612
613         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
614                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
615
616         if(self.killcount != -666) {
617                 if(g_lms) {
618                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
619                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
620                         else
621                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
622                 } else
623                         bprint ("^4", self.netname, "^4 is spectating now\n");
624
625                 if(self.just_joined == FALSE) {
626                         LogTeamchange(self.playerid, -1, 4);
627                 } else
628                         self.just_joined = FALSE;
629         }
630
631         PlayerScore_Clear(self); // clear scores when needed
632
633         self.spectatortime = time;
634
635         self.classname = "observer";
636         self.iscreature = FALSE;
637         self.health = -666;
638         self.takedamage = DAMAGE_NO;
639         self.solid = SOLID_NOT;
640         self.movetype = MOVETYPE_NOCLIP;
641         self.flags = FL_CLIENT | FL_NOTARGET;
642         self.armorvalue = 666;
643         self.effects = 0;
644         self.armorvalue = cvar("g_balance_armor_start");
645         self.pauserotarmor_finished = 0;
646         self.pauserothealth_finished = 0;
647         self.pauseregen_finished = 0;
648         self.damageforcescale = 0;
649         self.death_time = 0;
650         self.dead_frame = 0;
651         self.alpha = 0;
652         self.scale = 0;
653         self.fade_time = 0;
654         self.pain_frame = 0;
655         self.pain_finished = 0;
656         self.strength_finished = 0;
657         self.invincible_finished = 0;
658         self.pushltime = 0;
659         self.think = SUB_Null;
660         self.nextthink = 0;
661         self.hook_time = 0;
662         self.runes = 0;
663         self.deadflag = DEAD_NO;
664         self.angles = spot.angles;
665         self.angles_z = 0;
666         self.fixangle = TRUE;
667         self.crouch = FALSE;
668
669         self.view_ofs = PL_VIEW_OFS;
670         setorigin (self, spot.origin);
671         setsize (self, '0 0 0', '0 0 0');
672         self.prevorigin = self.origin;
673         self.items = 0;
674         self.weapons = 0;
675         self.model = "";
676         FixPlayermodel();
677         self.model = "";
678         self.modelindex = 0;
679         self.weapon = 0;
680         self.weaponmodel = "";
681         self.weaponentity = world;
682         self.exteriorweaponentity = world;
683         self.killcount = -666;
684         self.velocity = '0 0 0';
685         self.avelocity = '0 0 0';
686         self.punchangle = '0 0 0';
687         self.punchvector = '0 0 0';
688         self.oldvelocity = self.velocity;
689         self.fire_endtime = -1;
690
691         if(sv_loddistance1)
692                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
693
694         if(g_arena)
695         {
696                 if(self.version_mismatch)
697                 {
698                         Spawnqueue_Unmark(self);
699                         Spawnqueue_Remove(self);
700                 }
701                 else
702                 {
703                         Spawnqueue_Insert(self);
704                 }
705         }
706         else if(g_lms)
707         {
708                 // Only if the player cannot play at all
709                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
710                         self.frags = FRAGS_SPECTATOR;
711                 else
712                         self.frags = FRAGS_LMS_LOSER;
713         }
714         else
715                 self.frags = FRAGS_SPECTATOR;
716
717         MUTATOR_CALLHOOK(MakePlayerObserver);
718 }
719
720 float RestrictSkin(float s)
721 {
722         if(!teams_matter)
723                 return s;
724         if(s == 6)
725                 return 6;
726         return mod(s, 3);
727 }
728
729 void FixPlayermodel()
730 {
731         local string defaultmodel;
732         local float defaultskin, chmdl, oldskin;
733         local vector m1, m2;
734
735         defaultmodel = "";
736
737         if(cvar("sv_defaultcharacter") == 1) {
738                 defaultskin = 0;
739
740                 if(teams_matter)
741                 {
742                         string s;
743                         s = Team_ColorNameLowerCase(self.team);
744                         if(s != "neutral")
745                         {
746                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
747                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
748                         }
749                 }
750
751                 if(defaultmodel == "")
752                 {
753                         defaultmodel = cvar_string("sv_defaultplayermodel");
754                         defaultskin = cvar("sv_defaultplayerskin");
755                 }
756         }
757
758         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
759         {
760                 if(self.model != "")
761                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
762                 self.model = ""; // force the != checks to return true
763         }
764
765         if(defaultmodel != "")
766         {
767                 if (defaultmodel != self.model)
768                 {
769                         m1 = self.mins;
770                         m2 = self.maxs;
771                         setmodel_lod (self, defaultmodel);
772                         setsize (self, m1, m2);
773                         chmdl = TRUE;
774                 }
775
776                 oldskin = self.skinindex;
777                 self.skinindex = defaultskin;
778         } else {
779                 if (self.playermodel != self.model || self.playermodel == "")
780                 {
781                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
782                         m1 = self.mins;
783                         m2 = self.maxs;
784                         setmodel_lod (self, self.playermodel);
785                         setsize (self, m1, m2);
786                         chmdl = TRUE;
787                 }
788
789                 oldskin = self.skinindex;
790                 self.skinindex = RestrictSkin(stof(self.playerskin));
791         }
792
793         if(chmdl || oldskin != self.skinindex)
794                 self.species = player_getspecies(); // model or skin has changed
795
796         if(!teams_matter)
797                 if(strlen(cvar_string("sv_defaultplayercolors")))
798                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
799                                 setcolor(self, cvar("sv_defaultplayercolors"));
800 }
801
802 void PlayerTouchExplode(entity p1, entity p2)
803 {
804         vector org;
805         org = (p1.origin + p2.origin) * 0.5;
806         org_z += (p1.mins_z + p2.mins_z) * 0.5;
807
808         te_explosion(org);
809
810         entity e;
811         e = spawn();
812         setorigin(e, org);
813         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
814         remove(e);
815 }
816
817 /*
818 =============
819 PutClientInServer
820
821 Called when a client spawns in the server
822 =============
823 */
824 //void() ctf_playerchanged;
825 void PutClientInServer (void)
826 {
827         if(clienttype(self) == CLIENTTYPE_BOT)
828         {
829                 self.classname = "player";
830         }
831         else if(clienttype(self) == CLIENTTYPE_REAL)
832         {
833                 msg_entity = self;
834                 WriteByte(MSG_ONE, SVC_SETVIEW);
835                 WriteEntity(MSG_ONE, self);
836         }
837
838         // player is dead and becomes observer
839         // FIXME fix LMS scoring for new system
840         if(g_lms)
841         {
842                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
843                         self.classname = "observer";
844         }
845
846         if(g_arena || (g_ca && !allowed_to_spawn))
847         if(!self.spawned)
848                 self.classname = "observer";
849
850         if(gameover)
851                 self.classname = "observer";
852
853         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
854                 entity spot, oldself;
855                 float j;
856
857                 if(self.team < 0)
858                         JoinBestTeam(self, FALSE, TRUE);
859
860                 race_PreSpawn();
861
862                 spot = SelectSpawnPoint (FALSE);
863                 if(!spot)
864                 {
865                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
866                         return; // spawn failed
867                 }
868
869                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
870
871                 self.classname = "player";
872                 self.wasplayer = TRUE;
873                 self.iscreature = TRUE;
874                 self.movetype = MOVETYPE_WALK;
875                 self.solid = SOLID_SLIDEBOX;
876                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
877                 if(cvar("g_playerclip_collisions"))
878                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
879                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))
880                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
881                 self.frags = FRAGS_PLAYER;
882                 if(independent_players)
883                         MAKE_INDEPENDENT_PLAYER(self);
884                 self.flags = FL_CLIENT;
885                 self.takedamage = DAMAGE_AIM;
886                 if(g_minstagib)
887                         self.effects = EF_FULLBRIGHT;
888                 else
889                         self.effects = 0;
890                 self.air_finished = time + 12;
891                 self.dmg = 2;
892                 if(cvar("g_balance_nex_charge"))
893                         self.nex_charge = cvar("g_balance_nex_charge_start");
894
895                 if(inWarmupStage)
896                 {
897                         self.ammo_shells = warmup_start_ammo_shells;
898                         self.ammo_nails = warmup_start_ammo_nails;
899                         self.ammo_rockets = warmup_start_ammo_rockets;
900                         self.ammo_cells = warmup_start_ammo_cells;
901                         self.ammo_fuel = warmup_start_ammo_fuel;
902                         self.health = warmup_start_health;
903                         self.armorvalue = warmup_start_armorvalue;
904                         self.weapons = warmup_start_weapons;
905                 }
906                 else
907                 {
908                         self.ammo_shells = start_ammo_shells;
909                         self.ammo_nails = start_ammo_nails;
910                         self.ammo_rockets = start_ammo_rockets;
911                         self.ammo_cells = start_ammo_cells;
912                         self.ammo_fuel = start_ammo_fuel;
913                         self.health = start_health;
914                         self.armorvalue = start_armorvalue;
915                         self.weapons = start_weapons;
916                 }
917
918                 if(g_weaponarena_random)
919                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
920
921                 self.items = start_items;
922                 self.jump_interval = time;
923
924                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
925                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
926                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
927                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
928                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
929                 //extend the pause of rotting if client was reset at the beginning of the countdown
930                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
931                         self.spawnshieldtime += game_starttime - time;
932                         self.pauserotarmor_finished += game_starttime - time;
933                         self.pauserothealth_finished += game_starttime - time;
934                         self.pauseregen_finished += game_starttime - time;
935                 }
936                 self.damageforcescale = 2;
937                 self.death_time = 0;
938                 self.dead_frame = 0;
939                 self.alpha = 0;
940                 self.scale = 0;
941                 self.fade_time = 0;
942                 self.pain_frame = 0;
943                 self.pain_finished = 0;
944                 self.strength_finished = 0;
945                 self.invincible_finished = 0;
946                 self.pushltime = 0;
947                 // players have no think function
948                 self.think = SUB_Null;
949                 self.nextthink = 0;
950                 self.hook_time = 0;
951                 self.dmg_team = 0;
952                 self.ballistics_density = cvar("g_ballistics_density_player");
953
954                 self.metertime = 0;
955
956                 self.runes = 0;
957
958                 self.deadflag = DEAD_NO;
959
960                 self.angles = spot.angles;
961
962                 self.angles_z = 0; // never spawn tilted even if the spot says to
963                 self.fixangle = TRUE; // turn this way immediately
964                 self.velocity = '0 0 0';
965                 self.avelocity = '0 0 0';
966                 self.punchangle = '0 0 0';
967                 self.punchvector = '0 0 0';
968                 self.oldvelocity = self.velocity;
969                 self.fire_endtime = -1;
970
971                 msg_entity = self;
972                 WRITESPECTATABLE_MSG_ONE({
973                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
974                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
975                 });
976
977                 if(sv_loddistance1)
978                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
979
980                 self.model = "";
981                 FixPlayermodel();
982
983                 self.crouch = FALSE;
984                 self.view_ofs = PL_VIEW_OFS;
985                 setsize (self, PL_MIN, PL_MAX);
986                 self.spawnorigin = spot.origin;
987                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
988                 // don't reset back to last position, even if new position is stuck in solid
989                 self.oldorigin = self.origin;
990                 self.prevorigin = self.origin;
991                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
992
993                 if(g_arena)
994                 {
995                         Spawnqueue_Remove(self);
996                         Spawnqueue_Mark(self);
997                 }
998
999                 else if(g_ca)
1000                         self.caplayer = 1;
1001
1002                 self.event_damage = PlayerDamage;
1003
1004                 self.bot_attack = TRUE;
1005
1006                 self.statdraintime = time + 5;
1007                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1008
1009                 if(self.killcount == -666) {
1010                         PlayerScore_Clear(self);
1011                         self.killcount = 0;
1012                 }
1013
1014                 self.cnt = WEP_LASER;
1015
1016                 CL_SpawnWeaponentity();
1017                 self.alpha = default_player_alpha;
1018                 self.colormod = '1 1 1' * cvar("g_player_brightness");
1019                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1020
1021                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1022                 self.lms_traveled_distance = 0;
1023                 self.speedrunning = FALSE;
1024
1025                 race_PostSpawn(spot);
1026
1027                 if(cvar("spawn_debug"))
1028                 {
1029                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1030                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1031                 }
1032
1033                 //stuffcmd(self, "chase_active 0");
1034                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1035
1036                 if (cvar("g_spawnsound"))
1037                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1038
1039                 if(g_assault) {
1040                         if(self.team == assault_attacker_team)
1041                                 centerprint(self, "You are attacking!");
1042                         else
1043                                 centerprint(self, "You are defending!");
1044                 }
1045
1046                 target_voicescript_clear(self);
1047
1048                 // reset fields the weapons may use
1049                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1050                         weapon_action(j, WR_RESETPLAYER);
1051
1052                 oldself = self;
1053                 self = spot;
1054                         activator = oldself;
1055                                 SUB_UseTargets();
1056                         activator = world;
1057                 self = oldself;
1058
1059                 MUTATOR_CALLHOOK(PlayerSpawn);
1060
1061                 self.switchweapon = w_getbestweapon(self);
1062                 self.cnt = self.switchweapon;
1063                 self.weapon = 0;
1064         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1065                 PutObserverInServer ();
1066         }
1067
1068         //if(g_ctf)
1069         //      ctf_playerchanged();
1070 }
1071
1072 float ClientInit_SendEntity(entity to, float sf)
1073 {
1074         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1075         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1076         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1077         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1078         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1079         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1080         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1081         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1082         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1083         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1084         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1085         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1086         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1087         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1088         if(sv_foginterval && world.fog != "")
1089                 WriteString(MSG_ENTITY, world.fog);
1090         else
1091                 WriteString(MSG_ENTITY, "");
1092         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1093         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1094         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_secondary_bouncefactor
1095         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_secondary_bouncestop
1096         WriteByte(MSG_ENTITY, cvar("g_balance_nex_secondary")); // client has to know if it should zoom or not
1097         WriteByte(MSG_ENTITY, cvar("g_balance_campingrifle_secondary")); // client has to know if it should zoom or not
1098         return TRUE;
1099 }
1100
1101 void ClientInit_CheckUpdate()
1102 {
1103         self.nextthink = time;
1104         if(self.count != cvar("g_balance_armor_blockpercent"))
1105         {
1106                 self.count = cvar("g_balance_armor_blockpercent");
1107                 self.SendFlags |= 1;
1108         }
1109         if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1110         {
1111                 self.cnt = cvar("g_balance_weaponswitchdelay");
1112                 self.SendFlags |= 1;
1113         }
1114         if(self.bouncefactor != cvar("g_balance_grenadelauncher_secondary_bouncefactor"))
1115         {
1116                 self.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
1117                 self.SendFlags |= 1;
1118         }
1119         if(self.bouncestop != cvar("g_balance_grenadelauncher_secondary_bouncestop"))
1120         {
1121                 self.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
1122                 self.SendFlags |= 1;
1123         }
1124 }
1125
1126 void ClientInit_Spawn()
1127 {
1128         entity o;
1129         entity e;
1130         e = spawn();
1131         e.classname = "clientinit";
1132         e.think = ClientInit_CheckUpdate;
1133         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1134
1135         o = self;
1136         self = e;
1137         ClientInit_CheckUpdate();
1138         self = o;
1139 }
1140
1141 /*
1142 =============
1143 SetNewParms
1144 =============
1145 */
1146 void SetNewParms (void)
1147 {
1148         // initialize parms for a new player
1149         parm1 = -(86400 * 366);
1150 }
1151
1152 /*
1153 =============
1154 SetChangeParms
1155 =============
1156 */
1157 void SetChangeParms (void)
1158 {
1159         // save parms for level change
1160         parm1 = self.parm_idlesince - time;
1161 }
1162
1163 /*
1164 =============
1165 DecodeLevelParms
1166 =============
1167 */
1168 void DecodeLevelParms (void)
1169 {
1170         // load parms
1171         self.parm_idlesince = parm1;
1172         if(self.parm_idlesince == -(86400 * 366))
1173                 self.parm_idlesince = time;
1174
1175         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1176         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1177 }
1178
1179 /*
1180 =============
1181 ClientKill
1182
1183 Called when a client types 'kill' in the console
1184 =============
1185 */
1186
1187 void ClientKill_Now_TeamChange()
1188 {
1189         if(self.killindicator_teamchange == -1)
1190         {
1191                 self.team = -1;
1192                 JoinBestTeam( self, FALSE, FALSE );
1193         }
1194         else
1195                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1196 }
1197
1198 void ClientKill_Now()
1199 {
1200         if(self.killindicator_teamchange)
1201                 ClientKill_Now_TeamChange();
1202
1203         // in any case:
1204         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1205
1206         if(self.killindicator)
1207         {
1208                 dprint("Cleaned up after a leaked kill indicator.\n");
1209                 remove(self.killindicator);
1210                 self.killindicator = world;
1211         }
1212 }
1213 void KillIndicator_Think()
1214 {
1215         if (!self.owner.modelindex)
1216         {
1217                 self.owner.killindicator = world;
1218                 remove(self);
1219                 return;
1220         }
1221
1222         if(self.cnt <= 0)
1223         {
1224                 self = self.owner;
1225                 ClientKill_Now(); // no oldself needed
1226                 return;
1227         }
1228         else
1229         {
1230                 if(self.cnt <= 10)
1231                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1232                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1233                 {
1234                         if(self.cnt <= 10)
1235                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1236                         if(self.owner.killindicator_teamchange)
1237                         {
1238                                 if(self.owner.killindicator_teamchange == -1)
1239                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1240                                 else
1241                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1242                         }
1243                         else
1244                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1245                 }
1246                 self.nextthink = time + 1;
1247                 self.cnt -= 1;
1248         }
1249 }
1250
1251 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1252 {
1253         float killtime;
1254         entity e;
1255         killtime = cvar("g_balance_kill_delay");
1256
1257         if(g_race_qualifying)
1258                 killtime = 0;
1259
1260         self.killindicator_teamchange = targetteam;
1261
1262         if(!self.killindicator)
1263         {
1264                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1265                 {
1266                         ClientKill_Now();
1267                 }
1268                 else
1269                 {
1270                         self.killindicator = spawn();
1271                         self.killindicator.owner = self;
1272                         self.killindicator.scale = 0.5;
1273                         setattachment(self.killindicator, self, "");
1274                         setorigin(self.killindicator, '0 0 52');
1275                         self.killindicator.think = KillIndicator_Think;
1276                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1277                         self.killindicator.cnt = ceil(killtime);
1278                         self.killindicator.count = bound(0, ceil(killtime), 10);
1279                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1280
1281                         for(e = world; (e = find(e, classname, "body")) != world; )
1282                         {
1283                                 if(e.enemy != self)
1284                                         continue;
1285                                 e.killindicator = spawn();
1286                                 e.killindicator.owner = e;
1287                                 e.killindicator.scale = 0.5;
1288                                 setattachment(e.killindicator, e, "");
1289                                 setorigin(e.killindicator, '0 0 52');
1290                                 e.killindicator.think = KillIndicator_Think;
1291                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1292                                 e.killindicator.cnt = ceil(killtime);
1293                         }
1294                         self.lip = 0;
1295                 }
1296         }
1297         if(self.killindicator)
1298         {
1299                 if(targetteam)
1300                         self.killindicator.colormod = TeamColor(targetteam);
1301                 else
1302                         self.killindicator.colormod = '0 0 0';
1303         }
1304 }
1305
1306 void ClientKill (void)
1307 {
1308         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1309         {
1310                 // do nothing
1311         }
1312         else
1313                 ClientKill_TeamChange(0);
1314 }
1315
1316 void CTS_ClientKill_Think (void)
1317 {
1318         self = self.owner; // set self to the player to be killed
1319         sprint(self, "^1You were killed in order to prevent cheating!");
1320         ClientKill_Now();
1321 }
1322
1323 void CTS_ClientKill (float t) // silent version of ClientKill
1324 {
1325         entity e;
1326         e = spawn();
1327         e.owner = self;
1328         e.think = CTS_ClientKill_Think;
1329         e.nextthink = t;
1330 }
1331
1332 void DoTeamChange(float destteam)
1333 {
1334         float t, c0;
1335         if(!teams_matter)
1336         {
1337                 if(destteam >= 0)
1338                         SetPlayerColors(self, destteam);
1339                 return;
1340         }
1341         if(self.classname == "player")
1342         if(destteam == -1)
1343         {
1344                 CheckAllowedTeams(self);
1345                 t = FindSmallestTeam(self, TRUE);
1346                 switch(self.team)
1347                 {
1348                         case COLOR_TEAM1: c0 = c1; break;
1349                         case COLOR_TEAM2: c0 = c2; break;
1350                         case COLOR_TEAM3: c0 = c3; break;
1351                         case COLOR_TEAM4: c0 = c4; break;
1352                         default:          c0 = 999;
1353                 }
1354                 switch(t)
1355                 {
1356                         case 1:
1357                                 if(c0 > c1)
1358                                         destteam = COLOR_TEAM1;
1359                                 break;
1360                         case 2:
1361                                 if(c0 > c2)
1362                                         destteam = COLOR_TEAM2;
1363                                 break;
1364                         case 3:
1365                                 if(c0 > c3)
1366                                         destteam = COLOR_TEAM3;
1367                                 break;
1368                         case 4:
1369                                 if(c0 > c4)
1370                                         destteam = COLOR_TEAM4;
1371                                 break;
1372                 }
1373                 if(destteam == -1)
1374                         return;
1375         }
1376         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1377                 return;
1378         ClientKill_TeamChange(destteam);
1379 }
1380
1381 void FixClientCvars(entity e)
1382 {
1383         // send prediction settings to the client
1384         stuffcmd(e, "\nin_bindmap 0 0\n");
1385         if(g_race || g_cts)
1386                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1387         if(cvar("g_antilag") == 3) // client side hitscan
1388                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1389         if(sv_gentle)
1390                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1391         /*
1392          * we no longer need to stuff this. Remove this comment block if you feel
1393          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1394         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1395         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1396         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1397         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1398         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1399         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1400         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1401         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1402         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1403         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1404         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1405         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1406         stuffcmd(e, "cl_movement_edgefriction 1\n");
1407          */
1408 }
1409
1410 /*
1411 =============
1412 ClientConnect
1413
1414 Called when a client connects to the server
1415 =============
1416 */
1417 //void ctf_clientconnect();
1418 string ColoredTeamName(float t);
1419 void DecodeLevelParms (void);
1420 //void dom_player_join_team(entity pl);
1421 void ClientConnect (void)
1422 {
1423         float t;
1424
1425         if(self.flags & FL_CLIENT)
1426         {
1427                 print("Warning: ClientConnect, but already connected!\n");
1428                 return;
1429         }
1430
1431         if(Ban_MaybeEnforceBan(self))
1432                 return;
1433
1434         DecodeLevelParms();
1435
1436 #ifdef WATERMARK
1437         sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1438 #endif
1439
1440         self.classname = "player_joining";
1441
1442         self.flags = FL_CLIENT;
1443         self.version_nagtime = time + 10 + random() * 10;
1444
1445         if(player_count<0)
1446         {
1447                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1448                 player_count = 0;
1449         }
1450
1451         PlayerScore_Attach(self);
1452         ClientData_Attach();
1453
1454         bot_clientconnect();
1455
1456         playerdemo_init();
1457
1458         anticheat_init();
1459         
1460         race_PreSpawnObserver();
1461
1462         //if(g_domination)
1463         //      dom_player_join_team(self);
1464
1465         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1466
1467         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1468                 self.classname = "observer";
1469         } else {
1470                 if(teams_matter)
1471                 {
1472                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1473                         {
1474                                 self.classname = "player";
1475                                 campaign_bots_may_start = 1;
1476                         }
1477                         else
1478                         {
1479                                 self.classname = "observer"; // do it anyway
1480                         }
1481                 }
1482                 else
1483                 {
1484                         self.classname = "player";
1485                         campaign_bots_may_start = 1;
1486                 }
1487         }
1488
1489         self.playerid = (playerid_last = playerid_last + 1);
1490
1491         if(cvar("sv_eventlog"))
1492                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1493
1494         LogTeamchange(self.playerid, self.team, 1);
1495
1496         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1497
1498         self.netname_previous = strzone(self.netname);
1499
1500         bprint("^4", self.netname, "^4 connected");
1501
1502         if(self.classname != "observer" && (g_domination || g_ctf))
1503                 bprint(" and joined the ", ColoredTeamName(self.team));
1504
1505         bprint("\n");
1506
1507         self.welcomemessage_time = 0;
1508
1509         stuffcmd(self, strcat(clientstuff, "\n"));
1510         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1511         stuffcmd(self, "cl_particles_reloadeffects\n");
1512
1513         FixClientCvars(self);
1514
1515         // spawnfunc_waypoint sprites
1516         WaypointSprite_InitClient(self);
1517
1518         // Wazat's grappling hook
1519         SetGrappleHookBindings();
1520
1521         // get autoswitch state from player when he toggles it
1522         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1523
1524         // get version info from player
1525         stuffcmd(self, "cmd clientversion $gameversion\n");
1526
1527         // get other cvars from player
1528         GetCvars(0);
1529
1530         // set cvar for team scoreboard
1531         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1532
1533         // notify about available teams
1534         if(teams_matter)
1535         {
1536                 CheckAllowedTeams(self);
1537                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1538                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1539         }
1540         else
1541                 stuffcmd(self, "set _teams_available 0\n");
1542
1543         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1544
1545         if(g_arena || g_ca)
1546         {
1547                 self.classname = "observer";
1548                 if(g_arena)
1549                         Spawnqueue_Insert(self);
1550         }
1551         /*else if(g_ctf)
1552         {
1553                 ctf_clientconnect();
1554         }*/
1555
1556         if(teams_matter || radar_showennemies)
1557                 attach_entcs();
1558
1559         bot_relinkplayerlist();
1560
1561         self.spectatortime = time;
1562         if(blockSpectators)
1563         {
1564                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1565         }
1566
1567         self.jointime = time;
1568         self.allowedTimeouts = cvar("sv_timeout_number");
1569
1570         if(clienttype(self) == CLIENTTYPE_REAL)
1571         {
1572                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1573                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1574         }
1575
1576         if(g_lms)
1577         {
1578                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1579                 {
1580                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1581                         self.frags = FRAGS_SPECTATOR;
1582                 }
1583         }
1584
1585         if(!sv_foginterval && world.fog != "")
1586                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1587
1588         SoundEntity_Attach(self);
1589
1590         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1591         {
1592                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1593                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1594         }
1595         else
1596                 self.hitplotfh = -1;
1597
1598         if(g_race || g_cts) {
1599                 string rr;
1600                 if(g_cts)
1601                         rr = CTS_RECORD;
1602                 else
1603                         rr = RACE_RECORD;
1604                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1605
1606                 msg_entity = self;
1607                 race_send_recordtime(MSG_ONE);
1608                 race_send_speedaward(MSG_ONE);
1609
1610                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1611                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1612                 race_send_speedaward_alltimebest(MSG_ONE);
1613
1614                 float i;
1615                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1616                         race_SendRankings(i, 0, 0, MSG_ONE);
1617                 }
1618         }
1619         else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1620                 send_CSQC_teamnagger();
1621
1622         send_CSQC_cr_maxbullets(self);
1623
1624         CheatInitClient();
1625 }
1626
1627 /*
1628 =============
1629 ClientDisconnect
1630
1631 Called when a client disconnects from the server
1632 =============
1633 */
1634 .entity chatbubbleentity;
1635 .entity teambubbleentity;
1636 void ReadyCount();
1637 void ClientDisconnect (void)
1638 {
1639         if not(self.flags & FL_CLIENT)
1640         {
1641                 print("Warning: ClientDisconnect without ClientConnect\n");
1642                 return;
1643         }
1644
1645         CheatShutdownClient();
1646
1647         if(self.hitplotfh >= 0)
1648         {
1649                 fclose(self.hitplotfh);
1650                 self.hitplotfh = -1;
1651         }
1652
1653         anticheat_report();
1654         anticheat_shutdown();
1655
1656         playerdemo_shutdown();
1657
1658         bot_clientdisconnect();
1659
1660         if(self.entcs)
1661                 detach_entcs();
1662
1663         if(cvar("sv_eventlog"))
1664                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1665         bprint ("^4",self.netname);
1666         bprint ("^4 disconnected\n");
1667
1668         SoundEntity_Detach(self);
1669
1670         DropAllRunes(self);
1671         MUTATOR_CALLHOOK(ClientDisconnect);
1672
1673         Portal_ClearAll(self);
1674
1675         if(self.flagcarried)
1676                 DropFlag(self.flagcarried, world, world);
1677         if(self.ballcarried)
1678                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1679
1680         // Here, everything has been done that requires this player to be a client.
1681
1682         self.flags &~= FL_CLIENT;
1683
1684         if (self.chatbubbleentity)
1685                 remove (self.chatbubbleentity);
1686
1687         if (self.teambubbleentity)
1688                 remove (self.teambubbleentity);
1689
1690         if (self.killindicator)
1691                 remove (self.killindicator);
1692
1693         WaypointSprite_PlayerGone();
1694
1695         bot_relinkplayerlist();
1696
1697         // remove laserdot
1698         if(self.weaponentity)
1699                 if(self.weaponentity.lasertarget)
1700                         remove(self.weaponentity.lasertarget);
1701
1702         if(g_arena)
1703         {
1704                 Spawnqueue_Unmark(self);
1705                 Spawnqueue_Remove(self);
1706         }
1707
1708         ClientData_Detach();
1709         PlayerScore_Detach(self);
1710
1711         if(self.netname_previous)
1712                 strunzone(self.netname_previous);
1713         if(self.clientstatus)
1714                 strunzone(self.clientstatus);
1715         if(self.weaponorder_byimpulse)
1716                 strunzone(self.weaponorder_byimpulse);
1717
1718         ClearPlayerSounds();
1719
1720         if(self.personal)
1721                 remove(self.personal);
1722
1723         self.playerid = 0;
1724         ReadyCount();
1725
1726         // free cvars
1727         GetCvars(-1);
1728 }
1729
1730 .float BUTTON_CHAT;
1731 void ChatBubbleThink()
1732 {
1733         self.nextthink = time;
1734         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1735         {
1736                 if(self.owner) // but why can that ever be world?
1737                         self.owner.chatbubbleentity = world;
1738                 remove(self);
1739                 return;
1740         }
1741         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1742 #ifdef TETRIS
1743                 || self.owner.tetris_on
1744 #endif
1745         )
1746                 self.model = self.mdl;
1747         else
1748                 self.model = "";
1749 };
1750
1751 void UpdateChatBubble()
1752 {
1753         if (!self.modelindex)
1754                 return;
1755         // spawn a chatbubble entity if needed
1756         if (!self.chatbubbleentity)
1757         {
1758                 self.chatbubbleentity = spawn();
1759                 self.chatbubbleentity.owner = self;
1760                 self.chatbubbleentity.exteriormodeltoclient = self;
1761                 self.chatbubbleentity.think = ChatBubbleThink;
1762                 self.chatbubbleentity.nextthink = time;
1763                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1764                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1765                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1766                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1767                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1768                 self.chatbubbleentity.model = "";
1769                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1770         }
1771 }
1772
1773
1774 void TeamBubbleThink()
1775 {
1776         self.nextthink = time;
1777         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1778         {
1779                 if(self.owner) // but why can that ever be world?
1780                         self.owner.teambubbleentity = world;
1781                 remove(self);
1782                 return;
1783         }
1784 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1785         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1786                 self.model = "";
1787         else
1788                 self.model = self.mdl;
1789
1790 };
1791
1792 float TeamBubble_customizeentityforclient()
1793 {
1794         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1795 }
1796
1797 void UpdateTeamBubble()
1798 {
1799         if (!self.modelindex || !teams_matter)
1800                 return;
1801         // spawn a teambubble entity if needed
1802         if (!self.teambubbleentity && teams_matter)
1803         {
1804                 self.teambubbleentity = spawn();
1805                 self.teambubbleentity.owner = self;
1806                 self.teambubbleentity.exteriormodeltoclient = self;
1807                 self.teambubbleentity.think = TeamBubbleThink;
1808                 self.teambubbleentity.nextthink = time;
1809                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1810 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1811                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1812                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1813                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1814                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1815                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1816                 self.teambubbleentity.effects = EF_LOWPRECISION;
1817         }
1818 }
1819
1820 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1821 // added to the model skins
1822 /*void UpdateColorModHack()
1823 {
1824         local float c;
1825         c = self.clientcolors & 15;
1826         // LordHavoc: only bothering to support white, green, red, yellow, blue
1827              if (!teams_matter) self.colormod = '0 0 0';
1828         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1829         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1830         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1831         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1832         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1833         else self.colormod = '1 1 1';
1834 };*/
1835
1836 .float oldcolormap;
1837 void respawn(void)
1838 {
1839         if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1840         {
1841                 self.solid = SOLID_NOT;
1842                 self.takedamage = DAMAGE_NO;
1843                 self.movetype = MOVETYPE_FLY;
1844                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1845                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1846                 self.effects |= EF_ADDITIVE;
1847                 self.oldcolormap = self.colormap;
1848                 self.colormap = 512;
1849                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1850                 if(cvar("g_respawn_ghosts_maxtime"))
1851                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1852         }
1853
1854         CopyBody(1);
1855         self.effects |= EF_NODRAW; // prevent another CopyBody
1856         if(self.oldcolormap)
1857         {
1858                 self.colormap = self.oldcolormap;
1859                 self.oldcolormap = 0;
1860         }
1861         PutClientInServer();
1862 }
1863
1864 void play_countdown(float finished, string samp)
1865 {
1866         if(clienttype(self) == CLIENTTYPE_REAL)
1867                 if(floor(finished - time - frametime) != floor(finished - time))
1868                         if(finished - time < 6)
1869                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1870 }
1871
1872 /**
1873  * When sv_timeout is used this function returs strings like
1874  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1875  * Called by centerprint functions
1876  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1877  */
1878 string getTimeoutText(float addOneSecond) {
1879         if (!cvar("sv_timeout") || !timeoutStatus)
1880                 return "";
1881
1882         local string retStr;
1883         if (timeoutStatus == 1) {
1884                 if (addOneSecond == 1) {
1885                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1886                 }
1887                 else {
1888                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1889                 }
1890                 return retStr;
1891         }
1892         else if (timeoutStatus == 2) {
1893                 if (addOneSecond) {
1894                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1895                         //don't show messages like "Timeout ends in 0 seconds"...
1896                         if ((remainingTimeoutTime + 1) > 0)
1897                                 return retStr;
1898                         else
1899                                 return "";
1900                 }
1901                 else {
1902                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1903                         //don't show messages like "Timeout ends in 0 seconds"...
1904                         if (remainingTimeoutTime > 0)
1905                                 return retStr;
1906                         else
1907                                 return "";
1908                 }
1909         }
1910         else return "";
1911 }
1912
1913 void player_powerups (void)
1914 {
1915         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1916         {
1917                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1918                 self.modelflags |= MF_ROCKET;
1919         }
1920         else
1921         {
1922                 SoundEntity_StopSound(self, CHAN_PLAYER);
1923                 self.modelflags &~= MF_ROCKET;
1924         }
1925
1926         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1927
1928         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1929                 return;
1930         
1931         Fire_ApplyDamage(self);
1932         Fire_ApplyEffect(self);
1933
1934         if (g_minstagib)
1935         {
1936                 self.effects |= EF_FULLBRIGHT;
1937
1938                 if (self.items & IT_STRENGTH)
1939                 {
1940                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1941                         if (time > self.strength_finished)
1942                         {
1943                                 self.alpha = default_player_alpha;
1944                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1945                                 self.items &~= IT_STRENGTH;
1946                                 sprint(self, "^3Invisibility has worn off\n");
1947                         }
1948                 }
1949                 else
1950                 {
1951                         if (time < self.strength_finished)
1952                         {
1953                                 self.alpha = g_minstagib_invis_alpha;
1954                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1955                                 self.items |= IT_STRENGTH;
1956                                 sprint(self, "^3You are invisible\n");
1957                         }
1958                 }
1959
1960                 if (self.items & IT_INVINCIBLE)
1961                 {
1962                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1963                         if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1964                         {
1965                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1966                                 sprint(self, "^3Speed has worn off\n");
1967                         }
1968                 }
1969                 else
1970                 {
1971                         if (time < self.invincible_finished)
1972                         {
1973                                 self.items = self.items | IT_INVINCIBLE;
1974                                 sprint(self, "^3You are on speed\n");
1975                         }
1976                 }
1977                 return;
1978         }
1979
1980         if (self.items & IT_STRENGTH)
1981         {
1982                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1983                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1984                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
1985                 {
1986                         self.items = self.items - (self.items & IT_STRENGTH);
1987                         sprint(self, "^3Strength has worn off\n");
1988                 }
1989         }
1990         else
1991         {
1992                 if (time < self.strength_finished)
1993                 {
1994                         self.items = self.items | IT_STRENGTH;
1995                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1996                 }
1997         }
1998         if (self.items & IT_INVINCIBLE)
1999         {
2000                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2001                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2002                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
2003                 {
2004                         self.items = self.items - (self.items & IT_INVINCIBLE);
2005                         sprint(self, "^3Shield has worn off\n");
2006                 }
2007         }
2008         else
2009         {
2010                 if (time < self.invincible_finished)
2011                 {
2012                         self.items = self.items | IT_INVINCIBLE;
2013                         sprint(self, "^3Shield surrounds you\n");
2014                 }
2015         }
2016
2017         if(cvar("g_nodepthtestplayers"))
2018                 self.effects = self.effects | EF_NODEPTHTEST;
2019
2020         if(cvar("g_fullbrightplayers"))
2021                 self.effects = self.effects | EF_FULLBRIGHT;
2022
2023         // midair gamemode: damage only while in the air
2024         // if in midair mode, being on ground grants temporary invulnerability
2025         // (this is so that multishot weapon don't clear the ground flag on the
2026         // first damage in the frame, leaving the player vulnerable to the
2027         // remaining hits in the same frame)
2028         if (self.flags & FL_ONGROUND)
2029         if (g_midair)
2030                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
2031
2032         if (time >= game_starttime)
2033         if (time < self.spawnshieldtime)
2034                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2035 }
2036
2037 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2038 {
2039         if(current > stable)
2040                 return current;
2041         else if(current > stable - 0.25) // when close enough, "snap"
2042                 return stable;
2043         else
2044                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2045 }
2046
2047 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2048 {
2049         if(current < stable)
2050                 return current;
2051         else if(current < stable + 0.25) // when close enough, "snap"
2052                 return stable;
2053         else
2054                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2055 }
2056
2057 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2058 {
2059         if(current > rotstable)
2060         {
2061                 if(rotframetime > 0)
2062                 {
2063                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2064                         current = max(rotstable, current - rotlinear * rotframetime);
2065                 }
2066         }
2067         else if(current < regenstable)
2068         {
2069                 if(regenframetime > 0)
2070                 {
2071                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2072                         current = min(regenstable, current + regenlinear * regenframetime);
2073                 }
2074         }
2075
2076         if(current > limit)
2077                 current = limit;
2078
2079         return current;
2080 }
2081
2082 void player_regen (void)
2083 {
2084         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2085         maxh = cvar("g_balance_health_rotstable");
2086         maxa = cvar("g_balance_armor_rotstable");
2087         maxf = cvar("g_balance_fuel_rotstable");
2088         minh = cvar("g_balance_health_regenstable");
2089         mina = cvar("g_balance_armor_regenstable");
2090         minf = cvar("g_balance_fuel_regenstable");
2091         limith = cvar("g_balance_health_limit");
2092         limita = cvar("g_balance_armor_limit");
2093         limitf = cvar("g_balance_fuel_limit");
2094
2095         max_mod = regen_mod = rot_mod = limit_mod = 1;
2096
2097         if (self.runes & RUNE_REGEN)
2098         {
2099                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2100                 {
2101                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2102                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2103                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2104                 }
2105                 else
2106                 {
2107                         regen_mod = cvar("g_balance_rune_regen_regenrate");
2108                         max_mod = cvar("g_balance_rune_regen_hpmod");
2109                         limit_mod = cvar("g_balance_rune_regen_limitmod");
2110                 }
2111         }
2112         else if (self.runes & CURSE_VENOM)
2113         {
2114                 max_mod = cvar("g_balance_curse_venom_hpmod");
2115                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2116                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2117                 else
2118                         rot_mod = cvar("g_balance_curse_venom_rotrate");
2119                 limit_mod = cvar("g_balance_curse_venom_limitmod");
2120                 //if (!self.runes & RUNE_REGEN)
2121                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
2122         }
2123         maxh = maxh * max_mod;
2124         //maxa = maxa * max_mod;
2125         //maxf = maxf * max_mod;
2126         minh = minh * max_mod;
2127         //mina = mina * max_mod;
2128         //minf = minf * max_mod;
2129         limith = limith * limit_mod;
2130         limita = limita * limit_mod;
2131         //limitf = limitf * limit_mod;
2132
2133         if(g_lms && g_ca)
2134                 rot_mod = 0;
2135
2136         if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2137         {
2138                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2139                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2140
2141                 // if player rotted to death...  die!
2142                 if(self.health < 1)
2143                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2144         }
2145
2146         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2147                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2148 }
2149
2150 float zoomstate_set;
2151 void SetZoomState(float z)
2152 {
2153         if(z != self.zoomstate)
2154         {
2155                 self.zoomstate = z;
2156                 ClientData_Touch(self);
2157         }
2158         zoomstate_set = 1;
2159 }
2160
2161 void GetPressedKeys(void) {
2162         MUTATOR_CALLHOOK(GetPressedKeys);
2163         if (self.movement_x > 0) // get if movement keys are pressed
2164         {       // forward key pressed
2165                 self.pressedkeys |= KEY_FORWARD;
2166                 self.pressedkeys &~= KEY_BACKWARD;
2167         }
2168         else if (self.movement_x < 0)
2169         {       // backward key pressed
2170                 self.pressedkeys |= KEY_BACKWARD;
2171                 self.pressedkeys &~= KEY_FORWARD;
2172         }
2173         else
2174         {       // no x input
2175                 self.pressedkeys &~= KEY_FORWARD;
2176                 self.pressedkeys &~= KEY_BACKWARD;
2177         }
2178
2179         if (self.movement_y > 0)
2180         {       // right key pressed
2181                 self.pressedkeys |= KEY_RIGHT;
2182                 self.pressedkeys &~= KEY_LEFT;
2183         }
2184         else if (self.movement_y < 0)
2185         {       // left key pressed
2186                 self.pressedkeys |= KEY_LEFT;
2187                 self.pressedkeys &~= KEY_RIGHT;
2188         }
2189         else
2190         {       // no y input
2191                 self.pressedkeys &~= KEY_RIGHT;
2192                 self.pressedkeys &~= KEY_LEFT;
2193         }
2194
2195         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2196                 self.pressedkeys |= KEY_JUMP;
2197         else
2198                 self.pressedkeys &~= KEY_JUMP;
2199         if (self.BUTTON_CROUCH)
2200                 self.pressedkeys |= KEY_CROUCH;
2201         else
2202                 self.pressedkeys &~= KEY_CROUCH;
2203 }
2204
2205 void update_stats (float number, float hit, float fired) {
2206 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;
2207 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2208
2209         if(number) {
2210                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2211                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2212         } else {
2213                 self.stat_hit = hit * sv_accuracy_data_share;
2214                 self.stat_fired = fired * sv_accuracy_data_share;
2215         }
2216 }
2217
2218 /*
2219 ======================
2220 spectate mode routines
2221 ======================
2222 */
2223
2224 .float weapon_count;
2225 void SpectateCopy(entity spectatee) {
2226         if(spectatee.weapon_count < WEP_LAST) {
2227                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));
2228                 spectatee.weapon_count ++;
2229         } else
2230                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2231
2232         other = spectatee;
2233         MUTATOR_CALLHOOK(SpectateCopy);
2234         self.armortype = spectatee.armortype;
2235         self.armorvalue = spectatee.armorvalue;
2236         self.ammo_cells = spectatee.ammo_cells;
2237         self.ammo_shells = spectatee.ammo_shells;
2238         self.ammo_nails = spectatee.ammo_nails;
2239         self.ammo_rockets = spectatee.ammo_rockets;
2240         self.ammo_fuel = spectatee.ammo_fuel;
2241         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2242         self.health = spectatee.health;
2243         self.impulse = 0;
2244         self.items = spectatee.items;
2245         self.last_pickup = spectatee.last_pickup;
2246         self.metertime = spectatee.metertime;
2247         self.strength_finished = spectatee.strength_finished;
2248         self.invincible_finished = spectatee.invincible_finished;
2249         self.pressedkeys = spectatee.pressedkeys;
2250         self.weapons = spectatee.weapons;
2251         self.switchweapon = spectatee.switchweapon;
2252         self.weapon = spectatee.weapon;
2253         self.punchangle = spectatee.punchangle;
2254         self.view_ofs = spectatee.view_ofs;
2255         self.v_angle = spectatee.v_angle;
2256         self.velocity = spectatee.velocity;
2257         self.dmg_take = spectatee.dmg_take;
2258         self.dmg_save = spectatee.dmg_save;
2259         self.dmg_inflictor = spectatee.dmg_inflictor;
2260         self.angles = spectatee.v_angle;
2261         self.fixangle = TRUE;
2262         setorigin(self, spectatee.origin);
2263         setsize(self, spectatee.mins, spectatee.maxs);
2264         SetZoomState(spectatee.zoomstate);
2265
2266         anticheat_spectatecopy(spectatee);
2267 }
2268
2269 float SpectateUpdate() {
2270         if(!self.enemy)
2271                 return 0;
2272
2273         if (self == self.enemy)
2274                 return 0;
2275
2276         if(self.enemy.classname != "player")
2277                 return 0;
2278
2279         SpectateCopy(self.enemy);
2280
2281         return 1;
2282 }
2283
2284 float SpectateNext() {
2285         other = find(self.enemy, classname, "player");
2286
2287         if (!other)
2288                 other = find(other, classname, "player");
2289
2290         if (other)
2291                 self.enemy = other;
2292
2293         if(self.enemy.classname == "player") {
2294                 msg_entity = self;
2295                 WriteByte(MSG_ONE, SVC_SETVIEW);
2296                 WriteEntity(MSG_ONE, self.enemy);
2297                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2298                 self.movetype = MOVETYPE_NONE;
2299
2300                 self.enemy.weapon_count = 0;
2301
2302                 if(!SpectateUpdate())
2303                         PutObserverInServer();
2304
2305                 return 1;
2306         } else {
2307                 return 0;
2308         }
2309 }
2310
2311 /*
2312 =============
2313 ShowRespawnCountdown()
2314
2315 Update a respawn countdown display.
2316 =============
2317 */
2318 void ShowRespawnCountdown()
2319 {
2320         float number;
2321         if(self.deadflag == DEAD_NO) // just respawned?
2322                 return;
2323         else
2324         {
2325                 number = ceil(self.death_time - time);
2326                 if(number <= 0)
2327                         return;
2328                 if(number <= self.respawn_countdown)
2329                 {
2330                         self.respawn_countdown = number - 1;
2331                         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
2332                                 AnnounceTo(self, strcat(ftos(number), ""));
2333                 }
2334         }
2335 }
2336
2337 void LeaveSpectatorMode()
2338 {
2339         if(isJoinAllowed()) {
2340                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2341                         self.classname = "player";
2342
2343                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2344                                 JoinBestTeam(self, FALSE, TRUE);
2345
2346                         if(cvar("g_campaign"))
2347                                 campaign_bots_may_start = 1;
2348
2349                         self.stat_count = WEP_LAST;
2350
2351                         PutClientInServer();
2352
2353                         if(self.classname == "player")
2354                                 bprint ("^4", self.netname, "^4 is playing now\n");
2355
2356                         if(!cvar("g_campaign"))
2357                                 centerprint(self,""); // clear MOTD
2358
2359                         return;
2360                 } else {
2361                         if (g_ca && self.caplayer) {
2362                         }       // do nothing
2363                         else
2364                                 stuffcmd(self,"menu_showteamselect\n");
2365                         return;
2366                 }
2367         }
2368         else {
2369                 //player may not join because of g_maxplayers is set
2370                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2371         }
2372 }
2373
2374 /**
2375  * Determines whether the player is allowed to join. This depends on cvar
2376  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2377  * it checks whether the number of currently playing players exceeds g_maxplayers.
2378  * @return bool TRUE if the player is allowed to join, false otherwise
2379  */
2380 float isJoinAllowed() {
2381         if (!cvar("g_maxplayers"))
2382                 return TRUE;
2383
2384         local entity e;
2385         local float currentlyPlaying;
2386         FOR_EACH_REALPLAYER(e) {
2387                 if(e.classname == "player")
2388                         currentlyPlaying += 1;
2389         }
2390         if(currentlyPlaying < cvar("g_maxplayers"))
2391                 return TRUE;
2392
2393         return FALSE;
2394 }
2395
2396 /**
2397  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2398  * g_maxplayers_spectator_blocktime seconds
2399  */
2400 void checkSpectatorBlock() {
2401         if(self.classname == "spectator" || self.classname == "observer") {
2402                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2403                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2404                         dropclient(self);
2405                 }
2406         }
2407 }
2408
2409 float vercmp_recursive(string v1, string v2)
2410 {
2411         float dot1, dot2;
2412         string s1, s2;
2413         float r;
2414
2415         dot1 = strstrofs(v1, ".", 0);
2416         dot2 = strstrofs(v2, ".", 0);
2417         if(dot1 == -1)
2418                 s1 = v1;
2419         else
2420                 s1 = substring(v1, 0, dot1);
2421         if(dot2 == -1)
2422                 s2 = v2;
2423         else
2424                 s2 = substring(v2, 0, dot2);
2425
2426         r = stof(s1) - stof(s2);
2427         if(r != 0)
2428                 return r;
2429
2430         r = strcasecmp(s1, s2);
2431         if(r != 0)
2432                 return r;
2433
2434         if(dot1 == -1)
2435                 if(dot2 == -1)
2436                         return 0;
2437                 else
2438                         return -1;
2439         else
2440                 if(dot2 == -1)
2441                         return 1;
2442                 else
2443                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2444 }
2445
2446 float vercmp(string v1, string v2)
2447 {
2448         if(strcasecmp(v1, v2) == 0) // early out check
2449                 return 0;
2450         return vercmp_recursive(v1, v2);
2451 }
2452
2453 void ObserverThink()
2454 {
2455         if (self.flags & FL_JUMPRELEASED) {
2456                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2457                         self.welcomemessage_time = 0;
2458                         self.flags &~= FL_JUMPRELEASED;
2459                         self.flags |= FL_SPAWNING;
2460                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2461                         self.welcomemessage_time = 0;
2462                         self.flags &~= FL_JUMPRELEASED;
2463                         if(SpectateNext() == 1) {
2464                                 self.classname = "spectator";
2465                         }
2466                 }
2467         } else {
2468                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2469                         self.flags |= FL_JUMPRELEASED;
2470                         if(self.flags & FL_SPAWNING)
2471                         {
2472                                 self.flags &~= FL_SPAWNING;
2473                                 LeaveSpectatorMode();
2474                                 return;
2475                         }
2476                 }
2477         }
2478         PrintWelcomeMessage(self);
2479 }
2480
2481 void SpectatorThink()
2482 {
2483         if (self.flags & FL_JUMPRELEASED) {
2484                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2485                         self.welcomemessage_time = 0;
2486                         self.flags &~= FL_JUMPRELEASED;
2487                         self.flags |= FL_SPAWNING;
2488                 } else if(self.BUTTON_ATCK) {
2489                         self.welcomemessage_time = 0;
2490                         self.flags &~= FL_JUMPRELEASED;
2491                         if(SpectateNext() == 1) {
2492                                 self.classname = "spectator";
2493                         } else {
2494                                 self.classname = "observer";
2495                                 self.stat_count = WEP_LAST;
2496                                 PutClientInServer();
2497                         }
2498                 } else if (self.BUTTON_ATCK2) {
2499                         self.welcomemessage_time = 0;
2500                         self.flags &~= FL_JUMPRELEASED;
2501                         self.classname = "observer";
2502                         self.stat_count = WEP_LAST;
2503                         PutClientInServer();
2504                 } else {
2505                         if(!SpectateUpdate())
2506                                 PutObserverInServer();
2507                 }
2508         } else {
2509                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2510                         self.flags |= FL_JUMPRELEASED;
2511                         if(self.flags & FL_SPAWNING)
2512                         {
2513                                 self.flags &~= FL_SPAWNING;
2514                                 LeaveSpectatorMode();
2515                                 return;
2516                         }
2517                 }
2518         }
2519
2520         PrintWelcomeMessage(self);
2521         self.flags |= FL_CLIENT | FL_NOTARGET;
2522 }
2523
2524 .float touchexplode_time;
2525
2526 /*
2527 =============
2528 PlayerPreThink
2529
2530 Called every frame for each client before the physics are run
2531 =============
2532 */
2533 void() ctf_setstatus;
2534 void() nexball_setstatus;
2535 .float items_added;
2536 void PlayerPreThink (void)
2537 {
2538         self.stat_game_starttime = game_starttime;
2539         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2540         self.stat_leadlimit = cvar("leadlimit");
2541
2542         if(frametime)
2543         {
2544                 // physics frames: update anticheat stuff
2545                 anticheat_prethink();
2546         }
2547
2548         if(blockSpectators && frametime)
2549                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2550                 checkSpectatorBlock();
2551
2552         zoomstate_set = 0;
2553
2554         if(self.netname_previous != self.netname)
2555         {
2556                 if(cvar("sv_eventlog"))
2557                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2558                 if(self.netname_previous)
2559                         strunzone(self.netname_previous);
2560                 self.netname_previous = strzone(self.netname);
2561         }
2562
2563         // version nagging
2564         if(self.version_nagtime)
2565                 if(self.cvar_g_xonoticversion)
2566                         if(time > self.version_nagtime)
2567                         {
2568                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2569                                 {
2570                                         if(strstr(cvar_string("g_xonoticversion"), "git", 0) >= 0)
2571                                         {
2572                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2573                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2574                                         }
2575                                         else
2576                                         {
2577                                                 float r;
2578                                                 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2579                                                 if(r < 0)
2580                                                 {
2581                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", cvar_string("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");
2582                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", cvar_string("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"));
2583                                                 }
2584                                                 else if(r > 0)
2585                                                 {
2586                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2587                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2588                                                 }
2589                                         }
2590                                 }
2591                                 self.version_nagtime = 0;
2592                         }
2593
2594         // GOD MODE info
2595         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2596         {
2597                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2598                 self.max_armorvalue = 0;
2599         }
2600
2601 #ifdef TETRIS
2602         if (TetrisPreFrame())
2603                 return;
2604 #endif
2605
2606         MUTATOR_CALLHOOK(PlayerPreThink);
2607
2608         if(self.classname == "player") {
2609 //              if(self.netname == "Wazat")
2610 //                      bprint(self.classname, "\n");
2611
2612                 CheckRules_Player();
2613
2614                 PrintWelcomeMessage(self);
2615
2616                 if (intermission_running)
2617                 {
2618                         IntermissionThink ();   // otherwise a button could be missed between
2619                         return;                                 // the think tics
2620                 }
2621
2622                 if(self.teleport_time)
2623                 if(time > self.teleport_time)
2624                 {
2625                         self.teleport_time = 0;
2626                         self.effects = self.effects - (self.effects & EF_NODRAW);
2627                 }
2628
2629                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2630                         UpdateSelectedPlayer();
2631
2632                 //don't allow the player to turn around while game is paused!
2633                 if(timeoutStatus == 2) {
2634                         self.v_angle = self.lastV_angle;
2635                         self.angles = self.lastV_angle;
2636                         self.fixangle = TRUE;
2637                 }
2638
2639                 if(frametime)
2640                 {
2641                         if(self.health <= 0 && cvar("g_deathglow"))
2642                         {
2643                                 if(self.glowmod_x > 0)
2644                                         self.glowmod_x -= cvar("g_deathglow") * frametime;
2645                                 else
2646                                         self.glowmod_x = -1;
2647                                 if(self.glowmod_y > 0)
2648                                         self.glowmod_y -= cvar("g_deathglow") * frametime;
2649                                 else
2650                                         self.glowmod_y = -1;
2651                                 if(self.glowmod_z > 0)
2652                                         self.glowmod_z -= cvar("g_deathglow") * frametime;
2653                                 else
2654                                         self.glowmod_z = -1;
2655                         }
2656                         else
2657                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2658                         player_powerups();
2659                 }
2660
2661                 if (self.deadflag != DEAD_NO)
2662                 {
2663                         float button_pressed, force_respawn;
2664                         if(self.personal && g_race_qualifying)
2665                         {
2666                                 if(time > self.death_time)
2667                                 {
2668                                         self.death_time = time + 1; // only retry once a second
2669                                         respawn();
2670                                         self.impulse = 141;
2671                                 }
2672                         }
2673                         else
2674                         {
2675                                 if(frametime)
2676                                         player_anim();
2677                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2678                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2679                                 if (self.deadflag == DEAD_DYING)
2680                                 {
2681                                         if(force_respawn)
2682                                                 self.deadflag = DEAD_RESPAWNING;
2683                                         else if(!button_pressed)
2684                                                 self.deadflag = DEAD_DEAD;
2685                                 }
2686                                 else if (self.deadflag == DEAD_DEAD)
2687                                 {
2688                                         if(button_pressed)
2689                                                 self.deadflag = DEAD_RESPAWNABLE;
2690                                 }
2691                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2692                                 {
2693                                         if(!button_pressed)
2694                                                 self.deadflag = DEAD_RESPAWNING;
2695                                 }
2696                                 else if (self.deadflag == DEAD_RESPAWNING)
2697                                 {
2698                                         if(time > self.death_time)
2699                                         {
2700                                                 self.death_time = time + 1; // only retry once a second
2701                                                 respawn();
2702                                         }
2703                                 }
2704                                 ShowRespawnCountdown();
2705                         }
2706                         return;
2707                 }
2708
2709                 if(g_touchexplode)
2710                 if(time > self.touchexplode_time)
2711                 if(self.classname == "player")
2712                 if(self.deadflag == DEAD_NO)
2713                 if not(IS_INDEPENDENT_PLAYER(self))
2714                 FOR_EACH_PLAYER(other) if(self != other)
2715                 {
2716                         if(time > other.touchexplode_time)
2717                         if(other.deadflag == DEAD_NO)
2718                         if not(IS_INDEPENDENT_PLAYER(other))
2719                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2720                         {
2721                                 PlayerTouchExplode(self, other);
2722                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2723                         }
2724                 }
2725
2726                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2727                 {
2728                         vector dist;
2729
2730                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2731                         dist = self.prevorigin - self.origin;
2732                         dist_z = 0;
2733                         self.lms_traveled_distance += fabs(vlen(dist));
2734
2735                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2736                         {
2737                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2738                                 self.lms_traveled_distance = 0;
2739                         }
2740
2741                         if(time > self.lms_nextcheck)
2742                         {
2743                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2744                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2745                                 {
2746                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2747                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2748                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2749                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');
2750                                 }
2751                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2752                                 self.lms_traveled_distance = 0;
2753                         }
2754                 }
2755
2756                 self.prevorigin = self.origin;
2757
2758                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2759                 {
2760                         if (!self.crouch)
2761                         {
2762                                 self.crouch = TRUE;
2763                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2764                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2765                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2766                         }
2767                 }
2768                 else
2769                 {
2770                         if (self.crouch)
2771                         {
2772                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2773                                 if (!trace_startsolid)
2774                                 {
2775                                         self.crouch = FALSE;
2776                                         self.view_ofs = PL_VIEW_OFS;
2777                                         setsize (self, PL_MIN, PL_MAX);
2778                                 }
2779                         }
2780                 }
2781
2782                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2783                 {
2784                         if(self.bloodloss_timer < time)
2785                         {
2786                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2787                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2788                         }
2789                 }
2790
2791                 FixPlayermodel();
2792
2793                 GrapplingHookFrame();
2794
2795                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2796                 //if(frametime)
2797                 {
2798                         self.items &~= self.items_added;
2799
2800                         W_WeaponFrame();
2801
2802                         self.items_added = 0;
2803                         if(self.items & IT_JETPACK)
2804                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2805                                         self.items_added |= IT_FUEL;
2806
2807                         self.items |= self.items_added;
2808                 }
2809
2810                 player_regen();
2811                 if(frametime)
2812                         player_anim();
2813
2814                 if (g_minstagib)
2815                         minstagib_ammocheck();
2816
2817                 ctf_setstatus();
2818                 nexball_setstatus();
2819
2820                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2821
2822                 //self.angles_y=self.v_angle_y + 90;   // temp
2823         } else if(gameover) {
2824                 if (intermission_running)
2825                         IntermissionThink ();   // otherwise a button could be missed between
2826                 return;
2827         } else if(self.classname == "observer") {
2828                 ObserverThink();
2829         } else if(self.classname == "spectator") {
2830                 SpectatorThink();
2831         }
2832
2833         if(!zoomstate_set)
2834                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && cvar("g_balance_campingrifle_secondary") == 0));
2835
2836         float oldspectatee_status;
2837         oldspectatee_status = self.spectatee_status;
2838         if(self.classname == "spectator")
2839                 self.spectatee_status = num_for_edict(self.enemy);
2840         else if(self.classname == "observer")
2841                 self.spectatee_status = num_for_edict(self);
2842         else
2843                 self.spectatee_status = 0;
2844         if(self.spectatee_status != oldspectatee_status)
2845         {
2846                 ClientData_Touch(self);
2847                 if(g_race || g_cts)
2848                         race_InitSpectator();
2849         }
2850
2851         if(self.teamkill_soundtime)
2852         if(time > self.teamkill_soundtime)
2853         {
2854                 self.teamkill_soundtime = 0;
2855
2856                 entity oldpusher, oldself;
2857
2858                 oldself = self; self = self.teamkill_soundsource;
2859                 oldpusher = self.pusher; self.pusher = oldself;
2860
2861                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2862
2863                 self.pusher = oldpusher;
2864                 self = oldself;
2865         }
2866
2867         if(self.taunt_soundtime)
2868         if(time > self.taunt_soundtime)
2869         {
2870                 self.taunt_soundtime = 0;
2871                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2872         }
2873
2874         target_voicescript_next(self);
2875 }
2876
2877 float isInvisibleString(string s)
2878 {
2879         float i, n, c;
2880         s = strdecolorize(s);
2881         for((i = 0), (n = strlen(s)); i < n; ++i)
2882         {
2883                 c = str2chr(s, i);
2884                 switch(c)
2885                 {
2886                         case 0:
2887                         case 32: // space
2888                                 break;
2889                         case 192: // charmap space
2890                                 if (!cvar("utf8_enable"))
2891                                         break;
2892                                 return FALSE;
2893                         case 160: // space in unicode fonts
2894                         case 0xE000 + 192: // utf8 charmap space
2895                                 if (cvar("utf8_enable"))
2896                                         break;
2897                         default:
2898                                 return FALSE;
2899                 }
2900         }
2901         return TRUE;
2902 }
2903
2904 /*
2905 =============
2906 PlayerPostThink
2907
2908 Called every frame for each client after the physics are run
2909 =============
2910 */
2911 .float idlekick_lasttimeleft;
2912 .entity showheadshotbbox;
2913 void showheadshotbbox_think()
2914 {
2915         if(self.owner.showheadshotbbox != self)
2916         {
2917                 remove(self);
2918                 return;
2919         }
2920         self.nextthink = time;
2921         setorigin(self, self.owner.origin);
2922         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2923 }
2924 void PlayerPostThink (void)
2925 {
2926         // Savage: Check for nameless players
2927         if (isInvisibleString(self.netname)) {
2928                 self.netname = "Player";
2929                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2930         }
2931
2932         // send the clients accuracy stats to the client
2933         if(self.stat_count > 0)
2934         if(frametime)
2935         {
2936                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2937                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2938                 self.stat_count -= 1;
2939         }
2940
2941         if(sv_maxidle && frametime)
2942         {
2943                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2944                 float timeleft;
2945                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2946                 if(timeleft <= 0)
2947                 {
2948                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2949                         AnnounceTo(self, "terminated");
2950                         dropclient(self);
2951                         return;
2952                 }
2953                 else if(timeleft <= 10)
2954                 {
2955                         if(timeleft != self.idlekick_lasttimeleft)
2956                         {
2957                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2958                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
2959                         }
2960                 }
2961                 else
2962                 {
2963                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2964                 }
2965                 self.idlekick_lasttimeleft = timeleft;
2966         }
2967
2968 #ifdef TETRIS
2969         if(self.impulse == 100)
2970                 ImpulseCommands();
2971         if (TetrisPostFrame())
2972                 return;
2973 #endif
2974
2975         CheatFrame();
2976
2977         if(self.classname == "player") {
2978                 CheckRules_Player();
2979                 UpdateChatBubble();
2980                 UpdateTeamBubble();
2981                 if (self.impulse)
2982                         ImpulseCommands();
2983                 if (intermission_running)
2984                         return;         // intermission or finale
2985                 GetPressedKeys();
2986         } else if (self.classname == "observer") {
2987                 //do nothing
2988         } else if (self.classname == "spectator") {
2989                 //do nothing
2990         }
2991
2992         /*
2993         float i;
2994         for(i = 0; i < 1000; ++i)
2995         {
2996                 vector end;
2997                 end = self.origin + '0 0 1024' + 512 * randomvec();
2998                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2999                 if(trace_fraction < 1)
3000                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3001                 {
3002                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3003                         break;
3004                 }
3005         }
3006         */
3007
3008         Arena_Warmup();
3009
3010         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3011
3012         if(self.waypointsprite_attachedforcarrier)
3013                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
3014         
3015         if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes"))
3016         {
3017                 if(!self.showheadshotbbox)
3018                 {
3019                         self.showheadshotbbox = spawn();
3020                         self.showheadshotbbox.classname = "headshotbbox";
3021                         self.showheadshotbbox.owner = self;
3022                         self.showheadshotbbox.think = showheadshotbbox_think;
3023                         self.showheadshotbbox.nextthink = time;
3024                         self = self.showheadshotbbox;
3025                         self.think();
3026                         self = self.owner;
3027                 }
3028         }
3029         else
3030         {
3031                 if(self.showheadshotbbox)
3032                         remove(self.showheadshotbbox);
3033         }
3034
3035         playerdemo_write();
3036
3037         if((g_cts || g_race) && self.cvar_cl_allow_uid2name)
3038         {
3039                 if(!self.stored_netname)
3040                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3041                 if(self.stored_netname != self.netname)
3042                 {
3043                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3044                         strunzone(self.stored_netname);
3045                         self.stored_netname = strzone(self.netname);
3046                 }
3047         }
3048
3049         /*
3050         if(g_race)
3051                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3052         */
3053 }