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Merge remote branch 'origin/terencehill/newpanelhud-dom_points' into terencehill...
[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, autocvar_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(autocvar_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() > autocvar_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(autocvar_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(autocvar_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(autocvar_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         MUTATOR_CALLHOOK(MakePlayerObserver);
603
604         Portal_ClearAll(self);
605
606         if(self.alivetime)
607         {
608                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
609                 self.alivetime = 0;
610         }
611
612         if(self.flagcarried)
613                 DropFlag(self.flagcarried, world, world);
614
615         if(self.ballcarried && g_nexball)
616                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
617
618         WaypointSprite_PlayerDead();
619
620         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
621                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
622
623         if(self.killcount != -666) {
624                 if(g_lms) {
625                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
626                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
627                         else
628                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
629                 } else
630                         bprint ("^4", self.netname, "^4 is spectating now\n");
631
632                 if(self.just_joined == FALSE) {
633                         LogTeamchange(self.playerid, -1, 4);
634                 } else
635                         self.just_joined = FALSE;
636         }
637
638         PlayerScore_Clear(self); // clear scores when needed
639
640         accuracy_resend(self);
641
642         self.spectatortime = time;
643
644         self.classname = "observer";
645         self.iscreature = FALSE;
646         self.health = -666;
647         self.takedamage = DAMAGE_NO;
648         self.solid = SOLID_NOT;
649         self.movetype = MOVETYPE_NOCLIP;
650         self.flags = FL_CLIENT | FL_NOTARGET;
651         self.armorvalue = 666;
652         self.effects = 0;
653         self.armorvalue = autocvar_g_balance_armor_start;
654         self.pauserotarmor_finished = 0;
655         self.pauserothealth_finished = 0;
656         self.pauseregen_finished = 0;
657         self.damageforcescale = 0;
658         self.death_time = 0;
659         self.dead_frame = 0;
660         self.alpha = 0;
661         self.scale = 0;
662         self.fade_time = 0;
663         self.pain_frame = 0;
664         self.pain_finished = 0;
665         self.strength_finished = 0;
666         self.invincible_finished = 0;
667         self.pushltime = 0;
668         self.think = SUB_Null;
669         self.nextthink = 0;
670         self.hook_time = 0;
671         self.runes = 0;
672         self.deadflag = DEAD_NO;
673         self.angles = spot.angles;
674         self.angles_z = 0;
675         self.fixangle = TRUE;
676         self.crouch = FALSE;
677
678         self.view_ofs = PL_VIEW_OFS;
679         setorigin (self, spot.origin);
680         setsize (self, '0 0 0', '0 0 0');
681         self.prevorigin = self.origin;
682         self.items = 0;
683         self.weapons = 0;
684         self.model = "";
685         FixPlayermodel();
686         self.model = "";
687         self.modelindex = 0;
688         self.weapon = 0;
689         self.weaponmodel = "";
690         self.weaponentity = world;
691         self.exteriorweaponentity = world;
692         self.killcount = -666;
693         self.velocity = '0 0 0';
694         self.avelocity = '0 0 0';
695         self.punchangle = '0 0 0';
696         self.punchvector = '0 0 0';
697         self.oldvelocity = self.velocity;
698         self.fire_endtime = -1;
699
700         if(sv_loddistance1)
701                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
702
703         if(g_arena)
704         {
705                 if(self.version_mismatch)
706                 {
707                         Spawnqueue_Unmark(self);
708                         Spawnqueue_Remove(self);
709                 }
710                 else
711                 {
712                         Spawnqueue_Insert(self);
713                 }
714         }
715         else if(g_lms)
716         {
717                 // Only if the player cannot play at all
718                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
719                         self.frags = FRAGS_SPECTATOR;
720                 else
721                         self.frags = FRAGS_LMS_LOSER;
722         }
723         else
724                 self.frags = FRAGS_SPECTATOR;
725 }
726
727 void FixPlayermodel()
728 {
729         local string defaultmodel;
730         local float defaultskin, chmdl, oldskin;
731         local vector m1, m2;
732
733         defaultmodel = "";
734
735         if(autocvar_sv_defaultcharacter == 1) {
736                 defaultskin = 0;
737
738                 if(teams_matter)
739                 {
740                         string s;
741                         s = Team_ColorNameLowerCase(self.team);
742                         if(s != "neutral")
743                         {
744                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
745                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
746                         }
747                 }
748
749                 if(defaultmodel == "")
750                 {
751                         defaultmodel = autocvar_sv_defaultplayermodel;
752                         defaultskin = autocvar_sv_defaultplayerskin;
753                 }
754         }
755
756         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
757         {
758                 if(self.model != "")
759                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
760                 self.model = ""; // force the != checks to return true
761         }
762
763         if(defaultmodel != "")
764         {
765                 if (defaultmodel != self.model)
766                 {
767                         m1 = self.mins;
768                         m2 = self.maxs;
769                         setmodel_lod (self, defaultmodel);
770                         setsize (self, m1, m2);
771                         chmdl = TRUE;
772                 }
773
774                 oldskin = self.skinindex;
775                 self.skinindex = defaultskin;
776         } else {
777                 if (self.playermodel != self.model || self.playermodel == "")
778                 {
779                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
780                         m1 = self.mins;
781                         m2 = self.maxs;
782                         setmodel_lod (self, self.playermodel);
783                         setsize (self, m1, m2);
784                         chmdl = TRUE;
785                 }
786
787                 oldskin = self.skinindex;
788                 self.skinindex = stof(self.playerskin);
789         }
790
791         if(chmdl || oldskin != self.skinindex)
792                 self.species = player_getspecies(); // model or skin has changed
793
794         if(!teams_matter)
795                 if(strlen(autocvar_sv_defaultplayercolors))
796                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
797                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
798 }
799
800 void PlayerTouchExplode(entity p1, entity p2)
801 {
802         vector org;
803         org = (p1.origin + p2.origin) * 0.5;
804         org_z += (p1.mins_z + p2.mins_z) * 0.5;
805
806         te_explosion(org);
807
808         entity e;
809         e = spawn();
810         setorigin(e, org);
811         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
812         remove(e);
813 }
814
815 /*
816 =============
817 PutClientInServer
818
819 Called when a client spawns in the server
820 =============
821 */
822 //void() ctf_playerchanged;
823 void PutClientInServer (void)
824 {
825         if(clienttype(self) == CLIENTTYPE_BOT)
826         {
827                 self.classname = "player";
828         }
829         else if(clienttype(self) == CLIENTTYPE_REAL)
830         {
831                 msg_entity = self;
832                 WriteByte(MSG_ONE, SVC_SETVIEW);
833                 WriteEntity(MSG_ONE, self);
834         }
835
836         // player is dead and becomes observer
837         // FIXME fix LMS scoring for new system
838         if(g_lms)
839         {
840                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
841                         self.classname = "observer";
842         }
843
844         if(g_arena || (g_ca && !allowed_to_spawn))
845         if(!self.spawned)
846                 self.classname = "observer";
847
848         if(gameover)
849                 self.classname = "observer";
850
851         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
852                 entity spot, oldself;
853                 float j;
854
855                 accuracy_resend(self);
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(autocvar_g_playerclip_collisions)
878                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
879                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_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(autocvar_g_balance_nex_charge)
893                 {
894                         if(autocvar_g_balance_nex_secondary_chargepool)
895                                 self.nex_chargepool_ammo = 1;
896                         self.nex_charge = autocvar_g_balance_nex_charge_start;
897                 }
898
899                 if(inWarmupStage)
900                 {
901                         self.ammo_shells = warmup_start_ammo_shells;
902                         self.ammo_nails = warmup_start_ammo_nails;
903                         self.ammo_rockets = warmup_start_ammo_rockets;
904                         self.ammo_cells = warmup_start_ammo_cells;
905                         self.ammo_fuel = warmup_start_ammo_fuel;
906                         self.health = warmup_start_health;
907                         self.armorvalue = warmup_start_armorvalue;
908                         self.weapons = warmup_start_weapons;
909                 }
910                 else
911                 {
912                         self.ammo_shells = start_ammo_shells;
913                         self.ammo_nails = start_ammo_nails;
914                         self.ammo_rockets = start_ammo_rockets;
915                         self.ammo_cells = start_ammo_cells;
916                         self.ammo_fuel = start_ammo_fuel;
917                         self.health = start_health;
918                         self.armorvalue = start_armorvalue;
919                         self.weapons = start_weapons;
920                 }
921
922                 if(g_weaponarena_random)
923                 {
924                         if(g_weaponarena_random_with_laser)
925                                 self.weapons &~= WEPBIT_LASER;
926                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
927                         if(g_weaponarena_random_with_laser)
928                                 self.weapons |= WEPBIT_LASER;
929                 }
930
931                 self.items = start_items;
932                 self.jump_interval = time;
933
934                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
935                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
936                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
937                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
938                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
939                 //extend the pause of rotting if client was reset at the beginning of the countdown
940                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
941                         self.spawnshieldtime += game_starttime - time;
942                         self.pauserotarmor_finished += game_starttime - time;
943                         self.pauserothealth_finished += game_starttime - time;
944                         self.pauseregen_finished += game_starttime - time;
945                 }
946                 self.damageforcescale = 2;
947                 self.death_time = 0;
948                 self.dead_frame = 0;
949                 self.alpha = 0;
950                 self.scale = 0;
951                 self.fade_time = 0;
952                 self.pain_frame = 0;
953                 self.pain_finished = 0;
954                 self.strength_finished = 0;
955                 self.invincible_finished = 0;
956                 self.pushltime = 0;
957                 // players have no think function
958                 self.think = SUB_Null;
959                 self.nextthink = 0;
960                 self.hook_time = 0;
961                 self.dmg_team = 0;
962                 self.ballistics_density = autocvar_g_ballistics_density_player;
963
964                 self.metertime = 0;
965
966                 self.runes = 0;
967
968                 self.deadflag = DEAD_NO;
969
970                 self.angles = spot.angles;
971
972                 self.angles_z = 0; // never spawn tilted even if the spot says to
973                 self.fixangle = TRUE; // turn this way immediately
974                 self.velocity = '0 0 0';
975                 self.avelocity = '0 0 0';
976                 self.punchangle = '0 0 0';
977                 self.punchvector = '0 0 0';
978                 self.oldvelocity = self.velocity;
979                 self.fire_endtime = -1;
980
981                 msg_entity = self;
982                 WRITESPECTATABLE_MSG_ONE({
983                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
984                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
985                 });
986
987                 if(sv_loddistance1)
988                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
989
990                 self.model = "";
991                 FixPlayermodel();
992
993                 self.crouch = FALSE;
994                 self.view_ofs = PL_VIEW_OFS;
995                 setsize (self, PL_MIN, PL_MAX);
996                 self.spawnorigin = spot.origin;
997                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
998                 // don't reset back to last position, even if new position is stuck in solid
999                 self.oldorigin = self.origin;
1000                 self.prevorigin = self.origin;
1001                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1002
1003                 if(g_arena)
1004                 {
1005                         Spawnqueue_Remove(self);
1006                         Spawnqueue_Mark(self);
1007                 }
1008
1009                 else if(g_ca)
1010                         self.caplayer = 1;
1011
1012                 self.event_damage = PlayerDamage;
1013
1014                 self.bot_attack = TRUE;
1015
1016                 self.statdraintime = time + 5;
1017                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1018
1019                 if(self.killcount == -666) {
1020                         PlayerScore_Clear(self);
1021                         self.killcount = 0;
1022                 }
1023
1024                 self.cnt = WEP_LASER;
1025
1026                 CL_SpawnWeaponentity();
1027                 self.alpha = default_player_alpha;
1028                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1029                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1030
1031                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1032                 self.lms_traveled_distance = 0;
1033                 self.speedrunning = FALSE;
1034
1035                 race_PostSpawn(spot);
1036
1037                 if(autocvar_spawn_debug)
1038                 {
1039                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1040                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1041                 }
1042
1043                 //stuffcmd(self, "chase_active 0");
1044                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1045
1046                 if (autocvar_g_spawnsound)
1047                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1048
1049                 if(g_assault) {
1050                         if(self.team == assault_attacker_team)
1051                                 centerprint(self, "You are attacking!");
1052                         else
1053                                 centerprint(self, "You are defending!");
1054                 }
1055
1056                 target_voicescript_clear(self);
1057
1058                 // reset fields the weapons may use
1059                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1060                         weapon_action(j, WR_RESETPLAYER);
1061
1062                 oldself = self;
1063                 self = spot;
1064                         activator = oldself;
1065                                 SUB_UseTargets();
1066                         activator = world;
1067                 self = oldself;
1068
1069                 MUTATOR_CALLHOOK(PlayerSpawn);
1070
1071                 self.switchweapon = w_getbestweapon(self);
1072                 self.cnt = self.switchweapon;
1073                 self.weapon = 0;
1074
1075                 if(!self.alivetime)
1076                         self.alivetime = time;
1077         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1078                 PutObserverInServer ();
1079         }
1080
1081         //if(g_ctf)
1082         //      ctf_playerchanged();
1083 }
1084
1085 .float ebouncefactor, ebouncestop; // electro's values
1086 // TODO do we need all these fields, or should we stop autodetecting runtime
1087 // changes and just have a console command to update this?
1088 float ClientInit_SendEntity(entity to, float sf)
1089 {
1090         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1091         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1092         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1093         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1094         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1095         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1096         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1097         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1098         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1099         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1100         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1101         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1102         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1103         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1104         if(sv_foginterval && world.fog != "")
1105                 WriteString(MSG_ENTITY, world.fog);
1106         else
1107                 WriteString(MSG_ENTITY, "");
1108         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1109         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1110         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1111         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1112         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1113         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1114         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1115         WriteByte(MSG_ENTITY, autocvar_g_balance_campingrifle_secondary); // client has to know if it should zoom or not
1116         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1117         return TRUE;
1118 }
1119
1120 void ClientInit_CheckUpdate()
1121 {
1122         self.nextthink = time;
1123         if(self.count != autocvar_g_balance_armor_blockpercent)
1124         {
1125                 self.count = autocvar_g_balance_armor_blockpercent;
1126                 self.SendFlags |= 1;
1127         }
1128         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1129         {
1130                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1131                 self.SendFlags |= 1;
1132         }
1133         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1134         {
1135                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1136                 self.SendFlags |= 1;
1137         }
1138         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1139         {
1140                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1141                 self.SendFlags |= 1;
1142         }
1143         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1144         {
1145                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1146                 self.SendFlags |= 1;
1147         }
1148         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1149         {
1150                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1151                 self.SendFlags |= 1;
1152         }
1153 }
1154
1155 void ClientInit_Spawn()
1156 {
1157         entity o;
1158         entity e;
1159         e = spawn();
1160         e.classname = "clientinit";
1161         e.think = ClientInit_CheckUpdate;
1162         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1163
1164         o = self;
1165         self = e;
1166         ClientInit_CheckUpdate();
1167         self = o;
1168 }
1169
1170 /*
1171 =============
1172 SetNewParms
1173 =============
1174 */
1175 void SetNewParms (void)
1176 {
1177         // initialize parms for a new player
1178         parm1 = -(86400 * 366);
1179 }
1180
1181 /*
1182 =============
1183 SetChangeParms
1184 =============
1185 */
1186 void SetChangeParms (void)
1187 {
1188         // save parms for level change
1189         parm1 = self.parm_idlesince - time;
1190 }
1191
1192 /*
1193 =============
1194 DecodeLevelParms
1195 =============
1196 */
1197 void DecodeLevelParms (void)
1198 {
1199         // load parms
1200         self.parm_idlesince = parm1;
1201         if(self.parm_idlesince == -(86400 * 366))
1202                 self.parm_idlesince = time;
1203
1204         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1205         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1206 }
1207
1208 /*
1209 =============
1210 ClientKill
1211
1212 Called when a client types 'kill' in the console
1213 =============
1214 */
1215
1216 .float clientkill_nexttime;
1217 void ClientKill_Now_TeamChange()
1218 {
1219         if(self.killindicator_teamchange == -1)
1220         {
1221                 self.team = -1;
1222                 JoinBestTeam( self, FALSE, FALSE );
1223         }
1224         else if(self.killindicator_teamchange == -2)
1225         {
1226                 if(g_ca)
1227                         self.caplayer = 0;
1228                 if(blockSpectators)
1229                         sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1230                 PutObserverInServer();
1231         }
1232         else
1233                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1234 }
1235
1236 void ClientKill_Now()
1237 {
1238         remove(self.killindicator);
1239         self.killindicator = world;
1240
1241         if(self.killindicator_teamchange)
1242                 ClientKill_Now_TeamChange();
1243
1244         // in any case:
1245         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1246
1247         // now I am sure the player IS dead
1248 }
1249 void KillIndicator_Think()
1250 {
1251         if (!self.owner.modelindex)
1252         {
1253                 self.owner.killindicator = world;
1254                 remove(self);
1255                 return;
1256         }
1257
1258         if(self.cnt <= 0)
1259         {
1260                 self = self.owner;
1261                 ClientKill_Now(); // no oldself needed
1262                 return;
1263         }
1264     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1265     {
1266         self.nextthink = time + 1;
1267         self.cnt -= 1;
1268     }
1269         else
1270         {
1271                 if(self.cnt <= 10)
1272                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1273                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1274                 {
1275                         if(self.cnt <= 10)
1276                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1277                         if(self.owner.killindicator_teamchange)
1278                         {
1279                                 if(self.owner.killindicator_teamchange == -1)
1280                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1281                                 else if(self.owner.killindicator_teamchange == -2)
1282                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
1283                                 else
1284                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1285                         }
1286                         else
1287                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1288                 }
1289                 self.nextthink = time + 1;
1290                 self.cnt -= 1;
1291         }
1292 }
1293
1294 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1295 {
1296         float killtime;
1297         entity e;
1298         killtime = autocvar_g_balance_kill_delay;
1299
1300         if(g_race_qualifying || g_cts)
1301                 killtime = 0;
1302
1303     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1304     {
1305                 remove(self.killindicator);
1306                 self.killindicator = world;
1307
1308         ClientKill_Now(); // allow instant kill in this case
1309         return;
1310     }
1311
1312         self.killindicator_teamchange = targetteam;
1313
1314     if(!self.killindicator)
1315         {
1316                 if(self.modelindex && self.deadflag == DEAD_NO)
1317                 {
1318                         killtime = max(killtime, self.clientkill_nexttime - time);
1319                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1320                 }
1321
1322                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1323                 {
1324                         ClientKill_Now();
1325                 }
1326                 else
1327                 {
1328                         self.killindicator = spawn();
1329                         self.killindicator.owner = self;
1330                         self.killindicator.scale = 0.5;
1331                         setattachment(self.killindicator, self, "");
1332                         setorigin(self.killindicator, '0 0 52');
1333                         self.killindicator.think = KillIndicator_Think;
1334                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1335                         self.killindicator.cnt = ceil(killtime);
1336                         self.killindicator.count = bound(0, ceil(killtime), 10);
1337                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1338
1339                         for(e = world; (e = find(e, classname, "body")) != world; )
1340                         {
1341                                 if(e.enemy != self)
1342                                         continue;
1343                                 e.killindicator = spawn();
1344                                 e.killindicator.owner = e;
1345                                 e.killindicator.scale = 0.5;
1346                                 setattachment(e.killindicator, e, "");
1347                                 setorigin(e.killindicator, '0 0 52');
1348                                 e.killindicator.think = KillIndicator_Think;
1349                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1350                                 e.killindicator.cnt = ceil(killtime);
1351                         }
1352                         self.lip = 0;
1353                 }
1354         }
1355         if(self.killindicator)
1356         {
1357                 if(targetteam == 0) // just die
1358                         self.killindicator.colormod = '0 0 0';
1359                 else if(targetteam == -1) // auto
1360                         self.killindicator.colormod = '0 1 0';
1361                 else if(targetteam == -2) // spectate
1362                         self.killindicator.colormod = '0.5 0.5 0.5';
1363                 else
1364                         self.killindicator.colormod = TeamColor(targetteam);
1365         }
1366 }
1367
1368 void ClientKill (void)
1369 {
1370         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1371         {
1372                 // do nothing
1373         }
1374     else if(g_freezetag && self.freezetag_frozen == 1)
1375     {
1376         // do nothing
1377     }
1378         else
1379                 ClientKill_TeamChange(0);
1380 }
1381
1382 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
1383 {
1384     e.killindicator = spawn();
1385     e.killindicator.owner = e;
1386     e.killindicator.think = KillIndicator_Think;
1387     e.killindicator.nextthink = time + (e.lip) * 0.05;
1388     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1389     e.killindicator.health = 1; // this is used to indicate that it should be silent
1390     e.lip = 0;
1391 }
1392
1393 void DoTeamChange(float destteam)
1394 {
1395         float t, c0;
1396         if(!teams_matter)
1397         {
1398                 if(destteam >= 0)
1399                         SetPlayerColors(self, destteam);
1400                 return;
1401         }
1402         if(self.classname == "player")
1403         if(destteam == -1)
1404         {
1405                 CheckAllowedTeams(self);
1406                 t = FindSmallestTeam(self, TRUE);
1407                 switch(self.team)
1408                 {
1409                         case COLOR_TEAM1: c0 = c1; break;
1410                         case COLOR_TEAM2: c0 = c2; break;
1411                         case COLOR_TEAM3: c0 = c3; break;
1412                         case COLOR_TEAM4: c0 = c4; break;
1413                         default:          c0 = 999;
1414                 }
1415                 switch(t)
1416                 {
1417                         case 1:
1418                                 if(c0 > c1)
1419                                         destteam = COLOR_TEAM1;
1420                                 break;
1421                         case 2:
1422                                 if(c0 > c2)
1423                                         destteam = COLOR_TEAM2;
1424                                 break;
1425                         case 3:
1426                                 if(c0 > c3)
1427                                         destteam = COLOR_TEAM3;
1428                                 break;
1429                         case 4:
1430                                 if(c0 > c4)
1431                                         destteam = COLOR_TEAM4;
1432                                 break;
1433                 }
1434                 if(destteam == -1)
1435                         return;
1436         }
1437         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1438                 return;
1439         ClientKill_TeamChange(destteam);
1440 }
1441
1442 void FixClientCvars(entity e)
1443 {
1444         // send prediction settings to the client
1445         stuffcmd(e, "\nin_bindmap 0 0\n");
1446         if(g_race || g_cts)
1447                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1448         if(autocvar_g_antilag == 3) // client side hitscan
1449                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1450         if(sv_gentle)
1451                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1452         /*
1453          * we no longer need to stuff this. Remove this comment block if you feel
1454          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1455         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1456         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1457         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1458         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1459         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1460         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1461         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1462         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1463         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1464         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1465         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1466         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1467         stuffcmd(e, "cl_movement_edgefriction 1\n");
1468          */
1469 }
1470
1471 float PlayerInIDList(entity p, string idlist)
1472 {
1473         float n, i;
1474         string s;
1475
1476         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1477         if not(p.crypto_idfp)
1478                 return 0;
1479
1480         // this function allows abbreviated player IDs too!
1481         n = tokenize_console(idlist);
1482         for(i = 0; i < n; ++i)
1483         {
1484                 s = argv(i);
1485                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1486                         return 1;
1487         }
1488
1489         return 0;
1490 }
1491
1492 /*
1493 =============
1494 ClientConnect
1495
1496 Called when a client connects to the server
1497 =============
1498 */
1499 //void ctf_clientconnect();
1500 string ColoredTeamName(float t);
1501 void DecodeLevelParms (void);
1502 //void dom_player_join_team(entity pl);
1503 void send_CSQC_dom_all();
1504 void ClientConnect (void)
1505 {
1506         float t;
1507
1508         if(self.flags & FL_CLIENT)
1509         {
1510                 print("Warning: ClientConnect, but already connected!\n");
1511                 return;
1512         }
1513
1514         if(Ban_MaybeEnforceBan(self))
1515                 return;
1516
1517         DecodeLevelParms();
1518
1519 #ifdef WATERMARK
1520         sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1521 #endif
1522
1523         self.classname = "player_joining";
1524
1525         self.flags = FL_CLIENT;
1526         self.version_nagtime = time + 10 + random() * 10;
1527
1528         if(player_count<0)
1529         {
1530                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1531                 player_count = 0;
1532         }
1533
1534         PlayerScore_Attach(self);
1535         ClientData_Attach();
1536         accuracy_init(self);
1537
1538         bot_clientconnect();
1539
1540         playerdemo_init();
1541
1542         anticheat_init();
1543         
1544         race_PreSpawnObserver();
1545
1546         //if(g_domination)
1547         //      dom_player_join_team(self);
1548
1549         // identify the right forced team
1550         if(autocvar_g_campaign)
1551         {
1552                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1553                 {
1554                         switch(autocvar_g_campaign_forceteam)
1555                         {
1556                                 case 1: self.team_forced = COLOR_TEAM1; break;
1557                                 case 2: self.team_forced = COLOR_TEAM2; break;
1558                                 case 3: self.team_forced = COLOR_TEAM3; break;
1559                                 case 4: self.team_forced = COLOR_TEAM4; break;
1560                                 default: self.team_forced = 0;
1561                         }
1562                 }
1563         }
1564         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1565                 self.team_forced = COLOR_TEAM1;
1566         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1567                 self.team_forced = COLOR_TEAM2;
1568         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1569                 self.team_forced = COLOR_TEAM3;
1570         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1571                 self.team_forced = COLOR_TEAM4;
1572         else if(autocvar_g_forced_team_otherwise == "red")
1573                 self.team_forced = COLOR_TEAM1;
1574         else if(autocvar_g_forced_team_otherwise == "blue")
1575                 self.team_forced = COLOR_TEAM2;
1576         else if(autocvar_g_forced_team_otherwise == "yellow")
1577                 self.team_forced = COLOR_TEAM3;
1578         else if(autocvar_g_forced_team_otherwise == "pink")
1579                 self.team_forced = COLOR_TEAM4;
1580         else if(autocvar_g_forced_team_otherwise == "spectate")
1581                 self.team_forced = -1;
1582         else if(autocvar_g_forced_team_otherwise == "spectator")
1583                 self.team_forced = -1;
1584         else
1585                 self.team_forced = 0;
1586
1587         if(!teams_matter)
1588                 if(self.team_forced > 0)
1589                         self.team_forced = 0;
1590
1591         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1592
1593         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1594                 self.classname = "observer";
1595         } else {
1596                 if(teams_matter)
1597                 {
1598                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1599                         {
1600                                 self.classname = "player";
1601                                 campaign_bots_may_start = 1;
1602                         }
1603                         else
1604                         {
1605                                 self.classname = "observer"; // do it anyway
1606                         }
1607                 }
1608                 else
1609                 {
1610                         self.classname = "player";
1611                         campaign_bots_may_start = 1;
1612                 }
1613         }
1614
1615         self.playerid = (playerid_last = playerid_last + 1);
1616
1617         if(autocvar_sv_eventlog)
1618                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1619
1620         LogTeamchange(self.playerid, self.team, 1);
1621
1622         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1623
1624         self.netname_previous = strzone(self.netname);
1625
1626         bprint("^4", self.netname, "^4 connected");
1627
1628         if(self.classname != "observer" && (g_domination || g_ctf))
1629                 bprint(" and joined the ", ColoredTeamName(self.team));
1630
1631         bprint("\n");
1632
1633         self.welcomemessage_time = 0;
1634
1635         stuffcmd(self, strcat(clientstuff, "\n"));
1636         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1637         stuffcmd(self, "cl_particles_reloadeffects\n");
1638
1639         FixClientCvars(self);
1640
1641         // spawnfunc_waypoint sprites
1642         WaypointSprite_InitClient(self);
1643
1644         // Wazat's grappling hook
1645         SetGrappleHookBindings();
1646
1647         // get autoswitch state from player when he toggles it
1648         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1649
1650         // get version info from player
1651         stuffcmd(self, "cmd clientversion $gameversion\n");
1652
1653         // get other cvars from player
1654         GetCvars(0);
1655
1656         // notify about available teams
1657         if(teams_matter)
1658         {
1659                 CheckAllowedTeams(self);
1660                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1661                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1662         }
1663         else
1664                 stuffcmd(self, "set _teams_available 0\n");
1665
1666         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1667
1668         if(g_arena || g_ca)
1669         {
1670                 self.classname = "observer";
1671                 if(g_arena)
1672                         Spawnqueue_Insert(self);
1673         }
1674         /*else if(g_ctf)
1675         {
1676                 ctf_clientconnect();
1677         }*/
1678
1679         if(teams_matter || radar_showennemies)
1680                 attach_entcs();
1681
1682         bot_relinkplayerlist();
1683
1684         self.spectatortime = time;
1685         if(blockSpectators)
1686         {
1687                 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1688         }
1689
1690         self.jointime = time;
1691         self.allowedTimeouts = autocvar_sv_timeout_number;
1692
1693         if(clienttype(self) == CLIENTTYPE_REAL)
1694         {
1695                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1696                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1697         }
1698
1699         if(g_lms)
1700         {
1701                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1702                 {
1703                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1704                         self.frags = FRAGS_SPECTATOR;
1705                 }
1706         }
1707
1708         if(!sv_foginterval && world.fog != "")
1709                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1710
1711         SoundEntity_Attach(self);
1712
1713         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1714         {
1715                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1716                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1717         }
1718         else
1719                 self.hitplotfh = -1;
1720
1721         if(g_race || g_cts) {
1722                 string rr;
1723                 if(g_cts)
1724                         rr = CTS_RECORD;
1725                 else
1726                         rr = RACE_RECORD;
1727                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1728
1729                 msg_entity = self;
1730                 race_send_recordtime(MSG_ONE);
1731                 race_send_speedaward(MSG_ONE);
1732
1733                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1734                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1735                 race_send_speedaward_alltimebest(MSG_ONE);
1736
1737                 float i;
1738                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1739                         race_SendRankings(i, 0, 0, MSG_ONE);
1740                 }
1741         }
1742         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1743                 send_CSQC_teamnagger();
1744
1745         if (g_domination)
1746                 send_CSQC_dom_all();
1747         send_CSQC_cr_maxbullets(self);
1748
1749         CheatInitClient();
1750
1751         PlayerStats_AddPlayer(self);
1752 }
1753
1754 /*
1755 =============
1756 ClientDisconnect
1757
1758 Called when a client disconnects from the server
1759 =============
1760 */
1761 .entity chatbubbleentity;
1762 .entity teambubbleentity;
1763 void ReadyCount();
1764 void ClientDisconnect (void)
1765 {
1766         if not(self.flags & FL_CLIENT)
1767         {
1768                 print("Warning: ClientDisconnect without ClientConnect\n");
1769                 return;
1770         }
1771
1772         PlayerStats_AddGlobalInfo(self);
1773
1774         CheatShutdownClient();
1775
1776         if(self.hitplotfh >= 0)
1777         {
1778                 fclose(self.hitplotfh);
1779                 self.hitplotfh = -1;
1780         }
1781
1782         anticheat_report();
1783         anticheat_shutdown();
1784
1785         playerdemo_shutdown();
1786
1787         bot_clientdisconnect();
1788
1789         if(self.entcs)
1790                 detach_entcs();
1791
1792         if(autocvar_sv_eventlog)
1793                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1794         bprint ("^4",self.netname);
1795         bprint ("^4 disconnected\n");
1796
1797         SoundEntity_Detach(self);
1798
1799         DropAllRunes(self);
1800         MUTATOR_CALLHOOK(ClientDisconnect);
1801
1802         Portal_ClearAll(self);
1803
1804         if(self.flagcarried)
1805                 DropFlag(self.flagcarried, world, world);
1806         if(self.ballcarried && g_nexball)
1807                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1808
1809         // Here, everything has been done that requires this player to be a client.
1810
1811         self.flags &~= FL_CLIENT;
1812
1813         if (self.chatbubbleentity)
1814                 remove (self.chatbubbleentity);
1815
1816         if (self.teambubbleentity)
1817                 remove (self.teambubbleentity);
1818
1819         if (self.killindicator)
1820                 remove (self.killindicator);
1821
1822         WaypointSprite_PlayerGone();
1823
1824         bot_relinkplayerlist();
1825
1826         if(g_arena)
1827         {
1828                 Spawnqueue_Unmark(self);
1829                 Spawnqueue_Remove(self);
1830         }
1831
1832         accuracy_free(self);
1833         ClientData_Detach();
1834         PlayerScore_Detach(self);
1835
1836         if(self.netname_previous)
1837                 strunzone(self.netname_previous);
1838         if(self.clientstatus)
1839                 strunzone(self.clientstatus);
1840         if(self.weaponorder_byimpulse)
1841                 strunzone(self.weaponorder_byimpulse);
1842
1843         ClearPlayerSounds();
1844
1845         if(self.personal)
1846                 remove(self.personal);
1847
1848         self.playerid = 0;
1849         ReadyCount();
1850
1851         // free cvars
1852         GetCvars(-1);
1853 }
1854
1855 .float BUTTON_CHAT;
1856 void ChatBubbleThink()
1857 {
1858         self.nextthink = time;
1859         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1860         {
1861                 if(self.owner) // but why can that ever be world?
1862                         self.owner.chatbubbleentity = world;
1863                 remove(self);
1864                 return;
1865         }
1866         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1867 #ifdef TETRIS
1868                 || self.owner.tetris_on
1869 #endif
1870         )
1871                 self.model = self.mdl;
1872         else
1873                 self.model = "";
1874 };
1875
1876 void UpdateChatBubble()
1877 {
1878         if (!self.modelindex)
1879                 return;
1880         // spawn a chatbubble entity if needed
1881         if (!self.chatbubbleentity)
1882         {
1883                 self.chatbubbleentity = spawn();
1884                 self.chatbubbleentity.owner = self;
1885                 self.chatbubbleentity.exteriormodeltoclient = self;
1886                 self.chatbubbleentity.think = ChatBubbleThink;
1887                 self.chatbubbleentity.nextthink = time;
1888                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1889                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1890                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1891                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1892                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1893                 self.chatbubbleentity.model = "";
1894                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1895         }
1896 }
1897
1898
1899 void TeamBubbleThink()
1900 {
1901         self.nextthink = time;
1902         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1903         {
1904                 if(self.owner) // but why can that ever be world?
1905                         self.owner.teambubbleentity = world;
1906                 remove(self);
1907                 return;
1908         }
1909 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1910         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1911                 self.model = "";
1912         else
1913                 self.model = self.mdl;
1914
1915 };
1916
1917 float TeamBubble_customizeentityforclient()
1918 {
1919         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1920 }
1921
1922 void UpdateTeamBubble()
1923 {
1924         if (!self.modelindex || !teams_matter)
1925                 return;
1926         // spawn a teambubble entity if needed
1927         if (!self.teambubbleentity && teams_matter)
1928         {
1929                 self.teambubbleentity = spawn();
1930                 self.teambubbleentity.owner = self;
1931                 self.teambubbleentity.exteriormodeltoclient = self;
1932                 self.teambubbleentity.think = TeamBubbleThink;
1933                 self.teambubbleentity.nextthink = time;
1934                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1935 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1936                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1937                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1938                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1939                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1940                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1941                 self.teambubbleentity.effects = EF_LOWPRECISION;
1942         }
1943 }
1944
1945 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1946 // added to the model skins
1947 /*void UpdateColorModHack()
1948 {
1949         local float c;
1950         c = self.clientcolors & 15;
1951         // LordHavoc: only bothering to support white, green, red, yellow, blue
1952              if (!teams_matter) self.colormod = '0 0 0';
1953         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1954         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1955         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1956         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1957         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1958         else self.colormod = '1 1 1';
1959 };*/
1960
1961 .float oldcolormap;
1962 void respawn(void)
1963 {
1964         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1965         {
1966                 self.solid = SOLID_NOT;
1967                 self.takedamage = DAMAGE_NO;
1968                 self.movetype = MOVETYPE_FLY;
1969                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1970                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1971                 self.effects |= EF_ADDITIVE;
1972                 self.oldcolormap = self.colormap;
1973                 self.colormap = 512;
1974                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1975                 if(autocvar_g_respawn_ghosts_maxtime)
1976                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1977         }
1978
1979         CopyBody(1);
1980         self.effects |= EF_NODRAW; // prevent another CopyBody
1981         if(self.oldcolormap)
1982         {
1983                 self.colormap = self.oldcolormap;
1984                 self.oldcolormap = 0;
1985         }
1986         PutClientInServer();
1987 }
1988
1989 void play_countdown(float finished, string samp)
1990 {
1991         if(clienttype(self) == CLIENTTYPE_REAL)
1992                 if(floor(finished - time - frametime) != floor(finished - time))
1993                         if(finished - time < 6)
1994                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1995 }
1996
1997 /**
1998  * When sv_timeout is used this function returs strings like
1999  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
2000  * Called by centerprint functions
2001  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
2002  */
2003 string getTimeoutText(float addOneSecond) {
2004         if (!autocvar_sv_timeout || !timeoutStatus)
2005                 return "";
2006
2007         local string retStr;
2008         if (timeoutStatus == 1) {
2009                 if (addOneSecond == 1) {
2010                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
2011                 }
2012                 else {
2013                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
2014                 }
2015                 return retStr;
2016         }
2017         else if (timeoutStatus == 2) {
2018                 if (addOneSecond) {
2019                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
2020                         //don't show messages like "Timeout ends in 0 seconds"...
2021                         if ((remainingTimeoutTime + 1) > 0)
2022                                 return retStr;
2023                         else
2024                                 return "";
2025                 }
2026                 else {
2027                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2028                         //don't show messages like "Timeout ends in 0 seconds"...
2029                         if (remainingTimeoutTime > 0)
2030                                 return retStr;
2031                         else
2032                                 return "";
2033                 }
2034         }
2035         else return "";
2036 }
2037
2038 void player_powerups (void)
2039 {
2040         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2041         olditems = self.items;
2042         
2043         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2044         {
2045                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2046                 self.modelflags |= MF_ROCKET;
2047         }
2048         else
2049         {
2050                 SoundEntity_StopSound(self, CHAN_PLAYER);
2051                 self.modelflags &~= MF_ROCKET;
2052         }
2053
2054         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2055
2056         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2057                 return;
2058         
2059         Fire_ApplyDamage(self);
2060         Fire_ApplyEffect(self);
2061
2062         if (g_minstagib)
2063         {
2064                 self.effects |= EF_FULLBRIGHT;
2065
2066                 if (self.items & IT_STRENGTH)
2067                 {
2068                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2069                         if (time > self.strength_finished)
2070                         {
2071                                 self.alpha = default_player_alpha;
2072                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2073                                 self.items &~= IT_STRENGTH;
2074                                 sprint(self, "^3Invisibility has worn off\n");
2075                         }
2076                 }
2077                 else
2078                 {
2079                         if (time < self.strength_finished)
2080                         {
2081                                 self.alpha = g_minstagib_invis_alpha;
2082                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2083                                 self.items |= IT_STRENGTH;
2084                                 sprint(self, "^3You are invisible\n");
2085                         }
2086                 }
2087
2088                 if (self.items & IT_INVINCIBLE)
2089                 {
2090                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2091                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2092                         {
2093                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2094                                 sprint(self, "^3Speed has worn off\n");
2095                         }
2096                 }
2097                 else
2098                 {
2099                         if (time < self.invincible_finished)
2100                         {
2101                                 self.items = self.items | IT_INVINCIBLE;
2102                                 sprint(self, "^3You are on speed\n");
2103                         }
2104                 }
2105         }
2106         else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
2107         {
2108                 if (self.items & IT_STRENGTH)
2109                 {
2110                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2111                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2112                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2113                         {
2114                                 self.items = self.items - (self.items & IT_STRENGTH);
2115                                 sprint(self, "^3Strength has worn off\n");
2116                         }
2117                 }
2118                 else
2119                 {
2120                         if (time < self.strength_finished)
2121                         {
2122                                 self.items = self.items | IT_STRENGTH;
2123                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2124                         }
2125                 }
2126                 if (self.items & IT_INVINCIBLE)
2127                 {
2128                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2129                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2130                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2131                         {
2132                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2133                                 sprint(self, "^3Shield has worn off\n");
2134                         }
2135                 }
2136                 else
2137                 {
2138                         if (time < self.invincible_finished)
2139                         {
2140                                 self.items = self.items | IT_INVINCIBLE;
2141                                 sprint(self, "^3Shield surrounds you\n");
2142                         }
2143                 }
2144
2145                 if(autocvar_g_nodepthtestplayers)
2146                         self.effects = self.effects | EF_NODEPTHTEST;
2147
2148                 if(autocvar_g_fullbrightplayers)
2149                         self.effects = self.effects | EF_FULLBRIGHT;
2150
2151                 // midair gamemode: damage only while in the air
2152                 // if in midair mode, being on ground grants temporary invulnerability
2153                 // (this is so that multishot weapon don't clear the ground flag on the
2154                 // first damage in the frame, leaving the player vulnerable to the
2155                 // remaining hits in the same frame)
2156                 if (self.flags & FL_ONGROUND)
2157                 if (g_midair)
2158                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2159
2160                 if (time >= game_starttime)
2161                 if (time < self.spawnshieldtime)
2162                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2163         }
2164         
2165         MUTATOR_CALLHOOK(PlayerPowerups);
2166 }
2167
2168 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2169 {
2170         if(current > stable)
2171                 return current;
2172         else if(current > stable - 0.25) // when close enough, "snap"
2173                 return stable;
2174         else
2175                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2176 }
2177
2178 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2179 {
2180         if(current < stable)
2181                 return current;
2182         else if(current < stable + 0.25) // when close enough, "snap"
2183                 return stable;
2184         else
2185                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2186 }
2187
2188 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2189 {
2190         if(current > rotstable)
2191         {
2192                 if(rotframetime > 0)
2193                 {
2194                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2195                         current = max(rotstable, current - rotlinear * rotframetime);
2196                 }
2197         }
2198         else if(current < regenstable)
2199         {
2200                 if(regenframetime > 0)
2201                 {
2202                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2203                         current = min(regenstable, current + regenlinear * regenframetime);
2204                 }
2205         }
2206
2207         if(current > limit)
2208                 current = limit;
2209
2210         return current;
2211 }
2212
2213 void player_regen (void)
2214 {
2215         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2216         maxh = autocvar_g_balance_health_rotstable;
2217         maxa = autocvar_g_balance_armor_rotstable;
2218         maxf = autocvar_g_balance_fuel_rotstable;
2219         minh = autocvar_g_balance_health_regenstable;
2220         mina = autocvar_g_balance_armor_regenstable;
2221         minf = autocvar_g_balance_fuel_regenstable;
2222         limith = autocvar_g_balance_health_limit;
2223         limita = autocvar_g_balance_armor_limit;
2224         limitf = autocvar_g_balance_fuel_limit;
2225
2226         max_mod = regen_mod = rot_mod = limit_mod = 1;
2227
2228         if (self.runes & RUNE_REGEN)
2229         {
2230                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2231                 {
2232                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2233                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2234                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2235                 }
2236                 else
2237                 {
2238                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2239                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2240                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2241                 }
2242         }
2243         else if (self.runes & CURSE_VENOM)
2244         {
2245                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2246                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2247                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2248                 else
2249                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2250                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2251                 //if (!self.runes & RUNE_REGEN)
2252                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2253         }
2254         maxh = maxh * max_mod;
2255         //maxa = maxa * max_mod;
2256         //maxf = maxf * max_mod;
2257         minh = minh * max_mod;
2258         //mina = mina * max_mod;
2259         //minf = minf * max_mod;
2260         limith = limith * limit_mod;
2261         limita = limita * limit_mod;
2262         //limitf = limitf * limit_mod;
2263
2264         if(g_lms && g_ca)
2265                 rot_mod = 0;
2266
2267         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2268         {
2269                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2270                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2271
2272                 // if player rotted to death...  die!
2273                 if(self.health < 1)
2274                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2275         }
2276
2277         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2278                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2279 }
2280
2281 float zoomstate_set;
2282 void SetZoomState(float z)
2283 {
2284         if(z != self.zoomstate)
2285         {
2286                 self.zoomstate = z;
2287                 ClientData_Touch(self);
2288         }
2289         zoomstate_set = 1;
2290 }
2291
2292 void GetPressedKeys(void) {
2293         MUTATOR_CALLHOOK(GetPressedKeys);
2294         if (self.movement_x > 0) // get if movement keys are pressed
2295         {       // forward key pressed
2296                 self.pressedkeys |= KEY_FORWARD;
2297                 self.pressedkeys &~= KEY_BACKWARD;
2298         }
2299         else if (self.movement_x < 0)
2300         {       // backward key pressed
2301                 self.pressedkeys |= KEY_BACKWARD;
2302                 self.pressedkeys &~= KEY_FORWARD;
2303         }
2304         else
2305         {       // no x input
2306                 self.pressedkeys &~= KEY_FORWARD;
2307                 self.pressedkeys &~= KEY_BACKWARD;
2308         }
2309
2310         if (self.movement_y > 0)
2311         {       // right key pressed
2312                 self.pressedkeys |= KEY_RIGHT;
2313                 self.pressedkeys &~= KEY_LEFT;
2314         }
2315         else if (self.movement_y < 0)
2316         {       // left key pressed
2317                 self.pressedkeys |= KEY_LEFT;
2318                 self.pressedkeys &~= KEY_RIGHT;
2319         }
2320         else
2321         {       // no y input
2322                 self.pressedkeys &~= KEY_RIGHT;
2323                 self.pressedkeys &~= KEY_LEFT;
2324         }
2325
2326         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2327                 self.pressedkeys |= KEY_JUMP;
2328         else
2329                 self.pressedkeys &~= KEY_JUMP;
2330         if (self.BUTTON_CROUCH)
2331                 self.pressedkeys |= KEY_CROUCH;
2332         else
2333                 self.pressedkeys &~= KEY_CROUCH;
2334 }
2335
2336 /*
2337 ======================
2338 spectate mode routines
2339 ======================
2340 */
2341
2342 void SpectateCopy(entity spectatee) {
2343         other = spectatee;
2344         MUTATOR_CALLHOOK(SpectateCopy);
2345         self.armortype = spectatee.armortype;
2346         self.armorvalue = spectatee.armorvalue;
2347         self.ammo_cells = spectatee.ammo_cells;
2348         self.ammo_shells = spectatee.ammo_shells;
2349         self.ammo_nails = spectatee.ammo_nails;
2350         self.ammo_rockets = spectatee.ammo_rockets;
2351         self.ammo_fuel = spectatee.ammo_fuel;
2352         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2353         self.health = spectatee.health;
2354         self.impulse = 0;
2355         self.items = spectatee.items;
2356         self.last_pickup = spectatee.last_pickup;
2357         self.metertime = spectatee.metertime;
2358         self.strength_finished = spectatee.strength_finished;
2359         self.invincible_finished = spectatee.invincible_finished;
2360         self.pressedkeys = spectatee.pressedkeys;
2361         self.weapons = spectatee.weapons;
2362         self.switchweapon = spectatee.switchweapon;
2363         self.weapon = spectatee.weapon;
2364         self.punchangle = spectatee.punchangle;
2365         self.view_ofs = spectatee.view_ofs;
2366         self.v_angle = spectatee.v_angle;
2367         self.velocity = spectatee.velocity;
2368         self.dmg_take = spectatee.dmg_take;
2369         self.dmg_save = spectatee.dmg_save;
2370         self.dmg_inflictor = spectatee.dmg_inflictor;
2371         self.angles = spectatee.v_angle;
2372         self.fixangle = TRUE;
2373         setorigin(self, spectatee.origin);
2374         setsize(self, spectatee.mins, spectatee.maxs);
2375         SetZoomState(spectatee.zoomstate);
2376
2377         anticheat_spectatecopy(spectatee);
2378 }
2379
2380 float SpectateUpdate() {
2381         if(!self.enemy)
2382                 return 0;
2383
2384         if (self == self.enemy)
2385                 return 0;
2386
2387         if(self.enemy.classname != "player")
2388                 return 0;
2389
2390         SpectateCopy(self.enemy);
2391
2392         return 1;
2393 }
2394
2395 float SpectateNext() {
2396         other = find(self.enemy, classname, "player");
2397
2398         if (!other)
2399                 other = find(other, classname, "player");
2400
2401         if (other)
2402                 self.enemy = other;
2403
2404         if(self.enemy.classname == "player") {
2405                 msg_entity = self;
2406                 WriteByte(MSG_ONE, SVC_SETVIEW);
2407                 WriteEntity(MSG_ONE, self.enemy);
2408                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2409                 self.movetype = MOVETYPE_NONE;
2410                 accuracy_resend(self);
2411
2412                 if(!SpectateUpdate())
2413                         PutObserverInServer();
2414
2415                 return 1;
2416         } else {
2417                 return 0;
2418         }
2419 }
2420
2421 /*
2422 =============
2423 ShowRespawnCountdown()
2424
2425 Update a respawn countdown display.
2426 =============
2427 */
2428 void ShowRespawnCountdown()
2429 {
2430         float number;
2431         if(self.deadflag == DEAD_NO) // just respawned?
2432                 return;
2433         else
2434         {
2435                 number = ceil(self.death_time - time);
2436                 if(number <= 0)
2437                         return;
2438                 if(number <= self.respawn_countdown)
2439                 {
2440                         self.respawn_countdown = number - 1;
2441                         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
2442                                 AnnounceTo(self, strcat(ftos(number), ""));
2443                 }
2444         }
2445 }
2446
2447 void LeaveSpectatorMode()
2448 {
2449         if(isJoinAllowed()) {
2450                 if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2451                         self.classname = "player";
2452
2453                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2454                                 JoinBestTeam(self, FALSE, TRUE);
2455
2456                         if(autocvar_g_campaign)
2457                                 campaign_bots_may_start = 1;
2458
2459                         PutClientInServer();
2460
2461                         if(self.classname == "player")
2462                                 bprint ("^4", self.netname, "^4 is playing now\n");
2463
2464                         if(!autocvar_g_campaign)
2465                                 centerprint(self,""); // clear MOTD
2466
2467                         return;
2468                 } else {
2469                         if (g_ca && self.caplayer) {
2470                         }       // do nothing
2471                         else
2472                                 stuffcmd(self,"menu_showteamselect\n");
2473                         return;
2474                 }
2475         }
2476         else {
2477                 //player may not join because of g_maxplayers is set
2478                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2479         }
2480 }
2481
2482 /**
2483  * Determines whether the player is allowed to join. This depends on cvar
2484  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2485  * it checks whether the number of currently playing players exceeds g_maxplayers.
2486  * @return bool TRUE if the player is allowed to join, false otherwise
2487  */
2488 float isJoinAllowed() {
2489         if(self.team_forced < 0)
2490                 return FALSE; // forced spectators can never join
2491
2492         if (!autocvar_g_maxplayers)
2493                 return TRUE;
2494
2495         local entity e;
2496         local float currentlyPlaying;
2497         FOR_EACH_REALPLAYER(e) {
2498                 if(e.classname == "player")
2499                         currentlyPlaying += 1;
2500         }
2501         if(currentlyPlaying < autocvar_g_maxplayers)
2502                 return TRUE;
2503
2504         return FALSE;
2505 }
2506
2507 /**
2508  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2509  * g_maxplayers_spectator_blocktime seconds
2510  */
2511 void checkSpectatorBlock() {
2512         if(self.classname == "spectator" || self.classname == "observer") {
2513                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2514                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2515                         dropclient(self);
2516                 }
2517         }
2518 }
2519
2520 void ObserverThink()
2521 {
2522         if (self.flags & FL_JUMPRELEASED) {
2523                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2524                         self.welcomemessage_time = 0;
2525                         self.flags &~= FL_JUMPRELEASED;
2526                         self.flags |= FL_SPAWNING;
2527                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2528                         self.welcomemessage_time = 0;
2529                         self.flags &~= FL_JUMPRELEASED;
2530                         if(SpectateNext() == 1) {
2531                                 self.classname = "spectator";
2532                         }
2533                 }
2534         } else {
2535                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2536                         self.flags |= FL_JUMPRELEASED;
2537                         if(self.flags & FL_SPAWNING)
2538                         {
2539                                 self.flags &~= FL_SPAWNING;
2540                                 LeaveSpectatorMode();
2541                                 return;
2542                         }
2543                 }
2544         }
2545         PrintWelcomeMessage(self);
2546 }
2547
2548 void SpectatorThink()
2549 {
2550         if (self.flags & FL_JUMPRELEASED) {
2551                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2552                         self.welcomemessage_time = 0;
2553                         self.flags &~= FL_JUMPRELEASED;
2554                         self.flags |= FL_SPAWNING;
2555                 } else if(self.BUTTON_ATCK) {
2556                         self.welcomemessage_time = 0;
2557                         self.flags &~= FL_JUMPRELEASED;
2558                         if(SpectateNext() == 1) {
2559                                 self.classname = "spectator";
2560                         } else {
2561                                 self.classname = "observer";
2562                                 PutClientInServer();
2563                         }
2564                 } else if (self.BUTTON_ATCK2) {
2565                         self.welcomemessage_time = 0;
2566                         self.flags &~= FL_JUMPRELEASED;
2567                         self.classname = "observer";
2568                         PutClientInServer();
2569                 } else {
2570                         if(!SpectateUpdate())
2571                                 PutObserverInServer();
2572                 }
2573         } else {
2574                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2575                         self.flags |= FL_JUMPRELEASED;
2576                         if(self.flags & FL_SPAWNING)
2577                         {
2578                                 self.flags &~= FL_SPAWNING;
2579                                 LeaveSpectatorMode();
2580                                 return;
2581                         }
2582                 }
2583         }
2584
2585         PrintWelcomeMessage(self);
2586         self.flags |= FL_CLIENT | FL_NOTARGET;
2587 }
2588
2589 .float touchexplode_time;
2590
2591 /*
2592 =============
2593 PlayerPreThink
2594
2595 Called every frame for each client before the physics are run
2596 =============
2597 */
2598 void() ctf_setstatus;
2599 void() nexball_setstatus;
2600 .float items_added;
2601 void PlayerPreThink (void)
2602 {
2603         self.stat_game_starttime = game_starttime;
2604         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2605         self.stat_leadlimit = autocvar_leadlimit;
2606
2607         if(frametime)
2608         {
2609                 // physics frames: update anticheat stuff
2610                 anticheat_prethink();
2611         }
2612
2613         if(blockSpectators && frametime)
2614                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2615                 checkSpectatorBlock();
2616
2617         zoomstate_set = 0;
2618
2619         if(self.netname_previous != self.netname)
2620         {
2621                 if(autocvar_sv_eventlog)
2622                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2623                 if(self.netname_previous)
2624                         strunzone(self.netname_previous);
2625                 self.netname_previous = strzone(self.netname);
2626         }
2627
2628         // version nagging
2629         if(self.version_nagtime)
2630                 if(self.cvar_g_xonoticversion)
2631                         if(time > self.version_nagtime)
2632                         {
2633                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2634                                 {
2635                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2636                                         {
2637                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2638                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2639                                         }
2640                                         else
2641                                         {
2642                                                 float r;
2643                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2644                                                 if(r < 0)
2645                                                 {
2646                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2647                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2648                                                 }
2649                                                 else if(r > 0)
2650                                                 {
2651                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2652                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2653                                                 }
2654                                         }
2655                                 }
2656                                 self.version_nagtime = 0;
2657                         }
2658
2659         // GOD MODE info
2660         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2661         {
2662                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2663                 self.max_armorvalue = 0;
2664         }
2665
2666 #ifdef TETRIS
2667         if (TetrisPreFrame())
2668                 return;
2669 #endif
2670
2671         MUTATOR_CALLHOOK(PlayerPreThink);
2672
2673         if(self.classname == "player") {
2674 //              if(self.netname == "Wazat")
2675 //                      bprint(self.classname, "\n");
2676
2677                 CheckRules_Player();
2678
2679                 PrintWelcomeMessage(self);
2680
2681                 if (intermission_running)
2682                 {
2683                         IntermissionThink ();   // otherwise a button could be missed between
2684                         return;                                 // the think tics
2685                 }
2686
2687                 if(self.teleport_time)
2688                 if(time > self.teleport_time)
2689                 {
2690                         self.teleport_time = 0;
2691                         self.effects = self.effects - (self.effects & EF_NODRAW);
2692                 }
2693
2694                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2695                         UpdateSelectedPlayer();
2696
2697                 //don't allow the player to turn around while game is paused!
2698                 if(timeoutStatus == 2) {
2699                         self.v_angle = self.lastV_angle;
2700                         self.angles = self.lastV_angle;
2701                         self.fixangle = TRUE;
2702                 }
2703
2704                 if(frametime)
2705                 {
2706                         if(self.health <= 0 && autocvar_g_deathglow)
2707                         {
2708                                 if(self.glowmod_x > 0)
2709                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2710                                 else
2711                                         self.glowmod_x = -1;
2712                                 if(self.glowmod_y > 0)
2713                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2714                                 else
2715                                         self.glowmod_y = -1;
2716                                 if(self.glowmod_z > 0)
2717                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2718                                 else
2719                                         self.glowmod_z = -1;
2720                         }
2721                         else
2722                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2723                         player_powerups();
2724                 }
2725
2726                 if (self.deadflag != DEAD_NO)
2727                 {
2728                         float button_pressed, force_respawn;
2729                         if(self.personal && g_race_qualifying)
2730                         {
2731                                 if(time > self.death_time)
2732                                 {
2733                                         self.death_time = time + 1; // only retry once a second
2734                                         respawn();
2735                                         self.impulse = 141;
2736                                 }
2737                         }
2738                         else
2739                         {
2740                                 if(frametime)
2741                                         player_anim();
2742                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2743                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2744                                 if (self.deadflag == DEAD_DYING)
2745                                 {
2746                                         if(force_respawn)
2747                                                 self.deadflag = DEAD_RESPAWNING;
2748                                         else if(!button_pressed)
2749                                                 self.deadflag = DEAD_DEAD;
2750                                 }
2751                                 else if (self.deadflag == DEAD_DEAD)
2752                                 {
2753                                         if(button_pressed)
2754                                                 self.deadflag = DEAD_RESPAWNABLE;
2755                                 }
2756                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2757                                 {
2758                                         if(!button_pressed)
2759                                                 self.deadflag = DEAD_RESPAWNING;
2760                                 }
2761                                 else if (self.deadflag == DEAD_RESPAWNING)
2762                                 {
2763                                         if(time > self.death_time)
2764                                         {
2765                                                 self.death_time = time + 1; // only retry once a second
2766                                                 respawn();
2767                                         }
2768                                 }
2769                                 ShowRespawnCountdown();
2770                         }
2771                         return;
2772                 }
2773
2774                 if(g_touchexplode)
2775                 if(time > self.touchexplode_time)
2776                 if(self.classname == "player")
2777                 if(self.deadflag == DEAD_NO)
2778                 if not(IS_INDEPENDENT_PLAYER(self))
2779                 FOR_EACH_PLAYER(other) if(self != other)
2780                 {
2781                         if(time > other.touchexplode_time)
2782                         if(other.deadflag == DEAD_NO)
2783                         if not(IS_INDEPENDENT_PLAYER(other))
2784                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2785                         {
2786                                 PlayerTouchExplode(self, other);
2787                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2788                         }
2789                 }
2790
2791                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2792                 {
2793                         vector dist;
2794
2795                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2796                         dist = self.prevorigin - self.origin;
2797                         dist_z = 0;
2798                         self.lms_traveled_distance += fabs(vlen(dist));
2799
2800                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2801                         {
2802                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2803                                 self.lms_traveled_distance = 0;
2804                         }
2805
2806                         if(time > self.lms_nextcheck)
2807                         {
2808                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2809                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2810                                 {
2811                                         centerprint(self, autocvar_g_lms_campcheck_message);
2812                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2813                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2814                                         Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
2815                                 }
2816                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2817                                 self.lms_traveled_distance = 0;
2818                         }
2819                 }
2820
2821                 self.prevorigin = self.origin;
2822
2823                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2824                 {
2825                         if (!self.crouch)
2826                         {
2827                                 self.crouch = TRUE;
2828                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2829                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2830                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2831                         }
2832                 }
2833                 else
2834                 {
2835                         if (self.crouch)
2836                         {
2837                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2838                                 if (!trace_startsolid)
2839                                 {
2840                                         self.crouch = FALSE;
2841                                         self.view_ofs = PL_VIEW_OFS;
2842                                         setsize (self, PL_MIN, PL_MAX);
2843                                 }
2844                         }
2845                 }
2846
2847                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2848                 {
2849                         if(self.bloodloss_timer < time)
2850                         {
2851                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2852                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2853                         }
2854                 }
2855
2856                 FixPlayermodel();
2857
2858                 GrapplingHookFrame();
2859
2860                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2861                 //if(frametime)
2862                 {
2863                         self.items &~= self.items_added;
2864
2865                         W_WeaponFrame();
2866
2867                         self.items_added = 0;
2868                         if(self.items & IT_JETPACK)
2869                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2870                                         self.items_added |= IT_FUEL;
2871
2872                         self.items |= self.items_added;
2873                 }
2874
2875                 player_regen();
2876
2877                 // rot nex charge to the charge limit
2878                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2879                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2880
2881                 if(frametime)
2882                         player_anim();
2883
2884                 if (g_minstagib)
2885                         minstagib_ammocheck();
2886
2887                 if(g_ctf)
2888                         ctf_setstatus();
2889
2890                 if(g_nexball)
2891                         nexball_setstatus();
2892
2893                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2894
2895                 //self.angles_y=self.v_angle_y + 90;   // temp
2896         } else if(gameover) {
2897                 if (intermission_running)
2898                         IntermissionThink ();   // otherwise a button could be missed between
2899                 return;
2900         } else if(self.classname == "observer") {
2901                 ObserverThink();
2902         } else if(self.classname == "spectator") {
2903                 SpectatorThink();
2904         }
2905
2906         if(!zoomstate_set)
2907                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && autocvar_g_balance_campingrifle_secondary == 0));
2908
2909         float oldspectatee_status;
2910         oldspectatee_status = self.spectatee_status;
2911         if(self.classname == "spectator")
2912                 self.spectatee_status = num_for_edict(self.enemy);
2913         else if(self.classname == "observer")
2914                 self.spectatee_status = num_for_edict(self);
2915         else
2916                 self.spectatee_status = 0;
2917         if(self.spectatee_status != oldspectatee_status)
2918         {
2919                 ClientData_Touch(self);
2920                 if(g_race || g_cts)
2921                         race_InitSpectator();
2922         }
2923
2924         if(self.teamkill_soundtime)
2925         if(time > self.teamkill_soundtime)
2926         {
2927                 self.teamkill_soundtime = 0;
2928
2929                 entity oldpusher, oldself;
2930
2931                 oldself = self; self = self.teamkill_soundsource;
2932                 oldpusher = self.pusher; self.pusher = oldself;
2933
2934                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2935
2936                 self.pusher = oldpusher;
2937                 self = oldself;
2938         }
2939
2940         if(self.taunt_soundtime)
2941         if(time > self.taunt_soundtime)
2942         {
2943                 self.taunt_soundtime = 0;
2944                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2945         }
2946
2947         target_voicescript_next(self);
2948 }
2949
2950 float isInvisibleString(string s)
2951 {
2952         float i, n, c;
2953         s = strdecolorize(s);
2954         for((i = 0), (n = strlen(s)); i < n; ++i)
2955         {
2956                 c = str2chr(s, i);
2957                 switch(c)
2958                 {
2959                         case 0:
2960                         case 32: // space
2961                                 break;
2962                         case 192: // charmap space
2963                                 if (!autocvar_utf8_enable)
2964                                         break;
2965                                 return FALSE;
2966                         case 160: // space in unicode fonts
2967                         case 0xE000 + 192: // utf8 charmap space
2968                                 if (autocvar_utf8_enable)
2969                                         break;
2970                         default:
2971                                 return FALSE;
2972                 }
2973         }
2974         return TRUE;
2975 }
2976
2977 /*
2978 =============
2979 PlayerPostThink
2980
2981 Called every frame for each client after the physics are run
2982 =============
2983 */
2984 .float idlekick_lasttimeleft;
2985 .entity showheadshotbbox;
2986 void showheadshotbbox_think()
2987 {
2988         if(self.owner.showheadshotbbox != self)
2989         {
2990                 remove(self);
2991                 return;
2992         }
2993         self.nextthink = time;
2994         setorigin(self, self.owner.origin);
2995         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2996 }
2997 void PlayerPostThink (void)
2998 {
2999         // Savage: Check for nameless players
3000         if (isInvisibleString(self.netname)) {
3001                 self.netname = "Player";
3002                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3003         }
3004
3005         if(sv_maxidle && frametime)
3006         {
3007                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3008                 float timeleft;
3009                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3010                 if(timeleft <= 0)
3011                 {
3012                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3013                         AnnounceTo(self, "terminated");
3014                         dropclient(self);
3015                         return;
3016                 }
3017                 else if(timeleft <= 10)
3018                 {
3019                         if(timeleft != self.idlekick_lasttimeleft)
3020                         {
3021                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3022                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
3023                         }
3024                 }
3025                 else
3026                 {
3027                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
3028                 }
3029                 self.idlekick_lasttimeleft = timeleft;
3030         }
3031
3032 #ifdef TETRIS
3033         if(self.impulse == 100)
3034                 ImpulseCommands();
3035         if (TetrisPostFrame())
3036                 return;
3037 #endif
3038
3039         CheatFrame();
3040
3041         if(self.classname == "player") {
3042                 CheckRules_Player();
3043                 UpdateChatBubble();
3044                 UpdateTeamBubble();
3045                 if (self.impulse)
3046                         ImpulseCommands();
3047                 if (intermission_running)
3048                         return;         // intermission or finale
3049                 GetPressedKeys();
3050         } else if (self.classname == "observer") {
3051                 //do nothing
3052         } else if (self.classname == "spectator") {
3053                 //do nothing
3054         }
3055
3056         /*
3057         float i;
3058         for(i = 0; i < 1000; ++i)
3059         {
3060                 vector end;
3061                 end = self.origin + '0 0 1024' + 512 * randomvec();
3062                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3063                 if(trace_fraction < 1)
3064                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3065                 {
3066                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3067                         break;
3068                 }
3069         }
3070         */
3071
3072         Arena_Warmup();
3073
3074         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3075
3076         if(self.waypointsprite_attachedforcarrier)
3077                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3078         
3079         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3080         {
3081                 if(!self.showheadshotbbox)
3082                 {
3083                         self.showheadshotbbox = spawn();
3084                         self.showheadshotbbox.classname = "headshotbbox";
3085                         self.showheadshotbbox.owner = self;
3086                         self.showheadshotbbox.think = showheadshotbbox_think;
3087                         self.showheadshotbbox.nextthink = time;
3088                         self = self.showheadshotbbox;
3089                         self.think();
3090                         self = self.owner;
3091                 }
3092         }
3093         else
3094         {
3095                 if(self.showheadshotbbox)
3096                         remove(self.showheadshotbbox);
3097         }
3098
3099         playerdemo_write();
3100
3101         if((g_cts || g_race) && self.cvar_cl_allow_uid2name == 1)
3102         {
3103                 if(!self.stored_netname)
3104                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3105                 if(self.stored_netname != self.netname)
3106                 {
3107                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3108                         strunzone(self.stored_netname);
3109                         self.stored_netname = strzone(self.netname);
3110                 }
3111         }
3112
3113         /*
3114         if(g_race)
3115                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3116         */
3117 }