remove the old muzzleflash field that is no longer in use
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(0, SVC_TEMPENTITY);
6         WriteByte(0, TE_CSQC_TEAMNAGGER);
7 }
8
9 void send_CSQC_cr_maxbullets(entity e) {
10         msg_entity = e;
11         WriteByte(MSG_ONE, SVC_TEMPENTITY);
12         WriteByte(MSG_ONE, TE_CSQC_CR_MAXBULLETS);
13         WriteByte(MSG_ONE, cvar("g_balance_campingrifle_magazinecapacity"));
14 }
15
16 void Announce(string snd) {
17         WriteByte(MSG_ALL, SVC_TEMPENTITY);
18         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
19         WriteString(MSG_ALL, snd);
20 }
21
22 void AnnounceTo(entity e, string snd) {
23         if (clienttype(e) == CLIENTTYPE_REAL)
24         {
25                 msg_entity = e;
26                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
27                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
28                 WriteString(MSG_ONE, snd);
29         }
30 }
31
32 float ClientData_Send(entity to, float sf)
33 {
34         if(to != self.owner)
35         {
36                 error("wtf");
37                 return FALSE;
38         }
39
40         entity e;
41
42         e = to;
43         if(to.classname == "spectator")
44                 e = to.enemy;
45
46         sf = 0;
47
48         if(e.race_completed)
49                 sf |= 1; // forced scoreboard
50         if(to.spectatee_status)
51                 sf |= 2; // spectator ent number follows
52         if(e.zoomstate)
53                 sf |= 4; // zoomed
54         if(e.porto_v_angle_held)
55                 sf |= 8; // angles held
56
57         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
58         WriteByte(MSG_ENTITY, sf);
59
60         if(sf & 2)
61                 WriteByte(MSG_ENTITY, to.spectatee_status);
62
63         if(sf & 8)
64         {
65                 WriteAngle(MSG_ENTITY, e.v_angle_x);
66                 WriteAngle(MSG_ENTITY, e.v_angle_y);
67         }
68
69         return TRUE;
70 }
71
72 void ClientData_Attach()
73 {
74         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
75         self.clientdata.drawonlytoclient = self;
76         self.clientdata.owner = self;
77 }
78
79 void ClientData_Detach()
80 {
81         remove(self.clientdata);
82         self.clientdata = world;
83 }
84
85 void ClientData_Touch(entity e)
86 {
87         e.clientdata.SendFlags = 1;
88
89         // make it spectatable
90         entity e2;
91         FOR_EACH_REALCLIENT(e2)
92         {
93                 if(e2 != e)
94                         if(e2.classname == "spectator")
95                                 if(e2.enemy == e)
96                                         e2.clientdata.SendFlags = 1;
97         }
98 }
99
100
101 .vector spawnpoint_score;
102 .string netname_previous;
103
104 void spawnfunc_info_player_survivor (void)
105 {
106         spawnfunc_info_player_deathmatch();
107 }
108
109 void spawnfunc_info_player_start (void)
110 {
111         spawnfunc_info_player_deathmatch();
112 }
113
114 void spawnfunc_info_player_deathmatch (void)
115 {
116         self.classname = "info_player_deathmatch";
117         relocate_spawnpoint();
118 }
119
120 void spawnpoint_use()
121 {
122         if(teams_matter)
123         if(have_team_spawns > 0)
124         {
125                 self.team = activator.team;
126                 some_spawn_has_been_used = 1;
127         }
128 };
129
130 // Returns:
131 //   _x: prio (-1 if unusable)
132 //   _y: weight
133 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
134 {
135         float shortest, thisdist;
136         float prio;
137         entity player;
138
139         prio = 0;
140
141         // filter out spots for the wrong team
142         if(teamcheck)
143         if(spot.team != teamcheck)
144                 return '-1 0 0';
145
146         if(race_spawns)
147                 if(spot.target == "")
148                         return '-1 0 0';
149
150         if(clienttype(self) == CLIENTTYPE_REAL)
151         {
152                 if(spot.restriction == 1)
153                         return '-1 0 0';
154         }
155         else
156         {
157                 if(spot.restriction == 2)
158                         return '-1 0 0';
159         }
160
161         // filter out spots for assault
162         if(spot.target != "") {
163                 local entity ent;
164                 float good, found;
165                 ent = find(world, targetname, spot.target);
166
167                 while(ent) {
168                         if(ent.classname == "target_objective")
169                         {
170                                 found = 1;
171                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
172                                         return '-1 0 0';
173                                 good = 1;
174                         }
175                         else if(ent.classname == "trigger_race_checkpoint")
176                         {
177                                 found = 1;
178                                 if(!anypoint) // spectators may spawn everywhere
179
180                                 {
181                                         if(g_race_qualifying)
182                                         {
183                                                 // spawn at first
184                                                 if(ent.race_checkpoint != 0)
185                                                         return '-1 0 0';
186                                                 if(spot.race_place != race_lowest_place_spawn)
187                                                         return '-1 0 0';
188                                         }
189                                         else
190                                         {
191                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
192                                                         return '-1 0 0';
193                                                 // try reusing the previous spawn
194                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
195                                                         prio += 1;
196                                                 if(ent.race_checkpoint == 0)
197                                                 {
198                                                         float pl;
199                                                         pl = self.race_place;
200                                                         if(pl > race_highest_place_spawn)
201                                                                 pl = 0;
202                                                         if(pl == 0 && !self.race_started)
203                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
204                                                         if(spot.race_place != pl)
205                                                                 return '-1 0 0';
206                                                 }
207                                         }
208                                 }
209                                 good = 1;
210                         }
211                         ent = find(ent, targetname, spot.target);
212                 }
213
214                 if(found && !good)
215                         return '-1 0 0';
216         }
217
218         player = playerlist;
219         shortest = vlen(world.maxs - world.mins);
220         for(player = playerlist; player; player = player.chain)
221                 if (player != self)
222                 {
223                         thisdist = vlen(player.origin - spot.origin);
224                         if (thisdist < shortest)
225                                 shortest = thisdist;
226                 }
227         return prio * '1 0 0' + shortest * '0 1 0';
228 }
229
230 float spawn_allbad;
231 float spawn_allgood;
232 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
233 {
234         local entity spot, spotlist, spotlistend;
235         spawn_allgood = TRUE;
236         spawn_allbad = TRUE;
237
238         spotlist = world;
239         spotlistend = world;
240
241         for(spot = firstspot; spot; spot = spot.chain)
242         {
243                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
244
245                 if(cvar("spawn_debugview"))
246                 {
247                         setmodel(spot, "models/runematch/rune.mdl");
248                         if(spot.spawnpoint_score_y < mindist)
249                         {
250                                 spot.colormod = '1 0 0';
251                                 spot.scale = 1;
252                         }
253                         else
254                         {
255                                 spot.colormod = '0 1 0';
256                                 spot.scale = spot.spawnpoint_score_y / mindist;
257                         }
258                 }
259
260                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
261                 {
262                         if(spot.spawnpoint_score_y < mindist)
263                         {
264                                 // too short distance
265                                 spawn_allgood = FALSE;
266                         }
267                         else
268                         {
269                                 // perfect
270                                 spawn_allbad = FALSE;
271
272                                 if(spotlistend)
273                                         spotlistend.chain = spot;
274                                 spotlistend = spot;
275                                 if(!spotlist)
276                                         spotlist = spot;
277
278                                 /*
279                                 if(teamcheck)
280                                 if(spot.team != teamcheck)
281                                         error("invalid spawn added");
282
283                                 print("added ", etos(spot), "\n");
284                                 */
285                         }
286                 }
287         }
288         if(spotlistend)
289                 spotlistend.chain = world;
290
291         /*
292                 entity e;
293                 if(teamcheck)
294                         for(e = spotlist; e; e = e.chain)
295                         {
296                                 print("seen ", etos(e), "\n");
297                                 if(e.team != teamcheck)
298                                         error("invalid spawn found");
299                         }
300         */
301
302         return spotlist;
303 }
304
305 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
306 {
307         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
308         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
309         local entity spot;
310
311         RandomSelection_Init();
312         for(spot = firstspot; spot; spot = spot.chain)
313                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
314
315         return RandomSelection_chosen_ent;
316 }
317
318 /*
319 =============
320 SelectSpawnPoint
321
322 Finds a point to respawn
323 =============
324 */
325 entity SelectSpawnPoint (float anypoint)
326 {
327         local float teamcheck;
328         local entity firstspot_new;
329         local entity spot, firstspot, playerlist;
330
331         spot = find (world, classname, "testplayerstart");
332         if (spot)
333                 return spot;
334
335         teamcheck = 0;
336
337         if(!anypoint && have_team_spawns > 0)
338                 teamcheck = self.team;
339
340         // get the list of players
341         playerlist = findchain(classname, "player");
342         // get the entire list of spots
343         firstspot = findchain(classname, "info_player_deathmatch");
344         // filter out the bad ones
345         // (note this returns the original list if none survived)
346         if(anypoint)
347         {
348                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
349         }
350         else
351         {
352                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
353                 if(!firstspot_new)
354                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
355                 firstspot = firstspot_new;
356
357                 // there is 50/50 chance of choosing a random spot or the furthest spot
358                 // (this means that roughly every other spawn will be furthest, so you
359                 // usually won't get fragged at spawn twice in a row)
360                 if (arena_roundbased && !g_ca)
361                 {
362                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
363                         if(firstspot_new)
364                                 firstspot = firstspot_new;
365                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
366                 }
367                 else if (random() > cvar("g_spawn_furthest"))
368                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
369                 else
370                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
371         }
372
373         if(cvar("spawn_debugview"))
374         {
375                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
376
377                 entity e;
378                 if(teamcheck)
379                         for(e = firstspot; e; e = e.chain)
380                                 if(e.team != teamcheck)
381                                         error("invalid spawn found");
382         }
383
384         if (!spot)
385         {
386                 if(cvar("spawn_debug"))
387                         GotoNextMap();
388                 else
389                 {
390                         if(some_spawn_has_been_used)
391                                 return world; // team can't spawn any more, because of actions of other team
392                         else
393                                 error("Cannot find a spawn point - please fix the map!");
394                 }
395         }
396
397         return spot;
398 }
399
400 /*
401 =============
402 CheckPlayerModel
403
404 Checks if the argument string can be a valid playermodel.
405 Returns a valid one in doubt.
406 =============
407 */
408 string FallbackPlayerModel;
409 string CheckPlayerModel(string plyermodel) {
410         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
411         {
412                 // note: we cannot summon Don Strunzone here, some player may
413                 // still have the model string set. In case anyone manages how
414                 // to change a cvar default, we'll have a small leak here.
415                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
416         }
417         if(strlen(plyermodel) < 4)
418                 return FallbackPlayerModel;
419         if( substring(plyermodel,0,14) != "models/player/")
420                 return FallbackPlayerModel;
421         else if(cvar("sv_servermodelsonly"))
422         {
423                 if(substring(plyermodel,-4,4) != ".zym")
424                 if(substring(plyermodel,-4,4) != ".dpm")
425                 if(substring(plyermodel,-4,4) != ".iqm")
426                 if(substring(plyermodel,-4,4) != ".md3")
427                 if(substring(plyermodel,-4,4) != ".psk")
428                         return FallbackPlayerModel;
429                 // forbid the LOD models
430                 if(substring(plyermodel, -9,5) == "_lod1")
431                         return FallbackPlayerModel;
432                 if(substring(plyermodel, -9,5) == "_lod2")
433                         return FallbackPlayerModel;
434                 if(plyermodel != strtolower(plyermodel))
435                         return FallbackPlayerModel;
436                 if(!fexists(plyermodel))
437                         return FallbackPlayerModel;
438         }
439         return plyermodel;
440 }
441
442 /*
443 =============
444 Client_customizeentityforclient
445
446 LOD reduction
447 =============
448 */
449 void Client_uncustomizeentityforclient()
450 {
451         if(self.modelindex == 0) // no need to uncustomize then
452                 return;
453         self.modelindex = self.modelindex_lod0;
454         self.skin = self.skinindex;
455 }
456
457 float Client_customizeentityforclient()
458 {
459         entity modelsource;
460
461         if(self.modelindex == 0)
462                 return TRUE;
463
464         // forcemodel stuff
465
466 #ifdef PROFILING
467         float t0;
468         t0 = gettime(GETTIME_HIRES); // reference
469 #endif
470
471         modelsource = self;
472
473 #ifdef ALLOW_FORCEMODELS
474         if(other.cvar_cl_forceplayermodelsfromxonotic)
475                 if not(self.modelindex_lod0_from_xonotic)
476                         modelsource = other;
477         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
478                 modelsource = other;
479 #endif
480
481         self.skin = modelsource.skinindex;
482
483 #if 0
484         if(modelsource == self)
485                 self.skin = modelsource.skinindex;
486         else
487                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
488 #endif
489
490         // self: me
491         // other: the player viewing me
492         float distance;
493         float f;
494
495         if(other.cvar_cl_playerdetailreduction <= 0)
496         {
497                 if(other.cvar_cl_playerdetailreduction <= -2)
498                         self.modelindex = modelsource.modelindex_lod2;
499                 else if(other.cvar_cl_playerdetailreduction <= -1)
500                         self.modelindex = modelsource.modelindex_lod1;
501                 else
502                         self.modelindex = modelsource.modelindex_lod0;
503         }
504         else
505         {
506                 distance = vlen(self.origin - other.origin);
507                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
508                 if(f > sv_loddistance2)
509                         self.modelindex = modelsource.modelindex_lod2;
510                 else if(f > sv_loddistance1)
511                         self.modelindex = modelsource.modelindex_lod1;
512                 else
513                         self.modelindex = modelsource.modelindex_lod0;
514         }
515
516 #ifdef PROFILING
517         float t1;
518         t1 = gettime(GETTIME_HIRES); // reference
519         client_cefc_accumulator += (t1 - t0);
520 #endif
521
522         return TRUE;
523 }
524
525 void setmodel_lod(entity e, string modelname)
526 {
527         string s;
528
529         if(sv_loddistance1)
530         {
531                 // FIXME: this only supports 3-letter extensions
532                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
533                 if(fexists(s))
534                 {
535                         setmodel(e, s); // players have high precision
536                         self.modelindex_lod1 = self.modelindex;
537                 }
538                 else
539                         self.modelindex_lod1 = -1;
540
541                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
542                 if(fexists(s))
543                 {
544                         setmodel(e, s); // players have high precision
545                         self.modelindex_lod2 = self.modelindex;
546                 }
547                 else
548                         self.modelindex_lod2 = -1;
549
550                 precache_model(modelname);
551                 setmodel(e, modelname); // players have high precision
552                 self.modelindex_lod0 = self.modelindex;
553
554                 if(self.modelindex_lod1 < 0)
555                         self.modelindex_lod1 = self.modelindex;
556
557                 if(self.modelindex_lod2 < 0)
558                         self.modelindex_lod2 = self.modelindex;
559         }
560         else
561         {
562                 precache_model(modelname);
563                 setmodel(e, modelname); // players have high precision
564                 self.modelindex_lod0 = self.modelindex;
565                         // save it for possible player model forcing
566         }
567
568         s = whichpack(self.model);
569         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
570
571         player_setupanimsformodel();
572         UpdatePlayerSounds();
573 }
574
575 /*
576 =============
577 PutObserverInServer
578
579 putting a client as observer in the server
580 =============
581 */
582 void FixPlayermodel();
583 void PutObserverInServer (void)
584 {
585         entity  spot;
586
587         race_PreSpawnObserver();
588
589         spot = SelectSpawnPoint (TRUE);
590         if(!spot)
591                 error("No spawnpoints for observers?!?\n");
592         RemoveGrapplingHook(self); // Wazat's Grappling Hook
593
594         if(clienttype(self) == CLIENTTYPE_REAL)
595         {
596                 msg_entity = self;
597                 WriteByte(MSG_ONE, SVC_SETVIEW);
598                 WriteEntity(MSG_ONE, self);
599         }
600
601         DropAllRunes(self);
602
603         Portal_ClearAll(self);
604
605         if(self.flagcarried)
606                 DropFlag(self.flagcarried, world, world);
607
608         if(self.ballcarried)
609                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
610
611         WaypointSprite_PlayerDead();
612
613         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
614                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
615
616         if(self.killcount != -666) {
617                 if(g_lms) {
618                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
619                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
620                         else
621                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
622                 } else
623                         bprint ("^4", self.netname, "^4 is spectating now\n");
624
625                 if(self.just_joined == FALSE) {
626                         LogTeamchange(self.playerid, -1, 4);
627                 } else
628                         self.just_joined = FALSE;
629         }
630
631         PlayerScore_Clear(self); // clear scores when needed
632
633         self.spectatortime = time;
634
635         self.classname = "observer";
636         self.iscreature = FALSE;
637         self.health = -666;
638         self.takedamage = DAMAGE_NO;
639         self.solid = SOLID_NOT;
640         self.movetype = MOVETYPE_NOCLIP;
641         self.flags = FL_CLIENT | FL_NOTARGET;
642         self.armorvalue = 666;
643         self.effects = 0;
644         self.armorvalue = cvar("g_balance_armor_start");
645         self.pauserotarmor_finished = 0;
646         self.pauserothealth_finished = 0;
647         self.pauseregen_finished = 0;
648         self.damageforcescale = 0;
649         self.death_time = 0;
650         self.dead_frame = 0;
651         self.alpha = 0;
652         self.scale = 0;
653         self.fade_time = 0;
654         self.pain_frame = 0;
655         self.pain_finished = 0;
656         self.strength_finished = 0;
657         self.invincible_finished = 0;
658         self.pushltime = 0;
659         self.think = SUB_Null;
660         self.nextthink = 0;
661         self.hook_time = 0;
662         self.runes = 0;
663         self.deadflag = DEAD_NO;
664         self.angles = spot.angles;
665         self.angles_z = 0;
666         self.fixangle = TRUE;
667         self.crouch = FALSE;
668
669         self.view_ofs = PL_VIEW_OFS;
670         setorigin (self, spot.origin);
671         setsize (self, '0 0 0', '0 0 0');
672         self.prevorigin = self.origin;
673         self.items = 0;
674         self.weapons = 0;
675         self.model = "";
676         FixPlayermodel();
677         self.model = "";
678         self.modelindex = 0;
679         self.weapon = 0;
680         self.weaponmodel = "";
681         self.weaponentity = world;
682         self.exteriorweaponentity = world;
683         self.killcount = -666;
684         self.velocity = '0 0 0';
685         self.avelocity = '0 0 0';
686         self.punchangle = '0 0 0';
687         self.punchvector = '0 0 0';
688         self.oldvelocity = self.velocity;
689         self.fire_endtime = -1;
690
691         if(sv_loddistance1)
692                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
693
694         if(g_arena)
695         {
696                 if(self.version_mismatch)
697                 {
698                         Spawnqueue_Unmark(self);
699                         Spawnqueue_Remove(self);
700                 }
701                 else
702                 {
703                         Spawnqueue_Insert(self);
704                 }
705         }
706         else if(g_lms)
707         {
708                 // Only if the player cannot play at all
709                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
710                         self.frags = FRAGS_SPECTATOR;
711                 else
712                         self.frags = FRAGS_LMS_LOSER;
713         }
714         else
715                 self.frags = FRAGS_SPECTATOR;
716
717         MUTATOR_CALLHOOK(MakePlayerObserver);
718 }
719
720 float RestrictSkin(float s)
721 {
722         if(!teams_matter)
723                 return s;
724         if(s == 6)
725                 return 6;
726         return mod(s, 3);
727 }
728
729 void FixPlayermodel()
730 {
731         local string defaultmodel;
732         local float defaultskin, chmdl, oldskin;
733         local vector m1, m2;
734
735         defaultmodel = "";
736
737         if(cvar("sv_defaultcharacter") == 1) {
738                 defaultskin = 0;
739
740                 if(teams_matter)
741                 {
742                         string s;
743                         s = Team_ColorNameLowerCase(self.team);
744                         if(s != "neutral")
745                         {
746                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
747                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
748                         }
749                 }
750
751                 if(defaultmodel == "")
752                 {
753                         defaultmodel = cvar_string("sv_defaultplayermodel");
754                         defaultskin = cvar("sv_defaultplayerskin");
755                 }
756         }
757
758         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
759         {
760                 if(self.model != "")
761                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
762                 self.model = ""; // force the != checks to return true
763         }
764
765         if(defaultmodel != "")
766         {
767                 if (defaultmodel != self.model)
768                 {
769                         m1 = self.mins;
770                         m2 = self.maxs;
771                         setmodel_lod (self, defaultmodel);
772                         setsize (self, m1, m2);
773                         chmdl = TRUE;
774                 }
775
776                 oldskin = self.skinindex;
777                 self.skinindex = defaultskin;
778         } else {
779                 if (self.playermodel != self.model || self.playermodel == "")
780                 {
781                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
782                         m1 = self.mins;
783                         m2 = self.maxs;
784                         setmodel_lod (self, self.playermodel);
785                         setsize (self, m1, m2);
786                         chmdl = TRUE;
787                 }
788
789                 oldskin = self.skinindex;
790                 self.skinindex = RestrictSkin(stof(self.playerskin));
791         }
792
793         if(chmdl || oldskin != self.skinindex)
794                 self.species = player_getspecies(); // model or skin has changed
795
796         if(!teams_matter)
797                 if(strlen(cvar_string("sv_defaultplayercolors")))
798                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
799                                 setcolor(self, cvar("sv_defaultplayercolors"));
800 }
801
802 void PlayerTouchExplode(entity p1, entity p2)
803 {
804         vector org;
805         org = (p1.origin + p2.origin) * 0.5;
806         org_z += (p1.mins_z + p2.mins_z) * 0.5;
807
808         te_explosion(org);
809
810         entity e;
811         e = spawn();
812         setorigin(e, org);
813         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
814         remove(e);
815 }
816
817 /*
818 =============
819 PutClientInServer
820
821 Called when a client spawns in the server
822 =============
823 */
824 //void() ctf_playerchanged;
825 void PutClientInServer (void)
826 {
827         if(clienttype(self) == CLIENTTYPE_BOT)
828         {
829                 self.classname = "player";
830         }
831         else if(clienttype(self) == CLIENTTYPE_REAL)
832         {
833                 msg_entity = self;
834                 WriteByte(MSG_ONE, SVC_SETVIEW);
835                 WriteEntity(MSG_ONE, self);
836         }
837
838         // player is dead and becomes observer
839         // FIXME fix LMS scoring for new system
840         if(g_lms)
841         {
842                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
843                         self.classname = "observer";
844         }
845
846         if(g_arena || (g_ca && !allowed_to_spawn))
847         if(!self.spawned)
848                 self.classname = "observer";
849
850         if(gameover)
851                 self.classname = "observer";
852
853         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
854                 entity spot, oldself;
855                 float j;
856
857                 if(self.team < 0)
858                         JoinBestTeam(self, FALSE, TRUE);
859
860                 race_PreSpawn();
861
862                 spot = SelectSpawnPoint (FALSE);
863                 if(!spot)
864                 {
865                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
866                         return; // spawn failed
867                 }
868
869                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
870
871                 self.classname = "player";
872                 self.wasplayer = TRUE;
873                 self.iscreature = TRUE;
874                 self.movetype = MOVETYPE_WALK;
875                 self.solid = SOLID_SLIDEBOX;
876                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
877                 if(cvar("g_playerclip_collisions"))
878                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
879                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))
880                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
881                 self.frags = FRAGS_PLAYER;
882                 if(independent_players)
883                         MAKE_INDEPENDENT_PLAYER(self);
884                 self.flags = FL_CLIENT;
885                 self.takedamage = DAMAGE_AIM;
886                 if(g_minstagib)
887                         self.effects = EF_FULLBRIGHT;
888                 else
889                         self.effects = 0;
890                 self.air_finished = time + 12;
891                 self.dmg = 2;
892                 if(cvar("g_balance_nex_charge"))
893                         self.nex_charge = cvar("g_balance_nex_charge_start");
894
895                 if(inWarmupStage)
896                 {
897                         self.ammo_shells = warmup_start_ammo_shells;
898                         self.ammo_nails = warmup_start_ammo_nails;
899                         self.ammo_rockets = warmup_start_ammo_rockets;
900                         self.ammo_cells = warmup_start_ammo_cells;
901                         self.ammo_fuel = warmup_start_ammo_fuel;
902                         self.health = warmup_start_health;
903                         self.armorvalue = warmup_start_armorvalue;
904                         self.weapons = warmup_start_weapons;
905                 }
906                 else
907                 {
908                         self.ammo_shells = start_ammo_shells;
909                         self.ammo_nails = start_ammo_nails;
910                         self.ammo_rockets = start_ammo_rockets;
911                         self.ammo_cells = start_ammo_cells;
912                         self.ammo_fuel = start_ammo_fuel;
913                         self.health = start_health;
914                         self.armorvalue = start_armorvalue;
915                         self.weapons = start_weapons;
916                 }
917
918                 if(g_weaponarena_random)
919                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
920
921                 self.items = start_items;
922                 self.jump_interval = time;
923
924                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
925                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
926                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
927                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
928                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
929                 //extend the pause of rotting if client was reset at the beginning of the countdown
930                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
931                         self.spawnshieldtime += game_starttime - time;
932                         self.pauserotarmor_finished += game_starttime - time;
933                         self.pauserothealth_finished += game_starttime - time;
934                         self.pauseregen_finished += game_starttime - time;
935                 }
936                 self.damageforcescale = 2;
937                 self.death_time = 0;
938                 self.dead_frame = 0;
939                 self.alpha = 0;
940                 self.scale = 0;
941                 self.fade_time = 0;
942                 self.pain_frame = 0;
943                 self.pain_finished = 0;
944                 self.strength_finished = 0;
945                 self.invincible_finished = 0;
946                 self.pushltime = 0;
947                 // players have no think function
948                 self.think = SUB_Null;
949                 self.nextthink = 0;
950                 self.hook_time = 0;
951                 self.dmg_team = 0;
952                 self.ballistics_density = cvar("g_ballistics_density_player");
953
954                 self.metertime = 0;
955
956                 self.runes = 0;
957
958                 self.deadflag = DEAD_NO;
959
960                 self.angles = spot.angles;
961
962                 self.angles_z = 0; // never spawn tilted even if the spot says to
963                 self.fixangle = TRUE; // turn this way immediately
964                 self.velocity = '0 0 0';
965                 self.avelocity = '0 0 0';
966                 self.punchangle = '0 0 0';
967                 self.punchvector = '0 0 0';
968                 self.oldvelocity = self.velocity;
969                 self.fire_endtime = -1;
970
971                 msg_entity = self;
972                 WRITESPECTATABLE_MSG_ONE({
973                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
974                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
975                 });
976
977                 if(sv_loddistance1)
978                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
979
980                 self.model = "";
981                 FixPlayermodel();
982
983                 self.crouch = FALSE;
984                 self.view_ofs = PL_VIEW_OFS;
985                 setsize (self, PL_MIN, PL_MAX);
986                 self.spawnorigin = spot.origin;
987                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
988                 // don't reset back to last position, even if new position is stuck in solid
989                 self.oldorigin = self.origin;
990                 self.prevorigin = self.origin;
991                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
992
993                 if(g_arena)
994                 {
995                         Spawnqueue_Remove(self);
996                         Spawnqueue_Mark(self);
997                 }
998
999                 else if(g_ca)
1000                         self.caplayer = 1;
1001
1002                 self.event_damage = PlayerDamage;
1003
1004                 self.bot_attack = TRUE;
1005
1006                 self.statdraintime = time + 5;
1007                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1008
1009                 if(self.killcount == -666) {
1010                         PlayerScore_Clear(self);
1011                         self.killcount = 0;
1012                 }
1013
1014                 self.cnt = WEP_LASER;
1015
1016                 CL_SpawnWeaponentity();
1017                 self.alpha = default_player_alpha;
1018                 self.colormod = '1 1 1' * cvar("g_player_brightness");
1019                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1020
1021                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1022                 self.lms_traveled_distance = 0;
1023                 self.speedrunning = FALSE;
1024
1025                 race_PostSpawn(spot);
1026
1027                 if(cvar("spawn_debug"))
1028                 {
1029                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1030                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1031                 }
1032
1033                 //stuffcmd(self, "chase_active 0");
1034                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1035
1036                 if (cvar("g_spawnsound"))
1037                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1038
1039                 if(g_assault) {
1040                         if(self.team == assault_attacker_team)
1041                                 centerprint(self, "You are attacking!");
1042                         else
1043                                 centerprint(self, "You are defending!");
1044                 }
1045
1046                 target_voicescript_clear(self);
1047
1048                 // reset fields the weapons may use
1049                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1050                         weapon_action(j, WR_RESETPLAYER);
1051
1052                 oldself = self;
1053                 self = spot;
1054                         activator = oldself;
1055                                 SUB_UseTargets();
1056                         activator = world;
1057                 self = oldself;
1058
1059                 MUTATOR_CALLHOOK(PlayerSpawn);
1060
1061                 self.switchweapon = w_getbestweapon(self);
1062                 self.cnt = self.switchweapon;
1063                 self.weapon = 0;
1064         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1065                 PutObserverInServer ();
1066         }
1067
1068         //if(g_ctf)
1069         //      ctf_playerchanged();
1070 }
1071
1072 float ClientInit_SendEntity(entity to, float sf)
1073 {
1074         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1075         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1076         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1077         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1078         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1079         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1080         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1081         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1082         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1083         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1084         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1085         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1086         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1087         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1088         if(sv_foginterval && world.fog != "")
1089                 WriteString(MSG_ENTITY, world.fog);
1090         else
1091                 WriteString(MSG_ENTITY, "");
1092         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1093         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1094         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_secondary_bouncefactor
1095         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_secondary_bouncestop
1096         WriteByte(MSG_ENTITY, cvar("g_balance_nex_secondary")); // client has to know if it should zoom or not
1097         WriteByte(MSG_ENTITY, cvar("g_balance_campingrifle_secondary")); // client has to know if it should zoom or not
1098         return TRUE;
1099 }
1100
1101 void ClientInit_CheckUpdate()
1102 {
1103         self.nextthink = time;
1104         if(self.count != cvar("g_balance_armor_blockpercent"))
1105         {
1106                 self.count = cvar("g_balance_armor_blockpercent");
1107                 self.SendFlags |= 1;
1108         }
1109         if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1110         {
1111                 self.cnt = cvar("g_balance_weaponswitchdelay");
1112                 self.SendFlags |= 1;
1113         }
1114         if(self.bouncefactor != cvar("g_balance_grenadelauncher_secondary_bouncefactor"))
1115         {
1116                 self.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
1117                 self.SendFlags |= 1;
1118         }
1119         if(self.bouncestop != cvar("g_balance_grenadelauncher_secondary_bouncestop"))
1120         {
1121                 self.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
1122                 self.SendFlags |= 1;
1123         }
1124 }
1125
1126 void ClientInit_Spawn()
1127 {
1128         entity o;
1129         entity e;
1130         e = spawn();
1131         e.classname = "clientinit";
1132         e.think = ClientInit_CheckUpdate;
1133         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1134
1135         o = self;
1136         self = e;
1137         ClientInit_CheckUpdate();
1138         self = o;
1139 }
1140
1141 /*
1142 =============
1143 SetNewParms
1144 =============
1145 */
1146 void SetNewParms (void)
1147 {
1148         // initialize parms for a new player
1149         parm1 = -(86400 * 366);
1150 }
1151
1152 /*
1153 =============
1154 SetChangeParms
1155 =============
1156 */
1157 void SetChangeParms (void)
1158 {
1159         // save parms for level change
1160         parm1 = self.parm_idlesince - time;
1161 }
1162
1163 /*
1164 =============
1165 DecodeLevelParms
1166 =============
1167 */
1168 void DecodeLevelParms (void)
1169 {
1170         // load parms
1171         self.parm_idlesince = parm1;
1172         if(self.parm_idlesince == -(86400 * 366))
1173                 self.parm_idlesince = time;
1174
1175         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1176         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1177 }
1178
1179 /*
1180 =============
1181 ClientKill
1182
1183 Called when a client types 'kill' in the console
1184 =============
1185 */
1186
1187 void ClientKill_Now_TeamChange()
1188 {
1189         if(self.killindicator_teamchange == -1)
1190         {
1191                 self.team = -1;
1192                 JoinBestTeam( self, FALSE, FALSE );
1193         }
1194         else
1195                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1196 }
1197
1198 void ClientKill_Now()
1199 {
1200         if(self.killindicator_teamchange)
1201                 ClientKill_Now_TeamChange();
1202
1203         // in any case:
1204         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1205
1206         if(self.killindicator)
1207         {
1208                 dprint("Cleaned up after a leaked kill indicator.\n");
1209                 remove(self.killindicator);
1210                 self.killindicator = world;
1211         }
1212 }
1213 void KillIndicator_Think()
1214 {
1215         if (!self.owner.modelindex)
1216         {
1217                 self.owner.killindicator = world;
1218                 remove(self);
1219                 return;
1220         }
1221
1222         if(self.cnt <= 0)
1223         {
1224                 self = self.owner;
1225                 ClientKill_Now(); // no oldself needed
1226                 return;
1227         }
1228         else
1229         {
1230                 if(self.cnt <= 10)
1231                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1232                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1233                 {
1234                         if(self.cnt <= 10)
1235                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1236                         if(self.owner.killindicator_teamchange)
1237                         {
1238                                 if(self.owner.killindicator_teamchange == -1)
1239                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1240                                 else
1241                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1242                         }
1243                         else
1244                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1245                 }
1246                 self.nextthink = time + 1;
1247                 self.cnt -= 1;
1248         }
1249 }
1250
1251 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1252 {
1253         float killtime;
1254         entity e;
1255         killtime = cvar("g_balance_kill_delay");
1256
1257         if(g_race_qualifying)
1258                 killtime = 0;
1259
1260         self.killindicator_teamchange = targetteam;
1261
1262         if(!self.killindicator)
1263         {
1264                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1265                 {
1266                         ClientKill_Now();
1267                 }
1268                 else
1269                 {
1270                         self.killindicator = spawn();
1271                         self.killindicator.owner = self;
1272                         self.killindicator.scale = 0.5;
1273                         setattachment(self.killindicator, self, "");
1274                         setorigin(self.killindicator, '0 0 52');
1275                         self.killindicator.think = KillIndicator_Think;
1276                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1277                         self.killindicator.cnt = ceil(killtime);
1278                         self.killindicator.count = bound(0, ceil(killtime), 10);
1279                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1280
1281                         for(e = world; (e = find(e, classname, "body")) != world; )
1282                         {
1283                                 if(e.enemy != self)
1284                                         continue;
1285                                 e.killindicator = spawn();
1286                                 e.killindicator.owner = e;
1287                                 e.killindicator.scale = 0.5;
1288                                 setattachment(e.killindicator, e, "");
1289                                 setorigin(e.killindicator, '0 0 52');
1290                                 e.killindicator.think = KillIndicator_Think;
1291                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1292                                 e.killindicator.cnt = ceil(killtime);
1293                         }
1294                         self.lip = 0;
1295                 }
1296         }
1297         if(self.killindicator)
1298         {
1299                 if(targetteam)
1300                         self.killindicator.colormod = TeamColor(targetteam);
1301                 else
1302                         self.killindicator.colormod = '0 0 0';
1303         }
1304 }
1305
1306 void ClientKill (void)
1307 {
1308         ClientKill_TeamChange(0);
1309 }
1310
1311 void DoTeamChange(float destteam)
1312 {
1313         float t, c0;
1314         if(!teams_matter)
1315         {
1316                 if(destteam >= 0)
1317                         SetPlayerColors(self, destteam);
1318                 return;
1319         }
1320         if(self.classname == "player")
1321         if(destteam == -1)
1322         {
1323                 CheckAllowedTeams(self);
1324                 t = FindSmallestTeam(self, TRUE);
1325                 switch(self.team)
1326                 {
1327                         case COLOR_TEAM1: c0 = c1; break;
1328                         case COLOR_TEAM2: c0 = c2; break;
1329                         case COLOR_TEAM3: c0 = c3; break;
1330                         case COLOR_TEAM4: c0 = c4; break;
1331                         default:          c0 = 999;
1332                 }
1333                 switch(t)
1334                 {
1335                         case 1:
1336                                 if(c0 > c1)
1337                                         destteam = COLOR_TEAM1;
1338                                 break;
1339                         case 2:
1340                                 if(c0 > c2)
1341                                         destteam = COLOR_TEAM2;
1342                                 break;
1343                         case 3:
1344                                 if(c0 > c3)
1345                                         destteam = COLOR_TEAM3;
1346                                 break;
1347                         case 4:
1348                                 if(c0 > c4)
1349                                         destteam = COLOR_TEAM4;
1350                                 break;
1351                 }
1352                 if(destteam == -1)
1353                         return;
1354         }
1355         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1356                 return;
1357         ClientKill_TeamChange(destteam);
1358 }
1359
1360 void FixClientCvars(entity e)
1361 {
1362         // send prediction settings to the client
1363         stuffcmd(e, "\nin_bindmap 0 0\n");
1364         if(g_race || g_cts)
1365                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1366         if(cvar("g_antilag") == 3) // client side hitscan
1367                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1368         if(sv_gentle)
1369                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1370         /*
1371          * we no longer need to stuff this. Remove this comment block if you feel
1372          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1373         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1374         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1375         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1376         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1377         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1378         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1379         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1380         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1381         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1382         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1383         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1384         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1385         stuffcmd(e, "cl_movement_edgefriction 1\n");
1386          */
1387 }
1388
1389 /*
1390 =============
1391 ClientConnect
1392
1393 Called when a client connects to the server
1394 =============
1395 */
1396 //void ctf_clientconnect();
1397 string ColoredTeamName(float t);
1398 void DecodeLevelParms (void);
1399 //void dom_player_join_team(entity pl);
1400 void ClientConnect (void)
1401 {
1402         float t;
1403
1404         if(self.flags & FL_CLIENT)
1405         {
1406                 print("Warning: ClientConnect, but already connected!\n");
1407                 return;
1408         }
1409
1410         if(Ban_MaybeEnforceBan(self))
1411                 return;
1412
1413         DecodeLevelParms();
1414
1415 #ifdef WATERMARK
1416         sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1417 #endif
1418
1419         self.classname = "player_joining";
1420
1421         self.flags = FL_CLIENT;
1422         self.version_nagtime = time + 10 + random() * 10;
1423
1424         if(player_count<0)
1425         {
1426                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1427                 player_count = 0;
1428         }
1429
1430         PlayerScore_Attach(self);
1431         ClientData_Attach();
1432
1433         bot_clientconnect();
1434
1435         playerdemo_init();
1436
1437         anticheat_init();
1438         
1439         race_PreSpawnObserver();
1440
1441         //if(g_domination)
1442         //      dom_player_join_team(self);
1443
1444         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1445
1446         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1447                 self.classname = "observer";
1448         } else {
1449                 if(teams_matter)
1450                 {
1451                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1452                         {
1453                                 self.classname = "player";
1454                                 campaign_bots_may_start = 1;
1455                         }
1456                         else
1457                         {
1458                                 self.classname = "observer"; // do it anyway
1459                         }
1460                 }
1461                 else
1462                 {
1463                         self.classname = "player";
1464                         campaign_bots_may_start = 1;
1465                 }
1466         }
1467
1468         self.playerid = (playerid_last = playerid_last + 1);
1469
1470         if(cvar("sv_eventlog"))
1471                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1472
1473         LogTeamchange(self.playerid, self.team, 1);
1474
1475         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1476
1477         self.netname_previous = strzone(self.netname);
1478
1479         bprint("^4", self.netname, "^4 connected");
1480
1481         if(self.classname != "observer" && (g_domination || g_ctf))
1482                 bprint(" and joined the ", ColoredTeamName(self.team));
1483
1484         bprint("\n");
1485
1486         self.welcomemessage_time = 0;
1487
1488         stuffcmd(self, strcat(clientstuff, "\n"));
1489         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1490         stuffcmd(self, "cl_particles_reloadeffects\n");
1491
1492         FixClientCvars(self);
1493
1494         // spawnfunc_waypoint sprites
1495         WaypointSprite_InitClient(self);
1496
1497         // Wazat's grappling hook
1498         SetGrappleHookBindings();
1499
1500         // get autoswitch state from player when he toggles it
1501         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1502
1503         // get version info from player
1504         stuffcmd(self, "cmd clientversion $gameversion\n");
1505
1506         // get other cvars from player
1507         GetCvars(0);
1508
1509         // set cvar for team scoreboard
1510         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1511
1512         // notify about available teams
1513         if(teams_matter)
1514         {
1515                 CheckAllowedTeams(self);
1516                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1517                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1518         }
1519         else
1520                 stuffcmd(self, "set _teams_available 0\n");
1521
1522         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1523
1524         if(g_arena || g_ca)
1525         {
1526                 self.classname = "observer";
1527                 if(g_arena)
1528                         Spawnqueue_Insert(self);
1529         }
1530         /*else if(g_ctf)
1531         {
1532                 ctf_clientconnect();
1533         }*/
1534
1535         if(teams_matter || radar_showennemies)
1536                 attach_entcs();
1537
1538         bot_relinkplayerlist();
1539
1540         self.spectatortime = time;
1541         if(blockSpectators)
1542         {
1543                 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"));
1544         }
1545
1546         self.jointime = time;
1547         self.allowedTimeouts = cvar("sv_timeout_number");
1548
1549         if(clienttype(self) == CLIENTTYPE_REAL)
1550         {
1551                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1552                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1553         }
1554
1555         if(g_lms)
1556         {
1557                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1558                 {
1559                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1560                         self.frags = FRAGS_SPECTATOR;
1561                 }
1562         }
1563
1564         if(!sv_foginterval && world.fog != "")
1565                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1566
1567         SoundEntity_Attach(self);
1568
1569         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1570         {
1571                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1572                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1573         }
1574         else
1575                 self.hitplotfh = -1;
1576
1577         if(g_race || g_cts) {
1578                 string rr;
1579                 if(g_cts)
1580                         rr = CTS_RECORD;
1581                 else
1582                         rr = RACE_RECORD;
1583                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1584
1585                 race_send_recordtime(MSG_ONE);
1586                 race_send_speedaward(MSG_ONE);
1587
1588                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1589                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));
1590                 race_send_speedaward_alltimebest(MSG_ONE);
1591
1592                 float i;
1593                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1594                         race_SendRankings(i, 0, 0, MSG_ONE);
1595                 }
1596         }
1597         else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1598                 send_CSQC_teamnagger();
1599
1600         send_CSQC_cr_maxbullets(self);
1601
1602         CheatInitClient();
1603 }
1604
1605 /*
1606 =============
1607 ClientDisconnect
1608
1609 Called when a client disconnects from the server
1610 =============
1611 */
1612 .entity chatbubbleentity;
1613 .entity teambubbleentity;
1614 void ReadyCount();
1615 void ClientDisconnect (void)
1616 {
1617         if not(self.flags & FL_CLIENT)
1618         {
1619                 print("Warning: ClientDisconnect without ClientConnect\n");
1620                 return;
1621         }
1622
1623         CheatShutdownClient();
1624
1625         if(self.hitplotfh >= 0)
1626         {
1627                 fclose(self.hitplotfh);
1628                 self.hitplotfh = -1;
1629         }
1630
1631         anticheat_report();
1632         anticheat_shutdown();
1633
1634         playerdemo_shutdown();
1635
1636         bot_clientdisconnect();
1637
1638         if(self.entcs)
1639                 detach_entcs();
1640
1641         if(cvar("sv_eventlog"))
1642                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1643         bprint ("^4",self.netname);
1644         bprint ("^4 disconnected\n");
1645
1646         SoundEntity_Detach(self);
1647
1648         DropAllRunes(self);
1649         MUTATOR_CALLHOOK(ClientDisconnect);
1650
1651         Portal_ClearAll(self);
1652
1653         if(self.flagcarried)
1654                 DropFlag(self.flagcarried, world, world);
1655         if(self.ballcarried)
1656                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1657
1658         // Here, everything has been done that requires this player to be a client.
1659
1660         self.flags &~= FL_CLIENT;
1661
1662         if (self.chatbubbleentity)
1663                 remove (self.chatbubbleentity);
1664
1665         if (self.teambubbleentity)
1666                 remove (self.teambubbleentity);
1667
1668         if (self.killindicator)
1669                 remove (self.killindicator);
1670
1671         WaypointSprite_PlayerGone();
1672
1673         bot_relinkplayerlist();
1674
1675         // remove laserdot
1676         if(self.weaponentity)
1677                 if(self.weaponentity.lasertarget)
1678                         remove(self.weaponentity.lasertarget);
1679
1680         if(g_arena)
1681         {
1682                 Spawnqueue_Unmark(self);
1683                 Spawnqueue_Remove(self);
1684         }
1685
1686         ClientData_Detach();
1687         PlayerScore_Detach(self);
1688
1689         if(self.netname_previous)
1690                 strunzone(self.netname_previous);
1691         if(self.clientstatus)
1692                 strunzone(self.clientstatus);
1693
1694         ClearPlayerSounds();
1695
1696         if(self.personal)
1697                 remove(self.personal);
1698
1699         self.playerid = 0;
1700         ReadyCount();
1701
1702         // free cvars
1703         GetCvars(-1);
1704 }
1705
1706 .float BUTTON_CHAT;
1707 void ChatBubbleThink()
1708 {
1709         self.nextthink = time;
1710         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1711         {
1712                 if(self.owner) // but why can that ever be world?
1713                         self.owner.chatbubbleentity = world;
1714                 remove(self);
1715                 return;
1716         }
1717         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1718 #ifdef TETRIS
1719                 || self.owner.tetris_on
1720 #endif
1721         )
1722                 self.model = self.mdl;
1723         else
1724                 self.model = "";
1725 };
1726
1727 void UpdateChatBubble()
1728 {
1729         if (!self.modelindex)
1730                 return;
1731         // spawn a chatbubble entity if needed
1732         if (!self.chatbubbleentity)
1733         {
1734                 self.chatbubbleentity = spawn();
1735                 self.chatbubbleentity.owner = self;
1736                 self.chatbubbleentity.exteriormodeltoclient = self;
1737                 self.chatbubbleentity.think = ChatBubbleThink;
1738                 self.chatbubbleentity.nextthink = time;
1739                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1740                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1741                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1742                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1743                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1744                 self.chatbubbleentity.model = "";
1745                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1746         }
1747 }
1748
1749
1750 void TeamBubbleThink()
1751 {
1752         self.nextthink = time;
1753         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1754         {
1755                 if(self.owner) // but why can that ever be world?
1756                         self.owner.teambubbleentity = world;
1757                 remove(self);
1758                 return;
1759         }
1760 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1761         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1762                 self.model = "";
1763         else
1764                 self.model = self.mdl;
1765
1766 };
1767
1768 float TeamBubble_customizeentityforclient()
1769 {
1770         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1771 }
1772
1773 void UpdateTeamBubble()
1774 {
1775         if (!self.modelindex || !teams_matter)
1776                 return;
1777         // spawn a teambubble entity if needed
1778         if (!self.teambubbleentity && teams_matter)
1779         {
1780                 self.teambubbleentity = spawn();
1781                 self.teambubbleentity.owner = self;
1782                 self.teambubbleentity.exteriormodeltoclient = self;
1783                 self.teambubbleentity.think = TeamBubbleThink;
1784                 self.teambubbleentity.nextthink = time;
1785                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1786 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1787                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1788                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1789                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1790                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1791                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1792                 self.teambubbleentity.effects = EF_LOWPRECISION;
1793         }
1794 }
1795
1796 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1797 // added to the model skins
1798 /*void UpdateColorModHack()
1799 {
1800         local float c;
1801         c = self.clientcolors & 15;
1802         // LordHavoc: only bothering to support white, green, red, yellow, blue
1803              if (!teams_matter) self.colormod = '0 0 0';
1804         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1805         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1806         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1807         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1808         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1809         else self.colormod = '1 1 1';
1810 };*/
1811
1812 .float oldcolormap;
1813 void respawn(void)
1814 {
1815         if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1816         {
1817                 self.solid = SOLID_NOT;
1818                 self.takedamage = DAMAGE_NO;
1819                 self.movetype = MOVETYPE_FLY;
1820                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1821                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1822                 self.effects |= EF_ADDITIVE;
1823                 self.oldcolormap = self.colormap;
1824                 self.colormap = 512;
1825                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1826                 if(cvar("g_respawn_ghosts_maxtime"))
1827                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1828         }
1829
1830         CopyBody(1);
1831         self.effects |= EF_NODRAW; // prevent another CopyBody
1832         if(self.oldcolormap)
1833         {
1834                 self.colormap = self.oldcolormap;
1835                 self.oldcolormap = 0;
1836         }
1837         PutClientInServer();
1838 }
1839
1840 void play_countdown(float finished, string samp)
1841 {
1842         if(clienttype(self) == CLIENTTYPE_REAL)
1843                 if(floor(finished - time - frametime) != floor(finished - time))
1844                         if(finished - time < 6)
1845                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1846 }
1847
1848 /**
1849  * When sv_timeout is used this function returs strings like
1850  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1851  * Called by centerprint functions
1852  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1853  */
1854 string getTimeoutText(float addOneSecond) {
1855         if (!cvar("sv_timeout") || !timeoutStatus)
1856                 return "";
1857
1858         local string retStr;
1859         if (timeoutStatus == 1) {
1860                 if (addOneSecond == 1) {
1861                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1862                 }
1863                 else {
1864                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1865                 }
1866                 return retStr;
1867         }
1868         else if (timeoutStatus == 2) {
1869                 if (addOneSecond) {
1870                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1871                         //don't show messages like "Timeout ends in 0 seconds"...
1872                         if ((remainingTimeoutTime + 1) > 0)
1873                                 return retStr;
1874                         else
1875                                 return "";
1876                 }
1877                 else {
1878                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1879                         //don't show messages like "Timeout ends in 0 seconds"...
1880                         if (remainingTimeoutTime > 0)
1881                                 return retStr;
1882                         else
1883                                 return "";
1884                 }
1885         }
1886         else return "";
1887 }
1888
1889 void player_powerups (void)
1890 {
1891         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1892         {
1893                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1894                 self.modelflags |= MF_ROCKET;
1895         }
1896         else
1897         {
1898                 SoundEntity_StopSound(self, CHAN_PLAYER);
1899                 self.modelflags &~= MF_ROCKET;
1900         }
1901
1902         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1903
1904         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1905                 return;
1906         
1907         Fire_ApplyDamage(self);
1908         Fire_ApplyEffect(self);
1909
1910         if (g_minstagib)
1911         {
1912                 self.effects |= EF_FULLBRIGHT;
1913
1914                 if (self.items & IT_STRENGTH)
1915                 {
1916                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1917                         if (time > self.strength_finished)
1918                         {
1919                                 self.alpha = default_player_alpha;
1920                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1921                                 self.items &~= IT_STRENGTH;
1922                                 sprint(self, "^3Invisibility has worn off\n");
1923                         }
1924                 }
1925                 else
1926                 {
1927                         if (time < self.strength_finished)
1928                         {
1929                                 self.alpha = g_minstagib_invis_alpha;
1930                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1931                                 self.items |= IT_STRENGTH;
1932                                 sprint(self, "^3You are invisible\n");
1933                         }
1934                 }
1935
1936                 if (self.items & IT_INVINCIBLE)
1937                 {
1938                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1939                         if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1940                         {
1941                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1942                                 sprint(self, "^3Speed has worn off\n");
1943                         }
1944                 }
1945                 else
1946                 {
1947                         if (time < self.invincible_finished)
1948                         {
1949                                 self.items = self.items | IT_INVINCIBLE;
1950                                 sprint(self, "^3You are on speed\n");
1951                         }
1952                 }
1953                 return;
1954         }
1955
1956         if (self.items & IT_STRENGTH)
1957         {
1958                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1959                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1960                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
1961                 {
1962                         self.items = self.items - (self.items & IT_STRENGTH);
1963                         sprint(self, "^3Strength has worn off\n");
1964                 }
1965         }
1966         else
1967         {
1968                 if (time < self.strength_finished)
1969                 {
1970                         self.items = self.items | IT_STRENGTH;
1971                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1972                 }
1973         }
1974         if (self.items & IT_INVINCIBLE)
1975         {
1976                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1977                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1978                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1979                 {
1980                         self.items = self.items - (self.items & IT_INVINCIBLE);
1981                         sprint(self, "^3Shield has worn off\n");
1982                 }
1983         }
1984         else
1985         {
1986                 if (time < self.invincible_finished)
1987                 {
1988                         self.items = self.items | IT_INVINCIBLE;
1989                         sprint(self, "^3Shield surrounds you\n");
1990                 }
1991         }
1992
1993         if(cvar("g_nodepthtestplayers"))
1994                 self.effects = self.effects | EF_NODEPTHTEST;
1995
1996         if(cvar("g_fullbrightplayers"))
1997                 self.effects = self.effects | EF_FULLBRIGHT;
1998
1999         // midair gamemode: damage only while in the air
2000         // if in midair mode, being on ground grants temporary invulnerability
2001         // (this is so that multishot weapon don't clear the ground flag on the
2002         // first damage in the frame, leaving the player vulnerable to the
2003         // remaining hits in the same frame)
2004         if (self.flags & FL_ONGROUND)
2005         if (g_midair)
2006                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
2007
2008         if (time >= game_starttime)
2009         if (time < self.spawnshieldtime)
2010                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2011 }
2012
2013 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2014 {
2015         if(current > stable)
2016                 return current;
2017         else if(current > stable - 0.25) // when close enough, "snap"
2018                 return stable;
2019         else
2020                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2021 }
2022
2023 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2024 {
2025         if(current < stable)
2026                 return current;
2027         else if(current < stable + 0.25) // when close enough, "snap"
2028                 return stable;
2029         else
2030                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2031 }
2032
2033 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2034 {
2035         if(current > rotstable)
2036         {
2037                 if(rotframetime > 0)
2038                 {
2039                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2040                         current = max(rotstable, current - rotlinear * rotframetime);
2041                 }
2042         }
2043         else if(current < regenstable)
2044         {
2045                 if(regenframetime > 0)
2046                 {
2047                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2048                         current = min(regenstable, current + regenlinear * regenframetime);
2049                 }
2050         }
2051
2052         if(current > limit)
2053                 current = limit;
2054
2055         return current;
2056 }
2057
2058 void player_regen (void)
2059 {
2060         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2061         maxh = cvar("g_balance_health_rotstable");
2062         maxa = cvar("g_balance_armor_rotstable");
2063         maxf = cvar("g_balance_fuel_rotstable");
2064         minh = cvar("g_balance_health_regenstable");
2065         mina = cvar("g_balance_armor_regenstable");
2066         minf = cvar("g_balance_fuel_regenstable");
2067         limith = cvar("g_balance_health_limit");
2068         limita = cvar("g_balance_armor_limit");
2069         limitf = cvar("g_balance_fuel_limit");
2070
2071         max_mod = regen_mod = rot_mod = limit_mod = 1;
2072
2073         if (self.runes & RUNE_REGEN)
2074         {
2075                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2076                 {
2077                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2078                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2079                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2080                 }
2081                 else
2082                 {
2083                         regen_mod = cvar("g_balance_rune_regen_regenrate");
2084                         max_mod = cvar("g_balance_rune_regen_hpmod");
2085                         limit_mod = cvar("g_balance_rune_regen_limitmod");
2086                 }
2087         }
2088         else if (self.runes & CURSE_VENOM)
2089         {
2090                 max_mod = cvar("g_balance_curse_venom_hpmod");
2091                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2092                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2093                 else
2094                         rot_mod = cvar("g_balance_curse_venom_rotrate");
2095                 limit_mod = cvar("g_balance_curse_venom_limitmod");
2096                 //if (!self.runes & RUNE_REGEN)
2097                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
2098         }
2099         maxh = maxh * max_mod;
2100         //maxa = maxa * max_mod;
2101         //maxf = maxf * max_mod;
2102         minh = minh * max_mod;
2103         //mina = mina * max_mod;
2104         //minf = minf * max_mod;
2105         limith = limith * limit_mod;
2106         limita = limita * limit_mod;
2107         //limitf = limitf * limit_mod;
2108
2109         if(g_lms && g_ca)
2110                 rot_mod = 0;
2111
2112         if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2113         {
2114                 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);
2115                 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);
2116
2117                 // if player rotted to death...  die!
2118                 if(self.health < 1)
2119                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2120         }
2121
2122         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2123                 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);
2124 }
2125
2126 float zoomstate_set;
2127 void SetZoomState(float z)
2128 {
2129         if(z != self.zoomstate)
2130         {
2131                 self.zoomstate = z;
2132                 ClientData_Touch(self);
2133         }
2134         zoomstate_set = 1;
2135 }
2136
2137 void GetPressedKeys(void) {
2138         MUTATOR_CALLHOOK(GetPressedKeys);
2139         if (self.movement_x > 0) // get if movement keys are pressed
2140         {       // forward key pressed
2141                 self.pressedkeys |= KEY_FORWARD;
2142                 self.pressedkeys &~= KEY_BACKWARD;
2143         }
2144         else if (self.movement_x < 0)
2145         {       // backward key pressed
2146                 self.pressedkeys |= KEY_BACKWARD;
2147                 self.pressedkeys &~= KEY_FORWARD;
2148         }
2149         else
2150         {       // no x input
2151                 self.pressedkeys &~= KEY_FORWARD;
2152                 self.pressedkeys &~= KEY_BACKWARD;
2153         }
2154
2155         if (self.movement_y > 0)
2156         {       // right key pressed
2157                 self.pressedkeys |= KEY_RIGHT;
2158                 self.pressedkeys &~= KEY_LEFT;
2159         }
2160         else if (self.movement_y < 0)
2161         {       // left key pressed
2162                 self.pressedkeys |= KEY_LEFT;
2163                 self.pressedkeys &~= KEY_RIGHT;
2164         }
2165         else
2166         {       // no y input
2167                 self.pressedkeys &~= KEY_RIGHT;
2168                 self.pressedkeys &~= KEY_LEFT;
2169         }
2170
2171         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2172                 self.pressedkeys |= KEY_JUMP;
2173         else
2174                 self.pressedkeys &~= KEY_JUMP;
2175         if (self.BUTTON_CROUCH)
2176                 self.pressedkeys |= KEY_CROUCH;
2177         else
2178                 self.pressedkeys &~= KEY_CROUCH;
2179 }
2180
2181 void update_stats (float number, float hit, float fired) {
2182 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;
2183 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2184
2185         if(number) {
2186                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2187                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2188         } else {
2189                 self.stat_hit = hit * sv_accuracy_data_share;
2190                 self.stat_fired = fired * sv_accuracy_data_share;
2191         }
2192 }
2193
2194 /*
2195 ======================
2196 spectate mode routines
2197 ======================
2198 */
2199
2200 .float weapon_count;
2201 void SpectateCopy(entity spectatee) {
2202         if(spectatee.weapon_count < WEP_LAST) {
2203                 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]));
2204                 spectatee.weapon_count ++;
2205         } else
2206                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2207
2208         other = spectatee;
2209         MUTATOR_CALLHOOK(SpectateCopy);
2210         self.armortype = spectatee.armortype;
2211         self.armorvalue = spectatee.armorvalue;
2212         self.ammo_cells = spectatee.ammo_cells;
2213         self.ammo_shells = spectatee.ammo_shells;
2214         self.ammo_nails = spectatee.ammo_nails;
2215         self.ammo_rockets = spectatee.ammo_rockets;
2216         self.ammo_fuel = spectatee.ammo_fuel;
2217         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2218         self.health = spectatee.health;
2219         self.impulse = 0;
2220         self.items = spectatee.items;
2221         self.metertime = spectatee.metertime;
2222         self.strength_finished = spectatee.strength_finished;
2223         self.invincible_finished = spectatee.invincible_finished;
2224         self.pressedkeys = spectatee.pressedkeys;
2225         self.weapons = spectatee.weapons;
2226         self.switchweapon = spectatee.switchweapon;
2227         self.weapon = spectatee.weapon;
2228         self.punchangle = spectatee.punchangle;
2229         self.view_ofs = spectatee.view_ofs;
2230         self.v_angle = spectatee.v_angle;
2231         self.velocity = spectatee.velocity;
2232         self.dmg_take = spectatee.dmg_take;
2233         self.dmg_save = spectatee.dmg_save;
2234         self.dmg_inflictor = spectatee.dmg_inflictor;
2235         self.angles = spectatee.v_angle;
2236         self.fixangle = TRUE;
2237         setorigin(self, spectatee.origin);
2238         setsize(self, spectatee.mins, spectatee.maxs);
2239         SetZoomState(spectatee.zoomstate);
2240
2241         anticheat_spectatecopy(spectatee);
2242 }
2243
2244 float SpectateUpdate() {
2245         if(!self.enemy)
2246                 return 0;
2247
2248         if (self == self.enemy)
2249                 return 0;
2250
2251         if(self.enemy.classname != "player")
2252                 return 0;
2253
2254         SpectateCopy(self.enemy);
2255
2256         return 1;
2257 }
2258
2259 float SpectateNext() {
2260         other = find(self.enemy, classname, "player");
2261
2262         if (!other)
2263                 other = find(other, classname, "player");
2264
2265         if (other)
2266                 self.enemy = other;
2267
2268         if(self.enemy.classname == "player") {
2269                 msg_entity = self;
2270                 WriteByte(MSG_ONE, SVC_SETVIEW);
2271                 WriteEntity(MSG_ONE, self.enemy);
2272                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2273                 self.movetype = MOVETYPE_NONE;
2274
2275                 self.enemy.weapon_count = 0;
2276
2277                 if(!SpectateUpdate())
2278                         PutObserverInServer();
2279
2280                 return 1;
2281         } else {
2282                 return 0;
2283         }
2284 }
2285
2286 /*
2287 =============
2288 ShowRespawnCountdown()
2289
2290 Update a respawn countdown display.
2291 =============
2292 */
2293 void ShowRespawnCountdown()
2294 {
2295         float number;
2296         if(self.deadflag == DEAD_NO) // just respawned?
2297                 return;
2298         else
2299         {
2300                 number = ceil(self.death_time - time);
2301                 if(number <= 0)
2302                         return;
2303                 if(number <= self.respawn_countdown)
2304                 {
2305                         self.respawn_countdown = number - 1;
2306                         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
2307                                 AnnounceTo(self, strcat(ftos(number), ""));
2308                 }
2309         }
2310 }
2311
2312 void LeaveSpectatorMode()
2313 {
2314         if(isJoinAllowed()) {
2315                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2316                         self.classname = "player";
2317
2318                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2319                                 JoinBestTeam(self, FALSE, TRUE);
2320
2321                         if(cvar("g_campaign"))
2322                                 campaign_bots_may_start = 1;
2323
2324                         self.stat_count = WEP_LAST;
2325
2326                         PutClientInServer();
2327
2328                         if(self.classname == "player")
2329                                 bprint ("^4", self.netname, "^4 is playing now\n");
2330
2331                         if(!cvar("g_campaign"))
2332                                 centerprint(self,""); // clear MOTD
2333
2334                         return;
2335                 } else {
2336                         if (g_ca && self.caplayer) {
2337                         }       // do nothing
2338                         else
2339                                 stuffcmd(self,"menu_showteamselect\n");
2340                         return;
2341                 }
2342         }
2343         else {
2344                 //player may not join because of g_maxplayers is set
2345                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2346         }
2347 }
2348
2349 /**
2350  * Determines whether the player is allowed to join. This depends on cvar
2351  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2352  * it checks whether the number of currently playing players exceeds g_maxplayers.
2353  * @return bool TRUE if the player is allowed to join, false otherwise
2354  */
2355 float isJoinAllowed() {
2356         if (!cvar("g_maxplayers"))
2357                 return TRUE;
2358
2359         local entity e;
2360         local float currentlyPlaying;
2361         FOR_EACH_REALPLAYER(e) {
2362                 if(e.classname == "player")
2363                         currentlyPlaying += 1;
2364         }
2365         if(currentlyPlaying < cvar("g_maxplayers"))
2366                 return TRUE;
2367
2368         return FALSE;
2369 }
2370
2371 /**
2372  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2373  * g_maxplayers_spectator_blocktime seconds
2374  */
2375 void checkSpectatorBlock() {
2376         if(self.classname == "spectator" || self.classname == "observer") {
2377                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2378                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2379                         dropclient(self);
2380                 }
2381         }
2382 }
2383
2384 float vercmp_recursive(string v1, string v2)
2385 {
2386         float dot1, dot2;
2387         string s1, s2;
2388         float r;
2389
2390         dot1 = strstrofs(v1, ".", 0);
2391         dot2 = strstrofs(v2, ".", 0);
2392         if(dot1 == -1)
2393                 s1 = v1;
2394         else
2395                 s1 = substring(v1, 0, dot1);
2396         if(dot2 == -1)
2397                 s2 = v2;
2398         else
2399                 s2 = substring(v2, 0, dot2);
2400
2401         r = stof(s1) - stof(s2);
2402         if(r != 0)
2403                 return r;
2404
2405         r = strcasecmp(s1, s2);
2406         if(r != 0)
2407                 return r;
2408
2409         if(dot1 == -1)
2410                 if(dot2 == -1)
2411                         return 0;
2412                 else
2413                         return -1;
2414         else
2415                 if(dot2 == -1)
2416                         return 1;
2417                 else
2418                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2419 }
2420
2421 float vercmp(string v1, string v2)
2422 {
2423         if(strcasecmp(v1, v2) == 0) // early out check
2424                 return 0;
2425         return vercmp_recursive(v1, v2);
2426 }
2427
2428 void ObserverThink()
2429 {
2430         if (self.flags & FL_JUMPRELEASED) {
2431                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2432                         self.welcomemessage_time = 0;
2433                         self.flags &~= FL_JUMPRELEASED;
2434                         self.flags |= FL_SPAWNING;
2435                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2436                         self.welcomemessage_time = 0;
2437                         self.flags &~= FL_JUMPRELEASED;
2438                         if(SpectateNext() == 1) {
2439                                 self.classname = "spectator";
2440                         }
2441                 }
2442         } else {
2443                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2444                         self.flags |= FL_JUMPRELEASED;
2445                         if(self.flags & FL_SPAWNING)
2446                         {
2447                                 self.flags &~= FL_SPAWNING;
2448                                 LeaveSpectatorMode();
2449                                 return;
2450                         }
2451                 }
2452         }
2453         PrintWelcomeMessage(self);
2454 }
2455
2456 void SpectatorThink()
2457 {
2458         if (self.flags & FL_JUMPRELEASED) {
2459                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2460                         self.welcomemessage_time = 0;
2461                         self.flags &~= FL_JUMPRELEASED;
2462                         self.flags |= FL_SPAWNING;
2463                 } else if(self.BUTTON_ATCK) {
2464                         self.welcomemessage_time = 0;
2465                         self.flags &~= FL_JUMPRELEASED;
2466                         if(SpectateNext() == 1) {
2467                                 self.classname = "spectator";
2468                         } else {
2469                                 self.classname = "observer";
2470                                 self.stat_count = WEP_LAST;
2471                                 PutClientInServer();
2472                         }
2473                 } else if (self.BUTTON_ATCK2) {
2474                         self.welcomemessage_time = 0;
2475                         self.flags &~= FL_JUMPRELEASED;
2476                         self.classname = "observer";
2477                         self.stat_count = WEP_LAST;
2478                         PutClientInServer();
2479                 } else {
2480                         if(!SpectateUpdate())
2481                                 PutObserverInServer();
2482                 }
2483         } else {
2484                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2485                         self.flags |= FL_JUMPRELEASED;
2486                         if(self.flags & FL_SPAWNING)
2487                         {
2488                                 self.flags &~= FL_SPAWNING;
2489                                 LeaveSpectatorMode();
2490                                 return;
2491                         }
2492                 }
2493         }
2494
2495         PrintWelcomeMessage(self);
2496         self.flags |= FL_CLIENT | FL_NOTARGET;
2497 }
2498
2499 .float touchexplode_time;
2500
2501 /*
2502 =============
2503 PlayerPreThink
2504
2505 Called every frame for each client before the physics are run
2506 =============
2507 */
2508 void() ctf_setstatus;
2509 void() nexball_setstatus;
2510 .float items_added;
2511 void PlayerPreThink (void)
2512 {
2513         self.stat_game_starttime = game_starttime;
2514         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2515         self.stat_leadlimit = cvar("leadlimit");
2516
2517         if(frametime)
2518         {
2519                 // physics frames: update anticheat stuff
2520                 anticheat_prethink();
2521         }
2522
2523         if(blockSpectators && frametime)
2524                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2525                 checkSpectatorBlock();
2526
2527         zoomstate_set = 0;
2528
2529         if(self.netname_previous != self.netname)
2530         {
2531                 if(cvar("sv_eventlog"))
2532                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2533                 if(self.netname_previous)
2534                         strunzone(self.netname_previous);
2535                 self.netname_previous = strzone(self.netname);
2536         }
2537
2538         // version nagging
2539         if(self.version_nagtime)
2540                 if(self.cvar_g_xonoticversion)
2541                         if(time > self.version_nagtime)
2542                         {
2543                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2544                                 {
2545                                         if(strstr(cvar_string("g_xonoticversion"), "git", 0) >= 0)
2546                                         {
2547                                                 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");
2548                                                 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"));
2549                                         }
2550                                         else
2551                                         {
2552                                                 float r;
2553                                                 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2554                                                 if(r < 0)
2555                                                 {
2556                                                         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");
2557                                                         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"));
2558                                                 }
2559                                                 else if(r > 0)
2560                                                 {
2561                                                         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");
2562                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2563                                                 }
2564                                         }
2565                                 }
2566                                 self.version_nagtime = 0;
2567                         }
2568
2569         // GOD MODE info
2570         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2571         {
2572                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2573                 self.max_armorvalue = 0;
2574         }
2575
2576 #ifdef TETRIS
2577         if (TetrisPreFrame())
2578                 return;
2579 #endif
2580
2581         MUTATOR_CALLHOOK(PlayerPreThink);
2582
2583         if(self.classname == "player") {
2584 //              if(self.netname == "Wazat")
2585 //                      bprint(self.classname, "\n");
2586
2587                 CheckRules_Player();
2588
2589                 PrintWelcomeMessage(self);
2590
2591                 if (intermission_running)
2592                 {
2593                         IntermissionThink ();   // otherwise a button could be missed between
2594                         return;                                 // the think tics
2595                 }
2596
2597                 if(self.teleport_time)
2598                 if(time > self.teleport_time)
2599                 {
2600                         self.teleport_time = 0;
2601                         self.effects = self.effects - (self.effects & EF_NODRAW);
2602                 }
2603
2604                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2605                         UpdateSelectedPlayer();
2606
2607                 //don't allow the player to turn around while game is paused!
2608                 if(timeoutStatus == 2) {
2609                         self.v_angle = self.lastV_angle;
2610                         self.angles = self.lastV_angle;
2611                         self.fixangle = TRUE;
2612                 }
2613
2614                 if(frametime)
2615                 {
2616                         if(self.health <= 0 && cvar("g_deathglow"))
2617                         {
2618                                 if(self.glowmod_x > 0)
2619                                         self.glowmod_x -= cvar("g_deathglow") * frametime;
2620                                 else
2621                                         self.glowmod_x = -1;
2622                                 if(self.glowmod_y > 0)
2623                                         self.glowmod_y -= cvar("g_deathglow") * frametime;
2624                                 else
2625                                         self.glowmod_y = -1;
2626                                 if(self.glowmod_z > 0)
2627                                         self.glowmod_z -= cvar("g_deathglow") * frametime;
2628                                 else
2629                                         self.glowmod_z = -1;
2630                         }
2631                         else
2632                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2633                         player_powerups();
2634                 }
2635
2636                 if (self.deadflag != DEAD_NO)
2637                 {
2638                         float button_pressed, force_respawn;
2639                         if(self.personal && g_race_qualifying)
2640                         {
2641                                 if(time > self.death_time)
2642                                 {
2643                                         self.death_time = time + 1; // only retry once a second
2644                                         respawn();
2645                                         self.impulse = 141;
2646                                 }
2647                         }
2648                         else
2649                         {
2650                                 if(frametime)
2651                                         player_anim();
2652                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2653                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2654                                 if (self.deadflag == DEAD_DYING)
2655                                 {
2656                                         if(force_respawn)
2657                                                 self.deadflag = DEAD_RESPAWNING;
2658                                         else if(!button_pressed)
2659                                                 self.deadflag = DEAD_DEAD;
2660                                 }
2661                                 else if (self.deadflag == DEAD_DEAD)
2662                                 {
2663                                         if(button_pressed)
2664                                                 self.deadflag = DEAD_RESPAWNABLE;
2665                                 }
2666                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2667                                 {
2668                                         if(!button_pressed)
2669                                                 self.deadflag = DEAD_RESPAWNING;
2670                                 }
2671                                 else if (self.deadflag == DEAD_RESPAWNING)
2672                                 {
2673                                         if(time > self.death_time)
2674                                         {
2675                                                 self.death_time = time + 1; // only retry once a second
2676                                                 respawn();
2677                                         }
2678                                 }
2679                                 ShowRespawnCountdown();
2680                         }
2681                         return;
2682                 }
2683
2684                 if(g_touchexplode)
2685                 if(time > self.touchexplode_time)
2686                 if(self.classname == "player")
2687                 if(self.deadflag == DEAD_NO)
2688                 if not(IS_INDEPENDENT_PLAYER(self))
2689                 FOR_EACH_PLAYER(other) if(self != other)
2690                 {
2691                         if(time > other.touchexplode_time)
2692                         if(other.deadflag == DEAD_NO)
2693                         if not(IS_INDEPENDENT_PLAYER(other))
2694                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2695                         {
2696                                 PlayerTouchExplode(self, other);
2697                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2698                         }
2699                 }
2700
2701                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2702                 {
2703                         vector dist;
2704
2705                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2706                         dist = self.prevorigin - self.origin;
2707                         dist_z = 0;
2708                         self.lms_traveled_distance += fabs(vlen(dist));
2709
2710                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2711                         {
2712                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2713                                 self.lms_traveled_distance = 0;
2714                         }
2715
2716                         if(time > self.lms_nextcheck)
2717                         {
2718                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2719                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2720                                 {
2721                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2722                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2723                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2724                                         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');
2725                                 }
2726                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2727                                 self.lms_traveled_distance = 0;
2728                         }
2729                 }
2730
2731                 self.prevorigin = self.origin;
2732
2733                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2734                 {
2735                         if (!self.crouch)
2736                         {
2737                                 self.crouch = TRUE;
2738                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2739                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2740                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2741                         }
2742                 }
2743                 else
2744                 {
2745                         if (self.crouch)
2746                         {
2747                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2748                                 if (!trace_startsolid)
2749                                 {
2750                                         self.crouch = FALSE;
2751                                         self.view_ofs = PL_VIEW_OFS;
2752                                         setsize (self, PL_MIN, PL_MAX);
2753                                 }
2754                         }
2755                 }
2756
2757                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2758                 {
2759                         if(self.bloodloss_timer < time)
2760                         {
2761                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2762                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2763                         }
2764                 }
2765
2766                 FixPlayermodel();
2767
2768                 GrapplingHookFrame();
2769
2770                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2771                 //if(frametime)
2772                 {
2773                         self.items &~= self.items_added;
2774
2775                         W_WeaponFrame();
2776
2777                         self.items_added = 0;
2778                         if(self.items & IT_JETPACK)
2779                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2780                                         self.items_added |= IT_FUEL;
2781
2782                         self.items |= self.items_added;
2783                 }
2784
2785                 player_regen();
2786                 if(frametime)
2787                         player_anim();
2788
2789                 if (g_minstagib)
2790                         minstagib_ammocheck();
2791
2792                 ctf_setstatus();
2793                 nexball_setstatus();
2794
2795                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2796
2797                 //self.angles_y=self.v_angle_y + 90;   // temp
2798         } else if(gameover) {
2799                 if (intermission_running)
2800                         IntermissionThink ();   // otherwise a button could be missed between
2801                 return;
2802         } else if(self.classname == "observer") {
2803                 ObserverThink();
2804         } else if(self.classname == "spectator") {
2805                 SpectatorThink();
2806         }
2807
2808         if(!zoomstate_set)
2809                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && cvar("g_balance_campingrifle_secondary") == 0));
2810
2811         float oldspectatee_status;
2812         oldspectatee_status = self.spectatee_status;
2813         if(self.classname == "spectator")
2814                 self.spectatee_status = num_for_edict(self.enemy);
2815         else if(self.classname == "observer")
2816                 self.spectatee_status = num_for_edict(self);
2817         else
2818                 self.spectatee_status = 0;
2819         if(self.spectatee_status != oldspectatee_status)
2820         {
2821                 ClientData_Touch(self);
2822                 if(g_race || g_cts)
2823                         race_InitSpectator();
2824         }
2825
2826         if(self.teamkill_soundtime)
2827         if(time > self.teamkill_soundtime)
2828         {
2829                 self.teamkill_soundtime = 0;
2830
2831                 entity oldpusher, oldself;
2832
2833                 oldself = self; self = self.teamkill_soundsource;
2834                 oldpusher = self.pusher; self.pusher = oldself;
2835
2836                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2837
2838                 self.pusher = oldpusher;
2839                 self = oldself;
2840         }
2841
2842         if(self.taunt_soundtime)
2843         if(time > self.taunt_soundtime)
2844         {
2845                 self.taunt_soundtime = 0;
2846                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2847         }
2848
2849         target_voicescript_next(self);
2850 }
2851
2852 float isInvisibleString(string s)
2853 {
2854         float i, n, c;
2855         s = strdecolorize(s);
2856         for((i = 0), (n = strlen(s)); i < n; ++i)
2857         {
2858                 c = str2chr(s, i);
2859                 switch(c)
2860                 {
2861                         case 0:
2862                         case 32: // space
2863                                 break;
2864                         case 192: // charmap space
2865                                 if (!cvar("utf8_enable"))
2866                                         break;
2867                                 return FALSE;
2868                         case 160: // space in unicode fonts
2869                         case 0xE000 + 192: // utf8 charmap space
2870                                 if (cvar("utf8_enable"))
2871                                         break;
2872                         default:
2873                                 return FALSE;
2874                 }
2875         }
2876         return TRUE;
2877 }
2878
2879 /*
2880 =============
2881 PlayerPostThink
2882
2883 Called every frame for each client after the physics are run
2884 =============
2885 */
2886 .float idlekick_lasttimeleft;
2887 .entity showheadshotbbox;
2888 void showheadshotbbox_think()
2889 {
2890         if(self.owner.showheadshotbbox != self)
2891         {
2892                 remove(self);
2893                 return;
2894         }
2895         self.nextthink = time;
2896         setorigin(self, self.owner.origin);
2897         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2898 }
2899 void PlayerPostThink (void)
2900 {
2901         // Savage: Check for nameless players
2902         if (isInvisibleString(self.netname)) {
2903                 self.netname = "Player";
2904                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2905         }
2906
2907         // send the clients accuracy stats to the client
2908         if(self.stat_count > 0)
2909         if(frametime)
2910         {
2911                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2912                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2913                 self.stat_count -= 1;
2914         }
2915
2916         if(sv_maxidle && frametime)
2917         {
2918                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2919                 float timeleft;
2920                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2921                 if(timeleft <= 0)
2922                 {
2923                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2924                         AnnounceTo(self, "terminated");
2925                         dropclient(self);
2926                         return;
2927                 }
2928                 else if(timeleft <= 10)
2929                 {
2930                         if(timeleft != self.idlekick_lasttimeleft)
2931                         {
2932                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2933                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
2934                         }
2935                 }
2936                 else
2937                 {
2938                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2939                 }
2940                 self.idlekick_lasttimeleft = timeleft;
2941         }
2942
2943 #ifdef TETRIS
2944         if(self.impulse == 100)
2945                 ImpulseCommands();
2946         if (TetrisPostFrame())
2947                 return;
2948 #endif
2949
2950         CheatFrame();
2951
2952         if(self.classname == "player") {
2953                 CheckRules_Player();
2954                 UpdateChatBubble();
2955                 UpdateTeamBubble();
2956                 if (self.impulse)
2957                         ImpulseCommands();
2958                 if (intermission_running)
2959                         return;         // intermission or finale
2960                 GetPressedKeys();
2961         } else if (self.classname == "observer") {
2962                 //do nothing
2963         } else if (self.classname == "spectator") {
2964                 //do nothing
2965         }
2966
2967         /*
2968         float i;
2969         for(i = 0; i < 1000; ++i)
2970         {
2971                 vector end;
2972                 end = self.origin + '0 0 1024' + 512 * randomvec();
2973                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2974                 if(trace_fraction < 1)
2975                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2976                 {
2977                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2978                         break;
2979                 }
2980         }
2981         */
2982
2983         Arena_Warmup();
2984
2985         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2986
2987         if(self.waypointsprite_attachedforcarrier)
2988                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
2989         
2990         if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes"))
2991         {
2992                 if(!self.showheadshotbbox)
2993                 {
2994                         self.showheadshotbbox = spawn();
2995                         self.showheadshotbbox.classname = "headshotbbox";
2996                         self.showheadshotbbox.owner = self;
2997                         self.showheadshotbbox.think = showheadshotbbox_think;
2998                         self.showheadshotbbox.nextthink = time;
2999                         self = self.showheadshotbbox;
3000                         self.think();
3001                         self = self.owner;
3002                 }
3003         }
3004         else
3005         {
3006                 if(self.showheadshotbbox)
3007                         remove(self.showheadshotbbox);
3008         }
3009
3010         playerdemo_write();
3011
3012         /*
3013         if(g_race)
3014                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3015         */
3016 }