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Merge remote branch 'origin/terencehill/powerups_respawntime_fix'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         shortest = vlen(world.maxs - world.mins);
155         FOR_EACH_PLAYER(player) if (player != self)
156         {
157                 thisdist = vlen(player.origin - spot.origin);
158                 if (thisdist < shortest)
159                         shortest = thisdist;
160         }
161         if(shortest > mindist)
162                 prio += SPAWN_PRIO_GOOD_DISTANCE;
163
164         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
165         spawn_spot = spot;
166
167         // filter out spots for assault
168         if(spot.target != "") {
169                 entity ent;
170                 float found;
171
172                 found = 0;
173                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
174                 {
175                         ++found;
176                         if(ent.spawn_evalfunc)
177                         {
178                                 entity oldself = self;
179                                 self = ent;
180                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
181                                 self = oldself;
182                                 if(spawn_score_x < 0)
183                                         return spawn_score;
184                         }
185                 }
186
187                 if(!found)
188                 {
189                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
190                         return '-1 0 0';
191                 }
192         }
193
194         MUTATOR_CALLHOOK(Spawn_Score);
195         return spawn_score;
196 }
197
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
199 {
200         entity spot;
201         for(spot = firstspot; spot; spot = spot.chain)
202                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
203 }
204
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
206 {
207         entity spot, spotlist, spotlistend;
208
209         spotlist = world;
210         spotlistend = world;
211
212         Spawn_ScoreAll(firstspot, mindist, teamcheck);
213
214         for(spot = firstspot; spot; spot = spot.chain)
215         {
216                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
217                 {
218                         if(spotlistend)
219                                 spotlistend.chain = spot;
220                         spotlistend = spot;
221                         if(!spotlist)
222                                 spotlist = spot;
223                 }
224         }
225         if(spotlistend)
226                 spotlistend.chain = world;
227
228         return spotlist;
229 }
230
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
232 {
233         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
235         entity spot;
236
237         RandomSelection_Init();
238         for(spot = firstspot; spot; spot = spot.chain)
239                 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);
240
241         return RandomSelection_chosen_ent;
242 }
243
244 /*
245 =============
246 SelectSpawnPoint
247
248 Finds a point to respawn
249 =============
250 */
251 entity SelectSpawnPoint (float anypoint)
252 {
253         float teamcheck;
254         entity spot, firstspot;
255
256         spot = find (world, classname, "testplayerstart");
257         if (spot)
258                 return spot;
259
260         if(anypoint || autocvar_g_spawn_useallspawns)
261                 teamcheck = -1;
262         else if(have_team_spawns > 0)
263         {
264                 if(have_team_spawns_forteam[self.team] == 0)
265                 {
266                         // we request a spawn for a team, and we have team
267                         // spawns, but that team has no spawns?
268                         if(have_team_spawns_forteam[0])
269                                 // try noteam spawns
270                                 teamcheck = 0;
271                         else
272                                 // if not, any spawn has to do
273                                 teamcheck = -1;
274                 }
275                 else
276                         teamcheck = self.team; // MUST be team
277         }
278         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279                 teamcheck = 0; // MUST be noteam
280         else
281                 teamcheck = -1;
282                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
283
284
285         // get the entire list of spots
286         firstspot = findchain(classname, "info_player_deathmatch");
287         // filter out the bad ones
288         // (note this returns the original list if none survived)
289         if(anypoint)
290         {
291                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
292         }
293         else
294         {
295                 float mindist;
296                 if (arena_roundbased && !g_ca)
297                         mindist = 800;
298                 else
299                         mindist = 100;
300                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
301
302                 // there is 50/50 chance of choosing a random spot or the furthest spot
303                 // (this means that roughly every other spawn will be furthest, so you
304                 // usually won't get fragged at spawn twice in a row)
305                 if (random() > autocvar_g_spawn_furthest)
306                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
307                 else
308                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
309         }
310
311         if (!spot)
312         {
313                 if(autocvar_spawn_debug)
314                         GotoNextMap(0);
315                 else
316                 {
317                         if(some_spawn_has_been_used)
318                                 return world; // team can't spawn any more, because of actions of other team
319                         else
320                                 error("Cannot find a spawn point - please fix the map!");
321                 }
322         }
323
324         return spot;
325 }
326
327 /*
328 =============
329 CheckPlayerModel
330
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
333 =============
334 */
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
338         {
339                 // note: we cannot summon Don Strunzone here, some player may
340                 // still have the model string set. In case anyone manages how
341                 // to change a cvar default, we'll have a small leak here.
342                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
343         }
344         // only in right path
345         if( substring(plyermodel,0,14) != "models/player/")
346                 return FallbackPlayerModel;
347         // only good file extensions
348         if(substring(plyermodel,-4,4) != ".zym")
349         if(substring(plyermodel,-4,4) != ".dpm")
350         if(substring(plyermodel,-4,4) != ".iqm")
351         if(substring(plyermodel,-4,4) != ".md3")
352         if(substring(plyermodel,-4,4) != ".psk")
353                 return FallbackPlayerModel;
354         // forbid the LOD models
355         if(substring(plyermodel, -9,5) == "_lod1")
356                 return FallbackPlayerModel;
357         if(substring(plyermodel, -9,5) == "_lod2")
358                 return FallbackPlayerModel;
359         if(plyermodel != strtolower(plyermodel))
360                 return FallbackPlayerModel;
361         // also, restrict to server models
362         if(autocvar_sv_servermodelsonly)
363         {
364                 if(!fexists(plyermodel))
365                         return FallbackPlayerModel;
366         }
367         return plyermodel;
368 }
369
370 void setplayermodel(entity e, string modelname)
371 {
372         precache_model(modelname);
373         setmodel(e, modelname);
374         player_setupanimsformodel();
375         UpdatePlayerSounds();
376 }
377
378 /*
379 =============
380 PutObserverInServer
381
382 putting a client as observer in the server
383 =============
384 */
385 void FixPlayermodel();
386 void PutObserverInServer (void)
387 {
388         entity  spot;
389     self.hud = HUD_NORMAL;
390         race_PreSpawnObserver();
391
392         spot = SelectSpawnPoint (TRUE);
393         if(!spot)
394                 error("No spawnpoints for observers?!?\n");
395         RemoveGrapplingHook(self); // Wazat's Grappling Hook
396
397         if(clienttype(self) == CLIENTTYPE_REAL)
398         {
399                 msg_entity = self;
400                 WriteByte(MSG_ONE, SVC_SETVIEW);
401                 WriteEntity(MSG_ONE, self);
402         }
403
404         DropAllRunes(self);
405         MUTATOR_CALLHOOK(MakePlayerObserver);
406
407         if (g_minstagib)
408                 minstagib_stop_countdown();
409
410         Portal_ClearAll(self);
411
412         if(self.alivetime)
413         {
414                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
415                 self.alivetime = 0;
416         }
417
418         if(self.vehicle)
419             vehicles_exit(VHEF_RELESE);
420
421         if(self.flagcarried)
422                 DropFlag(self.flagcarried, world, world);
423
424         if(self.ballcarried && g_nexball)
425                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
426
427         WaypointSprite_PlayerDead();
428
429         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
430                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
431
432         if(self.killcount != -666) {
433                 if(g_lms) {
434                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
435                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
436                         else
437                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
438                 } else
439                         bprint ("^4", self.netname, "^4 is spectating now\n");
440
441                 if(self.just_joined == FALSE) {
442                         LogTeamchange(self.playerid, -1, 4);
443                 } else
444                         self.just_joined = FALSE;
445         }
446
447         PlayerScore_Clear(self); // clear scores when needed
448
449         accuracy_resend(self);
450
451         self.spectatortime = time;
452         
453         self.classname = "observer";
454         self.iscreature = FALSE;
455         self.damagedbycontents = FALSE;
456         self.health = -666;
457         self.takedamage = DAMAGE_NO;
458         self.solid = SOLID_NOT;
459         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
460         self.flags = FL_CLIENT | FL_NOTARGET;
461         self.armorvalue = 666;
462         self.effects = 0;
463         self.armorvalue = autocvar_g_balance_armor_start;
464         self.pauserotarmor_finished = 0;
465         self.pauserothealth_finished = 0;
466         self.pauseregen_finished = 0;
467         self.damageforcescale = 0;
468         self.death_time = 0;
469         self.respawn_time = 0;
470         self.alpha = 0;
471         self.scale = 0;
472         self.fade_time = 0;
473         self.pain_frame = 0;
474         self.pain_finished = 0;
475         self.strength_finished = 0;
476         self.invincible_finished = 0;
477         self.superweapons_finished = 0;
478         self.pushltime = 0;
479         self.think = SUB_Null;
480         self.nextthink = 0;
481         self.hook_time = 0;
482         self.runes = 0;
483         self.deadflag = DEAD_NO;
484         self.angles = spot.angles;
485         self.angles_z = 0;
486         self.fixangle = TRUE;
487         self.crouch = FALSE;
488
489         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
490         self.prevorigin = self.origin;
491         self.items = 0;
492         self.weapons = 0;
493         self.model = "";
494         FixPlayermodel();
495         setmodel(self, "null");
496         self.drawonlytoclient = self;
497
498         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
499         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
500
501         self.weapon = 0;
502         self.weaponname = "";
503         self.switchingweapon = 0;
504         self.weaponmodel = "";
505         self.weaponentity = world;
506         self.exteriorweaponentity = world;
507         self.killcount = -666;
508         self.velocity = '0 0 0';
509         self.avelocity = '0 0 0';
510         self.punchangle = '0 0 0';
511         self.punchvector = '0 0 0';
512         self.oldvelocity = self.velocity;
513         self.fire_endtime = -1;
514
515         if(g_arena)
516         {
517                 if(self.version_mismatch)
518                 {
519                         Spawnqueue_Unmark(self);
520                         Spawnqueue_Remove(self);
521                 }
522                 else
523                 {
524                         Spawnqueue_Insert(self);
525                 }
526         }
527         else if(g_lms)
528         {
529                 // Only if the player cannot play at all
530                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
531                         self.frags = FRAGS_SPECTATOR;
532                 else
533                         self.frags = FRAGS_LMS_LOSER;
534         }
535         else if(g_ca)
536         {
537                 if(self.caplayer)
538                         self.frags = FRAGS_LMS_LOSER;
539                 else
540                         self.frags = FRAGS_SPECTATOR;
541         }
542         else
543                 self.frags = FRAGS_SPECTATOR;
544 }
545
546 .float model_randomizer;
547 void FixPlayermodel()
548 {
549         string defaultmodel;
550         float defaultskin, chmdl, oldskin, n, i;
551         vector m1, m2;
552
553         defaultmodel = "";
554
555         if(autocvar_sv_defaultcharacter == 1)
556         {
557                 defaultskin = 0;
558
559                 if(teamplay)
560                 {
561                         string s;
562                         s = Team_ColorNameLowerCase(self.team);
563                         if(s != "neutral")
564                         {
565                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
566                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
567                         }
568                 }
569
570                 if(defaultmodel == "")
571                 {
572                         defaultmodel = autocvar_sv_defaultplayermodel;
573                         defaultskin = autocvar_sv_defaultplayerskin;
574                 }
575
576                 n = tokenize_console(defaultmodel);
577                 if(n > 0)
578                         defaultmodel = argv(floor(n * self.model_randomizer));
579
580                 i = strstrofs(defaultmodel, ":", 0);
581                 if(i >= 0)
582                 {
583                         defaultskin = stof(substring(defaultmodel, i+1, -1));
584                         defaultmodel = substring(defaultmodel, 0, i);
585                 }
586         }
587
588         if(defaultmodel != "")
589         {
590                 if (defaultmodel != self.model)
591                 {
592                         m1 = self.mins;
593                         m2 = self.maxs;
594                         setplayermodel (self, defaultmodel);
595                         setsize (self, m1, m2);
596                         chmdl = TRUE;
597                 }
598
599                 oldskin = self.skin;
600                 self.skin = defaultskin;
601         } else {
602                 if (self.playermodel != self.model || self.playermodel == "")
603                 {
604                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
605                         m1 = self.mins;
606                         m2 = self.maxs;
607                         setplayermodel (self, self.playermodel);
608                         setsize (self, m1, m2);
609                         chmdl = TRUE;
610                 }
611
612                 oldskin = self.skin;
613                 self.skin = stof(self.playerskin);
614         }
615
616         if(chmdl || oldskin != self.skin)
617                 self.species = player_getspecies(); // model or skin has changed
618
619         if(!teamplay)
620                 if(strlen(autocvar_sv_defaultplayercolors))
621                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
622                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
623 }
624
625 void PlayerTouchExplode(entity p1, entity p2)
626 {
627         vector org;
628         org = (p1.origin + p2.origin) * 0.5;
629         org_z += (p1.mins_z + p2.mins_z) * 0.5;
630
631         te_explosion(org);
632
633         entity e;
634         e = spawn();
635         setorigin(e, org);
636         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
637         remove(e);
638 }
639
640 /*
641 =============
642 PutClientInServer
643
644 Called when a client spawns in the server
645 =============
646 */
647 //void() ctf_playerchanged;
648
649 void PutClientInServer (void)
650 {
651         if(clienttype(self) == CLIENTTYPE_BOT)
652         {
653                 self.classname = "player";
654                 if(g_ca)
655                         self.caplayer = 1;
656         }
657         else if(clienttype(self) == CLIENTTYPE_REAL)
658         {
659                 msg_entity = self;
660                 WriteByte(MSG_ONE, SVC_SETVIEW);
661                 WriteEntity(MSG_ONE, self);
662         }
663
664         // reset player keys
665         self.itemkeys = 0;
666
667         // player is dead and becomes observer
668         // FIXME fix LMS scoring for new system
669         if(g_lms)
670         {
671                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
672                         self.classname = "observer";
673         }
674
675         if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
676                 self.classname = "observer";
677
678         if(gameover)
679                 self.classname = "observer";
680
681         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
682                 entity spot, oldself;
683                 float j;
684
685                 accuracy_resend(self);
686
687                 if(self.team < 0)
688                         JoinBestTeam(self, FALSE, TRUE);
689
690                 race_PreSpawn();
691
692                 spot = SelectSpawnPoint (FALSE);
693                 if(!spot)
694                 {
695                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
696                         return; // spawn failed
697                 }
698
699                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
700
701                 self.classname = "player";
702                 self.wasplayer = TRUE;
703                 self.iscreature = TRUE;
704                 self.damagedbycontents = TRUE;
705                 self.movetype = MOVETYPE_WALK;
706                 self.solid = SOLID_SLIDEBOX;
707                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
708                 if(autocvar_g_playerclip_collisions)
709                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
710                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
711                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
712                 self.frags = FRAGS_PLAYER;
713                 if(INDEPENDENT_PLAYERS)
714                         MAKE_INDEPENDENT_PLAYER(self);
715                 self.flags = FL_CLIENT;
716                 if(autocvar__notarget)
717                         self.flags |= FL_NOTARGET;
718                 self.takedamage = DAMAGE_AIM;
719                 if(g_minstagib)
720                         self.effects = EF_FULLBRIGHT;
721                 else
722                         self.effects = 0;
723                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
724                 self.air_finished = time + 12;
725                 self.dmg = 2;
726                 if(autocvar_g_balance_nex_charge)
727                 {
728                         if(autocvar_g_balance_nex_secondary_chargepool)
729                                 self.nex_chargepool_ammo = 1;
730                         self.nex_charge = autocvar_g_balance_nex_charge_start;
731                 }
732
733                 if(inWarmupStage)
734                 {
735                         self.ammo_shells = warmup_start_ammo_shells;
736                         self.ammo_nails = warmup_start_ammo_nails;
737                         self.ammo_rockets = warmup_start_ammo_rockets;
738                         self.ammo_cells = warmup_start_ammo_cells;
739                         self.ammo_fuel = warmup_start_ammo_fuel;
740                         self.health = warmup_start_health;
741                         self.armorvalue = warmup_start_armorvalue;
742                         self.weapons = warmup_start_weapons;
743                 }
744                 else
745                 {
746                         self.ammo_shells = start_ammo_shells;
747                         self.ammo_nails = start_ammo_nails;
748                         self.ammo_rockets = start_ammo_rockets;
749                         self.ammo_cells = start_ammo_cells;
750                         self.ammo_fuel = start_ammo_fuel;
751                         self.health = start_health;
752                         self.armorvalue = start_armorvalue;
753                         self.weapons = start_weapons;
754                 }
755
756                 if(self.weapons & WEPBIT_SUPERWEAPONS) // exception for minstagib, as minstanex is a superweapon
757                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
758                 else
759                         self.superweapons_finished = 0;
760
761                 if(g_weaponarena_random)
762                 {
763                         if(g_weaponarena_random_with_laser)
764                                 self.weapons &~= WEPBIT_LASER;
765                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
766                         if(g_weaponarena_random_with_laser)
767                                 self.weapons |= WEPBIT_LASER;
768                 }
769
770                 self.items = start_items;
771
772                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
773                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
774                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
775                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
776                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
777                 //extend the pause of rotting if client was reset at the beginning of the countdown
778                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
779                         self.spawnshieldtime += game_starttime - time;
780                         self.pauserotarmor_finished += game_starttime - time;
781                         self.pauserothealth_finished += game_starttime - time;
782                         self.pauseregen_finished += game_starttime - time;
783                 }
784                 self.damageforcescale = 2;
785                 self.death_time = 0;
786                 self.respawn_time = 0;
787                 self.scale = 0;
788                 self.fade_time = 0;
789                 self.pain_frame = 0;
790                 self.pain_finished = 0;
791                 self.strength_finished = 0;
792                 self.invincible_finished = 0;
793                 self.pushltime = 0;
794                 // players have no think function
795                 self.think = SUB_Null;
796                 self.nextthink = 0;
797                 self.hook_time = 0;
798                 self.dmg_team = 0;
799                 self.ballistics_density = autocvar_g_ballistics_density_player;
800
801                 self.metertime = 0;
802
803                 self.runes = 0;
804
805                 self.deadflag = DEAD_NO;
806
807                 self.angles = spot.angles;
808
809                 self.angles_z = 0; // never spawn tilted even if the spot says to
810                 self.fixangle = TRUE; // turn this way immediately
811                 self.velocity = '0 0 0';
812                 self.avelocity = '0 0 0';
813                 self.punchangle = '0 0 0';
814                 self.punchvector = '0 0 0';
815                 self.oldvelocity = self.velocity;
816                 self.fire_endtime = -1;
817
818                 msg_entity = self;
819                 WRITESPECTATABLE_MSG_ONE({
820                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
821                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
822                 });
823
824                 self.model = "";
825                 FixPlayermodel();
826                 self.drawonlytoclient = world;
827
828                 self.crouch = FALSE;
829                 self.view_ofs = PL_VIEW_OFS;
830                 setsize (self, PL_MIN, PL_MAX);
831                 self.spawnorigin = spot.origin;
832                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
833                 // don't reset back to last position, even if new position is stuck in solid
834                 self.oldorigin = self.origin;
835                 self.prevorigin = self.origin;
836                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
837                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
838         self.hud = HUD_NORMAL;
839
840                 if(g_arena)
841                 {
842                         Spawnqueue_Remove(self);
843                         Spawnqueue_Mark(self);
844                 }
845                 else if(g_ca)
846                         self.caplayer = 1;
847
848                 self.event_damage = PlayerDamage;
849
850                 self.bot_attack = TRUE;
851
852                 self.statdraintime = time + 5;
853                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
854
855                 if(self.killcount == -666) {
856                         PlayerScore_Clear(self);
857                         self.killcount = 0;
858                 }
859
860                 CL_SpawnWeaponentity();
861                 self.alpha = default_player_alpha;
862                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
863                 self.exteriorweaponentity.alpha = default_weapon_alpha;
864
865                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
866                 self.lms_traveled_distance = 0;
867                 self.speedrunning = FALSE;
868
869                 race_PostSpawn(spot);
870
871                 //stuffcmd(self, "chase_active 0");
872                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
873
874                 if (autocvar_g_spawnsound)
875                         sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
876
877                 if(g_assault) {
878                         if(self.team == assault_attacker_team)
879                                 centerprint(self, "You are attacking!");
880                         else
881                                 centerprint(self, "You are defending!");
882                 }
883
884                 target_voicescript_clear(self);
885
886                 // reset fields the weapons may use
887                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
888                 {
889                         weapon_action(j, WR_RESETPLAYER);
890
891                         // all weapons must be fully loaded when we spawn
892                         entity e;
893                         e = get_weaponinfo(j);
894                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
895                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
896                 }
897
898                 oldself = self;
899                 self = spot;
900                         activator = oldself;
901                                 string s;
902                                 s = self.target;
903                                 self.target = string_null;
904                                 SUB_UseTargets();
905                                 self.target = s;
906                         activator = world;
907                 self = oldself;
908
909                 spawn_spot = spot;
910                 MUTATOR_CALLHOOK(PlayerSpawn);
911
912                 if(autocvar_spawn_debug)
913                 {
914                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
915                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
916                 }
917
918                 self.switchweapon = w_getbestweapon(self);
919                 self.cnt = -1; // W_LastWeapon will not complain
920                 self.weapon = 0;
921                 self.weaponname = "";
922                 self.switchingweapon = 0;
923
924                 if(!self.alivetime)
925                         self.alivetime = time;
926
927                 antilag_clear(self);
928         } else if(self.classname == "observer") {
929                 PutObserverInServer ();
930         }
931
932         //if(g_ctf)
933         //      ctf_playerchanged();
934 }
935
936 .float ebouncefactor, ebouncestop; // electro's values
937 // TODO do we need all these fields, or should we stop autodetecting runtime
938 // changes and just have a console command to update this?
939 float ClientInit_SendEntity(entity to, float sf)
940 {
941         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
942         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
943         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
944         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
945         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
946         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
947         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
948         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
949         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
950         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
951         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
952         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
953         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
954         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
955         if(sv_foginterval && world.fog != "")
956                 WriteString(MSG_ENTITY, world.fog);
957         else
958                 WriteString(MSG_ENTITY, "");
959         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
960         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
961         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
962         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
963         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
964         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
965         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
966         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
967         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
968         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
969         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
970         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
971         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
972         return TRUE;
973 }
974
975 void ClientInit_CheckUpdate()
976 {
977         self.nextthink = time;
978         if(self.count != autocvar_g_balance_armor_blockpercent)
979         {
980                 self.count = autocvar_g_balance_armor_blockpercent;
981                 self.SendFlags |= 1;
982         }
983         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
984         {
985                 self.cnt = autocvar_g_balance_weaponswitchdelay;
986                 self.SendFlags |= 1;
987         }
988         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
989         {
990                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
991                 self.SendFlags |= 1;
992         }
993         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
994         {
995                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
996                 self.SendFlags |= 1;
997         }
998         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
999         {
1000                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1001                 self.SendFlags |= 1;
1002         }
1003         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1004         {
1005                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1006                 self.SendFlags |= 1;
1007         }
1008 }
1009
1010 void ClientInit_Spawn()
1011 {
1012         entity o;
1013         entity e;
1014         e = spawn();
1015         e.classname = "clientinit";
1016         e.think = ClientInit_CheckUpdate;
1017         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1018
1019         o = self;
1020         self = e;
1021         ClientInit_CheckUpdate();
1022         self = o;
1023 }
1024
1025 /*
1026 =============
1027 SetNewParms
1028 =============
1029 */
1030 void SetNewParms (void)
1031 {
1032         // initialize parms for a new player
1033         parm1 = -(86400 * 366);
1034 }
1035
1036 /*
1037 =============
1038 SetChangeParms
1039 =============
1040 */
1041 void SetChangeParms (void)
1042 {
1043         // save parms for level change
1044         parm1 = self.parm_idlesince - time;
1045 }
1046
1047 /*
1048 =============
1049 DecodeLevelParms
1050 =============
1051 */
1052 void DecodeLevelParms (void)
1053 {
1054         // load parms
1055         self.parm_idlesince = parm1;
1056         if(self.parm_idlesince == -(86400 * 366))
1057                 self.parm_idlesince = time;
1058
1059         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1060         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1061 }
1062
1063 /*
1064 =============
1065 ClientKill
1066
1067 Called when a client types 'kill' in the console
1068 =============
1069 */
1070
1071 .float clientkill_nexttime;
1072 void ClientKill_Now_TeamChange()
1073 {
1074         if(self.killindicator_teamchange == -1)
1075         {
1076                 self.team = -1;
1077                 JoinBestTeam( self, FALSE, FALSE );
1078         }
1079         else if(self.killindicator_teamchange == -2)
1080         {
1081                 if(g_ca)
1082                         self.caplayer = 0;
1083                 if(blockSpectators)
1084                         sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1085                 PutObserverInServer();
1086         }
1087         else
1088                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1089 }
1090
1091 void ClientKill_Now()
1092 {
1093         if(self.vehicle)
1094         {
1095             vehicles_exit(VHEF_RELESE);
1096             if(!self.killindicator_teamchange)
1097             {
1098             self.vehicle_health = -1;
1099             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1100             }
1101         }
1102
1103         if(self.killindicator && !wasfreed(self.killindicator))
1104                 remove(self.killindicator);
1105
1106         self.killindicator = world;
1107
1108         if(self.killindicator_teamchange)
1109                 ClientKill_Now_TeamChange();
1110
1111         // in any case:
1112         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1113
1114         // now I am sure the player IS dead
1115 }
1116 void KillIndicator_Think()
1117 {
1118         if (gameover)
1119         {
1120                 self.owner.killindicator = world;
1121                 remove(self);
1122                 return;
1123         }
1124
1125         if (self.owner.alpha < 0)
1126         {
1127                 self.owner.killindicator = world;
1128                 remove(self);
1129                 return;
1130         }
1131
1132         if(self.cnt <= 0)
1133         {
1134                 self = self.owner;
1135                 ClientKill_Now(); // no oldself needed
1136                 return;
1137         }
1138     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1139     {
1140         self.nextthink = time + 1;
1141         self.cnt -= 1;
1142     }
1143         else
1144         {
1145                 if(self.cnt <= 10)
1146                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1147                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1148                 {
1149                         if(self.cnt <= 10)
1150                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1151                 }
1152                 self.nextthink = time + 1;
1153                 self.cnt -= 1;
1154         }
1155 }
1156
1157 float clientkilltime;
1158 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1159 {
1160         float killtime;
1161         float starttime;
1162         entity e;
1163
1164         if (gameover)
1165                 return;
1166
1167         killtime = autocvar_g_balance_kill_delay;
1168
1169         if(g_race_qualifying || g_cts)
1170                 killtime = 0;
1171
1172     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1173     {
1174                 remove(self.killindicator);
1175                 self.killindicator = world;
1176
1177         ClientKill_Now(); // allow instant kill in this case
1178         return;
1179     }
1180
1181         self.killindicator_teamchange = targetteam;
1182
1183     if(!self.killindicator)
1184         {
1185                 if(self.deadflag == DEAD_NO)
1186                 {
1187                         killtime = max(killtime, self.clientkill_nexttime - time);
1188                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1189                 }
1190
1191                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1192                 {
1193                         ClientKill_Now();
1194                 }
1195                 else
1196                 {
1197                         starttime = max(time, clientkilltime);
1198
1199                         self.killindicator = spawn();
1200                         self.killindicator.owner = self;
1201                         self.killindicator.scale = 0.5;
1202                         setattachment(self.killindicator, self, "");
1203                         setorigin(self.killindicator, '0 0 52');
1204                         self.killindicator.think = KillIndicator_Think;
1205                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1206                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1207                         self.killindicator.cnt = ceil(killtime);
1208                         self.killindicator.count = bound(0, ceil(killtime), 10);
1209                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1210
1211                         for(e = world; (e = find(e, classname, "body")) != world; )
1212                         {
1213                                 if(e.enemy != self)
1214                                         continue;
1215                                 e.killindicator = spawn();
1216                                 e.killindicator.owner = e;
1217                                 e.killindicator.scale = 0.5;
1218                                 setattachment(e.killindicator, e, "");
1219                                 setorigin(e.killindicator, '0 0 52');
1220                                 e.killindicator.think = KillIndicator_Think;
1221                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1222                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1223                                 e.killindicator.cnt = ceil(killtime);
1224                         }
1225                         self.lip = 0;
1226                 }
1227         }
1228         if(self.killindicator)
1229         {
1230                 if(targetteam == 0) // just die
1231                 {
1232                         self.killindicator.colormod = '0 0 0';
1233                         if(clienttype(self) == CLIENTTYPE_REAL)
1234                         if(self.killindicator.cnt > 0)
1235                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1236                 }
1237                 else if(targetteam == -1) // auto
1238                 {
1239                         self.killindicator.colormod = '0 1 0';
1240                         if(clienttype(self) == CLIENTTYPE_REAL)
1241                         if(self.killindicator.cnt > 0)
1242                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1243                 }
1244                 else if(targetteam == -2) // spectate
1245                 {
1246                         self.killindicator.colormod = '0.5 0.5 0.5';
1247                         if(clienttype(self) == CLIENTTYPE_REAL)
1248                         if(self.killindicator.cnt > 0)
1249                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1250                 }
1251                 else
1252                 {
1253                         self.killindicator.colormod = TeamColor(targetteam);
1254                         if(clienttype(self) == CLIENTTYPE_REAL)
1255                         if(self.killindicator.cnt > 0)
1256                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1257                 }
1258         }
1259
1260 }
1261
1262 void ClientKill (void)
1263 {
1264         if (gameover)
1265                 return;
1266
1267         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1268         {
1269                 // do nothing
1270         }
1271     else if(self.freezetag_frozen)
1272     {
1273         // do nothing
1274     }
1275         else
1276                 ClientKill_TeamChange(0);
1277 }
1278
1279 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
1280 {
1281     e.killindicator = spawn();
1282     e.killindicator.owner = e;
1283     e.killindicator.think = KillIndicator_Think;
1284     e.killindicator.nextthink = time + (e.lip) * 0.05;
1285     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1286     e.killindicator.health = 1; // this is used to indicate that it should be silent
1287     e.lip = 0;
1288 }
1289
1290 void FixClientCvars(entity e)
1291 {
1292         // send prediction settings to the client
1293         stuffcmd(e, "\nin_bindmap 0 0\n");
1294         if(g_race || g_cts)
1295                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1296         if(autocvar_g_antilag == 3) // client side hitscan
1297                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1298         if(sv_gentle)
1299                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1300         /*
1301          * we no longer need to stuff this. Remove this comment block if you feel
1302          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1303         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1304         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1305         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1306         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1307         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1308         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1309         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1310         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1311         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1312         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1313         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1314         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1315         stuffcmd(e, "cl_movement_edgefriction 1\n");
1316          */
1317 }
1318
1319 float PlayerInIDList(entity p, string idlist)
1320 {
1321         float n, i;
1322         string s;
1323
1324         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1325         if not(p.crypto_idfp)
1326                 return 0;
1327
1328         // this function allows abbreviated player IDs too!
1329         n = tokenize_console(idlist);
1330         for(i = 0; i < n; ++i)
1331         {
1332                 s = argv(i);
1333                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1334                         return 1;
1335         }
1336
1337         return 0;
1338 }
1339
1340 /*
1341 =============
1342 ClientConnect
1343
1344 Called when a client connects to the server
1345 =============
1346 */
1347 //void ctf_clientconnect();
1348 string ColoredTeamName(float t);
1349 void DecodeLevelParms (void);
1350 //void dom_player_join_team(entity pl);
1351 void set_dom_state(entity e);
1352 void ClientConnect (void)
1353 {
1354         float t;
1355
1356         if(self.flags & FL_CLIENT)
1357         {
1358                 print("Warning: ClientConnect, but already connected!\n");
1359                 return;
1360         }
1361
1362         if(Ban_MaybeEnforceBan(self))
1363                 return;
1364
1365         DecodeLevelParms();
1366
1367 #ifdef WATERMARK
1368         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1369 #endif
1370
1371         self.classname = "player_joining";
1372
1373         self.flags = FL_CLIENT;
1374         self.version_nagtime = time + 10 + random() * 10;
1375
1376         if(player_count<0)
1377         {
1378                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1379                 player_count = 0;
1380         }
1381
1382         PlayerScore_Attach(self);
1383         ClientData_Attach();
1384         accuracy_init(self);
1385
1386         bot_clientconnect();
1387
1388         playerdemo_init();
1389
1390         anticheat_init();
1391
1392         race_PreSpawnObserver();
1393
1394         //if(g_domination)
1395         //      dom_player_join_team(self);
1396
1397         // identify the right forced team
1398         if(autocvar_g_campaign)
1399         {
1400                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1401                 {
1402                         switch(autocvar_g_campaign_forceteam)
1403                         {
1404                                 case 1: self.team_forced = COLOR_TEAM1; break;
1405                                 case 2: self.team_forced = COLOR_TEAM2; break;
1406                                 case 3: self.team_forced = COLOR_TEAM3; break;
1407                                 case 4: self.team_forced = COLOR_TEAM4; break;
1408                                 default: self.team_forced = 0;
1409                         }
1410                 }
1411         }
1412         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1413                 self.team_forced = COLOR_TEAM1;
1414         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1415                 self.team_forced = COLOR_TEAM2;
1416         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1417                 self.team_forced = COLOR_TEAM3;
1418         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1419                 self.team_forced = COLOR_TEAM4;
1420         else if(autocvar_g_forced_team_otherwise == "red")
1421                 self.team_forced = COLOR_TEAM1;
1422         else if(autocvar_g_forced_team_otherwise == "blue")
1423                 self.team_forced = COLOR_TEAM2;
1424         else if(autocvar_g_forced_team_otherwise == "yellow")
1425                 self.team_forced = COLOR_TEAM3;
1426         else if(autocvar_g_forced_team_otherwise == "pink")
1427                 self.team_forced = COLOR_TEAM4;
1428         else if(autocvar_g_forced_team_otherwise == "spectate")
1429                 self.team_forced = -1;
1430         else if(autocvar_g_forced_team_otherwise == "spectator")
1431                 self.team_forced = -1;
1432         else
1433                 self.team_forced = 0;
1434
1435         if(!teamplay)
1436                 if(self.team_forced > 0)
1437                         self.team_forced = 0;
1438
1439         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1440
1441         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1442                 self.classname = "observer";
1443         } else {
1444                 if(teamplay)
1445                 {
1446                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1447                         {
1448                                 self.classname = "player";
1449                                 campaign_bots_may_start = 1;
1450                         }
1451                         else
1452                         {
1453                                 self.classname = "observer"; // do it anyway
1454                         }
1455                 }
1456                 else
1457                 {
1458                         self.classname = "player";
1459                         campaign_bots_may_start = 1;
1460                 }
1461         }
1462
1463         self.playerid = (playerid_last = playerid_last + 1);
1464
1465         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1466
1467     if(clienttype(self) == CLIENTTYPE_BOT)
1468         PlayerStats_AddPlayer(self);
1469
1470         if(autocvar_sv_eventlog)
1471                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1472
1473         LogTeamchange(self.playerid, self.team, 1);
1474
1475         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1476
1477         self.netname_previous = strzone(self.netname);
1478
1479         bprint("^4", self.netname, "^4 connected");
1480
1481         if(self.classname != "observer" && (g_domination || g_ctf))
1482                 bprint(" and joined the ", ColoredTeamName(self.team));
1483
1484         bprint("\n");
1485
1486         stuffcmd(self, strcat(clientstuff, "\n"));
1487         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1488
1489         FixClientCvars(self);
1490
1491         // spawnfunc_waypoint sprites
1492         WaypointSprite_InitClient(self);
1493
1494         // Wazat's grappling hook
1495         SetGrappleHookBindings();
1496
1497         // get version info from player
1498         stuffcmd(self, "cmd clientversion $gameversion\n");
1499
1500         // get other cvars from player
1501         GetCvars(0);
1502
1503         // notify about available teams
1504         if(teamplay)
1505         {
1506                 CheckAllowedTeams(self);
1507                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1508                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1509         }
1510         else
1511                 stuffcmd(self, "set _teams_available 0\n");
1512
1513         if(g_arena || g_ca)
1514         {
1515                 self.classname = "observer";
1516                 if(g_arena)
1517                         Spawnqueue_Insert(self);
1518         }
1519         /*else if(g_ctf)
1520         {
1521                 ctf_clientconnect();
1522         }*/
1523
1524         attach_entcs();
1525
1526         bot_relinkplayerlist();
1527
1528         self.spectatortime = time;
1529         if(blockSpectators)
1530         {
1531                 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1532         }
1533
1534         self.jointime = time;
1535         self.allowed_timeouts = autocvar_sv_timeout_number;
1536
1537         if(clienttype(self) == CLIENTTYPE_REAL)
1538         {
1539                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1540                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1541         }
1542
1543         if(g_lms)
1544         {
1545                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1546                 {
1547                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1548                         self.frags = FRAGS_SPECTATOR;
1549                 }
1550         }
1551
1552         if(!sv_foginterval && world.fog != "")
1553                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1554
1555         SoundEntity_Attach(self);
1556
1557         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1558         {
1559                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1560                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1561         }
1562         else
1563                 self.hitplotfh = -1;
1564
1565         if(g_race || g_cts) {
1566                 string rr;
1567                 if(g_cts)
1568                         rr = CTS_RECORD;
1569                 else
1570                         rr = RACE_RECORD;
1571                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1572
1573                 msg_entity = self;
1574                 race_send_recordtime(MSG_ONE);
1575                 race_send_speedaward(MSG_ONE);
1576
1577                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1578                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1579                 race_send_speedaward_alltimebest(MSG_ONE);
1580
1581                 float i;
1582                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1583                         race_SendRankings(i, 0, 0, MSG_ONE);
1584                 }
1585         }
1586         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1587                 send_CSQC_teamnagger();
1588
1589         if (g_domination)
1590                 set_dom_state(self);
1591
1592         CheatInitClient();
1593
1594         if(!autocvar_g_campaign)
1595                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1596
1597         CSQCMODEL_AUTOINIT();
1598
1599         self.model_randomizer = random();
1600     
1601     if(clienttype(self) != CLIENTTYPE_REAL)
1602         return;
1603         
1604     sv_notice_join();
1605 }
1606 /*
1607 =============
1608 ClientDisconnect
1609
1610 Called when a client disconnects from the server
1611 =============
1612 */
1613 .entity chatbubbleentity;
1614 void ReadyCount();
1615 void ClientDisconnect (void)
1616 {
1617         if(self.vehicle)
1618             vehicles_exit(VHEF_RELESE);
1619
1620         if not(self.flags & FL_CLIENT)
1621         {
1622                 print("Warning: ClientDisconnect without ClientConnect\n");
1623                 return;
1624         }
1625
1626         PlayerStats_AddGlobalInfo(self);
1627
1628         CheatShutdownClient();
1629
1630         if(self.hitplotfh >= 0)
1631         {
1632                 fclose(self.hitplotfh);
1633                 self.hitplotfh = -1;
1634         }
1635
1636         anticheat_report();
1637         anticheat_shutdown();
1638
1639         playerdemo_shutdown();
1640
1641         bot_clientdisconnect();
1642
1643         if(self.entcs)
1644                 detach_entcs();
1645
1646         if(autocvar_sv_eventlog)
1647                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1648         bprint ("^4",self.netname);
1649         bprint ("^4 disconnected\n");
1650
1651         SoundEntity_Detach(self);
1652
1653         DropAllRunes(self);
1654         MUTATOR_CALLHOOK(ClientDisconnect);
1655
1656         Portal_ClearAll(self);
1657
1658         RemoveGrapplingHook(self);
1659         if(self.flagcarried)
1660                 DropFlag(self.flagcarried, world, world);
1661         if(self.ballcarried && g_nexball)
1662                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1663
1664         // Here, everything has been done that requires this player to be a client.
1665
1666         self.flags &~= FL_CLIENT;
1667
1668         if (self.chatbubbleentity)
1669                 remove (self.chatbubbleentity);
1670
1671         if (self.killindicator)
1672                 remove (self.killindicator);
1673
1674         WaypointSprite_PlayerGone();
1675
1676         bot_relinkplayerlist();
1677
1678         if(g_arena)
1679         {
1680                 Spawnqueue_Unmark(self);
1681                 Spawnqueue_Remove(self);
1682         }
1683
1684         accuracy_free(self);
1685         ClientData_Detach();
1686         PlayerScore_Detach(self);
1687
1688         if(self.netname_previous)
1689                 strunzone(self.netname_previous);
1690         if(self.clientstatus)
1691                 strunzone(self.clientstatus);
1692         if(self.weaponorder_byimpulse)
1693                 strunzone(self.weaponorder_byimpulse);
1694
1695         ClearPlayerSounds();
1696
1697         if(self.personal)
1698                 remove(self.personal);
1699
1700         self.playerid = 0;
1701         ReadyCount();
1702
1703         // free cvars
1704         GetCvars(-1);
1705 }
1706
1707 .float BUTTON_CHAT;
1708 void ChatBubbleThink()
1709 {
1710         self.nextthink = time;
1711         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1712         {
1713                 if(self.owner) // but why can that ever be world?
1714                         self.owner.chatbubbleentity = world;
1715                 remove(self);
1716                 return;
1717         }
1718         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1719 #ifdef TETRIS
1720                 || self.owner.tetris_on
1721 #endif
1722         )
1723                 self.model = self.mdl;
1724         else
1725                 self.model = "";
1726 }
1727
1728 void UpdateChatBubble()
1729 {
1730         if (self.alpha < 0)
1731                 return;
1732         // spawn a chatbubble entity if needed
1733         if (!self.chatbubbleentity)
1734         {
1735                 self.chatbubbleentity = spawn();
1736                 self.chatbubbleentity.owner = self;
1737                 self.chatbubbleentity.exteriormodeltoclient = self;
1738                 self.chatbubbleentity.think = ChatBubbleThink;
1739                 self.chatbubbleentity.nextthink = time;
1740                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1741                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1742                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1743                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1744                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1745                 self.chatbubbleentity.model = "";
1746                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1747         }
1748 }
1749
1750
1751 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1752 // added to the model skins
1753 /*void UpdateColorModHack()
1754 {
1755         float c;
1756         c = self.clientcolors & 15;
1757         // LordHavoc: only bothering to support white, green, red, yellow, blue
1758              if (!teamplay) self.colormod = '0 0 0';
1759         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1760         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1761         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1762         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1763         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1764         else self.colormod = '1 1 1';
1765 }*/
1766
1767 void respawn(void)
1768 {
1769         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1770         {
1771                 self.solid = SOLID_NOT;
1772                 self.takedamage = DAMAGE_NO;
1773                 self.movetype = MOVETYPE_FLY;
1774                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1775                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1776                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1777                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1778                 if(autocvar_g_respawn_ghosts_maxtime)
1779                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1780         }
1781
1782         CopyBody(1);
1783
1784         self.effects |= EF_NODRAW; // prevent another CopyBody
1785         PutClientInServer();
1786 }
1787
1788 void play_countdown(float finished, string samp)
1789 {
1790         if(clienttype(self) == CLIENTTYPE_REAL)
1791                 if(floor(finished - time - frametime) != floor(finished - time))
1792                         if(finished - time < 6)
1793                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1794 }
1795
1796 void player_powerups (void)
1797 {
1798         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1799         olditems = self.items;
1800
1801         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1802         {
1803                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1804                 self.modelflags |= MF_ROCKET;
1805         }
1806         else
1807         {
1808                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1809                 self.modelflags &~= MF_ROCKET;
1810         }
1811
1812         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1813
1814         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1815                 return;
1816
1817         Fire_ApplyDamage(self);
1818         Fire_ApplyEffect(self);
1819
1820         if (g_minstagib)
1821         {
1822                 self.effects |= EF_FULLBRIGHT;
1823
1824                 if (self.items & IT_STRENGTH)
1825                 {
1826                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1827                         if (time > self.strength_finished)
1828                         {
1829                                 self.alpha = default_player_alpha;
1830                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1831                                 self.items &~= IT_STRENGTH;
1832                                 sprint(self, "^3Invisibility has worn off\n");
1833                         }
1834                 }
1835                 else
1836                 {
1837                         if (time < self.strength_finished)
1838                         {
1839                                 self.alpha = g_minstagib_invis_alpha;
1840                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1841                                 self.items |= IT_STRENGTH;
1842                                 sprint(self, "^3You are invisible\n");
1843                         }
1844                 }
1845
1846                 if (self.items & IT_INVINCIBLE)
1847                 {
1848                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1849                         if (time > self.invincible_finished)
1850                         {
1851                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1852                                 sprint(self, "^3Speed has worn off\n");
1853                         }
1854                 }
1855                 else
1856                 {
1857                         if (time < self.invincible_finished)
1858                         {
1859                                 self.items = self.items | IT_INVINCIBLE;
1860                                 sprint(self, "^3You are on speed\n");
1861                         }
1862                 }
1863         }
1864         else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
1865         {
1866                 if (self.items & IT_STRENGTH)
1867                 {
1868                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1869                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1870                         if (time > self.strength_finished)
1871                         {
1872                                 self.items = self.items - (self.items & IT_STRENGTH);
1873                                 sprint(self, "^3Strength has worn off\n");
1874                         }
1875                 }
1876                 else
1877                 {
1878                         if (time < self.strength_finished)
1879                         {
1880                                 self.items = self.items | IT_STRENGTH;
1881                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1882                         }
1883                 }
1884                 if (self.items & IT_INVINCIBLE)
1885                 {
1886                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1887                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1888                         if (time > self.invincible_finished)
1889                         {
1890                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1891                                 sprint(self, "^3Shield has worn off\n");
1892                         }
1893                 }
1894                 else
1895                 {
1896                         if (time < self.invincible_finished)
1897                         {
1898                                 self.items = self.items | IT_INVINCIBLE;
1899                                 sprint(self, "^3Shield surrounds you\n");
1900                         }
1901                 }
1902                 if (self.items & IT_SUPERWEAPON)
1903                 {
1904                         //if(W_WeaponBit(self.weapon) & WEPBIT_SUPERWEAPONS)
1905                         //      self.effects = self.effects | EF_RED;
1906                         if (!(self.weapons & WEPBIT_SUPERWEAPONS))
1907                         {
1908                                 self.superweapons_finished = 0;
1909                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1910                                 sprint(self, "^3Superweapons have been lost\n");
1911                         }
1912                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1913                         {
1914                                 // don't let them run out
1915                         }
1916                         else
1917                         {
1918                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1919                                 if (time > self.superweapons_finished)
1920                                 {
1921                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1922                                         self.weapons &~= WEPBIT_SUPERWEAPONS;
1923                                         sprint(self, "^3Superweapons have broken down\n");
1924                                 }
1925                         }
1926                 }
1927                 else if(self.weapons & WEPBIT_SUPERWEAPONS)
1928                 {
1929                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1930                         {
1931                                 self.items = self.items | IT_SUPERWEAPON;
1932                                 sprint(self, "^3You now have a superweapon\n");
1933                         }
1934                         else
1935                         {
1936                                 self.superweapons_finished = 0;
1937                                 self.weapons &~= WEPBIT_SUPERWEAPONS; // just in case
1938                         }
1939                 }
1940                 else
1941                 {
1942                         self.superweapons_finished = 0;
1943                 }
1944         }
1945         
1946         if(autocvar_g_nodepthtestplayers)
1947                 self.effects = self.effects | EF_NODEPTHTEST;
1948
1949         if(autocvar_g_fullbrightplayers)
1950                 self.effects = self.effects | EF_FULLBRIGHT;
1951
1952         // midair gamemode: damage only while in the air
1953         // if in midair mode, being on ground grants temporary invulnerability
1954         // (this is so that multishot weapon don't clear the ground flag on the
1955         // first damage in the frame, leaving the player vulnerable to the
1956         // remaining hits in the same frame)
1957         if (self.flags & FL_ONGROUND)
1958         if (g_midair)
1959                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1960
1961         if (time >= game_starttime)
1962         if (time < self.spawnshieldtime)
1963                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1964
1965         MUTATOR_CALLHOOK(PlayerPowerups);
1966 }
1967
1968 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1969 {
1970         if(current > stable)
1971                 return current;
1972         else if(current > stable - 0.25) // when close enough, "snap"
1973                 return stable;
1974         else
1975                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1976 }
1977
1978 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1979 {
1980         if(current < stable)
1981                 return current;
1982         else if(current < stable + 0.25) // when close enough, "snap"
1983                 return stable;
1984         else
1985                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1986 }
1987
1988 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1989 {
1990         if(current > rotstable)
1991         {
1992                 if(rotframetime > 0)
1993                 {
1994                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1995                         current = max(rotstable, current - rotlinear * rotframetime);
1996                 }
1997         }
1998         else if(current < regenstable)
1999         {
2000                 if(regenframetime > 0)
2001                 {
2002                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2003                         current = min(regenstable, current + regenlinear * regenframetime);
2004                 }
2005         }
2006
2007         if(current > limit)
2008                 current = limit;
2009
2010         return current;
2011 }
2012
2013 void player_regen (void)
2014 {
2015         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2016         maxh = autocvar_g_balance_health_rotstable;
2017         maxa = autocvar_g_balance_armor_rotstable;
2018         maxf = autocvar_g_balance_fuel_rotstable;
2019         minh = autocvar_g_balance_health_regenstable;
2020         mina = autocvar_g_balance_armor_regenstable;
2021         minf = autocvar_g_balance_fuel_regenstable;
2022         limith = autocvar_g_balance_health_limit;
2023         limita = autocvar_g_balance_armor_limit;
2024         limitf = autocvar_g_balance_fuel_limit;
2025
2026         max_mod = regen_mod = rot_mod = limit_mod = 1;
2027
2028         if (self.runes & RUNE_REGEN)
2029         {
2030                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2031                 {
2032                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2033                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2034                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2035                 }
2036                 else
2037                 {
2038                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2039                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2040                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2041                 }
2042         }
2043         else if (self.runes & CURSE_VENOM)
2044         {
2045                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2046                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2047                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2048                 else
2049                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2050                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2051                 //if (!self.runes & RUNE_REGEN)
2052                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2053         }
2054         maxh = maxh * max_mod;
2055         //maxa = maxa * max_mod;
2056         //maxf = maxf * max_mod;
2057         minh = minh * max_mod;
2058         //mina = mina * max_mod;
2059         //minf = minf * max_mod;
2060         limith = limith * limit_mod;
2061         limita = limita * limit_mod;
2062         //limitf = limitf * limit_mod;
2063
2064         if(g_lms && g_ca)
2065                 rot_mod = 0;
2066
2067         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2068         {
2069                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2070                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2071
2072                 // if player rotted to death...  die!
2073                 if(self.health < 1)
2074                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2075         }
2076
2077         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2078                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2079 }
2080
2081 float zoomstate_set;
2082 void SetZoomState(float z)
2083 {
2084         if(z != self.zoomstate)
2085         {
2086                 self.zoomstate = z;
2087                 ClientData_Touch(self);
2088         }
2089         zoomstate_set = 1;
2090 }
2091
2092 void GetPressedKeys(void) {
2093         MUTATOR_CALLHOOK(GetPressedKeys);
2094         if (self.movement_x > 0) // get if movement keys are pressed
2095         {       // forward key pressed
2096                 self.pressedkeys |= KEY_FORWARD;
2097                 self.pressedkeys &~= KEY_BACKWARD;
2098         }
2099         else if (self.movement_x < 0)
2100         {       // backward key pressed
2101                 self.pressedkeys |= KEY_BACKWARD;
2102                 self.pressedkeys &~= KEY_FORWARD;
2103         }
2104         else
2105         {       // no x input
2106                 self.pressedkeys &~= KEY_FORWARD;
2107                 self.pressedkeys &~= KEY_BACKWARD;
2108         }
2109
2110         if (self.movement_y > 0)
2111         {       // right key pressed
2112                 self.pressedkeys |= KEY_RIGHT;
2113                 self.pressedkeys &~= KEY_LEFT;
2114         }
2115         else if (self.movement_y < 0)
2116         {       // left key pressed
2117                 self.pressedkeys |= KEY_LEFT;
2118                 self.pressedkeys &~= KEY_RIGHT;
2119         }
2120         else
2121         {       // no y input
2122                 self.pressedkeys &~= KEY_RIGHT;
2123                 self.pressedkeys &~= KEY_LEFT;
2124         }
2125
2126         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2127                 self.pressedkeys |= KEY_JUMP;
2128         else
2129                 self.pressedkeys &~= KEY_JUMP;
2130         if (self.BUTTON_CROUCH)
2131                 self.pressedkeys |= KEY_CROUCH;
2132         else
2133                 self.pressedkeys &~= KEY_CROUCH;
2134 }
2135
2136 /*
2137 ======================
2138 spectate mode routines
2139 ======================
2140 */
2141
2142 void SpectateCopy(entity spectatee) {
2143         other = spectatee;
2144         MUTATOR_CALLHOOK(SpectateCopy);
2145         self.armortype = spectatee.armortype;
2146         self.armorvalue = spectatee.armorvalue;
2147         self.ammo_cells = spectatee.ammo_cells;
2148         self.ammo_shells = spectatee.ammo_shells;
2149         self.ammo_nails = spectatee.ammo_nails;
2150         self.ammo_rockets = spectatee.ammo_rockets;
2151         self.ammo_fuel = spectatee.ammo_fuel;
2152         self.clip_load = spectatee.clip_load;
2153         self.clip_size = spectatee.clip_size;
2154         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2155         self.health = spectatee.health;
2156         self.impulse = 0;
2157         self.items = spectatee.items;
2158         self.last_pickup = spectatee.last_pickup;
2159         self.hit_time = spectatee.hit_time;
2160         self.metertime = spectatee.metertime;
2161         self.strength_finished = spectatee.strength_finished;
2162         self.invincible_finished = spectatee.invincible_finished;
2163         self.pressedkeys = spectatee.pressedkeys;
2164         self.weapons = spectatee.weapons;
2165         self.switchweapon = spectatee.switchweapon;
2166         self.switchingweapon = spectatee.switchingweapon;
2167         self.weapon = spectatee.weapon;
2168         self.nex_charge = spectatee.nex_charge;
2169         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2170         self.hagar_load = spectatee.hagar_load;
2171         self.minelayer_mines = spectatee.minelayer_mines;
2172         self.punchangle = spectatee.punchangle;
2173         self.view_ofs = spectatee.view_ofs;
2174         self.v_angle = spectatee.v_angle;
2175         self.velocity = spectatee.velocity;
2176         self.dmg_take = spectatee.dmg_take;
2177         self.dmg_save = spectatee.dmg_save;
2178         self.dmg_inflictor = spectatee.dmg_inflictor;
2179         self.angles = spectatee.v_angle;
2180         if(!self.BUTTON_USE)
2181                 self.fixangle = TRUE;
2182         setorigin(self, spectatee.origin);
2183         setsize(self, spectatee.mins, spectatee.maxs);
2184         SetZoomState(spectatee.zoomstate);
2185
2186         anticheat_spectatecopy(spectatee);
2187
2188         //self.vehicle = spectatee.vehicle;
2189
2190         self.hud = spectatee.hud;
2191         if(spectatee.vehicle)
2192     {
2193         setorigin(self, spectatee.origin);
2194         self.velocity = spectatee.vehicle.velocity;
2195         self.v_angle += spectatee.vehicle.angles;
2196         //self.v_angle_x *= -1;
2197         self.vehicle_health = spectatee.vehicle_health;
2198         self.vehicle_shield = spectatee.vehicle_shield;
2199         self.vehicle_energy = spectatee.vehicle_energy;
2200         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2201         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2202         self.vehicle_reload1 = spectatee.vehicle_reload1;
2203         self.vehicle_reload2 = spectatee.vehicle_reload2;
2204         
2205         msg_entity = self;
2206         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2207         WriteEntity(MSG_ONE, spectatee);
2208         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2209     }
2210 }
2211
2212 float SpectateUpdate() {
2213         if(!self.enemy)
2214             return 0;           
2215
2216         if (self == self.enemy)
2217                 return 0;
2218
2219         if(self.enemy.classname != "player")
2220                 return 0;
2221
2222         SpectateCopy(self.enemy);
2223
2224         return 1;
2225 }
2226
2227
2228 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2229 entity CA_SpectateNext(entity start) {
2230         if (start.team == self.team) {
2231                 return start;
2232         }
2233         
2234         other = start;
2235         // continue from current player
2236         while(other && other.team != self.team) {
2237                 other = find(other, classname, "player");
2238         }
2239         
2240         if (!other) {
2241                 // restart from begining
2242                 other = find(other, classname, "player");
2243                 while(other && other.team != self.team) {
2244                         other = find(other, classname, "player");
2245                 }
2246         }
2247         
2248         return other;
2249 }
2250
2251 float SpectateNext() {
2252         other = find(self.enemy, classname, "player");
2253         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2254                 // CA and ca players when spectating enemies is forbidden
2255                 other = CA_SpectateNext(other);
2256         } else {
2257                 // other modes and ca spectators or spectating enemies is allowed
2258                 if (!other)
2259                         other = find(other, classname, "player");
2260         }
2261         
2262         if (other)
2263                 self.enemy = other;
2264
2265         if(self.enemy.classname == "player") {
2266             if(self.enemy.vehicle)
2267             {      
2268             msg_entity = self;
2269             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2270             WriteEntity(MSG_ONE, self.enemy);
2271             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2272             self.movetype = MOVETYPE_NONE;
2273             accuracy_resend(self);
2274             }
2275             else 
2276             {           
2277             msg_entity = self;
2278             WriteByte(MSG_ONE, SVC_SETVIEW);
2279             WriteEntity(MSG_ONE, self.enemy);
2280             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2281             self.movetype = MOVETYPE_NONE;
2282             accuracy_resend(self);
2283
2284             if(!SpectateUpdate())
2285                 PutObserverInServer();
2286         }
2287         return 1;
2288         } else {
2289                 return 0;
2290         }
2291 }
2292
2293 /*
2294 =============
2295 ShowRespawnCountdown()
2296
2297 Update a respawn countdown display.
2298 =============
2299 */
2300 void ShowRespawnCountdown()
2301 {
2302         float number;
2303         if(self.deadflag == DEAD_NO) // just respawned?
2304                 return;
2305         else
2306         {
2307                 number = ceil(self.respawn_time - time);
2308                 if(number <= 0)
2309                         return;
2310                 if(number <= self.respawn_countdown)
2311                 {
2312                         self.respawn_countdown = number - 1;
2313                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2314                                 AnnounceTo(self, strcat(ftos(number), ""));
2315                 }
2316         }
2317 }
2318
2319 .float prevent_join_msgtime;
2320 void LeaveSpectatorMode()
2321 {
2322         if(nJoinAllowed(self)) {
2323                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2324                         self.classname = "player";
2325
2326                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2327                                 JoinBestTeam(self, FALSE, TRUE);
2328
2329                         if(autocvar_g_campaign)
2330                                 campaign_bots_may_start = 1;
2331
2332                         PutClientInServer();
2333
2334                         if(self.classname == "player")
2335                                 bprint ("^4", self.netname, "^4 is playing now\n");
2336
2337                         if(!autocvar_g_campaign)
2338                         if (time < self.jointime + autocvar_welcome_message_time)
2339                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2340
2341                         if (self.prevent_join_msgtime)
2342                         {
2343                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2344                                 self.prevent_join_msgtime = 0;
2345                         }
2346
2347                         return;
2348                 } else {
2349                         if (g_ca && self.caplayer) {
2350                         }       // do nothing
2351                         else
2352                                 stuffcmd(self,"menu_showteamselect\n");
2353                         return;
2354                 }
2355         }
2356         else {
2357                 //player may not join because of g_maxplayers is set
2358                 if (time - self.prevent_join_msgtime > 2)
2359                 {
2360                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2361                         self.prevent_join_msgtime = time;
2362                 }
2363         }
2364 }
2365
2366 /**
2367  * Determines whether the player is allowed to join. This depends on cvar
2368  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2369  * it checks whether the number of currently playing players exceeds g_maxplayers.
2370  * @return int number of free slots for players, 0 if none
2371  */
2372 float nJoinAllowed(entity ignore) {
2373         if(!ignore)
2374         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2375         // so report 0 free slots if restricted
2376         {
2377                 if(autocvar_g_forced_team_otherwise == "spectate")
2378                         return 0;
2379                 if(autocvar_g_forced_team_otherwise == "spectator")
2380                         return 0;
2381         }
2382
2383         if(self.team_forced < 0)
2384                 return 0; // forced spectators can never join
2385
2386         // TODO simplify this
2387         entity e;
2388         float totalClients;
2389         FOR_EACH_CLIENT(e)
2390                 if(e != ignore)
2391                         totalClients += 1;
2392
2393         if (!autocvar_g_maxplayers)
2394                 return maxclients - totalClients;
2395
2396         float currentlyPlaying;
2397         FOR_EACH_REALPLAYER(e)
2398                 currentlyPlaying += 1;
2399
2400         if(currentlyPlaying < autocvar_g_maxplayers)
2401                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2402
2403         return 0;
2404 }
2405
2406 /**
2407  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2408  * g_maxplayers_spectator_blocktime seconds
2409  */
2410 void checkSpectatorBlock() {
2411         if(self.classname == "spectator" || self.classname == "observer") {
2412                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2413                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2414                         dropclient(self);
2415                 }
2416         }
2417 }
2418
2419 .float motd_actived_time; // used for both motd and campaign_message
2420 void PrintWelcomeMessage()
2421 {
2422         if (self.motd_actived_time == 0) { // is there already a message showing?
2423                 if (autocvar_g_campaign) {
2424                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2425                                 self.motd_actived_time = time;
2426                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2427                         }
2428                 } else {
2429                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2430                                 self.motd_actived_time = time;
2431                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2432                         }
2433                 }
2434         } else { // showing MOTD or campaign message
2435                 if (autocvar_g_campaign) {
2436                         if (self.BUTTON_INFO)
2437                                 self.motd_actived_time = time;
2438                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2439                                 self.motd_actived_time = 0;
2440                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2441                         }
2442                 } else {
2443                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2444                                 if (self.BUTTON_INFO)
2445                                         self.motd_actived_time = time;
2446                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2447                                         self.motd_actived_time = 0;
2448                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2449                                 }
2450                         }
2451                 }
2452         }
2453 }
2454
2455 void ObserverThink()
2456 {
2457         float prefered_movetype;
2458         if (self.flags & FL_JUMPRELEASED) {
2459                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2460                         self.flags &~= FL_JUMPRELEASED;
2461                         self.flags |= FL_SPAWNING;
2462                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2463                         self.flags &~= FL_JUMPRELEASED;
2464                         if(SpectateNext() == 1) {
2465                                 self.classname = "spectator";
2466                         }
2467                 } else {
2468                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2469                         if (self.movetype != prefered_movetype)
2470                                 self.movetype = prefered_movetype;
2471                 }
2472         } else {
2473                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2474                         self.flags |= FL_JUMPRELEASED;
2475                         if(self.flags & FL_SPAWNING)
2476                         {
2477                                 self.flags &~= FL_SPAWNING;
2478                                 LeaveSpectatorMode();
2479                                 return;
2480                         }
2481                 }
2482         }
2483
2484         PrintWelcomeMessage();
2485 }
2486
2487 void SpectatorThink()
2488 {
2489         if (self.flags & FL_JUMPRELEASED) {
2490                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2491                         self.flags &~= FL_JUMPRELEASED;
2492                         self.flags |= FL_SPAWNING;
2493                 } else if(self.BUTTON_ATCK) {
2494                         self.flags &~= FL_JUMPRELEASED;
2495                         if(SpectateNext() == 1) {
2496                                 self.classname = "spectator";
2497                         } else {
2498                                 self.classname = "observer";
2499                                 PutClientInServer();
2500                         }
2501                 } else if (self.BUTTON_ATCK2) {
2502                         self.flags &~= FL_JUMPRELEASED;
2503                         self.classname = "observer";
2504                         PutClientInServer();
2505                 } else {
2506                         if(!SpectateUpdate())
2507                                 PutObserverInServer();
2508                 }
2509         } else {
2510                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2511                         self.flags |= FL_JUMPRELEASED;
2512                         if(self.flags & FL_SPAWNING)
2513                         {
2514                                 self.flags &~= FL_SPAWNING;
2515                                 LeaveSpectatorMode();
2516                                 return;
2517                         }
2518                 }
2519                 if(!SpectateUpdate())
2520                         PutObserverInServer();
2521         }
2522
2523         PrintWelcomeMessage();
2524         self.flags |= FL_CLIENT | FL_NOTARGET;
2525 }
2526
2527 float ctf_usekey();
2528 void PlayerUseKey()
2529 {
2530         if(self.classname != "player")
2531                 return;
2532
2533         if(self.vehicle)
2534         {
2535         vehicles_exit(VHEF_NORMAL);
2536         return;
2537         }
2538         
2539         // a use key was pressed; call handlers
2540         if(ctf_usekey())
2541                 return;
2542
2543         MUTATOR_CALLHOOK(PlayerUseKey);
2544 }
2545
2546 .float touchexplode_time;
2547
2548 /*
2549 =============
2550 PlayerPreThink
2551
2552 Called every frame for each client before the physics are run
2553 =============
2554 */
2555 .float usekeypressed;
2556 void() ctf_setstatus;
2557 void() nexball_setstatus;
2558 .float items_added;
2559 void PlayerPreThink (void)
2560 {
2561         WarpZone_PlayerPhysics_FixVAngle();
2562
2563         self.stat_game_starttime = game_starttime;
2564         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2565         self.stat_leadlimit = autocvar_leadlimit;
2566
2567         if(frametime)
2568         {
2569                 // physics frames: update anticheat stuff
2570                 anticheat_prethink();
2571         }
2572
2573         if(blockSpectators && frametime)
2574                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2575                 checkSpectatorBlock();
2576
2577         zoomstate_set = 0;
2578
2579         if(self.netname_previous != self.netname)
2580         {
2581                 if(autocvar_sv_eventlog)
2582                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2583                 if(self.netname_previous)
2584                         strunzone(self.netname_previous);
2585                 self.netname_previous = strzone(self.netname);
2586         }
2587
2588         // version nagging
2589         if(self.version_nagtime)
2590                 if(self.cvar_g_xonoticversion)
2591                         if(time > self.version_nagtime)
2592                         {
2593                                 // don't notify git users
2594                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2595                                 {
2596                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2597                                         {
2598                                                 // notify release users if connecting to git
2599                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2600                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2601                                         }
2602                                         else
2603                                         {
2604                                                 float r;
2605                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2606                                                 if(r < 0)
2607                                                 {
2608                                                         // give users new version
2609                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2610                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n"));
2611                                                 }
2612                                                 else if(r > 0)
2613                                                 {
2614                                                         // notify users about old server version
2615                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2616                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2617                                                 }
2618                                         }
2619                                 }
2620                                 self.version_nagtime = 0;
2621                         }
2622
2623         // GOD MODE info
2624         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2625         {
2626                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2627                 self.max_armorvalue = 0;
2628         }
2629
2630 #ifdef TETRIS
2631         if (TetrisPreFrame())
2632                 return;
2633 #endif
2634
2635         MUTATOR_CALLHOOK(PlayerPreThink);
2636
2637         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2638         {
2639                 if(self.BUTTON_USE && !self.usekeypressed)
2640                         PlayerUseKey();
2641                 self.usekeypressed = self.BUTTON_USE;
2642         }
2643
2644         PrintWelcomeMessage();
2645
2646         if(self.classname == "player") {
2647 //              if(self.netname == "Wazat")
2648 //                      bprint(self.classname, "\n");
2649
2650                 CheckRules_Player();
2651
2652                 if (intermission_running)
2653                 {
2654                         IntermissionThink ();   // otherwise a button could be missed between
2655                         return;                                 // the think tics
2656                 }
2657
2658                 //don't allow the player to turn around while game is paused!
2659                 if(timeout_status == TIMEOUT_ACTIVE) {
2660                         // FIXME turn this into CSQC stuff
2661                         self.v_angle = self.lastV_angle;
2662                         self.angles = self.lastV_angle;
2663                         self.fixangle = TRUE;
2664                 }
2665
2666                 if(frametime)
2667                 {
2668 #ifndef NO_LEGACY_NETWORKING
2669                         self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2670 #endif
2671
2672                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2673                         {
2674                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2675                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2676                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2677
2678                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2679                                 {
2680                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2681                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2682                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2683                                 }
2684                         }
2685                         else
2686                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2687
2688                         player_powerups();
2689                 }
2690
2691                 if (g_minstagib)
2692                         minstagib_ammocheck();
2693
2694                 if (self.deadflag != DEAD_NO)
2695                 {
2696                         float button_pressed, force_respawn;
2697                         if(self.personal && g_race_qualifying)
2698                         {
2699                                 if(time > self.respawn_time)
2700                                 {
2701                                         self.respawn_time = time + 1; // only retry once a second
2702                                         respawn();
2703                                         self.impulse = 141;
2704                                 }
2705                         }
2706                         else
2707                         {
2708                                 if(frametime)
2709                                         player_anim();
2710                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2711                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2712                                 if (self.deadflag == DEAD_DYING)
2713                                 {
2714                                         if(force_respawn)
2715                                                 self.deadflag = DEAD_RESPAWNING;
2716                                         else if(!button_pressed)
2717                                                 self.deadflag = DEAD_DEAD;
2718                                 }
2719                                 else if (self.deadflag == DEAD_DEAD)
2720                                 {
2721                                         if(button_pressed)
2722                                                 self.deadflag = DEAD_RESPAWNABLE;
2723                                 }
2724                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2725                                 {
2726                                         if(!button_pressed)
2727                                                 self.deadflag = DEAD_RESPAWNING;
2728                                 }
2729                                 else if (self.deadflag == DEAD_RESPAWNING)
2730                                 {
2731                                         if(time > self.respawn_time)
2732                                         {
2733                                                 self.respawn_time = time + 1; // only retry once a second
2734                                                 respawn();
2735                                         }
2736                                 }
2737                                 ShowRespawnCountdown();
2738                         }
2739                         return;
2740                 }
2741                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2742                 // so (self.deadflag == DEAD_NO) is always true in the code below
2743
2744                 if(g_touchexplode)
2745                 if(time > self.touchexplode_time)
2746                 if(self.classname == "player")
2747                 if(self.deadflag == DEAD_NO)
2748                 if not(IS_INDEPENDENT_PLAYER(self))
2749                 FOR_EACH_PLAYER(other) if(self != other)
2750                 {
2751                         if(time > other.touchexplode_time)
2752                         if(other.deadflag == DEAD_NO)
2753                         if not(IS_INDEPENDENT_PLAYER(other))
2754                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2755                         {
2756                                 PlayerTouchExplode(self, other);
2757                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2758                         }
2759                 }
2760
2761                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2762                 {
2763                         vector dist;
2764
2765                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2766                         dist = self.prevorigin - self.origin;
2767                         dist_z = 0;
2768                         self.lms_traveled_distance += fabs(vlen(dist));
2769
2770                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2771                         {
2772                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2773                                 self.lms_traveled_distance = 0;
2774                         }
2775
2776                         if(time > self.lms_nextcheck)
2777                         {
2778                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2779                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2780                                 {
2781                                         centerprint(self, autocvar_g_lms_campcheck_message);
2782                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2783                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2784                                         Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
2785                                 }
2786                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2787                                 self.lms_traveled_distance = 0;
2788                         }
2789                 }
2790
2791                 self.prevorigin = self.origin;
2792
2793                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
2794                 {
2795                         if (!self.crouch)
2796                         {
2797                                 self.crouch = TRUE;
2798                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2799                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2800                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2801                         }
2802                 }
2803                 else
2804                 {
2805                         if (self.crouch)
2806                         {
2807                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2808                                 if (!trace_startsolid)
2809                                 {
2810                                         self.crouch = FALSE;
2811                                         self.view_ofs = PL_VIEW_OFS;
2812                                         setsize (self, PL_MIN, PL_MAX);
2813                                 }
2814                         }
2815                 }
2816
2817                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2818                 {
2819                         if(self.bloodloss_timer < time)
2820                         {
2821                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2822                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2823                         }
2824                 }
2825
2826                 FixPlayermodel();
2827
2828                 GrapplingHookFrame();
2829
2830                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2831                 //if(frametime)
2832                 {
2833                         self.items &~= self.items_added;
2834
2835                         W_WeaponFrame();
2836
2837                         self.items_added = 0;
2838                         if(self.items & IT_JETPACK)
2839                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2840                                         self.items_added |= IT_FUEL;
2841
2842                         self.items |= self.items_added;
2843                 }
2844
2845                 player_regen();
2846
2847                 // rot nex charge to the charge limit
2848                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2849                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2850
2851                 if(frametime)
2852                         player_anim();
2853
2854                 if(g_ctf)
2855                         ctf_setstatus();
2856
2857                 if(g_nexball)
2858                         nexball_setstatus();
2859                 
2860                 // secret status
2861                 secrets_setstatus();
2862                 
2863                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2864
2865                 //self.angles_y=self.v_angle_y + 90;   // temp
2866         } else if(gameover) {
2867                 if (intermission_running)
2868                         IntermissionThink ();   // otherwise a button could be missed between
2869                 return;
2870         } else if(self.classname == "observer") {
2871                 ObserverThink();
2872         } else if(self.classname == "spectator") {
2873                 SpectatorThink();
2874         }
2875
2876         if(!zoomstate_set)
2877                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2878
2879         float oldspectatee_status;
2880         oldspectatee_status = self.spectatee_status;
2881         if(self.classname == "spectator")
2882                 self.spectatee_status = num_for_edict(self.enemy);
2883         else if(self.classname == "observer")
2884                 self.spectatee_status = num_for_edict(self);
2885         else
2886                 self.spectatee_status = 0;
2887         if(self.spectatee_status != oldspectatee_status)
2888         {
2889                 ClientData_Touch(self);
2890                 if(g_race || g_cts)
2891                         race_InitSpectator();
2892         }
2893
2894         if(self.teamkill_soundtime)
2895         if(time > self.teamkill_soundtime)
2896         {
2897                 self.teamkill_soundtime = 0;
2898
2899                 entity oldpusher, oldself;
2900
2901                 oldself = self; self = self.teamkill_soundsource;
2902                 oldpusher = self.pusher; self.pusher = oldself;
2903
2904                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2905
2906                 self.pusher = oldpusher;
2907                 self = oldself;
2908         }
2909
2910         if(self.taunt_soundtime)
2911         if(time > self.taunt_soundtime)
2912         {
2913                 self.taunt_soundtime = 0;
2914                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2915         }
2916
2917         target_voicescript_next(self);
2918
2919         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2920         if(!self.weapon)
2921                 self.clip_load = self.clip_size = 0;
2922 }
2923
2924 float isInvisibleString(string s)
2925 {
2926         float i, n, c;
2927         s = strdecolorize(s);
2928         for((i = 0), (n = strlen(s)); i < n; ++i)
2929         {
2930                 c = str2chr(s, i);
2931                 switch(c)
2932                 {
2933                         case 0:
2934                         case 32: // space
2935                                 break;
2936                         case 192: // charmap space
2937                                 if (!autocvar_utf8_enable)
2938                                         break;
2939                                 return FALSE;
2940                         case 160: // space in unicode fonts
2941                         case 0xE000 + 192: // utf8 charmap space
2942                                 if (autocvar_utf8_enable)
2943                                         break;
2944                         default:
2945                                 return FALSE;
2946                 }
2947         }
2948         return TRUE;
2949 }
2950
2951 /*
2952 =============
2953 PlayerPostThink
2954
2955 Called every frame for each client after the physics are run
2956 =============
2957 */
2958 .float idlekick_lasttimeleft;
2959 .entity showheadshotbbox;
2960 void showheadshotbbox_think()
2961 {
2962         if(self.owner.showheadshotbbox != self)
2963         {
2964                 remove(self);
2965                 return;
2966         }
2967         self.nextthink = time;
2968         setorigin(self, self.owner.origin);
2969         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2970 }
2971 void PlayerPostThink (void)
2972 {
2973         // Savage: Check for nameless players
2974         if (isInvisibleString(self.netname)) {
2975                 self.netname = "Player";
2976                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2977         }
2978
2979         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2980         {
2981                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2982                 {
2983                         if(self.idlekick_lasttimeleft)
2984                         {
2985                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2986                                 self.idlekick_lasttimeleft = 0;
2987                         }
2988                 }
2989                 else
2990                 {
2991                         float timeleft;
2992                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2993                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2994                         {
2995                                 if(!self.idlekick_lasttimeleft)
2996                                         Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2997                         }
2998                         if(timeleft <= 0)
2999                         {
3000                                 bprint("^3", self.netname, "^3 was kicked for idling.\n");
3001                                 AnnounceTo(self, "terminated");
3002                                 dropclient(self);
3003                                 return;
3004                         }
3005                         else if(timeleft <= 10)
3006                         {
3007                                 if(timeleft != self.idlekick_lasttimeleft)
3008                                         AnnounceTo(self, ftos(timeleft));
3009                                 self.idlekick_lasttimeleft = timeleft;
3010                         }
3011                 }
3012         }
3013
3014 #ifdef TETRIS
3015         if(self.impulse == 100)
3016                 ImpulseCommands();
3017         if (!TetrisPostFrame())
3018         {
3019 #endif
3020
3021         CheatFrame();
3022
3023         //CheckPlayerJump();
3024
3025         if(self.classname == "player") {
3026                 CheckRules_Player();
3027                 UpdateChatBubble();
3028                 if (self.impulse)
3029                         ImpulseCommands();
3030                 if (intermission_running)
3031                         return;         // intermission or finale
3032                 GetPressedKeys();
3033         } else if (self.classname == "observer") {
3034                 //do nothing
3035         } else if (self.classname == "spectator") {
3036                 //do nothing
3037         }
3038         
3039 #ifdef TETRIS
3040         }
3041 #endif
3042
3043         /*
3044         float i;
3045         for(i = 0; i < 1000; ++i)
3046         {
3047                 vector end;
3048                 end = self.origin + '0 0 1024' + 512 * randomvec();
3049                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3050                 if(trace_fraction < 1)
3051                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3052                 {
3053                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3054                         break;
3055                 }
3056         }
3057         */
3058
3059         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3060
3061         if(self.waypointsprite_attachedforcarrier)
3062                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3063
3064         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3065         {
3066                 if(!self.showheadshotbbox)
3067                 {
3068                         self.showheadshotbbox = spawn();
3069                         self.showheadshotbbox.classname = "headshotbbox";
3070                         self.showheadshotbbox.owner = self;
3071                         self.showheadshotbbox.think = showheadshotbbox_think;
3072                         self.showheadshotbbox.nextthink = time;
3073                         self = self.showheadshotbbox;
3074                         self.think();
3075                         self = self.owner;
3076                 }
3077         }
3078         else
3079         {
3080                 if(self.showheadshotbbox)
3081                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3082                 remove(self.showheadshotbbox);
3083         }
3084
3085         playerdemo_write();
3086
3087         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3088         {
3089                 if(!self.stored_netname)
3090                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3091                 if(self.stored_netname != self.netname)
3092                 {
3093                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3094                         strunzone(self.stored_netname);
3095                         self.stored_netname = strzone(self.netname);
3096                 }
3097         }
3098
3099         /*
3100         if(g_race)
3101                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3102         */
3103
3104         CSQCMODEL_AUTOUPDATE();
3105 }