Merge branch 'master' of http://nl.git.xonotic.org/xonotic/xonotic-data.pk3dir
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(0, SVC_TEMPENTITY);
6         WriteByte(0, TE_CSQC_TEAMNAGGER);
7 }
8
9 void send_CSQC_cr_maxbullets(entity e) {
10         msg_entity = e;
11         WriteByte(MSG_ONE, SVC_TEMPENTITY);
12         WriteByte(MSG_ONE, TE_CSQC_CR_MAXBULLETS);
13         WriteByte(MSG_ONE, cvar("g_balance_campingrifle_magazinecapacity"));
14 }
15
16 void Announce(string snd) {
17         WriteByte(MSG_ALL, SVC_TEMPENTITY);
18         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
19         WriteString(MSG_ALL, snd);
20 }
21
22 void AnnounceTo(entity e, string snd) {
23         if (clienttype(e) == CLIENTTYPE_REAL)
24         {
25                 msg_entity = e;
26                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
27                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
28                 WriteString(MSG_ONE, snd);
29         }
30 }
31
32 float ClientData_Send(entity to, float sf)
33 {
34         if(to != self.owner)
35         {
36                 error("wtf");
37                 return FALSE;
38         }
39
40         entity e;
41
42         e = to;
43         if(to.classname == "spectator")
44                 e = to.enemy;
45
46         sf = 0;
47
48         if(e.race_completed)
49                 sf |= 1; // forced scoreboard
50         if(to.spectatee_status)
51                 sf |= 2; // spectator ent number follows
52         if(e.zoomstate)
53                 sf |= 4; // zoomed
54         if(e.porto_v_angle_held)
55                 sf |= 8; // angles held
56
57         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
58         WriteByte(MSG_ENTITY, sf);
59
60         if(sf & 2)
61                 WriteByte(MSG_ENTITY, to.spectatee_status);
62
63         if(sf & 8)
64         {
65                 WriteAngle(MSG_ENTITY, e.v_angle_x);
66                 WriteAngle(MSG_ENTITY, e.v_angle_y);
67         }
68
69         return TRUE;
70 }
71
72 void ClientData_Attach()
73 {
74         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
75         self.clientdata.drawonlytoclient = self;
76         self.clientdata.owner = self;
77 }
78
79 void ClientData_Detach()
80 {
81         remove(self.clientdata);
82         self.clientdata = world;
83 }
84
85 void ClientData_Touch(entity e)
86 {
87         e.clientdata.SendFlags = 1;
88
89         // make it spectatable
90         entity e2;
91         FOR_EACH_REALCLIENT(e2)
92         {
93                 if(e2 != e)
94                         if(e2.classname == "spectator")
95                                 if(e2.enemy == e)
96                                         e2.clientdata.SendFlags = 1;
97         }
98 }
99
100
101 .vector spawnpoint_score;
102 .string netname_previous;
103
104 void spawnfunc_info_player_survivor (void)
105 {
106         spawnfunc_info_player_deathmatch();
107 }
108
109 void spawnfunc_info_player_start (void)
110 {
111         spawnfunc_info_player_deathmatch();
112 }
113
114 void spawnfunc_info_player_deathmatch (void)
115 {
116         self.classname = "info_player_deathmatch";
117         relocate_spawnpoint();
118 }
119
120 void spawnpoint_use()
121 {
122         if(teams_matter)
123         if(have_team_spawns > 0)
124         {
125                 self.team = activator.team;
126                 some_spawn_has_been_used = 1;
127         }
128 };
129
130 // Returns:
131 //   _x: prio (-1 if unusable)
132 //   _y: weight
133 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
134 {
135         float shortest, thisdist;
136         float prio;
137         entity player;
138
139         prio = 0;
140
141         // filter out spots for the wrong team
142         if(teamcheck)
143         if(spot.team != teamcheck)
144                 return '-1 0 0';
145
146         if(race_spawns)
147                 if(spot.target == "")
148                         return '-1 0 0';
149
150         if(clienttype(self) == CLIENTTYPE_REAL)
151         {
152                 if(spot.restriction == 1)
153                         return '-1 0 0';
154         }
155         else
156         {
157                 if(spot.restriction == 2)
158                         return '-1 0 0';
159         }
160
161         // filter out spots for assault
162         if(spot.target != "") {
163                 local entity ent;
164                 float good, found;
165                 ent = find(world, targetname, spot.target);
166
167                 while(ent) {
168                         if(ent.classname == "target_objective")
169                         {
170                                 found = 1;
171                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
172                                         return '-1 0 0';
173                                 good = 1;
174                         }
175                         else if(ent.classname == "trigger_race_checkpoint")
176                         {
177                                 found = 1;
178                                 if(!anypoint) // spectators may spawn everywhere
179
180                                 {
181                                         if(g_race_qualifying)
182                                         {
183                                                 // spawn at first
184                                                 if(ent.race_checkpoint != 0)
185                                                         return '-1 0 0';
186                                                 if(spot.race_place != race_lowest_place_spawn)
187                                                         return '-1 0 0';
188                                         }
189                                         else
190                                         {
191                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
192                                                         return '-1 0 0';
193                                                 // try reusing the previous spawn
194                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
195                                                         prio += 1;
196                                                 if(ent.race_checkpoint == 0)
197                                                 {
198                                                         float pl;
199                                                         pl = self.race_place;
200                                                         if(pl > race_highest_place_spawn)
201                                                                 pl = 0;
202                                                         if(pl == 0 && !self.race_started)
203                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
204                                                         if(spot.race_place != pl)
205                                                                 return '-1 0 0';
206                                                 }
207                                         }
208                                 }
209                                 good = 1;
210                         }
211                         ent = find(ent, targetname, spot.target);
212                 }
213
214                 if(found && !good)
215                         return '-1 0 0';
216         }
217
218         player = playerlist;
219         shortest = vlen(world.maxs - world.mins);
220         for(player = playerlist; player; player = player.chain)
221                 if (player != self)
222                 {
223                         thisdist = vlen(player.origin - spot.origin);
224                         if (thisdist < shortest)
225                                 shortest = thisdist;
226                 }
227         return prio * '1 0 0' + shortest * '0 1 0';
228 }
229
230 float spawn_allbad;
231 float spawn_allgood;
232 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
233 {
234         local entity spot, spotlist, spotlistend;
235         spawn_allgood = TRUE;
236         spawn_allbad = TRUE;
237
238         spotlist = world;
239         spotlistend = world;
240
241         for(spot = firstspot; spot; spot = spot.chain)
242         {
243                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
244
245                 if(cvar("spawn_debugview"))
246                 {
247                         setmodel(spot, "models/runematch/rune.mdl");
248                         if(spot.spawnpoint_score_y < mindist)
249                         {
250                                 spot.colormod = '1 0 0';
251                                 spot.scale = 1;
252                         }
253                         else
254                         {
255                                 spot.colormod = '0 1 0';
256                                 spot.scale = spot.spawnpoint_score_y / mindist;
257                         }
258                 }
259
260                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
261                 {
262                         if(spot.spawnpoint_score_y < mindist)
263                         {
264                                 // too short distance
265                                 spawn_allgood = FALSE;
266                         }
267                         else
268                         {
269                                 // perfect
270                                 spawn_allbad = FALSE;
271
272                                 if(spotlistend)
273                                         spotlistend.chain = spot;
274                                 spotlistend = spot;
275                                 if(!spotlist)
276                                         spotlist = spot;
277
278                                 /*
279                                 if(teamcheck)
280                                 if(spot.team != teamcheck)
281                                         error("invalid spawn added");
282
283                                 print("added ", etos(spot), "\n");
284                                 */
285                         }
286                 }
287         }
288         if(spotlistend)
289                 spotlistend.chain = world;
290
291         /*
292                 entity e;
293                 if(teamcheck)
294                         for(e = spotlist; e; e = e.chain)
295                         {
296                                 print("seen ", etos(e), "\n");
297                                 if(e.team != teamcheck)
298                                         error("invalid spawn found");
299                         }
300         */
301
302         return spotlist;
303 }
304
305 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
306 {
307         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
308         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
309         local entity spot;
310
311         RandomSelection_Init();
312         for(spot = firstspot; spot; spot = spot.chain)
313                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
314
315         return RandomSelection_chosen_ent;
316 }
317
318 /*
319 =============
320 SelectSpawnPoint
321
322 Finds a point to respawn
323 =============
324 */
325 entity SelectSpawnPoint (float anypoint)
326 {
327         local float teamcheck;
328         local entity firstspot_new;
329         local entity spot, firstspot, playerlist;
330
331         spot = find (world, classname, "testplayerstart");
332         if (spot)
333                 return spot;
334
335         teamcheck = 0;
336
337         if(!anypoint && have_team_spawns > 0)
338                 teamcheck = self.team;
339
340         // get the list of players
341         playerlist = findchain(classname, "player");
342         // get the entire list of spots
343         firstspot = findchain(classname, "info_player_deathmatch");
344         // filter out the bad ones
345         // (note this returns the original list if none survived)
346         if(anypoint)
347         {
348                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
349         }
350         else
351         {
352                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
353                 if(!firstspot_new)
354                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
355                 firstspot = firstspot_new;
356
357                 // there is 50/50 chance of choosing a random spot or the furthest spot
358                 // (this means that roughly every other spawn will be furthest, so you
359                 // usually won't get fragged at spawn twice in a row)
360                 if (arena_roundbased && !g_ca)
361                 {
362                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
363                         if(firstspot_new)
364                                 firstspot = firstspot_new;
365                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
366                 }
367                 else if (random() > cvar("g_spawn_furthest"))
368                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
369                 else
370                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
371         }
372
373         if(cvar("spawn_debugview"))
374         {
375                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
376
377                 entity e;
378                 if(teamcheck)
379                         for(e = firstspot; e; e = e.chain)
380                                 if(e.team != teamcheck)
381                                         error("invalid spawn found");
382         }
383
384         if (!spot)
385         {
386                 if(cvar("spawn_debug"))
387                         GotoNextMap();
388                 else
389                 {
390                         if(some_spawn_has_been_used)
391                                 return world; // team can't spawn any more, because of actions of other team
392                         else
393                                 error("Cannot find a spawn point - please fix the map!");
394                 }
395         }
396
397         return spot;
398 }
399
400 /*
401 =============
402 CheckPlayerModel
403
404 Checks if the argument string can be a valid playermodel.
405 Returns a valid one in doubt.
406 =============
407 */
408 string FallbackPlayerModel;
409 string CheckPlayerModel(string plyermodel) {
410         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
411         {
412                 // note: we cannot summon Don Strunzone here, some player may
413                 // still have the model string set. In case anyone manages how
414                 // to change a cvar default, we'll have a small leak here.
415                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
416         }
417         if(strlen(plyermodel) < 4)
418                 return FallbackPlayerModel;
419         if( substring(plyermodel,0,14) != "models/player/")
420                 return FallbackPlayerModel;
421         else if(cvar("sv_servermodelsonly"))
422         {
423                 if(substring(plyermodel,-4,4) != ".zym")
424                 if(substring(plyermodel,-4,4) != ".dpm")
425                 if(substring(plyermodel,-4,4) != ".iqm")
426                 if(substring(plyermodel,-4,4) != ".md3")
427                 if(substring(plyermodel,-4,4) != ".psk")
428                         return FallbackPlayerModel;
429                 // forbid the LOD models
430                 if(substring(plyermodel, -9,5) == "_lod1")
431                         return FallbackPlayerModel;
432                 if(substring(plyermodel, -9,5) == "_lod2")
433                         return FallbackPlayerModel;
434                 if(plyermodel != strtolower(plyermodel))
435                         return FallbackPlayerModel;
436                 if(!fexists(plyermodel))
437                         return FallbackPlayerModel;
438         }
439         return plyermodel;
440 }
441
442 /*
443 =============
444 Client_customizeentityforclient
445
446 LOD reduction
447 =============
448 */
449 void Client_uncustomizeentityforclient()
450 {
451         if(self.modelindex == 0) // no need to uncustomize then
452                 return;
453         self.modelindex = self.modelindex_lod0;
454         self.skin = self.skinindex;
455 }
456
457 float Client_customizeentityforclient()
458 {
459         entity modelsource;
460
461         if(self.modelindex == 0)
462                 return TRUE;
463
464         // forcemodel stuff
465
466 #ifdef PROFILING
467         float t0;
468         t0 = gettime(GETTIME_HIRES); // reference
469 #endif
470
471         modelsource = self;
472
473 #ifdef ALLOW_FORCEMODELS
474         if(other.cvar_cl_forceplayermodelsfromxonotic)
475                 if not(self.modelindex_lod0_from_xonotic)
476                         modelsource = other;
477         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
478                 modelsource = other;
479 #endif
480
481         self.skin = modelsource.skinindex;
482
483 #if 0
484         if(modelsource == self)
485                 self.skin = modelsource.skinindex;
486         else
487                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
488 #endif
489
490         // self: me
491         // other: the player viewing me
492         float distance;
493         float f;
494
495         if(other.cvar_cl_playerdetailreduction <= 0)
496         {
497                 if(other.cvar_cl_playerdetailreduction <= -2)
498                         self.modelindex = modelsource.modelindex_lod2;
499                 else if(other.cvar_cl_playerdetailreduction <= -1)
500                         self.modelindex = modelsource.modelindex_lod1;
501                 else
502                         self.modelindex = modelsource.modelindex_lod0;
503         }
504         else
505         {
506                 distance = vlen(self.origin - other.origin);
507                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
508                 if(f > sv_loddistance2)
509                         self.modelindex = modelsource.modelindex_lod2;
510                 else if(f > sv_loddistance1)
511                         self.modelindex = modelsource.modelindex_lod1;
512                 else
513                         self.modelindex = modelsource.modelindex_lod0;
514         }
515
516 #ifdef PROFILING
517         float t1;
518         t1 = gettime(GETTIME_HIRES); // reference
519         client_cefc_accumulator += (t1 - t0);
520 #endif
521
522         return TRUE;
523 }
524
525 void setmodel_lod(entity e, string modelname)
526 {
527         string s;
528
529         if(sv_loddistance1)
530         {
531                 // FIXME: this only supports 3-letter extensions
532                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
533                 if(fexists(s))
534                 {
535                         setmodel(e, s); // players have high precision
536                         self.modelindex_lod1 = self.modelindex;
537                 }
538                 else
539                         self.modelindex_lod1 = -1;
540
541                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
542                 if(fexists(s))
543                 {
544                         setmodel(e, s); // players have high precision
545                         self.modelindex_lod2 = self.modelindex;
546                 }
547                 else
548                         self.modelindex_lod2 = -1;
549
550                 precache_model(modelname);
551                 setmodel(e, modelname); // players have high precision
552                 self.modelindex_lod0 = self.modelindex;
553
554                 if(self.modelindex_lod1 < 0)
555                         self.modelindex_lod1 = self.modelindex;
556
557                 if(self.modelindex_lod2 < 0)
558                         self.modelindex_lod2 = self.modelindex;
559         }
560         else
561         {
562                 precache_model(modelname);
563                 setmodel(e, modelname); // players have high precision
564                 self.modelindex_lod0 = self.modelindex;
565                         // save it for possible player model forcing
566         }
567
568         s = whichpack(self.model);
569         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
570
571         player_setupanimsformodel();
572         UpdatePlayerSounds();
573 }
574
575 /*
576 =============
577 PutObserverInServer
578
579 putting a client as observer in the server
580 =============
581 */
582 void FixPlayermodel();
583 void PutObserverInServer (void)
584 {
585         entity  spot;
586
587         race_PreSpawnObserver();
588
589         spot = SelectSpawnPoint (TRUE);
590         if(!spot)
591                 error("No spawnpoints for observers?!?\n");
592         RemoveGrapplingHook(self); // Wazat's Grappling Hook
593
594         if(clienttype(self) == CLIENTTYPE_REAL)
595         {
596                 msg_entity = self;
597                 WriteByte(MSG_ONE, SVC_SETVIEW);
598                 WriteEntity(MSG_ONE, self);
599         }
600
601         DropAllRunes(self);
602
603         Portal_ClearAll(self);
604
605         if(self.flagcarried)
606                 DropFlag(self.flagcarried, world, world);
607
608         if(self.ballcarried)
609                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
610
611         WaypointSprite_PlayerDead();
612
613         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
614                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
615
616         if(self.killcount != -666) {
617                 if(g_lms) {
618                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
619                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
620                         else
621                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
622                 } else
623                         bprint ("^4", self.netname, "^4 is spectating now\n");
624
625                 if(self.just_joined == FALSE) {
626                         LogTeamchange(self.playerid, -1, 4);
627                 } else
628                         self.just_joined = FALSE;
629         }
630
631         PlayerScore_Clear(self); // clear scores when needed
632
633         self.spectatortime = time;
634
635         self.classname = "observer";
636         self.iscreature = FALSE;
637         self.health = -666;
638         self.takedamage = DAMAGE_NO;
639         self.solid = SOLID_NOT;
640         self.movetype = MOVETYPE_NOCLIP;
641         self.flags = FL_CLIENT | FL_NOTARGET;
642         self.armorvalue = 666;
643         self.effects = 0;
644         self.armorvalue = cvar("g_balance_armor_start");
645         self.pauserotarmor_finished = 0;
646         self.pauserothealth_finished = 0;
647         self.pauseregen_finished = 0;
648         self.damageforcescale = 0;
649         self.death_time = 0;
650         self.dead_frame = 0;
651         self.alpha = 0;
652         self.scale = 0;
653         self.fade_time = 0;
654         self.pain_frame = 0;
655         self.pain_finished = 0;
656         self.strength_finished = 0;
657         self.invincible_finished = 0;
658         self.pushltime = 0;
659         self.think = SUB_Null;
660         self.nextthink = 0;
661         self.hook_time = 0;
662         self.runes = 0;
663         self.deadflag = DEAD_NO;
664         self.angles = spot.angles;
665         self.angles_z = 0;
666         self.fixangle = TRUE;
667         self.crouch = FALSE;
668
669         self.view_ofs = PL_VIEW_OFS;
670         setorigin (self, spot.origin);
671         setsize (self, '0 0 0', '0 0 0');
672         self.prevorigin = self.origin;
673         self.items = 0;
674         self.weapons = 0;
675         self.model = "";
676         FixPlayermodel();
677         self.model = "";
678         self.modelindex = 0;
679         self.weapon = 0;
680         self.weaponmodel = "";
681         self.weaponentity = world;
682         self.exteriorweaponentity = world;
683         self.killcount = -666;
684         self.velocity = '0 0 0';
685         self.avelocity = '0 0 0';
686         self.punchangle = '0 0 0';
687         self.punchvector = '0 0 0';
688         self.oldvelocity = self.velocity;
689         self.fire_endtime = -1;
690
691         if(sv_loddistance1)
692                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
693
694         if(g_arena)
695         {
696                 if(self.version_mismatch)
697                 {
698                         Spawnqueue_Unmark(self);
699                         Spawnqueue_Remove(self);
700                 }
701                 else
702                 {
703                         Spawnqueue_Insert(self);
704                 }
705         }
706         else if(g_lms)
707         {
708                 // Only if the player cannot play at all
709                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
710                         self.frags = FRAGS_SPECTATOR;
711                 else
712                         self.frags = FRAGS_LMS_LOSER;
713         }
714         else
715                 self.frags = FRAGS_SPECTATOR;
716
717         MUTATOR_CALLHOOK(MakePlayerObserver);
718 }
719
720 float RestrictSkin(float s)
721 {
722         if(!teams_matter)
723                 return s;
724         if(s == 6)
725                 return 6;
726         return mod(s, 3);
727 }
728
729 void FixPlayermodel()
730 {
731         local string defaultmodel;
732         local float defaultskin, chmdl, oldskin;
733         local vector m1, m2;
734
735         defaultmodel = "";
736
737         if(cvar("sv_defaultcharacter") == 1) {
738                 defaultskin = 0;
739
740                 if(teams_matter)
741                 {
742                         string s;
743                         s = Team_ColorNameLowerCase(self.team);
744                         if(s != "neutral")
745                         {
746                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
747                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
748                         }
749                 }
750
751                 if(defaultmodel == "")
752                 {
753                         defaultmodel = cvar_string("sv_defaultplayermodel");
754                         defaultskin = cvar("sv_defaultplayerskin");
755                 }
756         }
757
758         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
759         {
760                 if(self.model != "")
761                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
762                 self.model = ""; // force the != checks to return true
763         }
764
765         if(defaultmodel != "")
766         {
767                 if (defaultmodel != self.model)
768                 {
769                         m1 = self.mins;
770                         m2 = self.maxs;
771                         setmodel_lod (self, defaultmodel);
772                         setsize (self, m1, m2);
773                         chmdl = TRUE;
774                 }
775
776                 oldskin = self.skinindex;
777                 self.skinindex = defaultskin;
778         } else {
779                 if (self.playermodel != self.model || self.playermodel == "")
780                 {
781                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
782                         m1 = self.mins;
783                         m2 = self.maxs;
784                         setmodel_lod (self, self.playermodel);
785                         setsize (self, m1, m2);
786                         chmdl = TRUE;
787                 }
788
789                 oldskin = self.skinindex;
790                 self.skinindex = RestrictSkin(stof(self.playerskin));
791         }
792
793         if(chmdl || oldskin != self.skinindex)
794                 self.species = player_getspecies(); // model or skin has changed
795
796         if(!teams_matter)
797                 if(strlen(cvar_string("sv_defaultplayercolors")))
798                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
799                                 setcolor(self, cvar("sv_defaultplayercolors"));
800 }
801
802 void PlayerTouchExplode(entity p1, entity p2)
803 {
804         vector org;
805         org = (p1.origin + p2.origin) * 0.5;
806         org_z += (p1.mins_z + p2.mins_z) * 0.5;
807
808         te_explosion(org);
809
810         entity e;
811         e = spawn();
812         setorigin(e, org);
813         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
814         remove(e);
815 }
816
817 /*
818 =============
819 PutClientInServer
820
821 Called when a client spawns in the server
822 =============
823 */
824 //void() ctf_playerchanged;
825 void PutClientInServer (void)
826 {
827         if(clienttype(self) == CLIENTTYPE_BOT)
828         {
829                 self.classname = "player";
830         }
831         else if(clienttype(self) == CLIENTTYPE_REAL)
832         {
833                 msg_entity = self;
834                 WriteByte(MSG_ONE, SVC_SETVIEW);
835                 WriteEntity(MSG_ONE, self);
836         }
837
838         // player is dead and becomes observer
839         // FIXME fix LMS scoring for new system
840         if(g_lms)
841         {
842                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
843                         self.classname = "observer";
844         }
845
846         if(g_arena || (g_ca && !allowed_to_spawn))
847         if(!self.spawned)
848                 self.classname = "observer";
849
850         if(gameover)
851                 self.classname = "observer";
852
853         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
854                 entity spot, oldself;
855                 float j;
856
857                 if(self.team < 0)
858                         JoinBestTeam(self, FALSE, TRUE);
859
860                 race_PreSpawn();
861
862                 spot = SelectSpawnPoint (FALSE);
863                 if(!spot)
864                 {
865                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
866                         return; // spawn failed
867                 }
868
869                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
870
871                 self.classname = "player";
872                 self.wasplayer = TRUE;
873                 self.iscreature = TRUE;
874                 self.movetype = MOVETYPE_WALK;
875                 self.solid = SOLID_SLIDEBOX;
876                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
877                 if(cvar("g_playerclip_collisions"))
878                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
879                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))
880                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
881                 self.frags = FRAGS_PLAYER;
882                 if(independent_players)
883                         MAKE_INDEPENDENT_PLAYER(self);
884                 self.flags = FL_CLIENT;
885                 self.takedamage = DAMAGE_AIM;
886                 if(g_minstagib)
887                         self.effects = EF_FULLBRIGHT;
888                 else
889                         self.effects = 0;
890                 self.air_finished = time + 12;
891                 self.dmg = 2;
892                 if(cvar("g_balance_nex_charge"))
893                         self.nex_charge = cvar("g_balance_nex_charge_start");
894
895                 if(inWarmupStage)
896                 {
897                         self.ammo_shells = warmup_start_ammo_shells;
898                         self.ammo_nails = warmup_start_ammo_nails;
899                         self.ammo_rockets = warmup_start_ammo_rockets;
900                         self.ammo_cells = warmup_start_ammo_cells;
901                         self.ammo_fuel = warmup_start_ammo_fuel;
902                         self.health = warmup_start_health;
903                         self.armorvalue = warmup_start_armorvalue;
904                         self.weapons = warmup_start_weapons;
905                 }
906                 else
907                 {
908                         self.ammo_shells = start_ammo_shells;
909                         self.ammo_nails = start_ammo_nails;
910                         self.ammo_rockets = start_ammo_rockets;
911                         self.ammo_cells = start_ammo_cells;
912                         self.ammo_fuel = start_ammo_fuel;
913                         self.health = start_health;
914                         self.armorvalue = start_armorvalue;
915                         self.weapons = start_weapons;
916                 }
917
918                 if(g_weaponarena_random)
919                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
920
921                 self.items = start_items;
922                 self.jump_interval = time;
923
924                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
925                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
926                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
927                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
928                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
929                 //extend the pause of rotting if client was reset at the beginning of the countdown
930                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
931                         self.spawnshieldtime += game_starttime - time;
932                         self.pauserotarmor_finished += game_starttime - time;
933                         self.pauserothealth_finished += game_starttime - time;
934                         self.pauseregen_finished += game_starttime - time;
935                 }
936                 self.damageforcescale = 2;
937                 self.death_time = 0;
938                 self.dead_frame = 0;
939                 self.alpha = 0;
940                 self.scale = 0;
941                 self.fade_time = 0;
942                 self.pain_frame = 0;
943                 self.pain_finished = 0;
944                 self.strength_finished = 0;
945                 self.invincible_finished = 0;
946                 self.pushltime = 0;
947                 // players have no think function
948                 self.think = SUB_Null;
949                 self.nextthink = 0;
950                 self.hook_time = 0;
951                 self.dmg_team = 0;
952                 self.ballistics_density = cvar("g_ballistics_density_player");
953
954                 self.metertime = 0;
955
956                 self.runes = 0;
957
958                 self.deadflag = DEAD_NO;
959
960                 self.angles = spot.angles;
961
962                 self.angles_z = 0; // never spawn tilted even if the spot says to
963                 self.fixangle = TRUE; // turn this way immediately
964                 self.velocity = '0 0 0';
965                 self.avelocity = '0 0 0';
966                 self.punchangle = '0 0 0';
967                 self.punchvector = '0 0 0';
968                 self.oldvelocity = self.velocity;
969                 self.fire_endtime = -1;
970
971                 msg_entity = self;
972                 WRITESPECTATABLE_MSG_ONE({
973                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
974                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
975                 });
976
977                 if(sv_loddistance1)
978                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
979
980                 self.model = "";
981                 FixPlayermodel();
982
983                 self.crouch = FALSE;
984                 self.view_ofs = PL_VIEW_OFS;
985                 setsize (self, PL_MIN, PL_MAX);
986                 self.spawnorigin = spot.origin;
987                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
988                 // don't reset back to last position, even if new position is stuck in solid
989                 self.oldorigin = self.origin;
990                 self.prevorigin = self.origin;
991                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
992
993                 if(g_arena)
994                 {
995                         Spawnqueue_Remove(self);
996                         Spawnqueue_Mark(self);
997                 }
998
999                 else if(g_ca)
1000                         self.caplayer = 1;
1001
1002                 self.event_damage = PlayerDamage;
1003
1004                 self.bot_attack = TRUE;
1005
1006                 self.statdraintime = time + 5;
1007                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1008
1009                 if(self.killcount == -666) {
1010                         PlayerScore_Clear(self);
1011                         self.killcount = 0;
1012                 }
1013
1014                 self.cnt = WEP_LASER;
1015
1016                 CL_SpawnWeaponentity();
1017                 self.alpha = default_player_alpha;
1018                 self.colormod = '1 1 1' * cvar("g_player_brightness");
1019                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1020
1021                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1022                 self.lms_traveled_distance = 0;
1023                 self.speedrunning = FALSE;
1024
1025                 race_PostSpawn(spot);
1026
1027                 if(cvar("spawn_debug"))
1028                 {
1029                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1030                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1031                 }
1032
1033                 //stuffcmd(self, "chase_active 0");
1034                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1035
1036                 if (cvar("g_spawnsound"))
1037                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1038
1039                 if(g_assault) {
1040                         if(self.team == assault_attacker_team)
1041                                 centerprint(self, "You are attacking!");
1042                         else
1043                                 centerprint(self, "You are defending!");
1044                 }
1045
1046                 target_voicescript_clear(self);
1047
1048                 // reset fields the weapons may use
1049                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1050                         weapon_action(j, WR_RESETPLAYER);
1051
1052                 oldself = self;
1053                 self = spot;
1054                         activator = oldself;
1055                                 SUB_UseTargets();
1056                         activator = world;
1057                 self = oldself;
1058
1059                 MUTATOR_CALLHOOK(PlayerSpawn);
1060
1061                 self.switchweapon = w_getbestweapon(self);
1062                 self.cnt = self.switchweapon;
1063                 self.weapon = 0;
1064         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1065                 PutObserverInServer ();
1066         }
1067
1068         //if(g_ctf)
1069         //      ctf_playerchanged();
1070 }
1071
1072 float ClientInit_SendEntity(entity to, float sf)
1073 {
1074         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1075         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1076         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1077         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1078         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1079         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1080         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1081         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1082         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1083         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1084         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1085         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1086         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1087         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1088         if(sv_foginterval && world.fog != "")
1089                 WriteString(MSG_ENTITY, world.fog);
1090         else
1091                 WriteString(MSG_ENTITY, "");
1092         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1093         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1094         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_secondary_bouncefactor
1095         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_secondary_bouncestop
1096         WriteByte(MSG_ENTITY, cvar("g_balance_nex_secondary")); // client has to know if it should zoom or not
1097         WriteByte(MSG_ENTITY, cvar("g_balance_campingrifle_secondary")); // client has to know if it should zoom or not
1098         return TRUE;
1099 }
1100
1101 void ClientInit_CheckUpdate()
1102 {
1103         self.nextthink = time;
1104         if(self.count != cvar("g_balance_armor_blockpercent"))
1105         {
1106                 self.count = cvar("g_balance_armor_blockpercent");
1107                 self.SendFlags |= 1;
1108         }
1109         if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1110         {
1111                 self.cnt = cvar("g_balance_weaponswitchdelay");
1112                 self.SendFlags |= 1;
1113         }
1114         if(self.bouncefactor != cvar("g_balance_grenadelauncher_secondary_bouncefactor"))
1115         {
1116                 self.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
1117                 self.SendFlags |= 1;
1118         }
1119         if(self.bouncestop != cvar("g_balance_grenadelauncher_secondary_bouncestop"))
1120         {
1121                 self.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
1122                 self.SendFlags |= 1;
1123         }
1124 }
1125
1126 void ClientInit_Spawn()
1127 {
1128         entity o;
1129         entity e;
1130         e = spawn();
1131         e.classname = "clientinit";
1132         e.think = ClientInit_CheckUpdate;
1133         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1134
1135         o = self;
1136         self = e;
1137         ClientInit_CheckUpdate();
1138         self = o;
1139 }
1140
1141 /*
1142 =============
1143 SetNewParms
1144 =============
1145 */
1146 void SetNewParms (void)
1147 {
1148         // initialize parms for a new player
1149         parm1 = -(86400 * 366);
1150 }
1151
1152 /*
1153 =============
1154 SetChangeParms
1155 =============
1156 */
1157 void SetChangeParms (void)
1158 {
1159         // save parms for level change
1160         parm1 = self.parm_idlesince - time;
1161 }
1162
1163 /*
1164 =============
1165 DecodeLevelParms
1166 =============
1167 */
1168 void DecodeLevelParms (void)
1169 {
1170         // load parms
1171         self.parm_idlesince = parm1;
1172         if(self.parm_idlesince == -(86400 * 366))
1173                 self.parm_idlesince = time;
1174
1175         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1176         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1177 }
1178
1179 /*
1180 =============
1181 ClientKill
1182
1183 Called when a client types 'kill' in the console
1184 =============
1185 */
1186
1187 void ClientKill_Now_TeamChange()
1188 {
1189         if(self.killindicator_teamchange == -1)
1190         {
1191                 self.team = -1;
1192                 JoinBestTeam( self, FALSE, FALSE );
1193         }
1194         else
1195                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1196 }
1197
1198 void ClientKill_Now()
1199 {
1200         if(self.killindicator_teamchange)
1201                 ClientKill_Now_TeamChange();
1202
1203         // in any case:
1204         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1205
1206         if(self.killindicator)
1207         {
1208                 dprint("Cleaned up after a leaked kill indicator.\n");
1209                 remove(self.killindicator);
1210                 self.killindicator = world;
1211         }
1212 }
1213 void KillIndicator_Think()
1214 {
1215         if (!self.owner.modelindex)
1216         {
1217                 self.owner.killindicator = world;
1218                 remove(self);
1219                 return;
1220         }
1221
1222         if(self.cnt <= 0)
1223         {
1224                 self = self.owner;
1225                 ClientKill_Now(); // no oldself needed
1226                 return;
1227         }
1228         else
1229         {
1230                 if(self.cnt <= 10)
1231                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1232                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1233                 {
1234                         if(self.cnt <= 10)
1235                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1236                         if(self.owner.killindicator_teamchange)
1237                         {
1238                                 if(self.owner.killindicator_teamchange == -1)
1239                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1240                                 else
1241                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1242                         }
1243                         else
1244                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1245                 }
1246                 self.nextthink = time + 1;
1247                 self.cnt -= 1;
1248         }
1249 }
1250
1251 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1252 {
1253         float killtime;
1254         entity e;
1255         killtime = cvar("g_balance_kill_delay");
1256
1257         if(g_race_qualifying)
1258                 killtime = 0;
1259
1260         self.killindicator_teamchange = targetteam;
1261
1262         if(!self.killindicator)
1263         {
1264                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1265                 {
1266                         ClientKill_Now();
1267                 }
1268                 else
1269                 {
1270                         self.killindicator = spawn();
1271                         self.killindicator.owner = self;
1272                         self.killindicator.scale = 0.5;
1273                         setattachment(self.killindicator, self, "");
1274                         setorigin(self.killindicator, '0 0 52');
1275                         self.killindicator.think = KillIndicator_Think;
1276                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1277                         self.killindicator.cnt = ceil(killtime);
1278                         self.killindicator.count = bound(0, ceil(killtime), 10);
1279                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1280
1281                         for(e = world; (e = find(e, classname, "body")) != world; )
1282                         {
1283                                 if(e.enemy != self)
1284                                         continue;
1285                                 e.killindicator = spawn();
1286                                 e.killindicator.owner = e;
1287                                 e.killindicator.scale = 0.5;
1288                                 setattachment(e.killindicator, e, "");
1289                                 setorigin(e.killindicator, '0 0 52');
1290                                 e.killindicator.think = KillIndicator_Think;
1291                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1292                                 e.killindicator.cnt = ceil(killtime);
1293                         }
1294                         self.lip = 0;
1295                 }
1296         }
1297         if(self.killindicator)
1298         {
1299                 if(targetteam)
1300                         self.killindicator.colormod = TeamColor(targetteam);
1301                 else
1302                         self.killindicator.colormod = '0 0 0';
1303         }
1304 }
1305
1306 void ClientKill (void)
1307 {
1308         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1309         {
1310                 // do nothing
1311         }
1312         else
1313                 ClientKill_TeamChange(0);
1314 }
1315
1316 void DoTeamChange(float destteam)
1317 {
1318         float t, c0;
1319         if(!teams_matter)
1320         {
1321                 if(destteam >= 0)
1322                         SetPlayerColors(self, destteam);
1323                 return;
1324         }
1325         if(self.classname == "player")
1326         if(destteam == -1)
1327         {
1328                 CheckAllowedTeams(self);
1329                 t = FindSmallestTeam(self, TRUE);
1330                 switch(self.team)
1331                 {
1332                         case COLOR_TEAM1: c0 = c1; break;
1333                         case COLOR_TEAM2: c0 = c2; break;
1334                         case COLOR_TEAM3: c0 = c3; break;
1335                         case COLOR_TEAM4: c0 = c4; break;
1336                         default:          c0 = 999;
1337                 }
1338                 switch(t)
1339                 {
1340                         case 1:
1341                                 if(c0 > c1)
1342                                         destteam = COLOR_TEAM1;
1343                                 break;
1344                         case 2:
1345                                 if(c0 > c2)
1346                                         destteam = COLOR_TEAM2;
1347                                 break;
1348                         case 3:
1349                                 if(c0 > c3)
1350                                         destteam = COLOR_TEAM3;
1351                                 break;
1352                         case 4:
1353                                 if(c0 > c4)
1354                                         destteam = COLOR_TEAM4;
1355                                 break;
1356                 }
1357                 if(destteam == -1)
1358                         return;
1359         }
1360         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1361                 return;
1362         ClientKill_TeamChange(destteam);
1363 }
1364
1365 void FixClientCvars(entity e)
1366 {
1367         // send prediction settings to the client
1368         stuffcmd(e, "\nin_bindmap 0 0\n");
1369         if(g_race || g_cts)
1370                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1371         if(cvar("g_antilag") == 3) // client side hitscan
1372                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1373         if(sv_gentle)
1374                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1375         /*
1376          * we no longer need to stuff this. Remove this comment block if you feel
1377          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1378         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1379         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1380         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1381         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1382         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1383         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1384         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1385         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1386         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1387         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1388         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1389         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1390         stuffcmd(e, "cl_movement_edgefriction 1\n");
1391          */
1392 }
1393
1394 /*
1395 =============
1396 ClientConnect
1397
1398 Called when a client connects to the server
1399 =============
1400 */
1401 //void ctf_clientconnect();
1402 string ColoredTeamName(float t);
1403 void DecodeLevelParms (void);
1404 //void dom_player_join_team(entity pl);
1405 void ClientConnect (void)
1406 {
1407         float t;
1408
1409         if(self.flags & FL_CLIENT)
1410         {
1411                 print("Warning: ClientConnect, but already connected!\n");
1412                 return;
1413         }
1414
1415         if(Ban_MaybeEnforceBan(self))
1416                 return;
1417