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[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                 {
920                         if(g_weaponarena_random_with_laser)
921                                 self.weapons &~= WEPBIT_LASER;
922                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
923                         if(g_weaponarena_random_with_laser)
924                                 self.weapons |= WEPBIT_LASER;
925                 }
926
927                 self.items = start_items;
928                 self.jump_interval = time;
929
930                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
931                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
932                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
933                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
934                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
935                 //extend the pause of rotting if client was reset at the beginning of the countdown
936                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
937                         self.spawnshieldtime += game_starttime - time;
938                         self.pauserotarmor_finished += game_starttime - time;
939                         self.pauserothealth_finished += game_starttime - time;
940                         self.pauseregen_finished += game_starttime - time;
941                 }
942                 self.damageforcescale = 2;
943                 self.death_time = 0;
944                 self.dead_frame = 0;
945                 self.alpha = 0;
946                 self.scale = 0;
947                 self.fade_time = 0;
948                 self.pain_frame = 0;
949                 self.pain_finished = 0;
950                 self.strength_finished = 0;
951                 self.invincible_finished = 0;
952                 self.pushltime = 0;
953                 // players have no think function
954                 self.think = SUB_Null;
955                 self.nextthink = 0;
956                 self.hook_time = 0;
957                 self.dmg_team = 0;
958                 self.ballistics_density = cvar("g_ballistics_density_player");
959
960                 self.metertime = 0;
961
962                 self.runes = 0;
963
964                 self.deadflag = DEAD_NO;
965
966                 self.angles = spot.angles;
967
968                 self.angles_z = 0; // never spawn tilted even if the spot says to
969                 self.fixangle = TRUE; // turn this way immediately
970                 self.velocity = '0 0 0';
971                 self.avelocity = '0 0 0';
972                 self.punchangle = '0 0 0';
973                 self.punchvector = '0 0 0';
974                 self.oldvelocity = self.velocity;
975                 self.fire_endtime = -1;
976
977                 msg_entity = self;
978                 WRITESPECTATABLE_MSG_ONE({
979                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
980                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
981                 });
982
983                 if(sv_loddistance1)
984                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
985
986                 self.model = "";
987                 FixPlayermodel();
988
989                 self.crouch = FALSE;
990                 self.view_ofs = PL_VIEW_OFS;
991                 setsize (self, PL_MIN, PL_MAX);
992                 self.spawnorigin = spot.origin;
993                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
994                 // don't reset back to last position, even if new position is stuck in solid
995                 self.oldorigin = self.origin;
996                 self.prevorigin = self.origin;
997                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
998
999                 if(g_arena)
1000                 {
1001                         Spawnqueue_Remove(self);
1002                         Spawnqueue_Mark(self);
1003                 }
1004
1005                 else if(g_ca)
1006                         self.caplayer = 1;
1007
1008                 self.event_damage = PlayerDamage;
1009
1010                 self.bot_attack = TRUE;
1011
1012                 self.statdraintime = time + 5;
1013                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1014
1015                 if(self.killcount == -666) {
1016                         PlayerScore_Clear(self);
1017                         self.killcount = 0;
1018                 }
1019
1020                 self.cnt = WEP_LASER;
1021
1022                 CL_SpawnWeaponentity();
1023                 self.alpha = default_player_alpha;
1024                 self.colormod = '1 1 1' * cvar("g_player_brightness");
1025                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1026
1027                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1028                 self.lms_traveled_distance = 0;
1029                 self.speedrunning = FALSE;
1030
1031                 race_PostSpawn(spot);
1032
1033                 if(cvar("spawn_debug"))
1034                 {
1035                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1036                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1037                 }
1038
1039                 //stuffcmd(self, "chase_active 0");
1040                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1041
1042                 if (cvar("g_spawnsound"))
1043                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1044
1045                 if(g_assault) {
1046                         if(self.team == assault_attacker_team)
1047                                 centerprint(self, "You are attacking!");
1048                         else
1049                                 centerprint(self, "You are defending!");
1050                 }
1051
1052                 target_voicescript_clear(self);
1053
1054                 // reset fields the weapons may use
1055                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1056                         weapon_action(j, WR_RESETPLAYER);
1057
1058                 oldself = self;
1059                 self = spot;
1060                         activator = oldself;
1061                                 SUB_UseTargets();
1062                         activator = world;
1063                 self = oldself;
1064
1065                 MUTATOR_CALLHOOK(PlayerSpawn);
1066
1067                 self.switchweapon = w_getbestweapon(self);
1068                 self.cnt = self.switchweapon;
1069                 self.weapon = 0;
1070         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1071                 PutObserverInServer ();
1072         }
1073
1074         //if(g_ctf)
1075         //      ctf_playerchanged();
1076 }
1077
1078 float ClientInit_SendEntity(entity to, float sf)
1079 {
1080         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1081         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1082         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1083         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1084         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1085         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1086         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1087         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1088         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1089         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1090         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1091         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1092         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1093         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1094         if(sv_foginterval && world.fog != "")
1095                 WriteString(MSG_ENTITY, world.fog);
1096         else
1097                 WriteString(MSG_ENTITY, "");
1098         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1099         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1100         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1101         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1102         WriteByte(MSG_ENTITY, cvar("g_balance_nex_secondary")); // client has to know if it should zoom or not
1103         WriteByte(MSG_ENTITY, cvar("g_balance_campingrifle_secondary")); // client has to know if it should zoom or not
1104         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1105         return TRUE;
1106 }
1107
1108 void ClientInit_CheckUpdate()
1109 {
1110         self.nextthink = time;
1111         if(self.count != cvar("g_balance_armor_blockpercent"))
1112         {
1113                 self.count = cvar("g_balance_armor_blockpercent");
1114                 self.SendFlags |= 1;
1115         }
1116         if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1117         {
1118                 self.cnt = cvar("g_balance_weaponswitchdelay");
1119                 self.SendFlags |= 1;
1120         }
1121         if(self.bouncefactor != cvar("g_balance_grenadelauncher_bouncefactor"))
1122         {
1123                 self.bouncefactor = cvar("g_balance_grenadelauncher_bouncefactor");
1124                 self.SendFlags |= 1;
1125         }
1126         if(self.bouncestop != cvar("g_balance_grenadelauncher_bouncestop"))
1127         {
1128                 self.bouncestop = cvar("g_balance_grenadelauncher_bouncestop");
1129                 self.SendFlags |= 1;
1130         }
1131 }
1132
1133 void ClientInit_Spawn()
1134 {
1135         entity o;
1136         entity e;
1137         e = spawn();
1138         e.classname = "clientinit";
1139         e.think = ClientInit_CheckUpdate;
1140         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1141
1142         o = self;
1143         self = e;
1144         ClientInit_CheckUpdate();
1145         self = o;
1146 }
1147
1148 /*
1149 =============
1150 SetNewParms
1151 =============
1152 */
1153 void SetNewParms (void)
1154 {
1155         // initialize parms for a new player
1156         parm1 = -(86400 * 366);
1157 }
1158
1159 /*
1160 =============
1161 SetChangeParms
1162 =============
1163 */
1164 void SetChangeParms (void)
1165 {
1166         // save parms for level change
1167         parm1 = self.parm_idlesince - time;
1168 }
1169
1170 /*
1171 =============
1172 DecodeLevelParms
1173 =============
1174 */
1175 void DecodeLevelParms (void)
1176 {
1177         // load parms
1178         self.parm_idlesince = parm1;
1179         if(self.parm_idlesince == -(86400 * 366))
1180                 self.parm_idlesince = time;
1181
1182         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1183         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1184 }
1185
1186 /*
1187 =============
1188 ClientKill
1189
1190 Called when a client types 'kill' in the console
1191 =============
1192 */
1193
1194 void ClientKill_Now_TeamChange()
1195 {
1196         if(self.killindicator_teamchange == -1)
1197         {
1198                 self.team = -1;
1199                 JoinBestTeam( self, FALSE, FALSE );
1200         }
1201         else
1202                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1203 }
1204
1205 void ClientKill_Now()
1206 {
1207         if(self.killindicator_teamchange)
1208                 ClientKill_Now_TeamChange();
1209
1210         // in any case:
1211         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1212
1213         if(self.killindicator)
1214         {
1215                 dprint("Cleaned up after a leaked kill indicator.\n");
1216                 remove(self.killindicator);
1217                 self.killindicator = world;
1218         }
1219 }
1220 void KillIndicator_Think()
1221 {
1222         if (!self.owner.modelindex)
1223         {
1224                 self.owner.killindicator = world;
1225                 remove(self);
1226                 return;
1227         }
1228
1229         if(self.cnt <= 0)
1230         {
1231                 self = self.owner;
1232                 ClientKill_Now(); // no oldself needed
1233                 return;
1234         }
1235         else
1236         {
1237                 if(self.cnt <= 10)
1238                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1239                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1240                 {
1241                         if(self.cnt <= 10)
1242                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1243                         if(self.owner.killindicator_teamchange)
1244                         {
1245                                 if(self.owner.killindicator_teamchange == -1)
1246                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1247                                 else
1248                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1249                         }
1250                         else
1251                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1252                 }
1253                 self.nextthink = time + 1;
1254                 self.cnt -= 1;
1255         }
1256 }
1257
1258 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1259 {
1260         float killtime;
1261         entity e;
1262         killtime = cvar("g_balance_kill_delay");
1263
1264         if(g_race_qualifying)
1265                 killtime = 0;
1266
1267         self.killindicator_teamchange = targetteam;
1268
1269         if(!self.killindicator)
1270         {
1271                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1272                 {
1273                         ClientKill_Now();
1274                 }
1275                 else
1276                 {
1277                         self.killindicator = spawn();
1278                         self.killindicator.owner = self;
1279                         self.killindicator.scale = 0.5;
1280                         setattachment(self.killindicator, self, "");
1281                         setorigin(self.killindicator, '0 0 52');
1282                         self.killindicator.think = KillIndicator_Think;
1283                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1284                         self.killindicator.cnt = ceil(killtime);
1285                         self.killindicator.count = bound(0, ceil(killtime), 10);
1286                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1287
1288                         for(e = world; (e = find(e, classname, "body")) != world; )
1289                         {
1290                                 if(e.enemy != self)
1291                                         continue;
1292                                 e.killindicator = spawn();
1293                                 e.killindicator.owner = e;
1294                                 e.killindicator.scale = 0.5;
1295                                 setattachment(e.killindicator, e, "");
1296                                 setorigin(e.killindicator, '0 0 52');
1297                                 e.killindicator.think = KillIndicator_Think;
1298                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1299                                 e.killindicator.cnt = ceil(killtime);
1300                         }
1301                         self.lip = 0;
1302                 }
1303         }
1304         if(self.killindicator)
1305         {
1306                 if(targetteam)
1307                         self.killindicator.colormod = TeamColor(targetteam);
1308                 else
1309                         self.killindicator.colormod = '0 0 0';
1310         }
1311 }
1312
1313 void ClientKill (void)
1314 {
1315         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1316         {
1317                 // do nothing
1318         }
1319         else
1320                 ClientKill_TeamChange(0);
1321 }
1322
1323 void CTS_ClientKill_Think (void)
1324 {
1325         self = self.owner; // set self to the player to be killed
1326         sprint(self, "^1You were killed in order to prevent cheating!");
1327         ClientKill_Now();
1328 }
1329
1330 void CTS_ClientKill (float t) // silent version of ClientKill
1331 {
1332         entity e;
1333         e = spawn();
1334         e.owner = self;
1335         e.think = CTS_ClientKill_Think;
1336         e.nextthink = t;
1337 }
1338
1339 void DoTeamChange(float destteam)
1340 {
1341         float t, c0;
1342         if(!teams_matter)
1343         {
1344                 if(destteam >= 0)
1345                         SetPlayerColors(self, destteam);
1346                 return;
1347         }
1348         if(self.classname == "player")
1349         if(destteam == -1)
1350         {
1351                 CheckAllowedTeams(self);
1352                 t = FindSmallestTeam(self, TRUE);
1353                 switch(self.team)
1354                 {
1355                         case COLOR_TEAM1: c0 = c1; break;
1356                         case COLOR_TEAM2: c0 = c2; break;
1357                         case COLOR_TEAM3: c0 = c3; break;
1358                         case COLOR_TEAM4: c0 = c4; break;
1359                         default:          c0 = 999;
1360                 }
1361                 switch(t)
1362                 {
1363                         case 1:
1364                                 if(c0 > c1)
1365                                         destteam = COLOR_TEAM1;
1366                                 break;
1367                         case 2:
1368                                 if(c0 > c2)
1369                                         destteam = COLOR_TEAM2;
1370                                 break;
1371                         case 3:
1372                                 if(c0 > c3)
1373                                         destteam = COLOR_TEAM3;
1374                                 break;
1375                         case 4:
1376                                 if(c0 > c4)
1377                                         destteam = COLOR_TEAM4;
1378                                 break;
1379                 }
1380                 if(destteam == -1)
1381                         return;
1382         }
1383         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1384                 return;
1385         ClientKill_TeamChange(destteam);
1386 }
1387
1388 void FixClientCvars(entity e)
1389 {
1390         // send prediction settings to the client
1391         stuffcmd(e, "\nin_bindmap 0 0\n");
1392         if(g_race || g_cts)
1393                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1394         if(cvar("g_antilag") == 3) // client side hitscan
1395                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1396         if(sv_gentle)
1397                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1398         /*
1399          * we no longer need to stuff this. Remove this comment block if you feel
1400          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1401         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1402         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1403         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1404         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1405         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1406         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1407         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1408         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1409         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1410         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1411         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1412         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1413         stuffcmd(e, "cl_movement_edgefriction 1\n");
1414          */
1415 }
1416
1417 /*
1418 =============
1419 ClientConnect
1420
1421 Called when a client connects to the server
1422 =============
1423 */
1424 //void ctf_clientconnect();
1425 string ColoredTeamName(float t);
1426 void DecodeLevelParms (void);
1427 //void dom_player_join_team(entity pl);
1428 void ClientConnect (void)
1429 {
1430         float t;
1431
1432         if(self.flags & FL_CLIENT)
1433         {
1434                 print("Warning: ClientConnect, but already connected!\n");
1435                 return;
1436         }
1437
1438         if(Ban_MaybeEnforceBan(self))
1439                 return;
1440
1441         DecodeLevelParms();
1442
1443 #ifdef WATERMARK
1444         sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1445 #endif
1446
1447         self.classname = "player_joining";
1448
1449         self.flags = FL_CLIENT;
1450         self.version_nagtime = time + 10 + random() * 10;
1451
1452         if(player_count<0)
1453         {
1454                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1455                 player_count = 0;
1456         }
1457
1458         PlayerScore_Attach(self);
1459         ClientData_Attach();
1460
1461         bot_clientconnect();
1462
1463         playerdemo_init();
1464
1465         anticheat_init();
1466         
1467         race_PreSpawnObserver();
1468
1469         //if(g_domination)
1470         //      dom_player_join_team(self);
1471
1472         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1473
1474         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1475                 self.classname = "observer";
1476         } else {
1477                 if(teams_matter)
1478                 {
1479                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1480                         {
1481                                 self.classname = "player";
1482                                 campaign_bots_may_start = 1;
1483                         }
1484                         else
1485                         {
1486                                 self.classname = "observer"; // do it anyway
1487                         }
1488                 }
1489                 else
1490                 {
1491                         self.classname = "player";
1492                         campaign_bots_may_start = 1;
1493                 }
1494         }
1495
1496         self.playerid = (playerid_last = playerid_last + 1);
1497
1498         if(cvar("sv_eventlog"))
1499                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1500
1501         LogTeamchange(self.playerid, self.team, 1);
1502
1503         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1504
1505         self.netname_previous = strzone(self.netname);
1506
1507         bprint("^4", self.netname, "^4 connected");
1508
1509         if(self.classname != "observer" && (g_domination || g_ctf))
1510                 bprint(" and joined the ", ColoredTeamName(self.team));
1511
1512         bprint("\n");
1513
1514         self.welcomemessage_time = 0;
1515
1516         stuffcmd(self, strcat(clientstuff, "\n"));
1517         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1518         stuffcmd(self, "cl_particles_reloadeffects\n");
1519
1520         FixClientCvars(self);
1521
1522         // spawnfunc_waypoint sprites
1523         WaypointSprite_InitClient(self);
1524
1525         // Wazat's grappling hook
1526         SetGrappleHookBindings();
1527
1528         // get autoswitch state from player when he toggles it
1529         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1530
1531         // get version info from player
1532         stuffcmd(self, "cmd clientversion $gameversion\n");
1533
1534         // get other cvars from player
1535         GetCvars(0);
1536
1537         // set cvar for team scoreboard
1538         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1539
1540         // notify about available teams
1541         if(teams_matter)
1542         {
1543                 CheckAllowedTeams(self);
1544                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1545                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1546         }
1547         else
1548                 stuffcmd(self, "set _teams_available 0\n");
1549
1550         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1551
1552         if(g_arena || g_ca)
1553         {
1554                 self.classname = "observer";
1555                 if(g_arena)
1556                         Spawnqueue_Insert(self);
1557         }
1558         /*else if(g_ctf)
1559         {
1560                 ctf_clientconnect();
1561         }*/
1562
1563         if(teams_matter || radar_showennemies)
1564                 attach_entcs();
1565
1566         bot_relinkplayerlist();
1567
1568         self.spectatortime = time;
1569         if(blockSpectators)
1570         {
1571                 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"));
1572         }
1573
1574         self.jointime = time;
1575         self.allowedTimeouts = cvar("sv_timeout_number");
1576
1577         if(clienttype(self) == CLIENTTYPE_REAL)
1578         {
1579                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1580                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1581         }
1582
1583         if(g_lms)
1584         {
1585                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1586                 {
1587                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1588                         self.frags = FRAGS_SPECTATOR;
1589                 }
1590         }
1591
1592         if(!sv_foginterval && world.fog != "")
1593                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1594
1595         SoundEntity_Attach(self);
1596
1597         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1598         {
1599                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1600                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1601         }
1602         else
1603                 self.hitplotfh = -1;
1604
1605         if(g_race || g_cts) {
1606                 string rr;
1607                 if(g_cts)
1608                         rr = CTS_RECORD;
1609                 else
1610                         rr = RACE_RECORD;
1611                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1612
1613                 msg_entity = self;
1614                 race_send_recordtime(MSG_ONE);
1615                 race_send_speedaward(MSG_ONE);
1616
1617                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1618                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1619                 race_send_speedaward_alltimebest(MSG_ONE);
1620
1621                 float i;
1622                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1623                         race_SendRankings(i, 0, 0, MSG_ONE);
1624                 }
1625         }
1626         else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1627                 send_CSQC_teamnagger();
1628
1629         send_CSQC_cr_maxbullets(self);
1630
1631         CheatInitClient();
1632 }
1633
1634 /*
1635 =============
1636 ClientDisconnect
1637
1638 Called when a client disconnects from the server
1639 =============
1640 */
1641 .entity chatbubbleentity;
1642 .entity teambubbleentity;
1643 void ReadyCount();
1644 void ClientDisconnect (void)
1645 {
1646         if not(self.flags & FL_CLIENT)
1647         {
1648                 print("Warning: ClientDisconnect without ClientConnect\n");
1649                 return;
1650         }
1651
1652         CheatShutdownClient();
1653
1654         if(self.hitplotfh >= 0)
1655         {
1656                 fclose(self.hitplotfh);
1657                 self.hitplotfh = -1;
1658         }
1659
1660         anticheat_report();
1661         anticheat_shutdown();
1662
1663         playerdemo_shutdown();
1664
1665         bot_clientdisconnect();
1666
1667         if(self.entcs)
1668                 detach_entcs();
1669
1670         if(cvar("sv_eventlog"))
1671                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1672         bprint ("^4",self.netname);
1673         bprint ("^4 disconnected\n");
1674
1675         SoundEntity_Detach(self);
1676
1677         DropAllRunes(self);
1678         MUTATOR_CALLHOOK(ClientDisconnect);
1679
1680         Portal_ClearAll(self);
1681
1682         if(self.flagcarried)
1683                 DropFlag(self.flagcarried, world, world);
1684         if(self.ballcarried)
1685                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1686
1687         // Here, everything has been done that requires this player to be a client.
1688
1689         self.flags &~= FL_CLIENT;
1690
1691         if (self.chatbubbleentity)
1692                 remove (self.chatbubbleentity);
1693
1694         if (self.teambubbleentity)
1695                 remove (self.teambubbleentity);
1696
1697         if (self.killindicator)
1698                 remove (self.killindicator);
1699
1700         WaypointSprite_PlayerGone();
1701
1702         bot_relinkplayerlist();
1703
1704         if(g_arena)
1705         {
1706                 Spawnqueue_Unmark(self);
1707                 Spawnqueue_Remove(self);
1708         }
1709
1710         ClientData_Detach();
1711         PlayerScore_Detach(self);
1712
1713         if(self.netname_previous)
1714                 strunzone(self.netname_previous);
1715         if(self.clientstatus)
1716                 strunzone(self.clientstatus);
1717         if(self.weaponorder_byimpulse)
1718                 strunzone(self.weaponorder_byimpulse);
1719
1720         ClearPlayerSounds();
1721
1722         if(self.personal)
1723                 remove(self.personal);
1724
1725         self.playerid = 0;
1726         ReadyCount();
1727
1728         // free cvars
1729         GetCvars(-1);
1730 }
1731
1732 .float BUTTON_CHAT;
1733 void ChatBubbleThink()
1734 {
1735         self.nextthink = time;
1736         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1737         {
1738                 if(self.owner) // but why can that ever be world?
1739                         self.owner.chatbubbleentity = world;
1740                 remove(self);
1741                 return;
1742         }
1743         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1744 #ifdef TETRIS
1745                 || self.owner.tetris_on
1746 #endif
1747         )
1748                 self.model = self.mdl;
1749         else
1750                 self.model = "";
1751 };
1752
1753 void UpdateChatBubble()
1754 {
1755         if (!self.modelindex)
1756                 return;
1757         // spawn a chatbubble entity if needed
1758         if (!self.chatbubbleentity)
1759         {
1760                 self.chatbubbleentity = spawn();
1761                 self.chatbubbleentity.owner = self;
1762                 self.chatbubbleentity.exteriormodeltoclient = self;
1763                 self.chatbubbleentity.think = ChatBubbleThink;
1764                 self.chatbubbleentity.nextthink = time;
1765                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1766                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1767                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1768                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1769                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1770                 self.chatbubbleentity.model = "";
1771                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1772         }
1773 }
1774
1775
1776 void TeamBubbleThink()
1777 {
1778         self.nextthink = time;
1779         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1780         {
1781                 if(self.owner) // but why can that ever be world?
1782                         self.owner.teambubbleentity = world;
1783                 remove(self);
1784                 return;
1785         }
1786 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1787         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1788                 self.model = "";
1789         else
1790                 self.model = self.mdl;
1791
1792 };
1793
1794 float TeamBubble_customizeentityforclient()
1795 {
1796         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1797 }
1798
1799 void UpdateTeamBubble()
1800 {
1801         if (!self.modelindex || !teams_matter)
1802                 return;
1803         // spawn a teambubble entity if needed
1804         if (!self.teambubbleentity && teams_matter)
1805         {
1806                 self.teambubbleentity = spawn();
1807                 self.teambubbleentity.owner = self;
1808                 self.teambubbleentity.exteriormodeltoclient = self;
1809                 self.teambubbleentity.think = TeamBubbleThink;
1810                 self.teambubbleentity.nextthink = time;
1811                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1812 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1813                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1814                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1815                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1816                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1817                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1818                 self.teambubbleentity.effects = EF_LOWPRECISION;
1819         }
1820 }
1821
1822 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1823 // added to the model skins
1824 /*void UpdateColorModHack()
1825 {
1826         local float c;
1827         c = self.clientcolors & 15;
1828         // LordHavoc: only bothering to support white, green, red, yellow, blue
1829              if (!teams_matter) self.colormod = '0 0 0';
1830         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1831         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1832         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1833         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1834         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1835         else self.colormod = '1 1 1';
1836 };*/
1837
1838 .float oldcolormap;
1839 void respawn(void)
1840 {
1841         if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1842         {
1843                 self.solid = SOLID_NOT;
1844                 self.takedamage = DAMAGE_NO;
1845                 self.movetype = MOVETYPE_FLY;
1846                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1847                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1848                 self.effects |= EF_ADDITIVE;
1849                 self.oldcolormap = self.colormap;
1850                 self.colormap = 512;
1851                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1852                 if(cvar("g_respawn_ghosts_maxtime"))
1853                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1854         }
1855
1856         CopyBody(1);
1857         self.effects |= EF_NODRAW; // prevent another CopyBody
1858         if(self.oldcolormap)
1859         {
1860                 self.colormap = self.oldcolormap;
1861                 self.oldcolormap = 0;
1862         }
1863         PutClientInServer();
1864 }
1865
1866 void play_countdown(float finished, string samp)
1867 {
1868         if(clienttype(self) == CLIENTTYPE_REAL)
1869                 if(floor(finished - time - frametime) != floor(finished - time))
1870                         if(finished - time < 6)
1871                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1872 }
1873
1874 /**
1875  * When sv_timeout is used this function returs strings like
1876  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1877  * Called by centerprint functions
1878  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1879  */
1880 string getTimeoutText(float addOneSecond) {
1881         if (!cvar("sv_timeout") || !timeoutStatus)
1882                 return "";
1883
1884         local string retStr;
1885         if (timeoutStatus == 1) {
1886                 if (addOneSecond == 1) {
1887                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1888                 }
1889                 else {
1890                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1891                 }
1892                 return retStr;
1893         }
1894         else if (timeoutStatus == 2) {
1895                 if (addOneSecond) {
1896                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1897                         //don't show messages like "Timeout ends in 0 seconds"...
1898                         if ((remainingTimeoutTime + 1) > 0)
1899                                 return retStr;
1900                         else
1901                                 return "";
1902                 }
1903                 else {
1904                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1905                         //don't show messages like "Timeout ends in 0 seconds"...
1906                         if (remainingTimeoutTime > 0)
1907                                 return retStr;
1908                         else
1909                                 return "";
1910                 }
1911         }
1912         else return "";
1913 }
1914
1915 void player_powerups (void)
1916 {
1917         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1918         {
1919                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1920                 self.modelflags |= MF_ROCKET;
1921         }
1922         else
1923         {
1924                 SoundEntity_StopSound(self, CHAN_PLAYER);
1925                 self.modelflags &~= MF_ROCKET;
1926         }
1927
1928         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1929
1930         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1931                 return;
1932         
1933         Fire_ApplyDamage(self);
1934         Fire_ApplyEffect(self);
1935
1936         if (g_minstagib)
1937         {
1938                 self.effects |= EF_FULLBRIGHT;
1939
1940                 if (self.items & IT_STRENGTH)
1941                 {
1942                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1943                         if (time > self.strength_finished)
1944                         {
1945                                 self.alpha = default_player_alpha;
1946                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1947                                 self.items &~= IT_STRENGTH;
1948                                 sprint(self, "^3Invisibility has worn off\n");
1949                         }
1950                 }
1951                 else
1952                 {
1953                         if (time < self.strength_finished)
1954                         {
1955                                 self.alpha = g_minstagib_invis_alpha;
1956                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1957                                 self.items |= IT_STRENGTH;
1958                                 sprint(self, "^3You are invisible\n");
1959                         }
1960                 }
1961
1962                 if (self.items & IT_INVINCIBLE)
1963                 {
1964                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1965                         if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1966                         {
1967                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1968                                 sprint(self, "^3Speed has worn off\n");
1969                         }
1970                 }
1971                 else
1972                 {
1973                         if (time < self.invincible_finished)
1974                         {
1975                                 self.items = self.items | IT_INVINCIBLE;
1976                                 sprint(self, "^3You are on speed\n");
1977                         }
1978                 }
1979                 return;
1980         }
1981
1982         if (self.items & IT_STRENGTH)
1983         {
1984                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1985                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1986                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
1987                 {
1988                         self.items = self.items - (self.items & IT_STRENGTH);
1989                         sprint(self, "^3Strength has worn off\n");
1990                 }
1991         }
1992         else
1993         {
1994                 if (time < self.strength_finished)
1995                 {
1996                         self.items = self.items | IT_STRENGTH;
1997                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1998                 }
1999         }
2000         if (self.items & IT_INVINCIBLE)
2001         {
2002                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2003                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2004                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
2005                 {
2006                         self.items = self.items - (self.items & IT_INVINCIBLE);
2007                         sprint(self, "^3Shield has worn off\n");
2008                 }
2009         }
2010         else
2011         {
2012                 if (time < self.invincible_finished)
2013                 {
2014                         self.items = self.items | IT_INVINCIBLE;
2015                         sprint(self, "^3Shield surrounds you\n");
2016                 }
2017         }
2018
2019         if(cvar("g_nodepthtestplayers"))
2020                 self.effects = self.effects | EF_NODEPTHTEST;
2021
2022         if(cvar("g_fullbrightplayers"))
2023                 self.effects = self.effects | EF_FULLBRIGHT;
2024
2025         // midair gamemode: damage only while in the air
2026         // if in midair mode, being on ground grants temporary invulnerability
2027         // (this is so that multishot weapon don't clear the ground flag on the
2028         // first damage in the frame, leaving the player vulnerable to the
2029         // remaining hits in the same frame)
2030         if (self.flags & FL_ONGROUND)
2031         if (g_midair)
2032                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
2033
2034         if (time >= game_starttime)
2035         if (time < self.spawnshieldtime)
2036                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2037 }
2038
2039 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2040 {
2041         if(current > stable)
2042                 return current;
2043         else if(current > stable - 0.25) // when close enough, "snap"
2044                 return stable;
2045         else
2046                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2047 }
2048
2049 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2050 {
2051         if(current < stable)
2052                 return current;
2053         else if(current < stable + 0.25) // when close enough, "snap"
2054                 return stable;
2055         else
2056                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2057 }
2058
2059 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2060 {
2061         if(current > rotstable)
2062         {
2063                 if(rotframetime > 0)
2064                 {
2065                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2066                         current = max(rotstable, current - rotlinear * rotframetime);
2067                 }
2068         }
2069         else if(current < regenstable)
2070         {
2071                 if(regenframetime > 0)
2072                 {
2073                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2074                         current = min(regenstable, current + regenlinear * regenframetime);
2075                 }
2076         }
2077
2078         if(current > limit)
2079                 current = limit;
2080
2081         return current;
2082 }
2083
2084 void player_regen (void)
2085 {
2086         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2087         maxh = cvar("g_balance_health_rotstable");
2088         maxa = cvar("g_balance_armor_rotstable");
2089         maxf = cvar("g_balance_fuel_rotstable");
2090         minh = cvar("g_balance_health_regenstable");
2091         mina = cvar("g_balance_armor_regenstable");
2092         minf = cvar("g_balance_fuel_regenstable");
2093         limith = cvar("g_balance_health_limit");
2094         limita = cvar("g_balance_armor_limit");
2095         limitf = cvar("g_balance_fuel_limit");
2096
2097         max_mod = regen_mod = rot_mod = limit_mod = 1;
2098
2099         if (self.runes & RUNE_REGEN)
2100         {
2101                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2102                 {
2103                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2104                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2105                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2106                 }
2107                 else
2108                 {
2109                         regen_mod = cvar("g_balance_rune_regen_regenrate");
2110                         max_mod = cvar("g_balance_rune_regen_hpmod");
2111                         limit_mod = cvar("g_balance_rune_regen_limitmod");
2112                 }
2113         }
2114         else if (self.runes & CURSE_VENOM)
2115         {
2116                 max_mod = cvar("g_balance_curse_venom_hpmod");
2117                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2118                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2119                 else
2120                         rot_mod = cvar("g_balance_curse_venom_rotrate");
2121                 limit_mod = cvar("g_balance_curse_venom_limitmod");
2122                 //if (!self.runes & RUNE_REGEN)
2123                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
2124         }
2125         maxh = maxh * max_mod;
2126         //maxa = maxa * max_mod;
2127         //maxf = maxf * max_mod;
2128         minh = minh * max_mod;
2129         //mina = mina * max_mod;
2130         //minf = minf * max_mod;
2131         limith = limith * limit_mod;
2132         limita = limita * limit_mod;
2133         //limitf = limitf * limit_mod;
2134
2135         if(g_lms && g_ca)
2136                 rot_mod = 0;
2137
2138         if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2139         {
2140                 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);
2141                 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);
2142
2143                 // if player rotted to death...  die!
2144                 if(self.health < 1)
2145                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2146         }
2147
2148         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2149                 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);
2150 }
2151
2152 float zoomstate_set;
2153 void SetZoomState(float z)
2154 {
2155         if(z != self.zoomstate)
2156         {
2157                 self.zoomstate = z;
2158                 ClientData_Touch(self);
2159         }
2160         zoomstate_set = 1;
2161 }
2162
2163 void GetPressedKeys(void) {
2164         MUTATOR_CALLHOOK(GetPressedKeys);
2165         if (self.movement_x > 0) // get if movement keys are pressed
2166         {       // forward key pressed
2167                 self.pressedkeys |= KEY_FORWARD;
2168                 self.pressedkeys &~= KEY_BACKWARD;
2169         }
2170         else if (self.movement_x < 0)
2171         {       // backward key pressed
2172                 self.pressedkeys |= KEY_BACKWARD;
2173                 self.pressedkeys &~= KEY_FORWARD;
2174         }
2175         else
2176         {       // no x input
2177                 self.pressedkeys &~= KEY_FORWARD;
2178                 self.pressedkeys &~= KEY_BACKWARD;
2179         }
2180
2181         if (self.movement_y > 0)
2182         {       // right key pressed
2183                 self.pressedkeys |= KEY_RIGHT;
2184                 self.pressedkeys &~= KEY_LEFT;
2185         }
2186         else if (self.movement_y < 0)
2187         {       // left key pressed
2188                 self.pressedkeys |= KEY_LEFT;
2189                 self.pressedkeys &~= KEY_RIGHT;
2190         }
2191         else
2192         {       // no y input
2193                 self.pressedkeys &~= KEY_RIGHT;
2194                 self.pressedkeys &~= KEY_LEFT;
2195         }
2196
2197         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2198                 self.pressedkeys |= KEY_JUMP;
2199         else
2200                 self.pressedkeys &~= KEY_JUMP;
2201         if (self.BUTTON_CROUCH)
2202                 self.pressedkeys |= KEY_CROUCH;
2203         else
2204                 self.pressedkeys &~= KEY_CROUCH;
2205 }
2206
2207 void update_stats (float number, float hit, float fired) {
2208 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;
2209 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2210
2211         if(number) {
2212                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2213                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2214         } else {
2215                 self.stat_hit = hit * sv_accuracy_data_share;
2216                 self.stat_fired = fired * sv_accuracy_data_share;
2217         }
2218 }
2219
2220 /*
2221 ======================
2222 spectate mode routines
2223 ======================
2224 */
2225
2226 .float weapon_count;
2227 void SpectateCopy(entity spectatee) {
2228         if(spectatee.weapon_count < WEP_LAST) {
2229                 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]));
2230                 spectatee.weapon_count ++;
2231         } else
2232                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2233
2234         other = spectatee;
2235         MUTATOR_CALLHOOK(SpectateCopy);
2236         self.armortype = spectatee.armortype;
2237         self.armorvalue = spectatee.armorvalue;
2238         self.ammo_cells = spectatee.ammo_cells;
2239         self.ammo_shells = spectatee.ammo_shells;
2240         self.ammo_nails = spectatee.ammo_nails;
2241         self.ammo_rockets = spectatee.ammo_rockets;
2242         self.ammo_fuel = spectatee.ammo_fuel;
2243         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2244         self.health = spectatee.health;
2245         self.impulse = 0;
2246         self.items = spectatee.items;
2247         self.last_pickup = spectatee.last_pickup;
2248         self.metertime = spectatee.metertime;
2249         self.strength_finished = spectatee.strength_finished;
2250         self.invincible_finished = spectatee.invincible_finished;
2251         self.pressedkeys = spectatee.pressedkeys;
2252         self.weapons = spectatee.weapons;
2253         self.switchweapon = spectatee.switchweapon;
2254         self.weapon = spectatee.weapon;
2255         self.punchangle = spectatee.punchangle;
2256         self.view_ofs = spectatee.view_ofs;
2257         self.v_angle = spectatee.v_angle;
2258         self.velocity = spectatee.velocity;
2259         self.dmg_take = spectatee.dmg_take;
2260         self.dmg_save = spectatee.dmg_save;
2261         self.dmg_inflictor = spectatee.dmg_inflictor;
2262         self.angles = spectatee.v_angle;
2263         self.fixangle = TRUE;
2264         setorigin(self, spectatee.origin);
2265         setsize(self, spectatee.mins, spectatee.maxs);
2266         SetZoomState(spectatee.zoomstate);
2267
2268         anticheat_spectatecopy(spectatee);
2269 }
2270
2271 float SpectateUpdate() {
2272         if(!self.enemy)
2273                 return 0;
2274
2275         if (self == self.enemy)
2276                 return 0;
2277
2278         if(self.enemy.classname != "player")
2279                 return 0;
2280
2281         SpectateCopy(self.enemy);
2282
2283         return 1;
2284 }
2285
2286 float SpectateNext() {
2287         other = find(self.enemy, classname, "player");
2288
2289         if (!other)
2290                 other = find(other, classname, "player");
2291
2292         if (other)
2293                 self.enemy = other;
2294
2295         if(self.enemy.classname == "player") {
2296                 msg_entity = self;
2297                 WriteByte(MSG_ONE, SVC_SETVIEW);
2298                 WriteEntity(MSG_ONE, self.enemy);
2299                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2300                 self.movetype = MOVETYPE_NONE;
2301
2302                 self.enemy.weapon_count = 0;
2303
2304                 if(!SpectateUpdate())
2305                         PutObserverInServer();
2306
2307                 return 1;
2308         } else {
2309                 return 0;
2310         }
2311 }
2312
2313 /*
2314 =============
2315 ShowRespawnCountdown()
2316
2317 Update a respawn countdown display.
2318 =============
2319 */
2320 void ShowRespawnCountdown()
2321 {
2322         float number;
2323         if(self.deadflag == DEAD_NO) // just respawned?
2324                 return;
2325         else
2326         {
2327                 number = ceil(self.death_time - time);
2328                 if(number <= 0)
2329                         return;
2330                 if(number <= self.respawn_countdown)
2331                 {
2332                         self.respawn_countdown = number - 1;
2333                         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
2334                                 AnnounceTo(self, strcat(ftos(number), ""));
2335                 }
2336         }
2337 }
2338
2339 void LeaveSpectatorMode()
2340 {
2341         if(isJoinAllowed()) {
2342                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2343                         self.classname = "player";
2344
2345                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2346                                 JoinBestTeam(self, FALSE, TRUE);
2347
2348                         if(cvar("g_campaign"))
2349                                 campaign_bots_may_start = 1;
2350
2351                         self.stat_count = WEP_LAST;
2352
2353                         PutClientInServer();
2354
2355                         if(self.classname == "player")
2356                                 bprint ("^4", self.netname, "^4 is playing now\n");
2357
2358                         if(!cvar("g_campaign"))
2359                                 centerprint(self,""); // clear MOTD
2360
2361                         return;
2362                 } else {
2363                         if (g_ca && self.caplayer) {
2364                         }       // do nothing
2365                         else
2366                                 stuffcmd(self,"menu_showteamselect\n");
2367                         return;
2368                 }
2369         }
2370         else {
2371                 //player may not join because of g_maxplayers is set
2372                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2373         }
2374 }
2375
2376 /**
2377  * Determines whether the player is allowed to join. This depends on cvar
2378  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2379  * it checks whether the number of currently playing players exceeds g_maxplayers.
2380  * @return bool TRUE if the player is allowed to join, false otherwise
2381  */
2382 float isJoinAllowed() {
2383         if (!cvar("g_maxplayers"))
2384                 return TRUE;
2385
2386         local entity e;
2387         local float currentlyPlaying;
2388         FOR_EACH_REALPLAYER(e) {
2389                 if(e.classname == "player")
2390                         currentlyPlaying += 1;
2391         }
2392         if(currentlyPlaying < cvar("g_maxplayers"))
2393                 return TRUE;
2394
2395         return FALSE;
2396 }
2397
2398 /**
2399  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2400  * g_maxplayers_spectator_blocktime seconds
2401  */
2402 void checkSpectatorBlock() {
2403         if(self.classname == "spectator" || self.classname == "observer") {
2404                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2405                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2406                         dropclient(self);
2407                 }
2408         }
2409 }
2410
2411 float vercmp_recursive(string v1, string v2)
2412 {
2413         float dot1, dot2;
2414         string s1, s2;
2415         float r;
2416
2417         dot1 = strstrofs(v1, ".", 0);
2418         dot2 = strstrofs(v2, ".", 0);
2419         if(dot1 == -1)
2420                 s1 = v1;
2421         else
2422                 s1 = substring(v1, 0, dot1);
2423         if(dot2 == -1)
2424                 s2 = v2;
2425         else
2426                 s2 = substring(v2, 0, dot2);
2427
2428         r = stof(s1) - stof(s2);
2429         if(r != 0)
2430                 return r;
2431
2432         r = strcasecmp(s1, s2);
2433         if(r != 0)
2434                 return r;
2435
2436         if(dot1 == -1)
2437                 if(dot2 == -1)
2438                         return 0;
2439                 else
2440                         return -1;
2441         else
2442                 if(dot2 == -1)
2443                         return 1;
2444                 else
2445                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2446 }
2447
2448 float vercmp(string v1, string v2)
2449 {
2450         if(strcasecmp(v1, v2) == 0) // early out check
2451                 return 0;
2452         return vercmp_recursive(v1, v2);
2453 }
2454
2455 void ObserverThink()
2456 {
2457         if (self.flags & FL_JUMPRELEASED) {
2458                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2459                         self.welcomemessage_time = 0;
2460                         self.flags &~= FL_JUMPRELEASED;
2461                         self.flags |= FL_SPAWNING;
2462                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2463                         self.welcomemessage_time = 0;
2464                         self.flags &~= FL_JUMPRELEASED;
2465                         if(SpectateNext() == 1) {
2466                                 self.classname = "spectator";
2467                         }
2468                 }
2469         } else {
2470                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2471                         self.flags |= FL_JUMPRELEASED;
2472                         if(self.flags & FL_SPAWNING)
2473                         {
2474                                 self.flags &~= FL_SPAWNING;
2475                                 LeaveSpectatorMode();
2476                                 return;
2477                         }
2478                 }
2479         }
2480         PrintWelcomeMessage(self);
2481 }
2482
2483 void SpectatorThink()
2484 {
2485         if (self.flags & FL_JUMPRELEASED) {
2486                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2487                         self.welcomemessage_time = 0;
2488                         self.flags &~= FL_JUMPRELEASED;
2489                         self.flags |= FL_SPAWNING;
2490                 } else if(self.BUTTON_ATCK) {
2491                         self.welcomemessage_time = 0;
2492                         self.flags &~= FL_JUMPRELEASED;
2493                         if(SpectateNext() == 1) {
2494                                 self.classname = "spectator";
2495                         } else {
2496                                 self.classname = "observer";
2497                                 self.stat_count = WEP_LAST;
2498                                 PutClientInServer();
2499                         }
2500                 } else if (self.BUTTON_ATCK2) {
2501                         self.welcomemessage_time = 0;
2502                         self.flags &~= FL_JUMPRELEASED;
2503                         self.classname = "observer";
2504                         self.stat_count = WEP_LAST;
2505                         PutClientInServer();
2506                 } else {
2507                         if(!SpectateUpdate())
2508                                 PutObserverInServer();
2509                 }
2510         } else {
2511                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2512                         self.flags |= FL_JUMPRELEASED;
2513                         if(self.flags & FL_SPAWNING)
2514                         {
2515                                 self.flags &~= FL_SPAWNING;
2516                                 LeaveSpectatorMode();
2517                                 return;
2518                         }
2519                 }
2520         }
2521
2522         PrintWelcomeMessage(self);
2523         self.flags |= FL_CLIENT | FL_NOTARGET;
2524 }
2525
2526 .float touchexplode_time;
2527
2528 /*
2529 =============
2530 PlayerPreThink
2531
2532 Called every frame for each client before the physics are run
2533 =============
2534 */
2535 void() ctf_setstatus;
2536 void() nexball_setstatus;
2537 .float items_added;
2538 void PlayerPreThink (void)
2539 {
2540         self.stat_game_starttime = game_starttime;
2541         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2542         self.stat_leadlimit = cvar("leadlimit");
2543
2544         if(frametime)
2545         {
2546                 // physics frames: update anticheat stuff
2547                 anticheat_prethink();
2548         }
2549
2550         if(blockSpectators && frametime)
2551                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2552                 checkSpectatorBlock();
2553
2554         zoomstate_set = 0;
2555
2556         if(self.netname_previous != self.netname)
2557         {
2558                 if(cvar("sv_eventlog"))
2559                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2560                 if(self.netname_previous)
2561                         strunzone(self.netname_previous);
2562                 self.netname_previous = strzone(self.netname);
2563         }
2564
2565         // version nagging
2566         if(self.version_nagtime)
2567                 if(self.cvar_g_xonoticversion)
2568                         if(time > self.version_nagtime)
2569                         {
2570                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2571                                 {
2572                                         if(strstr(cvar_string("g_xonoticversion"), "git", 0) >= 0)
2573                                         {
2574                                                 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");
2575                                                 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"));
2576                                         }
2577                                         else
2578                                         {
2579                                                 float r;
2580                                                 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2581                                                 if(r < 0)
2582                                                 {
2583                                                         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");
2584                                                         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"));
2585                                                 }
2586                                                 else if(r > 0)
2587                                                 {
2588                                                         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");
2589                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2590                                                 }
2591                                         }
2592                                 }
2593                                 self.version_nagtime = 0;
2594                         }
2595
2596         // GOD MODE info
2597         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2598         {
2599                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2600                 self.max_armorvalue = 0;
2601         }
2602
2603 #ifdef TETRIS
2604         if (TetrisPreFrame())
2605                 return;
2606 #endif
2607
2608         MUTATOR_CALLHOOK(PlayerPreThink);
2609
2610         if(self.classname == "player") {
2611 //              if(self.netname == "Wazat")
2612 //                      bprint(self.classname, "\n");
2613
2614                 CheckRules_Player();
2615
2616                 PrintWelcomeMessage(self);
2617
2618                 if (intermission_running)
2619                 {
2620                         IntermissionThink ();   // otherwise a button could be missed between
2621                         return;                                 // the think tics
2622                 }
2623
2624                 if(self.teleport_time)
2625                 if(time > self.teleport_time)
2626                 {
2627                         self.teleport_time = 0;
2628                         self.effects = self.effects - (self.effects & EF_NODRAW);
2629                 }
2630
2631                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2632                         UpdateSelectedPlayer();
2633
2634                 //don't allow the player to turn around while game is paused!
2635                 if(timeoutStatus == 2) {
2636                         self.v_angle = self.lastV_angle;
2637                         self.angles = self.lastV_angle;
2638                         self.fixangle = TRUE;
2639                 }
2640
2641                 if(frametime)
2642                 {
2643                         if(self.health <= 0 && cvar("g_deathglow"))
2644                         {
2645                                 if(self.glowmod_x > 0)
2646                                         self.glowmod_x -= cvar("g_deathglow") * frametime;
2647                                 else
2648                                         self.glowmod_x = -1;
2649                                 if(self.glowmod_y > 0)
2650                                         self.glowmod_y -= cvar("g_deathglow") * frametime;
2651                                 else
2652                                         self.glowmod_y = -1;
2653                                 if(self.glowmod_z > 0)
2654                                         self.glowmod_z -= cvar("g_deathglow") * frametime;
2655                                 else
2656                                         self.glowmod_z = -1;
2657                         }
2658                         else
2659                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2660                         player_powerups();
2661                 }
2662
2663                 if (self.deadflag != DEAD_NO)
2664                 {
2665                         float button_pressed, force_respawn;
2666                         if(self.personal && g_race_qualifying)
2667                         {
2668                                 if(time > self.death_time)
2669                                 {
2670                                         self.death_time = time + 1; // only retry once a second
2671                                         respawn();
2672                                         self.impulse = 141;
2673                                 }
2674                         }
2675                         else
2676                         {
2677                                 if(frametime)
2678                                         player_anim();
2679                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2680                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2681                                 if (self.deadflag == DEAD_DYING)
2682                                 {
2683                                         if(force_respawn)
2684                                                 self.deadflag = DEAD_RESPAWNING;
2685                                         else if(!button_pressed)
2686                                                 self.deadflag = DEAD_DEAD;
2687                                 }
2688                                 else if (self.deadflag == DEAD_DEAD)
2689                                 {
2690                                         if(button_pressed)
2691                                                 self.deadflag = DEAD_RESPAWNABLE;
2692                                 }
2693                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2694                                 {
2695                                         if(!button_pressed)
2696                                                 self.deadflag = DEAD_RESPAWNING;
2697                                 }
2698                                 else if (self.deadflag == DEAD_RESPAWNING)
2699                                 {
2700                                         if(time > self.death_time)
2701                                         {
2702                                                 self.death_time = time + 1; // only retry once a second
2703                                                 respawn();
2704                                         }
2705                                 }
2706                                 ShowRespawnCountdown();
2707                         }
2708                         return;
2709                 }
2710
2711                 if(g_touchexplode)
2712                 if(time > self.touchexplode_time)
2713                 if(self.classname == "player")
2714                 if(self.deadflag == DEAD_NO)
2715                 if not(IS_INDEPENDENT_PLAYER(self))
2716                 FOR_EACH_PLAYER(other) if(self != other)
2717                 {
2718                         if(time > other.touchexplode_time)
2719                         if(other.deadflag == DEAD_NO)
2720                         if not(IS_INDEPENDENT_PLAYER(other))
2721                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2722                         {
2723                                 PlayerTouchExplode(self, other);
2724                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2725                         }
2726                 }
2727
2728                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2729                 {
2730                         vector dist;
2731
2732                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2733                         dist = self.prevorigin - self.origin;
2734                         dist_z = 0;
2735                         self.lms_traveled_distance += fabs(vlen(dist));
2736
2737                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2738                         {
2739                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2740                                 self.lms_traveled_distance = 0;
2741                         }
2742
2743                         if(time > self.lms_nextcheck)
2744                         {
2745                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2746                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2747                                 {
2748                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2749                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2750                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2751                                         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');
2752                                 }
2753                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2754                                 self.lms_traveled_distance = 0;
2755                         }
2756                 }
2757
2758                 self.prevorigin = self.origin;
2759
2760                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2761                 {
2762                         if (!self.crouch)
2763                         {
2764                                 self.crouch = TRUE;
2765                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2766                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2767                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2768                         }
2769                 }
2770                 else
2771                 {
2772                         if (self.crouch)
2773                         {
2774                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2775                                 if (!trace_startsolid)
2776                                 {
2777                                         self.crouch = FALSE;
2778                                         self.view_ofs = PL_VIEW_OFS;
2779                                         setsize (self, PL_MIN, PL_MAX);
2780                                 }
2781                         }
2782                 }
2783
2784                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2785                 {
2786                         if(self.bloodloss_timer < time)
2787                         {
2788                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2789                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2790                         }
2791                 }
2792
2793                 FixPlayermodel();
2794
2795                 GrapplingHookFrame();
2796
2797                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2798                 //if(frametime)
2799                 {
2800                         self.items &~= self.items_added;
2801
2802                         W_WeaponFrame();
2803
2804                         self.items_added = 0;
2805                         if(self.items & IT_JETPACK)
2806                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2807                                         self.items_added |= IT_FUEL;
2808
2809                         self.items |= self.items_added;
2810                 }
2811
2812                 player_regen();
2813
2814                 // rot nex charge to the charge limit
2815                 if(cvar("g_balance_nex_charge_rot_rate") && self.nex_charge > cvar("g_balance_nex_charge_limit") && self.nex_charge_rottime < time)
2816                         self.nex_charge = bound(cvar("g_balance_nex_charge_limit"), self.nex_charge - cvar("g_balance_nex_charge_rot_rate") * frametime / W_TICSPERFRAME, 1);
2817
2818                 if(frametime)
2819                         player_anim();
2820
2821                 if (g_minstagib)
2822                         minstagib_ammocheck();
2823
2824                 ctf_setstatus();
2825                 nexball_setstatus();
2826
2827                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2828
2829                 //self.angles_y=self.v_angle_y + 90;   // temp
2830         } else if(gameover) {
2831                 if (intermission_running)
2832                         IntermissionThink ();   // otherwise a button could be missed between
2833                 return;
2834         } else if(self.classname == "observer") {
2835                 ObserverThink();
2836         } else if(self.classname == "spectator") {
2837                 SpectatorThink();
2838         }
2839
2840         if(!zoomstate_set)
2841                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && cvar("g_balance_campingrifle_secondary") == 0));
2842
2843         float oldspectatee_status;
2844         oldspectatee_status = self.spectatee_status;
2845         if(self.classname == "spectator")
2846                 self.spectatee_status = num_for_edict(self.enemy);
2847         else if(self.classname == "observer")
2848                 self.spectatee_status = num_for_edict(self);
2849         else
2850                 self.spectatee_status = 0;
2851         if(self.spectatee_status != oldspectatee_status)
2852         {
2853                 ClientData_Touch(self);
2854                 if(g_race || g_cts)
2855                         race_InitSpectator();
2856         }
2857
2858         if(self.teamkill_soundtime)
2859         if(time > self.teamkill_soundtime)
2860         {
2861                 self.teamkill_soundtime = 0;
2862
2863                 entity oldpusher, oldself;
2864
2865                 oldself = self; self = self.teamkill_soundsource;
2866                 oldpusher = self.pusher; self.pusher = oldself;
2867
2868                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2869
2870                 self.pusher = oldpusher;
2871                 self = oldself;
2872         }
2873
2874         if(self.taunt_soundtime)
2875         if(time > self.taunt_soundtime)
2876         {
2877                 self.taunt_soundtime = 0;
2878                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2879         }
2880
2881         target_voicescript_next(self);
2882 }
2883
2884 float isInvisibleString(string s)
2885 {
2886         float i, n, c;
2887         s = strdecolorize(s);
2888         for((i = 0), (n = strlen(s)); i < n; ++i)
2889         {
2890                 c = str2chr(s, i);
2891                 switch(c)
2892                 {
2893                         case 0:
2894                         case 32: // space
2895                                 break;
2896                         case 192: // charmap space
2897                                 if (!cvar("utf8_enable"))
2898                                         break;
2899                                 return FALSE;
2900                         case 160: // space in unicode fonts
2901                         case 0xE000 + 192: // utf8 charmap space
2902                                 if (cvar("utf8_enable"))
2903                                         break;
2904                         default:
2905                                 return FALSE;
2906                 }
2907         }
2908         return TRUE;
2909 }
2910
2911 /*
2912 =============
2913 PlayerPostThink
2914
2915 Called every frame for each client after the physics are run
2916 =============
2917 */
2918 .float idlekick_lasttimeleft;
2919 .entity showheadshotbbox;
2920 void showheadshotbbox_think()
2921 {
2922         if(self.owner.showheadshotbbox != self)
2923         {
2924                 remove(self);
2925                 return;
2926         }
2927         self.nextthink = time;
2928         setorigin(self, self.owner.origin);
2929         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2930 }
2931 void PlayerPostThink (void)
2932 {
2933         // Savage: Check for nameless players
2934         if (isInvisibleString(self.netname)) {
2935                 self.netname = "Player";
2936                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2937         }
2938
2939         // send the clients accuracy stats to the client
2940         if(self.stat_count > 0)
2941         if(frametime)
2942         {
2943                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2944                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2945                 self.stat_count -= 1;
2946         }
2947
2948         if(sv_maxidle && frametime)
2949         {
2950                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2951                 float timeleft;
2952                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2953                 if(timeleft <= 0)
2954                 {
2955                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2956                         AnnounceTo(self, "terminated");
2957                         dropclient(self);
2958                         return;
2959                 }
2960                 else if(timeleft <= 10)
2961                 {
2962                         if(timeleft != self.idlekick_lasttimeleft)
2963                         {
2964                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2965                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
2966                         }
2967                 }
2968                 else
2969                 {
2970                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2971                 }
2972                 self.idlekick_lasttimeleft = timeleft;
2973         }
2974
2975 #ifdef TETRIS
2976         if(self.impulse == 100)
2977                 ImpulseCommands();
2978         if (TetrisPostFrame())
2979                 return;
2980 #endif
2981
2982         CheatFrame();
2983
2984         if(self.classname == "player") {
2985                 CheckRules_Player();
2986                 UpdateChatBubble();
2987                 UpdateTeamBubble();
2988                 if (self.impulse)
2989                         ImpulseCommands();
2990                 if (intermission_running)
2991                         return;         // intermission or finale
2992                 GetPressedKeys();
2993         } else if (self.classname == "observer") {
2994                 //do nothing
2995         } else if (self.classname == "spectator") {
2996                 //do nothing
2997         }
2998
2999         /*
3000         float i;
3001         for(i = 0; i < 1000; ++i)
3002         {
3003                 vector end;
3004                 end = self.origin + '0 0 1024' + 512 * randomvec();
3005                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3006                 if(trace_fraction < 1)
3007                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3008                 {
3009                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3010                         break;
3011                 }
3012         }
3013         */
3014
3015         Arena_Warmup();
3016
3017         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3018
3019         if(self.waypointsprite_attachedforcarrier)
3020                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
3021         
3022         if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes"))
3023         {
3024                 if(!self.showheadshotbbox)
3025                 {
3026                         self.showheadshotbbox = spawn();
3027                         self.showheadshotbbox.classname = "headshotbbox";
3028                         self.showheadshotbbox.owner = self;
3029                         self.showheadshotbbox.think = showheadshotbbox_think;
3030                         self.showheadshotbbox.nextthink = time;
3031                         self = self.showheadshotbbox;
3032                         self.think();
3033                         self = self.owner;
3034                 }
3035         }
3036         else
3037         {
3038                 if(self.showheadshotbbox)
3039                         remove(self.showheadshotbbox);
3040         }
3041
3042         playerdemo_write();
3043
3044         if((g_cts || g_race) && self.cvar_cl_allow_uid2name)
3045         {
3046                 if(!self.stored_netname)
3047                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3048                 if(self.stored_netname != self.netname)
3049                 {
3050                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3051                         strunzone(self.stored_netname);
3052                         self.stored_netname = strzone(self.netname);
3053                 }
3054         }
3055
3056         /*
3057         if(g_race)
3058                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3059         */
3060 }