76f81c8d7497080cc9ea3a3171631d42f824d859
[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
1716         ClearPlayerSounds();
1717
1718         if(self.personal)
1719                 remove(self.personal);
1720
1721         self.playerid = 0;
1722         ReadyCount();
1723
1724         // free cvars
1725         GetCvars(-1);
1726 }
1727
1728 .float BUTTON_CHAT;
1729 void ChatBubbleThink()
1730 {
1731         self.nextthink = time;
1732         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1733         {
1734                 if(self.owner) // but why can that ever be world?
1735                         self.owner.chatbubbleentity = world;
1736                 remove(self);
1737                 return;
1738         }
1739         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1740 #ifdef TETRIS
1741                 || self.owner.tetris_on
1742 #endif
1743         )
1744                 self.model = self.mdl;
1745         else
1746                 self.model = "";
1747 };
1748
1749 void UpdateChatBubble()
1750 {
1751         if (!self.modelindex)
1752                 return;
1753         // spawn a chatbubble entity if needed
1754         if (!self.chatbubbleentity)
1755         {
1756                 self.chatbubbleentity = spawn();
1757                 self.chatbubbleentity.owner = self;
1758                 self.chatbubbleentity.exteriormodeltoclient = self;
1759                 self.chatbubbleentity.think = ChatBubbleThink;
1760                 self.chatbubbleentity.nextthink = time;
1761                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1762                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1763                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1764                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1765                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1766                 self.chatbubbleentity.model = "";
1767                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1768         }
1769 }
1770
1771
1772 void TeamBubbleThink()
1773 {
1774         self.nextthink = time;
1775         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1776         {
1777                 if(self.owner) // but why can that ever be world?
1778                         self.owner.teambubbleentity = world;
1779                 remove(self);
1780                 return;
1781         }
1782 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1783         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1784                 self.model = "";
1785         else
1786                 self.model = self.mdl;
1787
1788 };
1789
1790 float TeamBubble_customizeentityforclient()
1791 {
1792         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1793 }
1794
1795 void UpdateTeamBubble()
1796 {
1797         if (!self.modelindex || !teams_matter)
1798                 return;
1799         // spawn a teambubble entity if needed
1800         if (!self.teambubbleentity && teams_matter)
1801         {
1802                 self.teambubbleentity = spawn();
1803                 self.teambubbleentity.owner = self;
1804                 self.teambubbleentity.exteriormodeltoclient = self;
1805                 self.teambubbleentity.think = TeamBubbleThink;
1806                 self.teambubbleentity.nextthink = time;
1807                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1808 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1809                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1810                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1811                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1812                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1813                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1814                 self.teambubbleentity.effects = EF_LOWPRECISION;
1815         }
1816 }
1817
1818 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1819 // added to the model skins
1820 /*void UpdateColorModHack()
1821 {
1822         local float c;
1823         c = self.clientcolors & 15;
1824         // LordHavoc: only bothering to support white, green, red, yellow, blue
1825              if (!teams_matter) self.colormod = '0 0 0';
1826         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1827         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1828         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1829         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1830         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1831         else self.colormod = '1 1 1';
1832 };*/
1833
1834 .float oldcolormap;
1835 void respawn(void)
1836 {
1837         if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1838         {
1839                 self.solid = SOLID_NOT;
1840                 self.takedamage = DAMAGE_NO;
1841                 self.movetype = MOVETYPE_FLY;
1842                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1843                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1844                 self.effects |= EF_ADDITIVE;
1845                 self.oldcolormap = self.colormap;
1846                 self.colormap = 512;
1847                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1848                 if(cvar("g_respawn_ghosts_maxtime"))
1849                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1850         }
1851
1852         CopyBody(1);
1853         self.effects |= EF_NODRAW; // prevent another CopyBody
1854         if(self.oldcolormap)
1855         {
1856                 self.colormap = self.oldcolormap;
1857                 self.oldcolormap = 0;
1858         }
1859         PutClientInServer();
1860 }
1861
1862 void play_countdown(float finished, string samp)
1863 {
1864         if(clienttype(self) == CLIENTTYPE_REAL)
1865                 if(floor(finished - time - frametime) != floor(finished - time))
1866                         if(finished - time < 6)
1867                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1868 }
1869
1870 /**
1871  * When sv_timeout is used this function returs strings like
1872  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1873  * Called by centerprint functions
1874  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1875  */
1876 string getTimeoutText(float addOneSecond) {
1877         if (!cvar("sv_timeout") || !timeoutStatus)
1878                 return "";
1879
1880         local string retStr;
1881         if (timeoutStatus == 1) {
1882                 if (addOneSecond == 1) {
1883                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1884                 }
1885                 else {
1886                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1887                 }
1888                 return retStr;
1889         }
1890         else if (timeoutStatus == 2) {
1891                 if (addOneSecond) {
1892                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1893                         //don't show messages like "Timeout ends in 0 seconds"...
1894                         if ((remainingTimeoutTime + 1) > 0)
1895                                 return retStr;
1896                         else
1897                                 return "";
1898                 }
1899                 else {
1900                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1901                         //don't show messages like "Timeout ends in 0 seconds"...
1902                         if (remainingTimeoutTime > 0)
1903                                 return retStr;
1904                         else
1905                                 return "";
1906                 }
1907         }
1908         else return "";
1909 }
1910
1911 void player_powerups (void)
1912 {
1913         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1914         {
1915                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1916                 self.modelflags |= MF_ROCKET;
1917         }
1918         else
1919         {
1920                 SoundEntity_StopSound(self, CHAN_PLAYER);
1921                 self.modelflags &~= MF_ROCKET;
1922         }
1923
1924         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1925
1926         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1927                 return;
1928         
1929         Fire_ApplyDamage(self);
1930         Fire_ApplyEffect(self);
1931
1932         if (g_minstagib)
1933         {
1934                 self.effects |= EF_FULLBRIGHT;
1935
1936                 if (self.items & IT_STRENGTH)
1937                 {
1938                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1939                         if (time > self.strength_finished)
1940                         {
1941                                 self.alpha = default_player_alpha;
1942                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1943                                 self.items &~= IT_STRENGTH;
1944                                 sprint(self, "^3Invisibility has worn off\n");
1945                         }
1946                 }
1947                 else
1948                 {
1949                         if (time < self.strength_finished)
1950                         {
1951                                 self.alpha = g_minstagib_invis_alpha;
1952                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1953                                 self.items |= IT_STRENGTH;
1954                                 sprint(self, "^3You are invisible\n");
1955                         }
1956                 }
1957
1958                 if (self.items & IT_INVINCIBLE)
1959                 {
1960                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1961                         if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1962                         {
1963                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1964                                 sprint(self, "^3Speed has worn off\n");
1965                         }
1966                 }
1967                 else
1968                 {
1969                         if (time < self.invincible_finished)
1970                         {
1971                                 self.items = self.items | IT_INVINCIBLE;
1972                                 sprint(self, "^3You are on speed\n");
1973                         }
1974                 }
1975                 return;
1976         }
1977
1978         if (self.items & IT_STRENGTH)
1979         {
1980                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1981                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1982                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
1983                 {
1984                         self.items = self.items - (self.items & IT_STRENGTH);
1985                         sprint(self, "^3Strength has worn off\n");
1986                 }
1987         }
1988         else
1989         {
1990                 if (time < self.strength_finished)
1991                 {
1992                         self.items = self.items | IT_STRENGTH;
1993                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1994                 }
1995         }
1996         if (self.items & IT_INVINCIBLE)
1997         {
1998                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1999                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2000                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
2001                 {
2002                         self.items = self.items - (self.items & IT_INVINCIBLE);
2003                         sprint(self, "^3Shield has worn off\n");
2004                 }
2005         }
2006         else
2007         {
2008                 if (time < self.invincible_finished)
2009                 {
2010                         self.items = self.items | IT_INVINCIBLE;
2011                         sprint(self, "^3Shield surrounds you\n");
2012                 }
2013         }
2014
2015         if(cvar("g_nodepthtestplayers"))
2016                 self.effects = self.effects | EF_NODEPTHTEST;
2017
2018         if(cvar("g_fullbrightplayers"))
2019                 self.effects = self.effects | EF_FULLBRIGHT;
2020
2021         // midair gamemode: damage only while in the air
2022         // if in midair mode, being on ground grants temporary invulnerability
2023         // (this is so that multishot weapon don't clear the ground flag on the
2024         // first damage in the frame, leaving the player vulnerable to the
2025         // remaining hits in the same frame)
2026         if (self.flags & FL_ONGROUND)
2027         if (g_midair)
2028                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
2029
2030         if (time >= game_starttime)
2031         if (time < self.spawnshieldtime)
2032                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2033 }
2034
2035 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2036 {
2037         if(current > stable)
2038                 return current;
2039         else if(current > stable - 0.25) // when close enough, "snap"
2040                 return stable;
2041         else
2042                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2043 }
2044
2045 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2046 {
2047         if(current < stable)
2048                 return current;
2049         else if(current < stable + 0.25) // when close enough, "snap"
2050                 return stable;
2051         else
2052                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2053 }
2054
2055 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2056 {
2057         if(current > rotstable)
2058         {
2059                 if(rotframetime > 0)
2060                 {
2061                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2062                         current = max(rotstable, current - rotlinear * rotframetime);
2063                 }
2064         }
2065         else if(current < regenstable)
2066         {
2067                 if(regenframetime > 0)
2068                 {
2069                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2070                         current = min(regenstable, current + regenlinear * regenframetime);
2071                 }
2072         }
2073
2074         if(current > limit)
2075                 current = limit;
2076
2077         return current;
2078 }
2079
2080 void player_regen (void)
2081 {
2082         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2083         maxh = cvar("g_balance_health_rotstable");
2084         maxa = cvar("g_balance_armor_rotstable");
2085         maxf = cvar("g_balance_fuel_rotstable");
2086         minh = cvar("g_balance_health_regenstable");
2087         mina = cvar("g_balance_armor_regenstable");
2088         minf = cvar("g_balance_fuel_regenstable");
2089         limith = cvar("g_balance_health_limit");
2090         limita = cvar("g_balance_armor_limit");
2091         limitf = cvar("g_balance_fuel_limit");
2092
2093         max_mod = regen_mod = rot_mod = limit_mod = 1;
2094
2095         if (self.runes & RUNE_REGEN)
2096         {
2097                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2098                 {
2099                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2100                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2101                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2102                 }
2103                 else
2104                 {
2105                         regen_mod = cvar("g_balance_rune_regen_regenrate");
2106                         max_mod = cvar("g_balance_rune_regen_hpmod");
2107                         limit_mod = cvar("g_balance_rune_regen_limitmod");
2108                 }
2109         }
2110         else if (self.runes & CURSE_VENOM)
2111         {
2112                 max_mod = cvar("g_balance_curse_venom_hpmod");
2113                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2114                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2115                 else
2116                         rot_mod = cvar("g_balance_curse_venom_rotrate");
2117                 limit_mod = cvar("g_balance_curse_venom_limitmod");
2118                 //if (!self.runes & RUNE_REGEN)
2119                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
2120         }
2121         maxh = maxh * max_mod;
2122         //maxa = maxa * max_mod;
2123         //maxf = maxf * max_mod;
2124         minh = minh * max_mod;
2125         //mina = mina * max_mod;
2126         //minf = minf * max_mod;
2127         limith = limith * limit_mod;
2128         limita = limita * limit_mod;
2129         //limitf = limitf * limit_mod;
2130
2131         if(g_lms && g_ca)
2132                 rot_mod = 0;
2133
2134         if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2135         {
2136                 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);
2137                 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);
2138
2139                 // if player rotted to death...  die!
2140                 if(self.health < 1)
2141                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2142         }
2143
2144         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2145                 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);
2146 }
2147
2148 float zoomstate_set;
2149 void SetZoomState(float z)
2150 {
2151         if(z != self.zoomstate)
2152         {
2153                 self.zoomstate = z;
2154                 ClientData_Touch(self);
2155         }
2156         zoomstate_set = 1;
2157 }
2158
2159 void GetPressedKeys(void) {
2160         MUTATOR_CALLHOOK(GetPressedKeys);
2161         if (self.movement_x > 0) // get if movement keys are pressed
2162         {       // forward key pressed
2163                 self.pressedkeys |= KEY_FORWARD;
2164                 self.pressedkeys &~= KEY_BACKWARD;
2165         }
2166         else if (self.movement_x < 0)
2167         {       // backward key pressed
2168                 self.pressedkeys |= KEY_BACKWARD;
2169                 self.pressedkeys &~= KEY_FORWARD;
2170         }
2171         else
2172         {       // no x input
2173                 self.pressedkeys &~= KEY_FORWARD;
2174                 self.pressedkeys &~= KEY_BACKWARD;
2175         }
2176
2177         if (self.movement_y > 0)
2178         {       // right key pressed
2179                 self.pressedkeys |= KEY_RIGHT;
2180                 self.pressedkeys &~= KEY_LEFT;
2181         }
2182         else if (self.movement_y < 0)
2183         {       // left key pressed
2184                 self.pressedkeys |= KEY_LEFT;
2185                 self.pressedkeys &~= KEY_RIGHT;
2186         }
2187         else
2188         {       // no y input
2189                 self.pressedkeys &~= KEY_RIGHT;
2190                 self.pressedkeys &~= KEY_LEFT;
2191         }
2192
2193         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2194                 self.pressedkeys |= KEY_JUMP;
2195         else
2196                 self.pressedkeys &~= KEY_JUMP;
2197         if (self.BUTTON_CROUCH)
2198                 self.pressedkeys |= KEY_CROUCH;
2199         else
2200                 self.pressedkeys &~= KEY_CROUCH;
2201 }
2202
2203 void update_stats (float number, float hit, float fired) {
2204 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;
2205 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2206
2207         if(number) {
2208                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2209                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2210         } else {
2211                 self.stat_hit = hit * sv_accuracy_data_share;
2212                 self.stat_fired = fired * sv_accuracy_data_share;
2213         }
2214 }
2215
2216 /*
2217 ======================
2218 spectate mode routines
2219 ======================
2220 */
2221
2222 .float weapon_count;
2223 void SpectateCopy(entity spectatee) {
2224         if(spectatee.weapon_count < WEP_LAST) {
2225                 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]));
2226                 spectatee.weapon_count ++;
2227         } else
2228                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2229
2230         other = spectatee;
2231         MUTATOR_CALLHOOK(SpectateCopy);
2232         self.armortype = spectatee.armortype;
2233         self.armorvalue = spectatee.armorvalue;
2234         self.ammo_cells = spectatee.ammo_cells;
2235         self.ammo_shells = spectatee.ammo_shells;
2236         self.ammo_nails = spectatee.ammo_nails;
2237         self.ammo_rockets = spectatee.ammo_rockets;
2238         self.ammo_fuel = spectatee.ammo_fuel;
2239         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2240         self.health = spectatee.health;
2241         self.impulse = 0;
2242         self.items = spectatee.items;
2243         self.metertime = spectatee.metertime;
2244         self.strength_finished = spectatee.strength_finished;
2245         self.invincible_finished = spectatee.invincible_finished;
2246         self.pressedkeys = spectatee.pressedkeys;
2247         self.weapons = spectatee.weapons;
2248         self.switchweapon = spectatee.switchweapon;
2249         self.weapon = spectatee.weapon;
2250         self.punchangle = spectatee.punchangle;
2251         self.view_ofs = spectatee.view_ofs;
2252         self.v_angle = spectatee.v_angle;
2253         self.velocity = spectatee.velocity;
2254         self.dmg_take = spectatee.dmg_take;
2255         self.dmg_save = spectatee.dmg_save;
2256         self.dmg_inflictor = spectatee.dmg_inflictor;
2257         self.angles = spectatee.v_angle;
2258         self.fixangle = TRUE;
2259         setorigin(self, spectatee.origin);
2260         setsize(self, spectatee.mins, spectatee.maxs);
2261         SetZoomState(spectatee.zoomstate);
2262
2263         anticheat_spectatecopy(spectatee);
2264 }
2265
2266 float SpectateUpdate() {
2267         if(!self.enemy)
2268                 return 0;
2269
2270         if (self == self.enemy)
2271                 return 0;
2272
2273         if(self.enemy.classname != "player")
2274                 return 0;
2275
2276         SpectateCopy(self.enemy);
2277
2278         return 1;
2279 }
2280
2281 float SpectateNext() {
2282         other = find(self.enemy, classname, "player");
2283
2284         if (!other)
2285                 other = find(other, classname, "player");
2286
2287         if (other)
2288                 self.enemy = other;
2289
2290         if(self.enemy.classname == "player") {
2291                 msg_entity = self;
2292                 WriteByte(MSG_ONE, SVC_SETVIEW);
2293                 WriteEntity(MSG_ONE, self.enemy);
2294                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2295                 self.movetype = MOVETYPE_NONE;
2296
2297                 self.enemy.weapon_count = 0;
2298
2299                 if(!SpectateUpdate())
2300                         PutObserverInServer();
2301
2302                 return 1;
2303         } else {
2304                 return 0;
2305         }
2306 }
2307
2308 /*
2309 =============
2310 ShowRespawnCountdown()
2311
2312 Update a respawn countdown display.
2313 =============
2314 */
2315 void ShowRespawnCountdown()
2316 {
2317         float number;
2318         if(self.deadflag == DEAD_NO) // just respawned?
2319                 return;
2320         else
2321         {
2322                 number = ceil(self.death_time - time);
2323                 if(number <= 0)
2324                         return;
2325                 if(number <= self.respawn_countdown)
2326                 {
2327                         self.respawn_countdown = number - 1;
2328                         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
2329                                 AnnounceTo(self, strcat(ftos(number), ""));
2330                 }
2331         }
2332 }
2333
2334 void LeaveSpectatorMode()
2335 {
2336         if(isJoinAllowed()) {
2337                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2338                         self.classname = "player";
2339
2340                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2341                                 JoinBestTeam(self, FALSE, TRUE);
2342
2343                         if(cvar("g_campaign"))
2344                                 campaign_bots_may_start = 1;
2345
2346                         self.stat_count = WEP_LAST;
2347
2348                         PutClientInServer();
2349
2350                         if(self.classname == "player")
2351                                 bprint ("^4", self.netname, "^4 is playing now\n");
2352
2353                         if(!cvar("g_campaign"))
2354                                 centerprint(self,""); // clear MOTD
2355
2356                         return;
2357                 } else {
2358                         if (g_ca && self.caplayer) {
2359                         }       // do nothing
2360                         else
2361                                 stuffcmd(self,"menu_showteamselect\n");
2362                         return;
2363                 }
2364         }
2365         else {
2366                 //player may not join because of g_maxplayers is set
2367                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2368         }
2369 }
2370
2371 /**
2372  * Determines whether the player is allowed to join. This depends on cvar
2373  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2374  * it checks whether the number of currently playing players exceeds g_maxplayers.
2375  * @return bool TRUE if the player is allowed to join, false otherwise
2376  */
2377 float isJoinAllowed() {
2378         if (!cvar("g_maxplayers"))
2379                 return TRUE;
2380
2381         local entity e;
2382         local float currentlyPlaying;
2383         FOR_EACH_REALPLAYER(e) {
2384                 if(e.classname == "player")
2385                         currentlyPlaying += 1;
2386         }
2387         if(currentlyPlaying < cvar("g_maxplayers"))
2388                 return TRUE;
2389
2390         return FALSE;
2391 }
2392
2393 /**
2394  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2395  * g_maxplayers_spectator_blocktime seconds
2396  */
2397 void checkSpectatorBlock() {
2398         if(self.classname == "spectator" || self.classname == "observer") {
2399                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2400                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2401                         dropclient(self);
2402                 }
2403         }
2404 }
2405
2406 float vercmp_recursive(string v1, string v2)
2407 {
2408         float dot1, dot2;
2409         string s1, s2;
2410         float r;
2411
2412         dot1 = strstrofs(v1, ".", 0);
2413         dot2 = strstrofs(v2, ".", 0);
2414         if(dot1 == -1)
2415                 s1 = v1;
2416         else
2417                 s1 = substring(v1, 0, dot1);
2418         if(dot2 == -1)
2419                 s2 = v2;
2420         else
2421                 s2 = substring(v2, 0, dot2);
2422
2423         r = stof(s1) - stof(s2);
2424         if(r != 0)
2425                 return r;
2426
2427         r = strcasecmp(s1, s2);
2428         if(r != 0)
2429                 return r;
2430
2431         if(dot1 == -1)
2432                 if(dot2 == -1)
2433                         return 0;
2434                 else
2435                         return -1;
2436         else
2437                 if(dot2 == -1)
2438                         return 1;
2439                 else
2440                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2441 }
2442
2443 float vercmp(string v1, string v2)
2444 {
2445         if(strcasecmp(v1, v2) == 0) // early out check
2446                 return 0;
2447         return vercmp_recursive(v1, v2);
2448 }
2449
2450 void ObserverThink()
2451 {
2452         if (self.flags & FL_JUMPRELEASED) {
2453                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2454                         self.welcomemessage_time = 0;
2455                         self.flags &~= FL_JUMPRELEASED;
2456                         self.flags |= FL_SPAWNING;
2457                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2458                         self.welcomemessage_time = 0;
2459                         self.flags &~= FL_JUMPRELEASED;
2460                         if(SpectateNext() == 1) {
2461                                 self.classname = "spectator";
2462                         }
2463                 }
2464         } else {
2465                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2466                         self.flags |= FL_JUMPRELEASED;
2467                         if(self.flags & FL_SPAWNING)
2468                         {
2469                                 self.flags &~= FL_SPAWNING;
2470                                 LeaveSpectatorMode();
2471                                 return;
2472                         }
2473                 }
2474         }
2475         PrintWelcomeMessage(self);
2476 }
2477
2478 void SpectatorThink()
2479 {
2480         if (self.flags & FL_JUMPRELEASED) {
2481                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2482                         self.welcomemessage_time = 0;
2483                         self.flags &~= FL_JUMPRELEASED;
2484                         self.flags |= FL_SPAWNING;
2485                 } else if(self.BUTTON_ATCK) {
2486                         self.welcomemessage_time = 0;
2487                         self.flags &~= FL_JUMPRELEASED;
2488                         if(SpectateNext() == 1) {
2489                                 self.classname = "spectator";
2490                         } else {
2491                                 self.classname = "observer";
2492                                 self.stat_count = WEP_LAST;
2493                                 PutClientInServer();
2494                         }
2495                 } else if (self.BUTTON_ATCK2) {
2496                         self.welcomemessage_time = 0;
2497                         self.flags &~= FL_JUMPRELEASED;
2498                         self.classname = "observer";
2499                         self.stat_count = WEP_LAST;
2500                         PutClientInServer();
2501                 } else {
2502                         if(!SpectateUpdate())
2503                                 PutObserverInServer();
2504                 }
2505         } else {
2506                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2507                         self.flags |= FL_JUMPRELEASED;
2508                         if(self.flags & FL_SPAWNING)
2509                         {
2510                                 self.flags &~= FL_SPAWNING;
2511                                 LeaveSpectatorMode();
2512                                 return;
2513                         }
2514                 }
2515         }
2516
2517         PrintWelcomeMessage(self);
2518         self.flags |= FL_CLIENT | FL_NOTARGET;
2519 }
2520
2521 .float touchexplode_time;
2522
2523 /*
2524 =============
2525 PlayerPreThink
2526
2527 Called every frame for each client before the physics are run
2528 =============
2529 */
2530 void() ctf_setstatus;
2531 void() nexball_setstatus;
2532 .float items_added;
2533 void PlayerPreThink (void)
2534 {
2535         self.stat_game_starttime = game_starttime;
2536         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2537         self.stat_leadlimit = cvar("leadlimit");
2538
2539         if(frametime)
2540         {
2541                 // physics frames: update anticheat stuff
2542                 anticheat_prethink();
2543         }
2544
2545         if(blockSpectators && frametime)
2546                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2547                 checkSpectatorBlock();
2548
2549         zoomstate_set = 0;
2550
2551         if(self.netname_previous != self.netname)
2552         {
2553                 if(cvar("sv_eventlog"))
2554                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2555                 if(self.netname_previous)
2556                         strunzone(self.netname_previous);
2557                 self.netname_previous = strzone(self.netname);
2558         }
2559
2560         // version nagging
2561         if(self.version_nagtime)
2562                 if(self.cvar_g_xonoticversion)
2563                         if(time > self.version_nagtime)
2564                         {
2565                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2566                                 {
2567                                         if(strstr(cvar_string("g_xonoticversion"), "git", 0) >= 0)
2568                                         {
2569                                                 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");
2570                                                 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"));
2571                                         }
2572                                         else
2573                                         {
2574                                                 float r;
2575                                                 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2576                                                 if(r < 0)
2577                                                 {
2578                                                         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");
2579                                                         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"));
2580                                                 }
2581                                                 else if(r > 0)
2582                                                 {
2583                                                         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");
2584                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2585                                                 }
2586                                         }
2587                                 }
2588                                 self.version_nagtime = 0;
2589                         }
2590
2591         // GOD MODE info
2592         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2593         {
2594                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2595                 self.max_armorvalue = 0;
2596         }
2597
2598 #ifdef TETRIS
2599         if (TetrisPreFrame())
2600                 return;
2601 #endif
2602
2603         MUTATOR_CALLHOOK(PlayerPreThink);
2604
2605         if(self.classname == "player") {
2606 //              if(self.netname == "Wazat")
2607 //                      bprint(self.classname, "\n");
2608
2609                 CheckRules_Player();
2610
2611                 PrintWelcomeMessage(self);
2612
2613                 if (intermission_running)
2614                 {
2615                         IntermissionThink ();   // otherwise a button could be missed between
2616                         return;                                 // the think tics
2617                 }
2618
2619                 if(self.teleport_time)
2620                 if(time > self.teleport_time)
2621                 {
2622                         self.teleport_time = 0;
2623                         self.effects = self.effects - (self.effects & EF_NODRAW);
2624                 }
2625
2626                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2627                         UpdateSelectedPlayer();
2628
2629                 //don't allow the player to turn around while game is paused!
2630                 if(timeoutStatus == 2) {
2631                         self.v_angle = self.lastV_angle;
2632                         self.angles = self.lastV_angle;
2633                         self.fixangle = TRUE;
2634                 }
2635
2636                 if(frametime)
2637                 {
2638                         if(self.health <= 0 && cvar("g_deathglow"))
2639                         {
2640                                 if(self.glowmod_x > 0)
2641                                         self.glowmod_x -= cvar("g_deathglow") * frametime;
2642                                 else
2643                                         self.glowmod_x = -1;
2644                                 if(self.glowmod_y > 0)
2645                                         self.glowmod_y -= cvar("g_deathglow") * frametime;
2646                                 else
2647                                         self.glowmod_y = -1;
2648                                 if(self.glowmod_z > 0)
2649                                         self.glowmod_z -= cvar("g_deathglow") * frametime;
2650                                 else
2651                                         self.glowmod_z = -1;
2652                         }
2653                         else
2654                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2655                         player_powerups();
2656                 }
2657
2658                 if (self.deadflag != DEAD_NO)
2659                 {
2660                         float button_pressed, force_respawn;
2661                         if(self.personal && g_race_qualifying)
2662                         {
2663                                 if(time > self.death_time)
2664                                 {
2665                                         self.death_time = time + 1; // only retry once a second
2666                                         respawn();
2667                                         self.impulse = 141;
2668                                 }
2669                         }
2670                         else
2671                         {
2672                                 if(frametime)
2673                                         player_anim();
2674                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2675                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2676                                 if (self.deadflag == DEAD_DYING)
2677                                 {
2678                                         if(force_respawn)
2679                                                 self.deadflag = DEAD_RESPAWNING;
2680                                         else if(!button_pressed)
2681                                                 self.deadflag = DEAD_DEAD;
2682                                 }
2683                                 else if (self.deadflag == DEAD_DEAD)
2684                                 {
2685                                         if(button_pressed)
2686                                                 self.deadflag = DEAD_RESPAWNABLE;
2687                                 }
2688                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2689                                 {
2690                                         if(!button_pressed)
2691                                                 self.deadflag = DEAD_RESPAWNING;
2692                                 }
2693                                 else if (self.deadflag == DEAD_RESPAWNING)
2694                                 {
2695                                         if(time > self.death_time)
2696                                         {
2697                                                 self.death_time = time + 1; // only retry once a second
2698                                                 respawn();
2699                                         }
2700                                 }
2701                                 ShowRespawnCountdown();
2702                         }
2703                         return;
2704                 }
2705
2706                 if(g_touchexplode)
2707                 if(time > self.touchexplode_time)
2708                 if(self.classname == "player")
2709                 if(self.deadflag == DEAD_NO)
2710                 if not(IS_INDEPENDENT_PLAYER(self))
2711                 FOR_EACH_PLAYER(other) if(self != other)
2712                 {
2713                         if(time > other.touchexplode_time)
2714                         if(other.deadflag == DEAD_NO)
2715                         if not(IS_INDEPENDENT_PLAYER(other))
2716                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2717                         {
2718                                 PlayerTouchExplode(self, other);
2719                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2720                         }
2721                 }
2722
2723                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2724                 {
2725                         vector dist;
2726
2727                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2728                         dist = self.prevorigin - self.origin;
2729                         dist_z = 0;
2730                         self.lms_traveled_distance += fabs(vlen(dist));
2731
2732                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2733                         {
2734                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2735                                 self.lms_traveled_distance = 0;
2736                         }
2737
2738                         if(time > self.lms_nextcheck)
2739                         {
2740                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2741                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2742                                 {
2743                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2744                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2745                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2746                                         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');
2747                                 }
2748                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2749                                 self.lms_traveled_distance = 0;
2750                         }
2751                 }
2752
2753                 self.prevorigin = self.origin;
2754
2755                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2756                 {
2757                         if (!self.crouch)
2758                         {
2759                                 self.crouch = TRUE;
2760                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2761                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2762                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2763                         }
2764                 }
2765                 else
2766                 {
2767                         if (self.crouch)
2768                         {
2769                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2770                                 if (!trace_startsolid)
2771                                 {
2772                                         self.crouch = FALSE;
2773                                         self.view_ofs = PL_VIEW_OFS;
2774                                         setsize (self, PL_MIN, PL_MAX);
2775                                 }
2776                         }
2777                 }
2778
2779                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2780                 {
2781                         if(self.bloodloss_timer < time)
2782                         {
2783                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2784                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2785                         }
2786                 }
2787
2788                 FixPlayermodel();
2789
2790                 GrapplingHookFrame();
2791
2792                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2793                 //if(frametime)
2794                 {
2795                         self.items &~= self.items_added;
2796
2797                         W_WeaponFrame();
2798
2799                         self.items_added = 0;
2800                         if(self.items & IT_JETPACK)
2801                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2802                                         self.items_added |= IT_FUEL;
2803
2804                         self.items |= self.items_added;
2805                 }
2806
2807                 player_regen();
2808                 if(frametime)
2809                         player_anim();
2810
2811                 if (g_minstagib)
2812                         minstagib_ammocheck();
2813
2814                 ctf_setstatus();
2815                 nexball_setstatus();
2816
2817                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2818
2819                 //self.angles_y=self.v_angle_y + 90;   // temp
2820         } else if(gameover) {
2821                 if (intermission_running)
2822                         IntermissionThink ();   // otherwise a button could be missed between
2823                 return;
2824         } else if(self.classname == "observer") {
2825                 ObserverThink();
2826         } else if(self.classname == "spectator") {
2827                 SpectatorThink();
2828         }
2829
2830         if(!zoomstate_set)
2831                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && cvar("g_balance_campingrifle_secondary") == 0));
2832
2833         float oldspectatee_status;
2834         oldspectatee_status = self.spectatee_status;
2835         if(self.classname == "spectator")
2836                 self.spectatee_status = num_for_edict(self.enemy);
2837         else if(self.classname == "observer")
2838                 self.spectatee_status = num_for_edict(self);
2839         else
2840                 self.spectatee_status = 0;
2841         if(self.spectatee_status != oldspectatee_status)
2842         {
2843                 ClientData_Touch(self);
2844                 if(g_race || g_cts)
2845                         race_InitSpectator();
2846         }
2847
2848         if(self.teamkill_soundtime)
2849         if(time > self.teamkill_soundtime)
2850         {
2851                 self.teamkill_soundtime = 0;
2852
2853                 entity oldpusher, oldself;
2854
2855                 oldself = self; self = self.teamkill_soundsource;
2856                 oldpusher = self.pusher; self.pusher = oldself;
2857
2858                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2859
2860                 self.pusher = oldpusher;
2861                 self = oldself;
2862         }
2863
2864         if(self.taunt_soundtime)
2865         if(time > self.taunt_soundtime)
2866         {
2867                 self.taunt_soundtime = 0;
2868                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2869         }
2870
2871         target_voicescript_next(self);
2872 }
2873
2874 float isInvisibleString(string s)
2875 {
2876         float i, n, c;
2877         s = strdecolorize(s);
2878         for((i = 0), (n = strlen(s)); i < n; ++i)
2879         {
2880                 c = str2chr(s, i);
2881                 switch(c)
2882                 {
2883                         case 0:
2884                         case 32: // space
2885                                 break;
2886                         case 192: // charmap space
2887                                 if (!cvar("utf8_enable"))
2888                                         break;
2889                                 return FALSE;
2890                         case 160: // space in unicode fonts
2891                         case 0xE000 + 192: // utf8 charmap space
2892                                 if (cvar("utf8_enable"))
2893                                         break;
2894                         default:
2895                                 return FALSE;
2896                 }
2897         }
2898         return TRUE;
2899 }
2900
2901 /*
2902 =============
2903 PlayerPostThink
2904
2905 Called every frame for each client after the physics are run
2906 =============
2907 */
2908 .float idlekick_lasttimeleft;
2909 .entity showheadshotbbox;
2910 void showheadshotbbox_think()
2911 {
2912         if(self.owner.showheadshotbbox != self)
2913         {
2914                 remove(self);
2915                 return;
2916         }
2917         self.nextthink = time;
2918         setorigin(self, self.owner.origin);
2919         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2920 }
2921 void PlayerPostThink (void)
2922 {
2923         // Savage: Check for nameless players
2924         if (isInvisibleString(self.netname)) {
2925                 self.netname = "Player";
2926                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2927         }
2928
2929         // send the clients accuracy stats to the client
2930         if(self.stat_count > 0)
2931         if(frametime)
2932         {
2933                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2934                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2935                 self.stat_count -= 1;
2936         }
2937
2938         if(sv_maxidle && frametime)
2939         {
2940                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2941                 float timeleft;
2942                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2943                 if(timeleft <= 0)
2944                 {
2945                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2946                         AnnounceTo(self, "terminated");
2947                         dropclient(self);
2948                         return;
2949                 }
2950                 else if(timeleft <= 10)
2951                 {
2952                         if(timeleft != self.idlekick_lasttimeleft)
2953                         {
2954                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2955                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
2956                         }
2957                 }
2958                 else
2959                 {
2960                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2961                 }
2962                 self.idlekick_lasttimeleft = timeleft;
2963         }
2964
2965 #ifdef TETRIS
2966         if(self.impulse == 100)
2967                 ImpulseCommands();
2968         if (TetrisPostFrame())
2969                 return;
2970 #endif
2971
2972         CheatFrame();
2973
2974         if(self.classname == "player") {
2975                 CheckRules_Player();
2976                 UpdateChatBubble();
2977                 UpdateTeamBubble();
2978                 if (self.impulse)
2979                         ImpulseCommands();
2980                 if (intermission_running)
2981                         return;         // intermission or finale
2982                 GetPressedKeys();
2983         } else if (self.classname == "observer") {
2984                 //do nothing
2985         } else if (self.classname == "spectator") {
2986                 //do nothing
2987         }
2988
2989         /*
2990         float i;
2991         for(i = 0; i < 1000; ++i)
2992         {
2993                 vector end;
2994                 end = self.origin + '0 0 1024' + 512 * randomvec();
2995                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2996                 if(trace_fraction < 1)
2997                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2998                 {
2999                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3000                         break;
3001                 }
3002         }
3003         */
3004
3005         Arena_Warmup();
3006
3007         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3008
3009         if(self.waypointsprite_attachedforcarrier)
3010                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
3011         
3012         if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes"))
3013         {
3014                 if(!self.showheadshotbbox)
3015                 {
3016                         self.showheadshotbbox = spawn();
3017                         self.showheadshotbbox.classname = "headshotbbox";
3018                         self.showheadshotbbox.owner = self;
3019                         self.showheadshotbbox.think = showheadshotbbox_think;
3020                         self.showheadshotbbox.nextthink = time;
3021                         self = self.showheadshotbbox;
3022                         self.think();
3023                         self = self.owner;
3024                 }
3025         }
3026         else
3027         {
3028                 if(self.showheadshotbbox)
3029                         remove(self.showheadshotbbox);
3030         }
3031
3032         playerdemo_write();
3033
3034         if((g_cts || g_race) && self.cvar_cl_allow_uid2name)
3035         {
3036                 if(!self.stored_netname)
3037                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3038                 if(self.stored_netname != self.netname)
3039                 {
3040                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3041                         strunzone(self.stored_netname);
3042                         self.stored_netname = strzone(self.netname);
3043                 }
3044         }
3045
3046         /*
3047         if(g_race)
3048                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3049         */
3050 }