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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(0, SVC_TEMPENTITY);
6         WriteByte(0, TE_CSQC_TEAMNAGGER);
7 }
8
9 void send_CSQC_nexvelocity(entity e) {
10         msg_entity = e;
11         WriteByte(MSG_ONE, SVC_TEMPENTITY);
12         WriteByte(MSG_ONE, TE_CSQC_NEX_VELOCITY);
13         WriteShort(MSG_ONE, cvar("g_balance_nex_velocitydependent_minspeed"));
14         WriteShort(MSG_ONE, cvar("g_balance_nex_velocitydependent_maxspeed"));
15 }
16
17 void Announce(string snd) {
18         WriteByte(MSG_ALL, SVC_TEMPENTITY);
19         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
20         WriteString(MSG_ALL, snd);
21 }
22
23 void AnnounceTo(entity e, string snd) {
24         if (clienttype(e) == CLIENTTYPE_REAL)
25         {
26                 msg_entity = e;
27                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
28                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
29                 WriteString(MSG_ONE, snd);
30         }
31 }
32
33 float ClientData_Send(entity to, float sf)
34 {
35         if(to != self.owner)
36         {
37                 error("wtf");
38                 return FALSE;
39         }
40
41         entity e;
42
43         e = to;
44         if(to.classname == "spectator")
45                 e = to.enemy;
46
47         sf = 0;
48
49         if(e.race_completed)
50                 sf |= 1; // forced scoreboard
51         if(to.spectatee_status)
52                 sf |= 2; // spectator ent number follows
53         if(e.zoomstate)
54                 sf |= 4; // zoomed
55         if(e.porto_v_angle_held)
56                 sf |= 8; // angles held
57
58         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
59         WriteByte(MSG_ENTITY, sf);
60
61         if(sf & 2)
62                 WriteByte(MSG_ENTITY, to.spectatee_status);
63
64         if(sf & 8)
65         {
66                 WriteAngle(MSG_ENTITY, e.v_angle_x);
67                 WriteAngle(MSG_ENTITY, e.v_angle_y);
68         }
69
70         return TRUE;
71 }
72
73 void ClientData_Attach()
74 {
75         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
76         self.clientdata.drawonlytoclient = self;
77         self.clientdata.owner = self;
78 }
79
80 void ClientData_Detach()
81 {
82         remove(self.clientdata);
83         self.clientdata = world;
84 }
85
86 void ClientData_Touch(entity e)
87 {
88         e.clientdata.SendFlags = 1;
89
90         // make it spectatable
91         entity e2;
92         FOR_EACH_REALCLIENT(e2)
93         {
94                 if(e2 != e)
95                         if(e2.classname == "spectator")
96                                 if(e2.enemy == e)
97                                         e2.clientdata.SendFlags = 1;
98         }
99 }
100
101
102 .vector spawnpoint_score;
103 .string netname_previous;
104
105 void spawnfunc_info_player_survivor (void)
106 {
107         spawnfunc_info_player_deathmatch();
108 }
109
110 void spawnfunc_info_player_start (void)
111 {
112         spawnfunc_info_player_deathmatch();
113 }
114
115 void spawnfunc_info_player_deathmatch (void)
116 {
117         self.classname = "info_player_deathmatch";
118         relocate_spawnpoint();
119 }
120
121 void spawnpoint_use()
122 {
123         if(teams_matter)
124         if(have_team_spawns > 0)
125         {
126                 self.team = activator.team;
127                 some_spawn_has_been_used = 1;
128         }
129 };
130
131 // Returns:
132 //   _x: prio (-1 if unusable)
133 //   _y: weight
134 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
135 {
136         float shortest, thisdist;
137         float prio;
138         entity player;
139
140         prio = 0;
141
142         // filter out spots for the wrong team
143         if(teamcheck)
144         if(spot.team != teamcheck)
145                 return '-1 0 0';
146
147         if(race_spawns)
148                 if(spot.target == "")
149                         return '-1 0 0';
150
151         if(clienttype(self) == CLIENTTYPE_REAL)
152         {
153                 if(spot.restriction == 1)
154                         return '-1 0 0';
155         }
156         else
157         {
158                 if(spot.restriction == 2)
159                         return '-1 0 0';
160         }
161
162         // filter out spots for assault
163         if(spot.target != "") {
164                 local entity ent;
165                 float good, found;
166                 ent = find(world, targetname, spot.target);
167
168                 while(ent) {
169                         if(ent.classname == "target_objective")
170                         {
171                                 found = 1;
172                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
173                                         return '-1 0 0';
174                                 good = 1;
175                         }
176                         else if(ent.classname == "trigger_race_checkpoint")
177                         {
178                                 found = 1;
179                                 if(!anypoint) // spectators may spawn everywhere
180
181                                 {
182                                         if(g_race_qualifying)
183                                         {
184                                                 // spawn at first
185                                                 if(ent.race_checkpoint != 0)
186                                                         return '-1 0 0';
187                                                 if(spot.race_place != race_lowest_place_spawn)
188                                                         return '-1 0 0';
189                                         }
190                                         else
191                                         {
192                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
193                                                         return '-1 0 0';
194                                                 // try reusing the previous spawn
195                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
196                                                         prio += 1;
197                                                 if(ent.race_checkpoint == 0)
198                                                 {
199                                                         float pl;
200                                                         pl = self.race_place;
201                                                         if(pl > race_highest_place_spawn)
202                                                                 pl = 0;
203                                                         if(pl == 0 && !self.race_started)
204                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
205                                                         if(spot.race_place != pl)
206                                                                 return '-1 0 0';
207                                                 }
208                                         }
209                                 }
210                                 good = 1;
211                         }
212                         ent = find(ent, targetname, spot.target);
213                 }
214
215                 if(found && !good)
216                         return '-1 0 0';
217         }
218
219         player = playerlist;
220         shortest = vlen(world.maxs - world.mins);
221         for(player = playerlist; player; player = player.chain)
222                 if (player != self)
223                 {
224                         thisdist = vlen(player.origin - spot.origin);
225                         if (thisdist < shortest)
226                                 shortest = thisdist;
227                 }
228         return prio * '1 0 0' + shortest * '0 1 0';
229 }
230
231 float spawn_allbad;
232 float spawn_allgood;
233 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
234 {
235         local entity spot, spotlist, spotlistend;
236         spawn_allgood = TRUE;
237         spawn_allbad = TRUE;
238
239         spotlist = world;
240         spotlistend = world;
241
242         for(spot = firstspot; spot; spot = spot.chain)
243         {
244                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
245
246                 if(cvar("spawn_debugview"))
247                 {
248                         setmodel(spot, "models/runematch/rune.mdl");
249                         if(spot.spawnpoint_score_y < mindist)
250                         {
251                                 spot.colormod = '1 0 0';
252                                 spot.scale = 1;
253                         }
254                         else
255                         {
256                                 spot.colormod = '0 1 0';
257                                 spot.scale = spot.spawnpoint_score_y / mindist;
258                         }
259                 }
260
261                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
262                 {
263                         if(spot.spawnpoint_score_y < mindist)
264                         {
265                                 // too short distance
266                                 spawn_allgood = FALSE;
267                         }
268                         else
269                         {
270                                 // perfect
271                                 spawn_allbad = FALSE;
272
273                                 if(spotlistend)
274                                         spotlistend.chain = spot;
275                                 spotlistend = spot;
276                                 if(!spotlist)
277                                         spotlist = spot;
278
279                                 /*
280                                 if(teamcheck)
281                                 if(spot.team != teamcheck)
282                                         error("invalid spawn added");
283
284                                 print("added ", etos(spot), "\n");
285                                 */
286                         }
287                 }
288         }
289         if(spotlistend)
290                 spotlistend.chain = world;
291
292         /*
293                 entity e;
294                 if(teamcheck)
295                         for(e = spotlist; e; e = e.chain)
296                         {
297                                 print("seen ", etos(e), "\n");
298                                 if(e.team != teamcheck)
299                                         error("invalid spawn found");
300                         }
301         */
302
303         return spotlist;
304 }
305
306 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
307 {
308         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
309         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
310         local entity spot;
311
312         RandomSelection_Init();
313         for(spot = firstspot; spot; spot = spot.chain)
314                 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);
315
316         return RandomSelection_chosen_ent;
317 }
318
319 /*
320 =============
321 SelectSpawnPoint
322
323 Finds a point to respawn
324 =============
325 */
326 entity SelectSpawnPoint (float anypoint)
327 {
328         local float teamcheck;
329         local entity firstspot_new;
330         local entity spot, firstspot, playerlist;
331
332         spot = find (world, classname, "testplayerstart");
333         if (spot)
334                 return spot;
335
336         teamcheck = 0;
337
338         if(!anypoint && have_team_spawns > 0)
339                 teamcheck = self.team;
340
341         // get the list of players
342         playerlist = findchain(classname, "player");
343         // get the entire list of spots
344         firstspot = findchain(classname, "info_player_deathmatch");
345         // filter out the bad ones
346         // (note this returns the original list if none survived)
347         if(anypoint)
348         {
349                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
350         }
351         else
352         {
353                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
354                 if(!firstspot_new)
355                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
356                 firstspot = firstspot_new;
357
358                 // there is 50/50 chance of choosing a random spot or the furthest spot
359                 // (this means that roughly every other spawn will be furthest, so you
360                 // usually won't get fragged at spawn twice in a row)
361                 if (arena_roundbased && !g_ca)
362                 {
363                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
364                         if(firstspot_new)
365                                 firstspot = firstspot_new;
366                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
367                 }
368                 else if (random() > cvar("g_spawn_furthest"))
369                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
370                 else
371                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
372         }
373
374         if(cvar("spawn_debugview"))
375         {
376                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
377
378                 entity e;
379                 if(teamcheck)
380                         for(e = firstspot; e; e = e.chain)
381                                 if(e.team != teamcheck)
382                                         error("invalid spawn found");
383         }
384
385         if (!spot)
386         {
387                 if(cvar("spawn_debug"))
388                         GotoNextMap();
389                 else
390                 {
391                         if(some_spawn_has_been_used)
392                                 return world; // team can't spawn any more, because of actions of other team
393                         else
394                                 error("Cannot find a spawn point - please fix the map!");
395                 }
396         }
397
398         return spot;
399 }
400
401 /*
402 =============
403 CheckPlayerModel
404
405 Checks if the argument string can be a valid playermodel.
406 Returns a valid one in doubt.
407 =============
408 */
409 string FallbackPlayerModel;
410 string CheckPlayerModel(string plyermodel) {
411         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
412         {
413                 // note: we cannot summon Don Strunzone here, some player may
414                 // still have the model string set. In case anyone manages how
415                 // to change a cvar default, we'll have a small leak here.
416                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
417         }
418         if(strlen(plyermodel) < 4)
419                 return FallbackPlayerModel;
420         if( substring(plyermodel,0,14) != "models/player/")
421                 return FallbackPlayerModel;
422         else if(cvar("sv_servermodelsonly"))
423         {
424                 if(substring(plyermodel,-4,4) != ".zym")
425                 if(substring(plyermodel,-4,4) != ".dpm")
426                 if(substring(plyermodel,-4,4) != ".iqm")
427                 if(substring(plyermodel,-4,4) != ".md3")
428                 if(substring(plyermodel,-4,4) != ".psk")
429                         return FallbackPlayerModel;
430                 // forbid the LOD models
431                 if(substring(plyermodel, -9,5) == "_lod1")
432                         return FallbackPlayerModel;
433                 if(substring(plyermodel, -9,5) == "_lod2")
434                         return FallbackPlayerModel;
435                 if(plyermodel != strtolower(plyermodel))
436                         return FallbackPlayerModel;
437                 if(!fexists(plyermodel))
438                         return FallbackPlayerModel;
439         }
440         return plyermodel;
441 }
442
443 /*
444 =============
445 Client_customizeentityforclient
446
447 LOD reduction
448 =============
449 */
450 void Client_uncustomizeentityforclient()
451 {
452         if(self.modelindex == 0) // no need to uncustomize then
453                 return;
454         self.modelindex = self.modelindex_lod0;
455         self.skin = self.skinindex;
456 }
457
458 float Client_customizeentityforclient()
459 {
460         entity modelsource;
461
462         if(self.modelindex == 0)
463                 return TRUE;
464
465         // forcemodel stuff
466
467 #ifdef PROFILING
468         float t0;
469         t0 = gettime(GETTIME_HIRES); // reference
470 #endif
471
472         modelsource = self;
473
474 #ifdef ALLOW_FORCEMODELS
475         if(other.cvar_cl_forceplayermodelsfromxonotic)
476                 if not(self.modelindex_lod0_from_xonotic)
477                         modelsource = other;
478         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
479                 modelsource = other;
480 #endif
481
482         self.skin = modelsource.skinindex;
483
484 #if 0
485         if(modelsource == self)
486                 self.skin = modelsource.skinindex;
487         else
488                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
489 #endif
490
491         // self: me
492         // other: the player viewing me
493         float distance;
494         float f;
495
496         if(other.cvar_cl_playerdetailreduction <= 0)
497         {
498                 if(other.cvar_cl_playerdetailreduction <= -2)
499                         self.modelindex = modelsource.modelindex_lod2;
500                 else if(other.cvar_cl_playerdetailreduction <= -1)
501                         self.modelindex = modelsource.modelindex_lod1;
502                 else
503                         self.modelindex = modelsource.modelindex_lod0;
504         }
505         else
506         {
507                 distance = vlen(self.origin - other.origin);
508                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
509                 if(f > sv_loddistance2)
510                         self.modelindex = modelsource.modelindex_lod2;
511                 else if(f > sv_loddistance1)
512                         self.modelindex = modelsource.modelindex_lod1;
513                 else
514                         self.modelindex = modelsource.modelindex_lod0;
515         }
516
517 #ifdef PROFILING
518         float t1;
519         t1 = gettime(GETTIME_HIRES); // reference
520         client_cefc_accumulator += (t1 - t0);
521 #endif
522
523         return TRUE;
524 }
525
526 void setmodel_lod(entity e, string modelname)
527 {
528         string s;
529
530         if(sv_loddistance1)
531         {
532                 // FIXME: this only supports 3-letter extensions
533                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
534                 if(fexists(s))
535                 {
536                         setmodel(e, s); // players have high precision
537                         self.modelindex_lod1 = self.modelindex;
538                 }
539                 else
540                         self.modelindex_lod1 = -1;
541
542                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
543                 if(fexists(s))
544                 {
545                         setmodel(e, s); // players have high precision
546                         self.modelindex_lod2 = self.modelindex;
547                 }
548                 else
549                         self.modelindex_lod2 = -1;
550
551                 precache_model(modelname);
552                 setmodel(e, modelname); // players have high precision
553                 self.modelindex_lod0 = self.modelindex;
554
555                 if(self.modelindex_lod1 < 0)
556                         self.modelindex_lod1 = self.modelindex;
557
558                 if(self.modelindex_lod2 < 0)
559                         self.modelindex_lod2 = self.modelindex;
560         }
561         else
562         {
563                 precache_model(modelname);
564                 setmodel(e, modelname); // players have high precision
565                 self.modelindex_lod0 = self.modelindex;
566                         // save it for possible player model forcing
567         }
568
569         s = whichpack(self.model);
570         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
571
572         player_setupanimsformodel();
573         UpdatePlayerSounds();
574 }
575
576 /*
577 =============
578 PutObserverInServer
579
580 putting a client as observer in the server
581 =============
582 */
583 void FixPlayermodel();
584 void PutObserverInServer (void)
585 {
586         entity  spot;
587
588         race_PreSpawnObserver();
589
590         spot = SelectSpawnPoint (TRUE);
591         if(!spot)
592                 error("No spawnpoints for observers?!?\n");
593         RemoveGrapplingHook(self); // Wazat's Grappling Hook
594
595         if(clienttype(self) == CLIENTTYPE_REAL)
596         {
597                 msg_entity = self;
598                 WriteByte(MSG_ONE, SVC_SETVIEW);
599                 WriteEntity(MSG_ONE, self);
600         }
601
602         DropAllRunes(self);
603
604         Portal_ClearAll(self);
605
606         if(self.flagcarried)
607                 DropFlag(self.flagcarried, world, world);
608
609         if(self.ballcarried)
610                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
611
612         WaypointSprite_PlayerDead();
613
614         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
615                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
616
617         if(self.killcount != -666) {
618                 if(g_lms) {
619                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
620                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
621                         else
622                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
623                 } else
624                         bprint ("^4", self.netname, "^4 is spectating now\n");
625
626                 if(self.just_joined == FALSE) {
627                         LogTeamchange(self.playerid, -1, 4);
628                 } else
629                         self.just_joined = FALSE;
630         }
631
632         PlayerScore_Clear(self); // clear scores when needed
633
634         self.spectatortime = time;
635
636         self.classname = "observer";
637         self.iscreature = FALSE;
638         self.health = -666;
639         self.takedamage = DAMAGE_NO;
640         self.solid = SOLID_NOT;
641         self.movetype = MOVETYPE_NOCLIP;
642         self.flags = FL_CLIENT | FL_NOTARGET;
643         self.armorvalue = 666;
644         self.effects = 0;
645         self.armorvalue = cvar("g_balance_armor_start");
646         self.pauserotarmor_finished = 0;
647         self.pauserothealth_finished = 0;
648         self.pauseregen_finished = 0;
649         self.damageforcescale = 0;
650         self.death_time = 0;
651         self.dead_frame = 0;
652         self.alpha = 0;
653         self.scale = 0;
654         self.fade_time = 0;
655         self.pain_frame = 0;
656         self.pain_finished = 0;
657         self.strength_finished = 0;
658         self.invincible_finished = 0;
659         self.pushltime = 0;
660         self.think = SUB_Null;
661         self.nextthink = 0;
662         self.hook_time = 0;
663         self.runes = 0;
664         self.deadflag = DEAD_NO;
665         self.angles = spot.angles;
666         self.angles_z = 0;
667         self.fixangle = TRUE;
668         self.crouch = FALSE;
669
670         self.view_ofs = PL_VIEW_OFS;
671         setorigin (self, spot.origin);
672         setsize (self, '0 0 0', '0 0 0');
673         self.prevorigin = self.origin;
674         self.items = 0;
675         self.weapons = 0;
676         self.model = "";
677         FixPlayermodel();
678         self.model = "";
679         self.modelindex = 0;
680         self.weapon = 0;
681         self.weaponmodel = "";
682         self.weaponentity = world;
683         self.exteriorweaponentity = world;
684         self.killcount = -666;
685         self.velocity = '0 0 0';
686         self.avelocity = '0 0 0';
687         self.punchangle = '0 0 0';
688         self.punchvector = '0 0 0';
689         self.oldvelocity = self.velocity;
690         self.fire_endtime = -1;
691
692         if(sv_loddistance1)
693                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
694
695         if(g_arena)
696         {
697                 if(self.version_mismatch)
698                 {
699                         Spawnqueue_Unmark(self);
700                         Spawnqueue_Remove(self);
701                 }
702                 else
703                 {
704                         Spawnqueue_Insert(self);
705                 }
706         }
707         else if(g_lms)
708         {
709                 // Only if the player cannot play at all
710                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
711                         self.frags = FRAGS_SPECTATOR;
712                 else
713                         self.frags = FRAGS_LMS_LOSER;
714         }
715         else
716                 self.frags = FRAGS_SPECTATOR;
717
718         MUTATOR_CALLHOOK(MakePlayerObserver);
719 }
720
721 float RestrictSkin(float s)
722 {
723         if(!teams_matter)
724                 return s;
725         if(s == 6)
726                 return 6;
727         return mod(s, 3);
728 }
729
730 void FixPlayermodel()
731 {
732         local string defaultmodel;
733         local float defaultskin, chmdl, oldskin;
734         local vector m1, m2;
735
736         defaultmodel = "";
737
738         if(cvar("sv_defaultcharacter") == 1) {
739                 defaultskin = 0;
740
741                 if(teams_matter)
742                 {
743                         string s;
744                         s = Team_ColorNameLowerCase(self.team);
745                         if(s != "neutral")
746                         {
747                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
748                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
749                         }
750                 }
751
752                 if(defaultmodel == "")
753                 {
754                         defaultmodel = cvar_string("sv_defaultplayermodel");
755                         defaultskin = cvar("sv_defaultplayerskin");
756                 }
757         }
758
759         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
760         {
761                 if(self.model != "")
762                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
763                 self.model = ""; // force the != checks to return true
764         }
765
766         if(defaultmodel != "")
767         {
768                 if (defaultmodel != self.model)
769                 {
770                         m1 = self.mins;
771                         m2 = self.maxs;
772                         setmodel_lod (self, defaultmodel);
773                         setsize (self, m1, m2);
774                         chmdl = TRUE;
775                 }
776
777                 oldskin = self.skinindex;
778                 self.skinindex = defaultskin;
779         } else {
780                 if (self.playermodel != self.model || self.playermodel == "")
781                 {
782                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
783                         m1 = self.mins;
784                         m2 = self.maxs;
785                         setmodel_lod (self, self.playermodel);
786                         setsize (self, m1, m2);
787                         chmdl = TRUE;
788                 }
789
790                 oldskin = self.skinindex;
791                 self.skinindex = RestrictSkin(stof(self.playerskin));
792         }
793
794         if(chmdl || oldskin != self.skinindex)
795                 self.species = player_getspecies(); // model or skin has changed
796
797         if(!teams_matter)
798                 if(strlen(cvar_string("sv_defaultplayercolors")))
799                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
800                                 setcolor(self, cvar("sv_defaultplayercolors"));
801 }
802
803 void PlayerTouchExplode(entity p1, entity p2)
804 {
805         vector org;
806         org = (p1.origin + p2.origin) * 0.5;
807         org_z += (p1.mins_z + p2.mins_z) * 0.5;
808
809         te_explosion(org);
810
811         entity e;
812         e = spawn();
813         setorigin(e, org);
814         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
815         remove(e);
816 }
817
818 /*
819 =============
820 PutClientInServer
821
822 Called when a client spawns in the server
823 =============
824 */
825 //void() ctf_playerchanged;
826 void PutClientInServer (void)
827 {
828         if(clienttype(self) == CLIENTTYPE_BOT)
829         {
830                 self.classname = "player";
831         }
832         else if(clienttype(self) == CLIENTTYPE_REAL)
833         {
834                 msg_entity = self;
835                 WriteByte(MSG_ONE, SVC_SETVIEW);
836                 WriteEntity(MSG_ONE, self);
837         }
838
839         // player is dead and becomes observer
840         // FIXME fix LMS scoring for new system
841         if(g_lms)
842         {
843                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
844                         self.classname = "observer";
845         }
846
847         if(g_arena || (g_ca && !allowed_to_spawn))
848         if(!self.spawned)
849                 self.classname = "observer";
850
851         if(gameover)
852                 self.classname = "observer";
853
854         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
855                 entity spot, oldself;
856                 float j;
857
858                 if(self.team < 0)
859                         JoinBestTeam(self, FALSE, TRUE);
860
861                 race_PreSpawn();
862
863                 spot = SelectSpawnPoint (FALSE);
864                 if(!spot)
865                 {
866                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
867                         return; // spawn failed
868                 }
869
870                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
871
872                 self.classname = "player";
873                 self.wasplayer = TRUE;
874                 self.iscreature = TRUE;
875                 self.movetype = MOVETYPE_WALK;
876                 self.solid = SOLID_SLIDEBOX;
877                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
878                 if(cvar("g_playerclip_collisions"))
879                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
880                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))
881                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
882                 self.frags = FRAGS_PLAYER;
883                 if(independent_players)
884                         MAKE_INDEPENDENT_PLAYER(self);
885                 self.flags = FL_CLIENT;
886                 self.takedamage = DAMAGE_AIM;
887                 if(g_minstagib)
888                         self.effects = EF_FULLBRIGHT;
889                 else
890                         self.effects = 0;
891                 self.air_finished = time + 12;
892                 self.dmg = 2;
893
894                 if(inWarmupStage)
895                 {
896                         self.ammo_shells = warmup_start_ammo_shells;
897                         self.ammo_nails = warmup_start_ammo_nails;
898                         self.ammo_rockets = warmup_start_ammo_rockets;
899                         self.ammo_cells = warmup_start_ammo_cells;
900                         self.ammo_fuel = warmup_start_ammo_fuel;
901                         self.health = warmup_start_health;
902                         self.armorvalue = warmup_start_armorvalue;
903                         self.weapons = warmup_start_weapons;
904                 }
905                 else
906                 {
907                         self.ammo_shells = start_ammo_shells;
908                         self.ammo_nails = start_ammo_nails;
909                         self.ammo_rockets = start_ammo_rockets;
910                         self.ammo_cells = start_ammo_cells;
911                         self.ammo_fuel = start_ammo_fuel;
912                         self.health = start_health;
913                         self.armorvalue = start_armorvalue;
914                         self.weapons = start_weapons;
915                 }
916
917                 if(g_weaponarena_random)
918                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
919
920                 self.items = start_items;
921                 self.jump_interval = time;
922
923                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
924                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
925                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
926                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
927                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
928                 //extend the pause of rotting if client was reset at the beginning of the countdown
929                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
930                         self.spawnshieldtime += game_starttime - time;
931                         self.pauserotarmor_finished += game_starttime - time;
932                         self.pauserothealth_finished += game_starttime - time;
933                         self.pauseregen_finished += game_starttime - time;
934                 }
935                 self.damageforcescale = 2;
936                 self.death_time = 0;
937                 self.dead_frame = 0;
938                 self.alpha = 0;
939                 self.scale = 0;
940                 self.fade_time = 0;
941                 self.pain_frame = 0;
942                 self.pain_finished = 0;
943                 self.strength_finished = 0;
944                 self.invincible_finished = 0;
945                 self.pushltime = 0;
946                 // players have no think function
947                 self.think = SUB_Null;
948                 self.nextthink = 0;
949                 self.hook_time = 0;
950                 self.dmg_team = 0;
951                 self.ballistics_density = cvar("g_ballistics_density_player");
952
953                 self.metertime = 0;
954
955                 self.runes = 0;
956
957                 self.deadflag = DEAD_NO;
958
959                 self.angles = spot.angles;
960
961                 self.angles_z = 0; // never spawn tilted even if the spot says to
962                 self.fixangle = TRUE; // turn this way immediately
963                 self.velocity = '0 0 0';
964                 self.avelocity = '0 0 0';
965                 self.punchangle = '0 0 0';
966                 self.punchvector = '0 0 0';
967                 self.oldvelocity = self.velocity;
968                 self.fire_endtime = -1;
969
970                 msg_entity = self;
971                 WRITESPECTATABLE_MSG_ONE({
972                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
973                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
974                 });
975
976                 if(sv_loddistance1)
977                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
978
979                 self.model = "";
980                 FixPlayermodel();
981
982                 self.crouch = FALSE;
983                 self.view_ofs = PL_VIEW_OFS;
984                 setsize (self, PL_MIN, PL_MAX);
985                 self.spawnorigin = spot.origin;
986                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
987                 // don't reset back to last position, even if new position is stuck in solid
988                 self.oldorigin = self.origin;
989                 self.prevorigin = self.origin;
990                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
991
992                 if(g_arena)
993                 {
994                         Spawnqueue_Remove(self);
995                         Spawnqueue_Mark(self);
996                 }
997
998                 else if(g_ca)
999                         self.caplayer = 1;
1000
1001                 self.event_damage = PlayerDamage;
1002
1003                 self.bot_attack = TRUE;
1004
1005                 self.statdraintime = time + 5;
1006                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1007
1008                 if(self.killcount == -666) {
1009                         PlayerScore_Clear(self);
1010                         self.killcount = 0;
1011                 }
1012
1013                 self.cnt = WEP_LASER;
1014
1015                 CL_SpawnWeaponentity();
1016                 self.alpha = default_player_alpha;
1017                 self.colormod = '1 1 1' * cvar("g_player_brightness");
1018                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1019
1020                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1021                 self.lms_traveled_distance = 0;
1022                 self.speedrunning = FALSE;
1023
1024                 race_PostSpawn(spot);
1025
1026                 if(cvar("spawn_debug"))
1027                 {
1028                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1029                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1030                 }
1031
1032                 //stuffcmd(self, "chase_active 0");
1033                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1034
1035                 if (cvar("g_spawnsound"))
1036                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1037
1038                 if(g_assault) {
1039                         if(self.team == assault_attacker_team)
1040                                 centerprint(self, "You are attacking!");
1041                         else
1042                                 centerprint(self, "You are defending!");
1043                 }
1044
1045                 target_voicescript_clear(self);
1046
1047                 // reset fields the weapons may use
1048                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1049                         weapon_action(j, WR_RESETPLAYER);
1050
1051                 oldself = self;
1052                 self = spot;
1053                         activator = oldself;
1054                                 SUB_UseTargets();
1055                         activator = world;
1056                 self = oldself;
1057
1058                 MUTATOR_CALLHOOK(PlayerSpawn);
1059
1060                 self.switchweapon = w_getbestweapon(self);
1061                 self.cnt = self.switchweapon;
1062                 self.weapon = 0;
1063         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1064                 PutObserverInServer ();
1065         }
1066
1067         //if(g_ctf)
1068         //      ctf_playerchanged();
1069 }
1070
1071 float ClientInit_SendEntity(entity to, float sf)
1072 {
1073         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1074         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1075         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1076         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1077         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1078         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1079         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1080         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1081         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1082         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1083         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1084         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1085         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1086         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1087         if(sv_foginterval && world.fog != "")
1088                 WriteString(MSG_ENTITY, world.fog);
1089         else
1090                 WriteString(MSG_ENTITY, "");
1091         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1092         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1093         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_secondary_bouncefactor
1094         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_secondary_bouncestop
1095         WriteByte(MSG_ENTITY, cvar("g_balance_nex_secondary")); // client has to know if it should zoom or not
1096         WriteByte(MSG_ENTITY, cvar("g_balance_campingrifle_secondary")); // client has to know if it should zoom or not
1097         return TRUE;
1098 }
1099
1100 void ClientInit_CheckUpdate()
1101 {
1102         self.nextthink = time;
1103         if(self.count != cvar("g_balance_armor_blockpercent"))
1104         {
1105                 self.count = cvar("g_balance_armor_blockpercent");
1106                 self.SendFlags |= 1;
1107         }
1108         if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1109         {
1110                 self.cnt = cvar("g_balance_weaponswitchdelay");
1111                 self.SendFlags |= 1;
1112         }
1113         if(self.bouncefactor != cvar("g_balance_grenadelauncher_secondary_bouncefactor"))
1114         {
1115                 self.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
1116                 self.SendFlags |= 1;
1117         }
1118         if(self.bouncestop != cvar("g_balance_grenadelauncher_secondary_bouncestop"))
1119         {
1120                 self.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
1121                 self.SendFlags |= 1;
1122         }
1123 }
1124
1125 void ClientInit_Spawn()
1126 {
1127         entity o;
1128         entity e;
1129         e = spawn();
1130         e.classname = "clientinit";
1131         e.think = ClientInit_CheckUpdate;
1132         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1133
1134         o = self;
1135         self = e;
1136         ClientInit_CheckUpdate();
1137         self = o;
1138 }
1139
1140 /*
1141 =============
1142 SetNewParms
1143 =============
1144 */
1145 void SetNewParms (void)
1146 {
1147         // initialize parms for a new player
1148         parm1 = -(86400 * 366);
1149 }
1150
1151 /*
1152 =============
1153 SetChangeParms
1154 =============
1155 */
1156 void SetChangeParms (void)
1157 {
1158         // save parms for level change
1159         parm1 = self.parm_idlesince - time;
1160 }
1161
1162 /*
1163 =============
1164 DecodeLevelParms
1165 =============
1166 */
1167 void DecodeLevelParms (void)
1168 {
1169         // load parms
1170         self.parm_idlesince = parm1;
1171         if(self.parm_idlesince == -(86400 * 366))
1172                 self.parm_idlesince = time;
1173
1174         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1175         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1176 }
1177
1178 /*
1179 =============
1180 ClientKill
1181
1182 Called when a client types 'kill' in the console
1183 =============
1184 */
1185
1186 void ClientKill_Now_TeamChange()
1187 {
1188         if(self.killindicator_teamchange == -1)
1189         {
1190                 self.team = -1;
1191                 JoinBestTeam( self, FALSE, FALSE );
1192         }
1193         else
1194                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1195 }
1196
1197 void ClientKill_Now()
1198 {
1199         if(self.killindicator_teamchange)
1200                 ClientKill_Now_TeamChange();
1201
1202         // in any case:
1203         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1204
1205         if(self.killindicator)
1206         {
1207                 dprint("Cleaned up after a leaked kill indicator.\n");
1208                 remove(self.killindicator);
1209                 self.killindicator = world;
1210         }
1211 }
1212 void KillIndicator_Think()
1213 {
1214         if (!self.owner.modelindex)
1215         {
1216                 self.owner.killindicator = world;
1217                 remove(self);
1218                 return;
1219         }
1220
1221         if(self.cnt <= 0)
1222         {
1223                 self = self.owner;
1224                 ClientKill_Now(); // no oldself needed
1225                 return;
1226         }
1227         else
1228         {
1229                 if(self.cnt <= 10)
1230                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1231                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1232                 {
1233                         if(self.cnt <= 10)
1234                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1235                         if(self.owner.killindicator_teamchange)
1236                         {
1237                                 if(self.owner.killindicator_teamchange == -1)
1238                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1239                                 else
1240                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1241                         }
1242                         else
1243                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1244                 }
1245                 self.nextthink = time + 1;
1246                 self.cnt -= 1;
1247         }
1248 }
1249
1250 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1251 {
1252         float killtime;
1253         entity e;
1254         killtime = cvar("g_balance_kill_delay");
1255
1256         if(g_race_qualifying)
1257                 killtime = 0;
1258
1259         self.killindicator_teamchange = targetteam;
1260
1261         if(!self.killindicator)
1262         {
1263                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1264                 {
1265                         ClientKill_Now();
1266                 }
1267                 else
1268                 {
1269                         self.killindicator = spawn();
1270                         self.killindicator.owner = self;
1271                         self.killindicator.scale = 0.5;
1272                         setattachment(self.killindicator, self, "");
1273                         setorigin(self.killindicator, '0 0 52');
1274                         self.killindicator.think = KillIndicator_Think;
1275                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1276                         self.killindicator.cnt = ceil(killtime);
1277                         self.killindicator.count = bound(0, ceil(killtime), 10);
1278                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1279
1280                         for(e = world; (e = find(e, classname, "body")) != world; )
1281                         {
1282                                 if(e.enemy != self)
1283                                         continue;
1284                                 e.killindicator = spawn();
1285                                 e.killindicator.owner = e;
1286                                 e.killindicator.scale = 0.5;
1287                                 setattachment(e.killindicator, e, "");
1288                                 setorigin(e.killindicator, '0 0 52');
1289                                 e.killindicator.think = KillIndicator_Think;
1290                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1291                                 e.killindicator.cnt = ceil(killtime);
1292                         }
1293                         self.lip = 0;
1294                 }
1295         }
1296         if(self.killindicator)
1297         {
1298                 if(targetteam)
1299                         self.killindicator.colormod = TeamColor(targetteam);
1300                 else
1301                         self.killindicator.colormod = '0 0 0';
1302         }
1303 }
1304
1305 void ClientKill (void)
1306 {
1307         ClientKill_TeamChange(0);
1308 }
1309
1310 void DoTeamChange(float destteam)
1311 {
1312         float t, c0;
1313         if(!teams_matter)
1314         {
1315                 if(destteam >= 0)
1316                         SetPlayerColors(self, destteam);
1317                 return;
1318         }
1319         if(self.classname == "player")
1320         if(destteam == -1)
1321         {
1322                 CheckAllowedTeams(self);
1323                 t = FindSmallestTeam(self, TRUE);
1324                 switch(self.team)
1325                 {
1326                         case COLOR_TEAM1: c0 = c1; break;
1327                         case COLOR_TEAM2: c0 = c2; break;
1328                         case COLOR_TEAM3: c0 = c3; break;
1329                         case COLOR_TEAM4: c0 = c4; break;
1330                         default:          c0 = 999;
1331                 }
1332                 switch(t)
1333                 {
1334                         case 1:
1335                                 if(c0 > c1)
1336                                         destteam = COLOR_TEAM1;
1337                                 break;
1338                         case 2:
1339                                 if(c0 > c2)
1340                                         destteam = COLOR_TEAM2;
1341                                 break;
1342                         case 3:
1343                                 if(c0 > c3)
1344                                         destteam = COLOR_TEAM3;
1345                                 break;
1346                         case 4:
1347                                 if(c0 > c4)
1348                                         destteam = COLOR_TEAM4;
1349                                 break;
1350                 }
1351                 if(destteam == -1)
1352                         return;
1353         }
1354         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1355                 return;
1356         ClientKill_TeamChange(destteam);
1357 }
1358
1359 void FixClientCvars(entity e)
1360 {
1361         // send prediction settings to the client
1362         stuffcmd(e, "\nin_bindmap 0 0\n");
1363         if(g_race || g_cts)
1364                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1365         if(cvar("g_antilag") == 3) // client side hitscan
1366                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1367         if(sv_gentle)
1368                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1369         /*
1370          * we no longer need to stuff this. Remove this comment block if you feel
1371          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1372         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1373         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1374         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1375         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1376         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1377         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1378         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1379         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1380         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1381         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1382         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1383         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1384         stuffcmd(e, "cl_movement_edgefriction 1\n");
1385          */
1386 }
1387
1388 /*
1389 =============
1390 ClientConnect
1391
1392 Called when a client connects to the server
1393 =============
1394 */
1395 //void ctf_clientconnect();
1396 string ColoredTeamName(float t);
1397 void DecodeLevelParms (void);
1398 //void dom_player_join_team(entity pl);
1399 void ClientConnect (void)
1400 {
1401         float t;
1402
1403         if(self.flags & FL_CLIENT)
1404         {
1405                 print("Warning: ClientConnect, but already connected!\n");
1406                 return;
1407         }
1408
1409         if(Ban_MaybeEnforceBan(self))
1410                 return;
1411
1412         DecodeLevelParms();
1413
1414 #ifdef WATERMARK
1415         sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1416 #endif
1417
1418         self.classname = "player_joining";
1419
1420         self.flags = FL_CLIENT;
1421         self.version_nagtime = time + 10 + random() * 10;
1422
1423         if(player_count<0)
1424         {
1425                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1426                 player_count = 0;
1427         }
1428
1429         PlayerScore_Attach(self);
1430         ClientData_Attach();
1431
1432         bot_clientconnect();
1433
1434         playerdemo_init();
1435
1436         anticheat_init();
1437         
1438         race_PreSpawnObserver();
1439
1440         //if(g_domination)
1441         //      dom_player_join_team(self);
1442
1443         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1444
1445         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1446                 self.classname = "observer";
1447         } else {
1448                 if(teams_matter)
1449                 {
1450                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1451                         {
1452                                 self.classname = "player";
1453                                 campaign_bots_may_start = 1;
1454                         }
1455                         else
1456                         {
1457                                 self.classname = "observer"; // do it anyway
1458                         }
1459                 }
1460                 else
1461                 {
1462                         self.classname = "player";
1463                         campaign_bots_may_start = 1;
1464                 }
1465         }
1466
1467         self.playerid = (playerid_last = playerid_last + 1);
1468
1469         if(cvar("sv_eventlog"))
1470                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1471
1472         LogTeamchange(self.playerid, self.team, 1);
1473
1474         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1475
1476         self.netname_previous = strzone(self.netname);
1477
1478         bprint("^4", self.netname, "^4 connected");
1479
1480         if(self.classname != "observer" && (g_domination || g_ctf))
1481                 bprint(" and joined the ", ColoredTeamName(self.team));
1482
1483         bprint("\n");
1484
1485         self.welcomemessage_time = 0;
1486
1487         stuffcmd(self, strcat(clientstuff, "\n"));
1488         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1489         stuffcmd(self, "cl_particles_reloadeffects\n");
1490
1491         FixClientCvars(self);
1492
1493         // spawnfunc_waypoint sprites
1494         WaypointSprite_InitClient(self);
1495
1496         // Wazat's grappling hook
1497         SetGrappleHookBindings();
1498
1499         // get autoswitch state from player when he toggles it
1500         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1501
1502         // get version info from player
1503         stuffcmd(self, "cmd clientversion $gameversion\n");
1504
1505         // get other cvars from player
1506         GetCvars(0);
1507
1508         // set cvar for team scoreboard
1509         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1510
1511         // notify about available teams
1512         if(teams_matter)
1513         {
1514                 CheckAllowedTeams(self);
1515                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1516                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1517         }
1518         else
1519                 stuffcmd(self, "set _teams_available 0\n");
1520
1521         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1522
1523         if(g_arena || g_ca)
1524         {
1525                 self.classname = "observer";
1526                 if(g_arena)
1527                         Spawnqueue_Insert(self);
1528         }
1529         /*else if(g_ctf)
1530         {
1531                 ctf_clientconnect();
1532         }*/
1533
1534         if(teams_matter || radar_showennemies)
1535                 attach_entcs();
1536
1537         bot_relinkplayerlist();
1538
1539         self.spectatortime = time;
1540         if(blockSpectators)
1541         {
1542                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1543         }
1544
1545         self.jointime = time;
1546         self.allowedTimeouts = cvar("sv_timeout_number");
1547
1548         if(clienttype(self) == CLIENTTYPE_REAL)
1549         {
1550                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1551                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1552         }
1553
1554         if(g_lms)
1555         {
1556                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1557                 {
1558                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1559                         self.frags = FRAGS_SPECTATOR;
1560                 }
1561         }
1562
1563         if(!sv_foginterval && world.fog != "")
1564                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1565
1566         SoundEntity_Attach(self);
1567
1568         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1569         {
1570                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1571                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1572         }
1573         else
1574                 self.hitplotfh = -1;
1575
1576         if(g_race || g_cts) {
1577                 string rr;
1578                 if(g_cts)
1579                         rr = CTS_RECORD;
1580                 else
1581                         rr = RACE_RECORD;
1582                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1583
1584                 race_send_recordtime(MSG_ONE);
1585                 race_send_speedaward(MSG_ONE);
1586
1587                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1588                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));
1589                 race_send_speedaward_alltimebest(MSG_ONE);
1590
1591                 float i;
1592                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1593                         race_SendRankings(i, 0, 0, MSG_ONE);
1594                 }
1595         }
1596         else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1597                 send_CSQC_teamnagger();
1598
1599         send_CSQC_nexvelocity(self);
1600
1601         CheatInitClient();
1602 }
1603
1604 /*
1605 =============
1606 ClientDisconnect
1607
1608 Called when a client disconnects from the server
1609 =============
1610 */
1611 .entity chatbubbleentity;
1612 .entity teambubbleentity;
1613 void ReadyCount();
1614 void ClientDisconnect (void)
1615 {
1616         if not(self.flags & FL_CLIENT)
1617         {
1618                 print("Warning: ClientDisconnect without ClientConnect\n");
1619                 return;
1620         }
1621
1622         CheatShutdownClient();
1623
1624         if(self.hitplotfh >= 0)
1625         {
1626                 fclose(self.hitplotfh);
1627                 self.hitplotfh = -1;
1628         }
1629
1630         anticheat_report();
1631         anticheat_shutdown();
1632
1633         playerdemo_shutdown();
1634
1635         bot_clientdisconnect();
1636
1637         if(self.entcs)
1638                 detach_entcs();
1639
1640         if(cvar("sv_eventlog"))
1641                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1642         bprint ("^4",self.netname);
1643         bprint ("^4 disconnected\n");
1644
1645         SoundEntity_Detach(self);
1646
1647         DropAllRunes(self);
1648         MUTATOR_CALLHOOK(ClientDisconnect);
1649
1650         Portal_ClearAll(self);
1651
1652         if(self.flagcarried)
1653                 DropFlag(self.flagcarried, world, world);
1654         if(self.ballcarried)
1655                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1656
1657         // Here, everything has been done that requires this player to be a client.
1658
1659         self.flags &~= FL_CLIENT;
1660
1661         if (self.chatbubbleentity)
1662                 remove (self.chatbubbleentity);
1663
1664         if (self.teambubbleentity)
1665                 remove (self.teambubbleentity);
1666
1667         if (self.killindicator)
1668                 remove (self.killindicator);
1669
1670         WaypointSprite_PlayerGone();
1671
1672         bot_relinkplayerlist();
1673
1674         // remove laserdot
1675         if(self.weaponentity)
1676                 if(self.weaponentity.lasertarget)
1677                         remove(self.weaponentity.lasertarget);
1678
1679         if(g_arena)
1680         {
1681                 Spawnqueue_Unmark(self);
1682                 Spawnqueue_Remove(self);
1683         }
1684
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
1693         ClearPlayerSounds();
1694
1695         if(self.personal)
1696                 remove(self.personal);
1697
1698         self.playerid = 0;
1699         ReadyCount();
1700
1701         // free cvars
1702         GetCvars(-1);
1703 }
1704
1705 .float BUTTON_CHAT;
1706 void ChatBubbleThink()
1707 {
1708         self.nextthink = time;
1709         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1710         {
1711                 if(self.owner) // but why can that ever be world?
1712                         self.owner.chatbubbleentity = world;
1713                 remove(self);
1714                 return;
1715         }
1716         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1717 #ifdef TETRIS
1718                 || self.owner.tetris_on
1719 #endif
1720         )
1721                 self.model = self.mdl;
1722         else
1723                 self.model = "";
1724 };
1725
1726 void UpdateChatBubble()
1727 {
1728         if (!self.modelindex)
1729                 return;
1730         // spawn a chatbubble entity if needed
1731         if (!self.chatbubbleentity)
1732         {
1733                 self.chatbubbleentity = spawn();
1734                 self.chatbubbleentity.owner = self;
1735                 self.chatbubbleentity.exteriormodeltoclient = self;
1736                 self.chatbubbleentity.think = ChatBubbleThink;
1737                 self.chatbubbleentity.nextthink = time;
1738                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1739                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1740                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1741                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1742                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1743                 self.chatbubbleentity.model = "";
1744                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1745         }
1746 }
1747
1748
1749 void TeamBubbleThink()
1750 {
1751         self.nextthink = time;
1752         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1753         {
1754                 if(self.owner) // but why can that ever be world?
1755                         self.owner.teambubbleentity = world;
1756                 remove(self);
1757                 return;
1758         }
1759 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1760         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1761                 self.model = "";
1762         else
1763                 self.model = self.mdl;
1764
1765 };
1766
1767 float TeamBubble_customizeentityforclient()
1768 {
1769         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1770 }
1771
1772 void UpdateTeamBubble()
1773 {
1774         if (!self.modelindex || !teams_matter)
1775                 return;
1776         // spawn a teambubble entity if needed
1777         if (!self.teambubbleentity && teams_matter)
1778         {
1779                 self.teambubbleentity = spawn();
1780                 self.teambubbleentity.owner = self;
1781                 self.teambubbleentity.exteriormodeltoclient = self;
1782                 self.teambubbleentity.think = TeamBubbleThink;
1783                 self.teambubbleentity.nextthink = time;
1784                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1785 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1786                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1787                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1788                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1789                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1790                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1791                 self.teambubbleentity.effects = EF_LOWPRECISION;
1792         }
1793 }
1794
1795 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1796 // added to the model skins
1797 /*void UpdateColorModHack()
1798 {
1799         local float c;
1800         c = self.clientcolors & 15;
1801         // LordHavoc: only bothering to support white, green, red, yellow, blue
1802              if (!teams_matter) self.colormod = '0 0 0';
1803         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1804         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1805         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1806         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1807         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1808         else self.colormod = '1 1 1';
1809 };*/
1810
1811 .float oldcolormap;
1812 void respawn(void)
1813 {
1814         if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1815         {
1816                 self.solid = SOLID_NOT;
1817                 self.takedamage = DAMAGE_NO;
1818                 self.movetype = MOVETYPE_FLY;
1819                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1820                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1821                 self.effects |= EF_ADDITIVE;
1822                 self.oldcolormap = self.colormap;
1823                 self.colormap = 512;
1824                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1825                 if(cvar("g_respawn_ghosts_maxtime"))
1826                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1827         }
1828
1829         CopyBody(1);
1830         self.effects |= EF_NODRAW; // prevent another CopyBody
1831         if(self.oldcolormap)
1832         {
1833                 self.colormap = self.oldcolormap;
1834                 self.oldcolormap = 0;
1835         }
1836         PutClientInServer();
1837 }
1838
1839 void play_countdown(float finished, string samp)
1840 {
1841         if(clienttype(self) == CLIENTTYPE_REAL)
1842                 if(floor(finished - time - frametime) != floor(finished - time))
1843                         if(finished - time < 6)
1844                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1845 }
1846
1847 /**
1848  * When sv_timeout is used this function returs strings like
1849  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1850  * Called by centerprint functions
1851  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1852  */
1853 string getTimeoutText(float addOneSecond) {
1854         if (!cvar("sv_timeout") || !timeoutStatus)
1855                 return "";
1856
1857         local string retStr;
1858         if (timeoutStatus == 1) {
1859                 if (addOneSecond == 1) {
1860                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1861                 }
1862                 else {
1863                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1864                 }
1865                 return retStr;
1866         }
1867         else if (timeoutStatus == 2) {
1868                 if (addOneSecond) {
1869                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1870                         //don't show messages like "Timeout ends in 0 seconds"...
1871                         if ((remainingTimeoutTime + 1) > 0)
1872                                 return retStr;
1873                         else
1874                                 return "";
1875                 }
1876                 else {
1877                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1878                         //don't show messages like "Timeout ends in 0 seconds"...
1879                         if (remainingTimeoutTime > 0)
1880                                 return retStr;
1881                         else
1882                                 return "";
1883                 }
1884         }
1885         else return "";
1886 }
1887
1888 void player_powerups (void)
1889 {
1890         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1891         {
1892                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1893                 self.modelflags |= MF_ROCKET;
1894         }
1895         else
1896         {
1897                 SoundEntity_StopSound(self, CHAN_PLAYER);
1898                 self.modelflags &~= MF_ROCKET;
1899         }
1900
1901         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1902
1903         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1904                 return;
1905         
1906         Fire_ApplyDamage(self);
1907         Fire_ApplyEffect(self);
1908
1909         if (g_minstagib)
1910         {
1911                 self.effects |= EF_FULLBRIGHT;
1912
1913                 if (self.items & IT_STRENGTH)
1914                 {
1915                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1916                         if (time > self.strength_finished)
1917                         {
1918                                 self.alpha = default_player_alpha;
1919                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1920                                 self.items &~= IT_STRENGTH;
1921                                 sprint(self, "^3Invisibility has worn off\n");
1922                         }
1923                 }
1924                 else
1925                 {
1926                         if (time < self.strength_finished)
1927                         {
1928                                 self.alpha = g_minstagib_invis_alpha;
1929                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1930                                 self.items |= IT_STRENGTH;
1931                                 sprint(self, "^3You are invisible\n");
1932                         }
1933                 }
1934
1935                 if (self.items & IT_INVINCIBLE)
1936                 {
1937                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1938                         if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1939                         {
1940                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1941                                 sprint(self, "^3Speed has worn off\n");
1942                         }
1943                 }
1944                 else
1945                 {
1946                         if (time < self.invincible_finished)
1947                         {
1948                                 self.items = self.items | IT_INVINCIBLE;
1949                                 sprint(self, "^3You are on speed\n");
1950                         }
1951                 }
1952                 return;
1953         }
1954
1955         if (self.items & IT_STRENGTH)
1956         {
1957                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1958                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1959                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
1960                 {
1961                         self.items = self.items - (self.items & IT_STRENGTH);
1962                         sprint(self, "^3Strength has worn off\n");
1963                 }
1964         }
1965         else
1966         {
1967                 if (time < self.strength_finished)
1968                 {
1969                         self.items = self.items | IT_STRENGTH;
1970                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1971                 }
1972         }
1973         if (self.items & IT_INVINCIBLE)
1974         {
1975                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1976                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1977                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1978                 {
1979                         self.items = self.items - (self.items & IT_INVINCIBLE);
1980                         sprint(self, "^3Shield has worn off\n");
1981                 }
1982         }
1983         else
1984         {
1985                 if (time < self.invincible_finished)
1986                 {
1987                         self.items = self.items | IT_INVINCIBLE;
1988                         sprint(self, "^3Shield surrounds you\n");
1989                 }
1990         }
1991
1992         if(cvar("g_nodepthtestplayers"))
1993                 self.effects = self.effects | EF_NODEPTHTEST;
1994
1995         if(cvar("g_fullbrightplayers"))
1996                 self.effects = self.effects | EF_FULLBRIGHT;
1997
1998         // midair gamemode: damage only while in the air
1999         // if in midair mode, being on ground grants temporary invulnerability
2000         // (this is so that multishot weapon don't clear the ground flag on the
2001         // first damage in the frame, leaving the player vulnerable to the
2002         // remaining hits in the same frame)
2003         if (self.flags & FL_ONGROUND)
2004         if (g_midair)
2005                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
2006
2007         if (time >= game_starttime)
2008         if (time < self.spawnshieldtime)
2009                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2010 }
2011
2012 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2013 {
2014         if(current > stable)
2015                 return current;
2016         else if(current > stable - 0.25) // when close enough, "snap"
2017                 return stable;
2018         else
2019                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2020 }
2021
2022 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2023 {
2024         if(current < stable)
2025                 return current;
2026         else if(current < stable + 0.25) // when close enough, "snap"
2027                 return stable;
2028         else
2029                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2030 }
2031
2032 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2033 {
2034         if(current > rotstable)
2035         {
2036                 if(rotframetime > 0)
2037                 {
2038                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2039                         current = max(rotstable, current - rotlinear * rotframetime);
2040                 }
2041         }
2042         else if(current < regenstable)
2043         {
2044                 if(regenframetime > 0)
2045                 {
2046                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2047                         current = min(regenstable, current + regenlinear * regenframetime);
2048                 }
2049         }
2050
2051         if(current > limit)
2052                 current = limit;
2053
2054         return current;
2055 }
2056
2057 void player_regen (void)
2058 {
2059         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2060         maxh = cvar("g_balance_health_rotstable");
2061         maxa = cvar("g_balance_armor_rotstable");
2062         maxf = cvar("g_balance_fuel_rotstable");
2063         minh = cvar("g_balance_health_regenstable");
2064         mina = cvar("g_balance_armor_regenstable");
2065         minf = cvar("g_balance_fuel_regenstable");
2066         limith = cvar("g_balance_health_limit");
2067         limita = cvar("g_balance_armor_limit");
2068         limitf = cvar("g_balance_fuel_limit");
2069
2070         max_mod = regen_mod = rot_mod = limit_mod = 1;
2071
2072         if (self.runes & RUNE_REGEN)
2073         {
2074                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2075                 {
2076                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2077                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2078                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2079                 }
2080                 else
2081                 {
2082                         regen_mod = cvar("g_balance_rune_regen_regenrate");
2083                         max_mod = cvar("g_balance_rune_regen_hpmod");
2084                         limit_mod = cvar("g_balance_rune_regen_limitmod");
2085                 }
2086         }
2087         else if (self.runes & CURSE_VENOM)
2088         {
2089                 max_mod = cvar("g_balance_curse_venom_hpmod");
2090                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2091                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2092                 else
2093                         rot_mod = cvar("g_balance_curse_venom_rotrate");
2094                 limit_mod = cvar("g_balance_curse_venom_limitmod");
2095                 //if (!self.runes & RUNE_REGEN)
2096                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
2097         }
2098         maxh = maxh * max_mod;
2099         //maxa = maxa * max_mod;
2100         //maxf = maxf * max_mod;
2101         minh = minh * max_mod;
2102         //mina = mina * max_mod;
2103         //minf = minf * max_mod;
2104         limith = limith * limit_mod;
2105         limita = limita * limit_mod;
2106         //limitf = limitf * limit_mod;
2107
2108         if(g_lms && g_ca)
2109                 rot_mod = 0;
2110
2111         if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2112         {
2113                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2114                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2115
2116                 // if player rotted to death...  die!
2117                 if(self.health < 1)
2118                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2119         }
2120
2121         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2122                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2123 }
2124
2125 float zoomstate_set;
2126 void SetZoomState(float z)
2127 {
2128         if(z != self.zoomstate)
2129         {
2130                 self.zoomstate = z;
2131                 ClientData_Touch(self);
2132         }
2133         zoomstate_set = 1;
2134 }
2135
2136 void GetPressedKeys(void) {
2137         MUTATOR_CALLHOOK(GetPressedKeys);
2138         if (self.movement_x > 0) // get if movement keys are pressed
2139         {       // forward key pressed
2140                 self.pressedkeys |= KEY_FORWARD;
2141                 self.pressedkeys &~= KEY_BACKWARD;
2142         }
2143         else if (self.movement_x < 0)
2144         {       // backward key pressed
2145                 self.pressedkeys |= KEY_BACKWARD;
2146                 self.pressedkeys &~= KEY_FORWARD;
2147         }
2148         else
2149         {       // no x input
2150                 self.pressedkeys &~= KEY_FORWARD;
2151                 self.pressedkeys &~= KEY_BACKWARD;
2152         }
2153
2154         if (self.movement_y > 0)
2155         {       // right key pressed
2156                 self.pressedkeys |= KEY_RIGHT;
2157                 self.pressedkeys &~= KEY_LEFT;
2158         }
2159         else if (self.movement_y < 0)
2160         {       // left key pressed
2161                 self.pressedkeys |= KEY_LEFT;
2162                 self.pressedkeys &~= KEY_RIGHT;
2163         }
2164         else
2165         {       // no y input
2166                 self.pressedkeys &~= KEY_RIGHT;
2167                 self.pressedkeys &~= KEY_LEFT;
2168         }
2169
2170         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2171                 self.pressedkeys |= KEY_JUMP;
2172         else
2173                 self.pressedkeys &~= KEY_JUMP;
2174         if (self.BUTTON_CROUCH)
2175                 self.pressedkeys |= KEY_CROUCH;
2176         else
2177                 self.pressedkeys &~= KEY_CROUCH;
2178 }
2179
2180 void update_stats (float number, float hit, float fired) {
2181 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;
2182 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2183
2184         if(number) {
2185                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2186                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2187         } else {
2188                 self.stat_hit = hit * sv_accuracy_data_share;
2189                 self.stat_fired = fired * sv_accuracy_data_share;
2190         }
2191 }
2192
2193 /*
2194 ======================
2195 spectate mode routines
2196 ======================
2197 */
2198
2199 .float weapon_count;
2200 void SpectateCopy(entity spectatee) {
2201         if(spectatee.weapon_count < WEP_LAST) {
2202                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));
2203                 spectatee.weapon_count ++;
2204         } else
2205                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2206
2207         other = spectatee;
2208         MUTATOR_CALLHOOK(SpectateCopy);
2209         self.armortype = spectatee.armortype;
2210         self.armorvalue = spectatee.armorvalue;
2211         self.ammo_cells = spectatee.ammo_cells;
2212         self.ammo_shells = spectatee.ammo_shells;
2213         self.ammo_nails = spectatee.ammo_nails;
2214         self.ammo_rockets = spectatee.ammo_rockets;
2215         self.ammo_fuel = spectatee.ammo_fuel;
2216         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2217         self.health = spectatee.health;
2218         self.impulse = 0;
2219         self.items = spectatee.items;
2220         self.metertime = spectatee.metertime;
2221         self.strength_finished = spectatee.strength_finished;
2222         self.invincible_finished = spectatee.invincible_finished;
2223         self.pressedkeys = spectatee.pressedkeys;
2224         self.weapons = spectatee.weapons;
2225         self.switchweapon = spectatee.switchweapon;
2226         self.weapon = spectatee.weapon;
2227         self.punchangle = spectatee.punchangle;
2228         self.view_ofs = spectatee.view_ofs;
2229         self.v_angle = spectatee.v_angle;
2230         self.velocity = spectatee.velocity;
2231         self.dmg_take = spectatee.dmg_take;
2232         self.dmg_save = spectatee.dmg_save;
2233         self.dmg_inflictor = spectatee.dmg_inflictor;
2234         self.angles = spectatee.v_angle;
2235         self.fixangle = TRUE;
2236         setorigin(self, spectatee.origin);
2237         setsize(self, spectatee.mins, spectatee.maxs);
2238         SetZoomState(spectatee.zoomstate);
2239
2240         anticheat_spectatecopy(spectatee);
2241 }
2242
2243 float SpectateUpdate() {
2244         if(!self.enemy)
2245                 return 0;
2246
2247         if (self == self.enemy)
2248                 return 0;
2249
2250         if(self.enemy.classname != "player")
2251                 return 0;
2252
2253         SpectateCopy(self.enemy);
2254
2255         return 1;
2256 }
2257
2258 float SpectateNext() {
2259         other = find(self.enemy, classname, "player");
2260
2261         if (!other)
2262                 other = find(other, classname, "player");
2263
2264         if (other)
2265                 self.enemy = other;
2266
2267         if(self.enemy.classname == "player") {
2268                 msg_entity = self;
2269                 WriteByte(MSG_ONE, SVC_SETVIEW);
2270                 WriteEntity(MSG_ONE, self.enemy);
2271                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2272                 self.movetype = MOVETYPE_NONE;
2273
2274                 self.enemy.weapon_count = 0;
2275
2276                 if(!SpectateUpdate())
2277                         PutObserverInServer();
2278
2279                 return 1;
2280         } else {
2281                 return 0;
2282         }
2283 }
2284
2285 /*
2286 =============
2287 ShowRespawnCountdown()
2288
2289 Update a respawn countdown display.
2290 =============
2291 */
2292 void ShowRespawnCountdown()
2293 {
2294         float number;
2295         if(self.deadflag == DEAD_NO) // just respawned?
2296                 return;
2297         else
2298         {
2299                 number = ceil(self.death_time - time);
2300                 if(number <= 0)
2301                         return;
2302                 if(number <= self.respawn_countdown)
2303                 {
2304                         self.respawn_countdown = number - 1;
2305                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2306                                 AnnounceTo(self, strcat(ftos(number), ""));
2307                 }
2308         }
2309 }
2310
2311 void LeaveSpectatorMode()
2312 {
2313         if(isJoinAllowed()) {
2314                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2315                         self.classname = "player";
2316
2317                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2318                                 JoinBestTeam(self, FALSE, TRUE);
2319
2320                         if(cvar("g_campaign"))
2321                                 campaign_bots_may_start = 1;
2322
2323                         self.stat_count = WEP_LAST;
2324
2325                         PutClientInServer();
2326
2327                         if(self.classname == "player")
2328                                 bprint ("^4", self.netname, "^4 is playing now\n");
2329
2330                         if(!cvar("g_campaign"))
2331                                 centerprint(self,""); // clear MOTD
2332
2333                         return;
2334                 } else {
2335                         if (g_ca && self.caplayer) {
2336                         }       // do nothing
2337                         else
2338                                 stuffcmd(self,"menu_showteamselect\n");
2339                         return;
2340                 }
2341         }
2342         else {
2343                 //player may not join because of g_maxplayers is set
2344                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2345         }
2346 }
2347
2348 /**
2349  * Determines whether the player is allowed to join. This depends on cvar
2350  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2351  * it checks whether the number of currently playing players exceeds g_maxplayers.
2352  * @return bool TRUE if the player is allowed to join, false otherwise
2353  */
2354 float isJoinAllowed() {
2355         if (!cvar("g_maxplayers"))
2356                 return TRUE;
2357
2358         local entity e;
2359         local float currentlyPlaying;
2360         FOR_EACH_REALPLAYER(e) {
2361                 if(e.classname == "player")
2362                         currentlyPlaying += 1;
2363         }
2364         if(currentlyPlaying < cvar("g_maxplayers"))
2365                 return TRUE;
2366
2367         return FALSE;
2368 }
2369
2370 /**
2371  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2372  * g_maxplayers_spectator_blocktime seconds
2373  */
2374 void checkSpectatorBlock() {
2375         if(self.classname == "spectator" || self.classname == "observer") {
2376                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2377                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2378                         dropclient(self);
2379                 }
2380         }
2381 }
2382
2383 float vercmp_recursive(string v1, string v2)
2384 {
2385         float dot1, dot2;
2386         string s1, s2;
2387         float r;
2388
2389         dot1 = strstrofs(v1, ".", 0);
2390         dot2 = strstrofs(v2, ".", 0);
2391         if(dot1 == -1)
2392                 s1 = v1;
2393         else
2394                 s1 = substring(v1, 0, dot1);
2395         if(dot2 == -1)
2396                 s2 = v2;
2397         else
2398                 s2 = substring(v2, 0, dot2);
2399
2400         r = stof(s1) - stof(s2);
2401         if(r != 0)
2402                 return r;
2403
2404         r = strcasecmp(s1, s2);
2405         if(r != 0)
2406                 return r;
2407
2408         if(dot1 == -1)
2409                 if(dot2 == -1)
2410                         return 0;
2411                 else
2412                         return -1;
2413         else
2414                 if(dot2 == -1)
2415                         return 1;
2416                 else
2417                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2418 }
2419
2420 float vercmp(string v1, string v2)
2421 {
2422         if(strcasecmp(v1, v2) == 0) // early out check
2423                 return 0;
2424         return vercmp_recursive(v1, v2);
2425 }
2426
2427 void ObserverThink()
2428 {
2429         if (self.flags & FL_JUMPRELEASED) {
2430                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2431                         self.welcomemessage_time = 0;
2432                         self.flags &~= FL_JUMPRELEASED;
2433                         self.flags |= FL_SPAWNING;
2434                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2435                         self.welcomemessage_time = 0;
2436                         self.flags &~= FL_JUMPRELEASED;
2437                         if(SpectateNext() == 1) {
2438                                 self.classname = "spectator";
2439                         }
2440                 }
2441         } else {
2442                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2443                         self.flags |= FL_JUMPRELEASED;
2444                         if(self.flags & FL_SPAWNING)
2445                         {
2446                                 self.flags &~= FL_SPAWNING;
2447                                 LeaveSpectatorMode();
2448                                 return;
2449                         }
2450                 }
2451         }
2452         PrintWelcomeMessage(self);
2453 }
2454
2455 void SpectatorThink()
2456 {
2457         if (self.flags & FL_JUMPRELEASED) {
2458                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2459                         self.welcomemessage_time = 0;
2460                         self.flags &~= FL_JUMPRELEASED;
2461                         self.flags |= FL_SPAWNING;
2462                 } else if(self.BUTTON_ATCK) {
2463                         self.welcomemessage_time = 0;
2464                         self.flags &~= FL_JUMPRELEASED;
2465                         if(SpectateNext() == 1) {
2466                                 self.classname = "spectator";
2467                         } else {
2468                                 self.classname = "observer";
2469                                 self.stat_count = WEP_LAST;
2470                                 PutClientInServer();
2471                         }
2472                 } else if (self.BUTTON_ATCK2) {
2473                         self.welcomemessage_time = 0;
2474                         self.flags &~= FL_JUMPRELEASED;
2475                         self.classname = "observer";
2476                         self.stat_count = WEP_LAST;
2477                         PutClientInServer();
2478                 } else {
2479                         if(!SpectateUpdate())
2480                                 PutObserverInServer();
2481                 }
2482         } else {
2483                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2484                         self.flags |= FL_JUMPRELEASED;
2485                         if(self.flags & FL_SPAWNING)
2486                         {
2487                                 self.flags &~= FL_SPAWNING;
2488                                 LeaveSpectatorMode();
2489                                 return;
2490                         }
2491                 }
2492         }
2493
2494         PrintWelcomeMessage(self);
2495         self.flags |= FL_CLIENT | FL_NOTARGET;
2496 }
2497
2498 .float touchexplode_time;
2499
2500 /*
2501 =============
2502 PlayerPreThink
2503
2504 Called every frame for each client before the physics are run
2505 =============
2506 */
2507 void() ctf_setstatus;
2508 void() nexball_setstatus;
2509 .float items_added;
2510 void PlayerPreThink (void)
2511 {
2512         self.stat_game_starttime = game_starttime;
2513         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2514         self.stat_leadlimit = cvar("leadlimit");
2515
2516         if(frametime)
2517         {
2518                 // physics frames: update anticheat stuff
2519                 anticheat_prethink();
2520         }
2521
2522         if(blockSpectators && frametime)
2523                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2524                 checkSpectatorBlock();
2525
2526         zoomstate_set = 0;
2527
2528         if(self.netname_previous != self.netname)
2529         {
2530                 if(cvar("sv_eventlog"))
2531                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2532                 if(self.netname_previous)
2533                         strunzone(self.netname_previous);
2534                 self.netname_previous = strzone(self.netname);
2535         }
2536
2537         // version nagging
2538         if(self.version_nagtime)
2539                 if(self.cvar_g_xonoticversion)
2540                         if(time > self.version_nagtime)
2541                         {
2542                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2543                                 {
2544                                         if(strstr(cvar_string("g_xonoticversion"), "git", 0) >= 0)
2545                                         {
2546                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2547                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2548                                         }
2549                                         else
2550                                         {
2551                                                 float r;
2552                                                 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2553                                                 if(r < 0)
2554                                                 {
2555                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2556                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2557                                                 }
2558                                                 else if(r > 0)
2559                                                 {
2560                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2561                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2562                                                 }
2563                                         }
2564                                 }
2565                                 self.version_nagtime = 0;
2566                         }
2567
2568         // GOD MODE info
2569         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2570         {
2571                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2572                 self.max_armorvalue = 0;
2573         }
2574
2575 #ifdef TETRIS
2576         if (TetrisPreFrame())
2577                 return;
2578 #endif
2579
2580         MUTATOR_CALLHOOK(PlayerPreThink);
2581
2582         if(self.classname == "player") {
2583 //              if(self.netname == "Wazat")
2584 //                      bprint(self.classname, "\n");
2585
2586                 CheckRules_Player();
2587
2588                 PrintWelcomeMessage(self);
2589
2590                 if (intermission_running)
2591                 {
2592                         IntermissionThink ();   // otherwise a button could be missed between
2593                         return;                                 // the think tics
2594                 }
2595
2596                 if(self.teleport_time)
2597                 if(time > self.teleport_time)
2598                 {
2599                         self.teleport_time = 0;
2600                         self.effects = self.effects - (self.effects & EF_NODRAW);
2601                 }
2602
2603                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2604                         UpdateSelectedPlayer();
2605
2606                 //don't allow the player to turn around while game is paused!
2607                 if(timeoutStatus == 2) {
2608                         self.v_angle = self.lastV_angle;
2609                         self.angles = self.lastV_angle;
2610                         self.fixangle = TRUE;
2611                 }
2612
2613                 if(frametime)
2614                 {
2615                         if(self.health <= 0 && cvar("g_deathglow"))
2616                         {
2617                                 if(self.glowmod_x > 0)
2618                                         self.glowmod_x -= cvar("g_deathglow") * frametime;
2619                                 else
2620                                         self.glowmod_x = -1;
2621                                 if(self.glowmod_y > 0)
2622                                         self.glowmod_y -= cvar("g_deathglow") * frametime;
2623                                 else
2624                                         self.glowmod_y = -1;
2625                                 if(self.glowmod_z > 0)
2626                                         self.glowmod_z -= cvar("g_deathglow") * frametime;
2627                                 else
2628                                         self.glowmod_z = -1;
2629                         }
2630                         else
2631                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2632                         player_powerups();
2633                 }
2634
2635                 if (self.deadflag != DEAD_NO)
2636                 {
2637                         float button_pressed, force_respawn;
2638                         if(self.personal && g_race_qualifying)
2639                         {
2640                                 if(time > self.death_time)
2641                                 {
2642                                         self.death_time = time + 1; // only retry once a second
2643                                         respawn();
2644                                         self.impulse = 141;
2645                                 }
2646                         }
2647                         else
2648                         {
2649                                 if(frametime)
2650                                         player_anim();
2651                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2652                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2653                                 if (self.deadflag == DEAD_DYING)
2654                                 {
2655                                         if(force_respawn)
2656                                                 self.deadflag = DEAD_RESPAWNING;
2657                                         else if(!button_pressed)
2658                                                 self.deadflag = DEAD_DEAD;
2659                                 }
2660                                 else if (self.deadflag == DEAD_DEAD)
2661                                 {
2662                                         if(button_pressed)
2663                                                 self.deadflag = DEAD_RESPAWNABLE;
2664                                 }
2665                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2666                                 {
2667                                         if(!button_pressed)
2668                                                 self.deadflag = DEAD_RESPAWNING;
2669                                 }
2670                                 else if (self.deadflag == DEAD_RESPAWNING)
2671                                 {
2672                                         if(time > self.death_time)
2673                                         {
2674                                                 self.death_time = time + 1; // only retry once a second
2675                                                 respawn();
2676                                         }
2677                                 }
2678                                 ShowRespawnCountdown();
2679                         }
2680                         return;
2681                 }
2682
2683                 if(g_touchexplode)
2684                 if(time > self.touchexplode_time)
2685                 if(self.classname == "player")
2686                 if(self.deadflag == DEAD_NO)
2687                 if not(IS_INDEPENDENT_PLAYER(self))
2688                 FOR_EACH_PLAYER(other) if(self != other)
2689                 {
2690                         if(time > other.touchexplode_time)
2691                         if(other.deadflag == DEAD_NO)
2692                         if not(IS_INDEPENDENT_PLAYER(other))
2693                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2694                         {
2695                                 PlayerTouchExplode(self, other);
2696                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2697                         }
2698                 }
2699
2700                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2701                 {
2702                         vector dist;
2703
2704                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2705                         dist = self.prevorigin - self.origin;
2706                         dist_z = 0;
2707                         self.lms_traveled_distance += fabs(vlen(dist));
2708
2709                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2710                         {
2711                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2712                                 self.lms_traveled_distance = 0;
2713                         }
2714
2715                         if(time > self.lms_nextcheck)
2716                         {
2717                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2718                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2719                                 {
2720                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2721                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2722                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2723                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');
2724                                 }
2725                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2726                                 self.lms_traveled_distance = 0;
2727                         }
2728                 }
2729
2730                 self.prevorigin = self.origin;
2731
2732                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2733                 {
2734                         if (!self.crouch)
2735                         {
2736                                 self.crouch = TRUE;
2737                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2738                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2739                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2740                         }
2741                 }
2742                 else
2743                 {
2744                         if (self.crouch)
2745                         {
2746                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2747                                 if (!trace_startsolid)
2748                                 {
2749                                         self.crouch = FALSE;
2750                                         self.view_ofs = PL_VIEW_OFS;
2751                                         setsize (self, PL_MIN, PL_MAX);
2752                                 }
2753                         }
2754                 }
2755
2756                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2757                 {
2758                         if(self.bloodloss_timer < time)
2759                         {
2760                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2761                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2762                         }
2763                 }
2764
2765                 FixPlayermodel();
2766
2767                 GrapplingHookFrame();
2768
2769                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2770                 //if(frametime)
2771                 {
2772                         self.items &~= self.items_added;
2773
2774                         W_WeaponFrame();
2775
2776                         self.items_added = 0;
2777                         if(self.items & IT_JETPACK)
2778                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2779                                         self.items_added |= IT_FUEL;
2780
2781                         self.items |= self.items_added;
2782                 }
2783
2784                 player_regen();
2785                 if(frametime)
2786                         player_anim();
2787
2788                 if (g_minstagib)
2789                         minstagib_ammocheck();
2790
2791                 ctf_setstatus();
2792                 nexball_setstatus();
2793
2794                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2795
2796                 //self.angles_y=self.v_angle_y + 90;   // temp
2797         } else if(gameover) {
2798                 if (intermission_running)
2799                         IntermissionThink ();   // otherwise a button could be missed between
2800                 return;
2801         } else if(self.classname == "observer") {
2802                 ObserverThink();
2803         } else if(self.classname == "spectator") {
2804                 SpectatorThink();
2805         }
2806
2807         if(!zoomstate_set)
2808                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && cvar("g_balance_campingrifle_secondary") == 0));
2809
2810         float oldspectatee_status;
2811         oldspectatee_status = self.spectatee_status;
2812         if(self.classname == "spectator")
2813                 self.spectatee_status = num_for_edict(self.enemy);
2814         else if(self.classname == "observer")
2815                 self.spectatee_status = num_for_edict(self);
2816         else
2817                 self.spectatee_status = 0;
2818         if(self.spectatee_status != oldspectatee_status)
2819         {
2820                 ClientData_Touch(self);
2821                 if(g_race || g_cts)
2822                         race_InitSpectator();
2823         }
2824
2825         if(self.teamkill_soundtime)
2826         if(time > self.teamkill_soundtime)
2827         {
2828                 self.teamkill_soundtime = 0;
2829
2830                 entity oldpusher, oldself;
2831
2832                 oldself = self; self = self.teamkill_soundsource;
2833                 oldpusher = self.pusher; self.pusher = oldself;
2834
2835                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2836
2837                 self.pusher = oldpusher;
2838                 self = oldself;
2839         }
2840
2841         if(self.taunt_soundtime)
2842         if(time > self.taunt_soundtime)
2843         {
2844                 self.taunt_soundtime = 0;
2845                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2846         }
2847
2848         target_voicescript_next(self);
2849 }
2850
2851 float isInvisibleString(string s)
2852 {
2853         float i, n, c;
2854         s = strdecolorize(s);
2855         for((i = 0), (n = strlen(s)); i < n; ++i)
2856         {
2857                 c = str2chr(s, i);
2858                 switch(c)
2859                 {
2860                         case 0:
2861                         case 32: // space
2862                                 break;
2863                         case 192: // charmap space
2864                                 if (!cvar("utf8_enable"))
2865                                         break;
2866                                 return FALSE;
2867                         case 160: // space in unicode fonts
2868                         case 0xE000 + 192: // utf8 charmap space
2869                                 if (cvar("utf8_enable"))
2870                                         break;
2871                         default:
2872                                 return FALSE;
2873                 }
2874         }
2875         return TRUE;
2876 }
2877
2878 /*
2879 =============
2880 PlayerPostThink
2881
2882 Called every frame for each client after the physics are run
2883 =============
2884 */
2885 .float idlekick_lasttimeleft;
2886 .entity showheadshotbbox;
2887 void showheadshotbbox_think()
2888 {
2889         if(self.owner.showheadshotbbox != self)
2890         {
2891                 remove(self);
2892                 return;
2893         }
2894         self.nextthink = time;
2895         setorigin(self, self.owner.origin);
2896         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2897 }
2898 void PlayerPostThink (void)
2899 {
2900         // Savage: Check for nameless players
2901         if (isInvisibleString(self.netname)) {
2902                 self.netname = "Player";
2903                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2904         }
2905
2906         // send the clients accuracy stats to the client
2907         if(self.stat_count > 0)
2908         if(frametime)
2909         {
2910                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2911                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2912                 self.stat_count -= 1;
2913         }
2914
2915         if(sv_maxidle && frametime)
2916         {
2917                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2918                 float timeleft;
2919                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2920                 if(timeleft <= 0)
2921                 {
2922                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2923                         AnnounceTo(self, "terminated");
2924                         dropclient(self);
2925                         return;
2926                 }
2927                 else if(timeleft <= 10)
2928                 {
2929                         if(timeleft != self.idlekick_lasttimeleft)
2930                         {
2931                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2932                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
2933                         }
2934                 }
2935                 else
2936                 {
2937                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2938                 }
2939                 self.idlekick_lasttimeleft = timeleft;
2940         }
2941
2942 #ifdef TETRIS
2943         if(self.impulse == 100)
2944                 ImpulseCommands();
2945         if (TetrisPostFrame())
2946                 return;
2947 #endif
2948
2949         CheatFrame();
2950
2951         if(self.classname == "player") {
2952                 CheckRules_Player();
2953                 UpdateChatBubble();
2954                 UpdateTeamBubble();
2955                 if (self.impulse)
2956                         ImpulseCommands();
2957                 if (intermission_running)
2958                         return;         // intermission or finale
2959                 GetPressedKeys();
2960         } else if (self.classname == "observer") {
2961                 //do nothing
2962         } else if (self.classname == "spectator") {
2963                 //do nothing
2964         }
2965
2966         /*
2967         float i;
2968         for(i = 0; i < 1000; ++i)
2969         {
2970                 vector end;
2971                 end = self.origin + '0 0 1024' + 512 * randomvec();
2972                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2973                 if(trace_fraction < 1)
2974                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2975                 {
2976                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2977                         break;
2978                 }
2979         }
2980         */
2981
2982         Arena_Warmup();
2983
2984         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2985
2986         if(self.waypointsprite_attachedforcarrier)
2987                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
2988         
2989         if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes"))
2990         {
2991                 if(!self.showheadshotbbox)
2992                 {
2993                         self.showheadshotbbox = spawn();
2994                         self.showheadshotbbox.classname = "headshotbbox";
2995                         self.showheadshotbbox.owner = self;
2996                         self.showheadshotbbox.think = showheadshotbbox_think;
2997                         self.showheadshotbbox.nextthink = time;
2998                         self = self.showheadshotbbox;
2999                         self.think();
3000                         self = self.owner;
3001                 }
3002         }
3003         else
3004         {
3005                 if(self.showheadshotbbox)
3006                         remove(self.showheadshotbbox);
3007         }
3008
3009         playerdemo_write();
3010
3011         /*
3012         if(g_race)
3013                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3014         */
3015 }