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Merge remote branch 'origin/master' into divVerent/crypto2
[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 Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teams_matter)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 };
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck)
136         if(spot.team != teamcheck)
137                 return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         // filter out spots for assault
155         if(spot.target != "") {
156                 local entity ent;
157                 float good, found;
158                 ent = find(world, targetname, spot.target);
159
160                 while(ent) {
161                         if(ent.classname == "target_objective")
162                         {
163                                 found = 1;
164                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
165                                         return '-1 0 0';
166                                 good = 1;
167                         }
168                         else if(ent.classname == "trigger_race_checkpoint")
169                         {
170                                 found = 1;
171                                 if(!anypoint) // spectators may spawn everywhere
172
173                                 {
174                                         if(g_race_qualifying)
175                                         {
176                                                 // spawn at first
177                                                 if(ent.race_checkpoint != 0)
178                                                         return '-1 0 0';
179                                                 if(spot.race_place != race_lowest_place_spawn)
180                                                         return '-1 0 0';
181                                         }
182                                         else
183                                         {
184                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
185                                                         return '-1 0 0';
186                                                 // try reusing the previous spawn
187                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
188                                                         prio += 1;
189                                                 if(ent.race_checkpoint == 0)
190                                                 {
191                                                         float pl;
192                                                         pl = self.race_place;
193                                                         if(pl > race_highest_place_spawn)
194                                                                 pl = 0;
195                                                         if(pl == 0 && !self.race_started)
196                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197                                                         if(spot.race_place != pl)
198                                                                 return '-1 0 0';
199                                                 }
200                                         }
201                                 }
202                                 good = 1;
203                         }
204                         ent = find(ent, targetname, spot.target);
205                 }
206
207                 if(found && !good)
208                         return '-1 0 0';
209         }
210
211         player = playerlist;
212         shortest = vlen(world.maxs - world.mins);
213         for(player = playerlist; player; player = player.chain)
214                 if (player != self)
215                 {
216                         thisdist = vlen(player.origin - spot.origin);
217                         if (thisdist < shortest)
218                                 shortest = thisdist;
219                 }
220         return prio * '1 0 0' + shortest * '0 1 0';
221 }
222
223 float spawn_allbad;
224 float spawn_allgood;
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
226 {
227         local entity spot, spotlist, spotlistend;
228         spawn_allgood = TRUE;
229         spawn_allbad = TRUE;
230
231         spotlist = world;
232         spotlistend = world;
233
234         for(spot = firstspot; spot; spot = spot.chain)
235         {
236                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
237
238                 if(cvar("spawn_debugview"))
239                 {
240                         setmodel(spot, "models/runematch/rune.mdl");
241                         if(spot.spawnpoint_score_y < mindist)
242                         {
243                                 spot.colormod = '1 0 0';
244                                 spot.scale = 1;
245                         }
246                         else
247                         {
248                                 spot.colormod = '0 1 0';
249                                 spot.scale = spot.spawnpoint_score_y / mindist;
250                         }
251                 }
252
253                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
254                 {
255                         if(spot.spawnpoint_score_y < mindist)
256                         {
257                                 // too short distance
258                                 spawn_allgood = FALSE;
259                         }
260                         else
261                         {
262                                 // perfect
263                                 spawn_allbad = FALSE;
264
265                                 if(spotlistend)
266                                         spotlistend.chain = spot;
267                                 spotlistend = spot;
268                                 if(!spotlist)
269                                         spotlist = spot;
270
271                                 /*
272                                 if(teamcheck)
273                                 if(spot.team != teamcheck)
274                                         error("invalid spawn added");
275
276                                 print("added ", etos(spot), "\n");
277                                 */
278                         }
279                 }
280         }
281         if(spotlistend)
282                 spotlistend.chain = world;
283
284         /*
285                 entity e;
286                 if(teamcheck)
287                         for(e = spotlist; e; e = e.chain)
288                         {
289                                 print("seen ", etos(e), "\n");
290                                 if(e.team != teamcheck)
291                                         error("invalid spawn found");
292                         }
293         */
294
295         return spotlist;
296 }
297
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
299 {
300         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
302         local entity spot;
303
304         RandomSelection_Init();
305         for(spot = firstspot; spot; spot = spot.chain)
306                 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);
307
308         return RandomSelection_chosen_ent;
309 }
310
311 /*
312 =============
313 SelectSpawnPoint
314
315 Finds a point to respawn
316 =============
317 */
318 entity SelectSpawnPoint (float anypoint)
319 {
320         local float teamcheck;
321         local entity firstspot_new;
322         local entity spot, firstspot, playerlist;
323
324         spot = find (world, classname, "testplayerstart");
325         if (spot)
326                 return spot;
327
328         teamcheck = 0;
329
330         if(!anypoint && have_team_spawns > 0)
331                 teamcheck = self.team;
332
333         // get the list of players
334         playerlist = findchain(classname, "player");
335         // get the entire list of spots
336         firstspot = findchain(classname, "info_player_deathmatch");
337         // filter out the bad ones
338         // (note this returns the original list if none survived)
339         if(anypoint)
340         {
341                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
342         }
343         else
344         {
345                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
346                 if(!firstspot_new)
347                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
348                 firstspot = firstspot_new;
349
350                 // there is 50/50 chance of choosing a random spot or the furthest spot
351                 // (this means that roughly every other spawn will be furthest, so you
352                 // usually won't get fragged at spawn twice in a row)
353                 if (arena_roundbased && !g_ca)
354                 {
355                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
356                         if(firstspot_new)
357                                 firstspot = firstspot_new;
358                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
359                 }
360                 else if (random() > cvar("g_spawn_furthest"))
361                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
362                 else
363                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
364         }
365
366         if(cvar("spawn_debugview"))
367         {
368                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
369
370                 entity e;
371                 if(teamcheck)
372                         for(e = firstspot; e; e = e.chain)
373                                 if(e.team != teamcheck)
374                                         error("invalid spawn found");
375         }
376
377         if (!spot)
378         {
379                 if(cvar("spawn_debug"))
380                         GotoNextMap();
381                 else
382                 {
383                         if(some_spawn_has_been_used)
384                                 return world; // team can't spawn any more, because of actions of other team
385                         else
386                                 error("Cannot find a spawn point - please fix the map!");
387                 }
388         }
389
390         return spot;
391 }
392
393 /*
394 =============
395 CheckPlayerModel
396
397 Checks if the argument string can be a valid playermodel.
398 Returns a valid one in doubt.
399 =============
400 */
401 string FallbackPlayerModel;
402 string CheckPlayerModel(string plyermodel) {
403         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
404         {
405                 // note: we cannot summon Don Strunzone here, some player may
406                 // still have the model string set. In case anyone manages how
407                 // to change a cvar default, we'll have a small leak here.
408                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
409         }
410         if(strlen(plyermodel) < 4)
411                 return FallbackPlayerModel;
412         if( substring(plyermodel,0,14) != "models/player/")
413                 return FallbackPlayerModel;
414         else if(cvar("sv_servermodelsonly"))
415         {
416                 if(substring(plyermodel,-4,4) != ".zym")
417                 if(substring(plyermodel,-4,4) != ".dpm")
418                 if(substring(plyermodel,-4,4) != ".iqm")
419                 if(substring(plyermodel,-4,4) != ".md3")
420                 if(substring(plyermodel,-4,4) != ".psk")
421                         return FallbackPlayerModel;
422                 // forbid the LOD models
423                 if(substring(plyermodel, -9,5) == "_lod1")
424                         return FallbackPlayerModel;
425                 if(substring(plyermodel, -9,5) == "_lod2")
426                         return FallbackPlayerModel;
427                 if(plyermodel != strtolower(plyermodel))
428                         return FallbackPlayerModel;
429                 if(!fexists(plyermodel))
430                         return FallbackPlayerModel;
431         }
432         return plyermodel;
433 }
434
435 /*
436 =============
437 Client_customizeentityforclient
438
439 LOD reduction
440 =============
441 */
442 void Client_uncustomizeentityforclient()
443 {
444         if(self.modelindex == 0) // no need to uncustomize then
445                 return;
446         self.modelindex = self.modelindex_lod0;
447         self.skin = self.skinindex;
448 }
449
450 float Client_customizeentityforclient()
451 {
452         entity modelsource;
453
454         if(self.modelindex == 0)
455                 return TRUE;
456
457         // forcemodel stuff
458
459 #ifdef PROFILING
460         float t0;
461         t0 = gettime(GETTIME_HIRES); // reference
462 #endif
463
464         modelsource = self;
465
466 #ifdef ALLOW_FORCEMODELS
467         if(other.cvar_cl_forceplayermodelsfromxonotic)
468                 if not(self.modelindex_lod0_from_xonotic)
469                         modelsource = other;
470         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
471                 modelsource = other;
472 #endif
473
474         self.skin = modelsource.skinindex;
475
476 #if 0
477         if(modelsource == self)
478                 self.skin = modelsource.skinindex;
479         else
480                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
481 #endif
482
483         // self: me
484         // other: the player viewing me
485         float distance;
486         float f;
487
488         if(other.cvar_cl_playerdetailreduction <= 0)
489         {
490                 if(other.cvar_cl_playerdetailreduction <= -2)
491                         self.modelindex = modelsource.modelindex_lod2;
492                 else if(other.cvar_cl_playerdetailreduction <= -1)
493                         self.modelindex = modelsource.modelindex_lod1;
494                 else
495                         self.modelindex = modelsource.modelindex_lod0;
496         }
497         else
498         {
499                 distance = vlen(self.origin - other.origin);
500                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
501                 if(f > sv_loddistance2)
502                         self.modelindex = modelsource.modelindex_lod2;
503                 else if(f > sv_loddistance1)
504                         self.modelindex = modelsource.modelindex_lod1;
505                 else
506                         self.modelindex = modelsource.modelindex_lod0;
507         }
508
509 #ifdef PROFILING
510         float t1;
511         t1 = gettime(GETTIME_HIRES); // reference
512         client_cefc_accumulator += (t1 - t0);
513 #endif
514
515         return TRUE;
516 }
517
518 void setmodel_lod(entity e, string modelname)
519 {
520         string s;
521
522         if(sv_loddistance1)
523         {
524                 // FIXME: this only supports 3-letter extensions
525                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
526                 if(fexists(s))
527                 {
528                         setmodel(e, s); // players have high precision
529                         self.modelindex_lod1 = self.modelindex;
530                 }
531                 else
532                         self.modelindex_lod1 = -1;
533
534                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
535                 if(fexists(s))
536                 {
537                         setmodel(e, s); // players have high precision
538                         self.modelindex_lod2 = self.modelindex;
539                 }
540                 else
541                         self.modelindex_lod2 = -1;
542
543                 precache_model(modelname);
544                 setmodel(e, modelname); // players have high precision
545                 self.modelindex_lod0 = self.modelindex;
546
547                 if(self.modelindex_lod1 < 0)
548                         self.modelindex_lod1 = self.modelindex;
549
550                 if(self.modelindex_lod2 < 0)
551                         self.modelindex_lod2 = self.modelindex;
552         }
553         else
554         {
555                 precache_model(modelname);
556                 setmodel(e, modelname); // players have high precision
557                 self.modelindex_lod0 = self.modelindex;
558                         // save it for possible player model forcing
559         }
560
561         s = whichpack(self.model);
562         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
563
564         player_setupanimsformodel();
565         UpdatePlayerSounds();
566 }
567
568 /*
569 =============
570 PutObserverInServer
571
572 putting a client as observer in the server
573 =============
574 */
575 void FixPlayermodel();
576 void PutObserverInServer (void)
577 {
578         entity  spot;
579
580         race_PreSpawnObserver();
581
582         spot = SelectSpawnPoint (TRUE);
583         if(!spot)
584                 error("No spawnpoints for observers?!?\n");
585         RemoveGrapplingHook(self); // Wazat's Grappling Hook
586
587         if(clienttype(self) == CLIENTTYPE_REAL)
588         {
589                 msg_entity = self;
590                 WriteByte(MSG_ONE, SVC_SETVIEW);
591                 WriteEntity(MSG_ONE, self);
592         }
593
594         DropAllRunes(self);
595
596         Portal_ClearAll(self);
597
598         if(self.flagcarried)
599                 DropFlag(self.flagcarried, world, world);
600
601         if(self.ballcarried)
602                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
603
604         WaypointSprite_PlayerDead();
605
606         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
607                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
608
609         if(self.killcount != -666) {
610                 if(g_lms) {
611                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
612                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
613                         else
614                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
615                 } else
616                         bprint ("^4", self.netname, "^4 is spectating now\n");
617
618                 if(self.just_joined == FALSE) {
619                         LogTeamchange(self.playerid, -1, 4);
620                 } else
621                         self.just_joined = FALSE;
622         }
623
624         PlayerScore_Clear(self); // clear scores when needed
625
626         self.spectatortime = time;
627
628         self.classname = "observer";
629         self.iscreature = FALSE;
630         self.health = -666;
631         self.takedamage = DAMAGE_NO;
632         self.solid = SOLID_NOT;
633         self.movetype = MOVETYPE_NOCLIP;
634         self.flags = FL_CLIENT | FL_NOTARGET;
635         self.armorvalue = 666;
636         self.effects = 0;
637         self.armorvalue = cvar("g_balance_armor_start");
638         self.pauserotarmor_finished = 0;
639         self.pauserothealth_finished = 0;
640         self.pauseregen_finished = 0;
641         self.damageforcescale = 0;
642         self.death_time = 0;
643         self.dead_frame = 0;
644         self.alpha = 0;
645         self.scale = 0;
646         self.fade_time = 0;
647         self.pain_frame = 0;
648         self.pain_finished = 0;
649         self.strength_finished = 0;
650         self.invincible_finished = 0;
651         self.pushltime = 0;
652         self.think = SUB_Null;
653         self.nextthink = 0;
654         self.hook_time = 0;
655         self.runes = 0;
656         self.deadflag = DEAD_NO;
657         self.angles = spot.angles;
658         self.angles_z = 0;
659         self.fixangle = TRUE;
660         self.crouch = FALSE;
661
662         self.view_ofs = PL_VIEW_OFS;
663         setorigin (self, spot.origin);
664         setsize (self, '0 0 0', '0 0 0');
665         self.prevorigin = self.origin;
666         self.items = 0;
667         self.weapons = 0;
668         self.model = "";
669         FixPlayermodel();
670         self.model = "";
671         self.modelindex = 0;
672         self.weapon = 0;
673         self.weaponmodel = "";
674         self.weaponentity = world;
675         self.exteriorweaponentity = world;
676         self.killcount = -666;
677         self.velocity = '0 0 0';
678         self.avelocity = '0 0 0';
679         self.punchangle = '0 0 0';
680         self.punchvector = '0 0 0';
681         self.oldvelocity = self.velocity;
682         self.fire_endtime = -1;
683
684         if(sv_loddistance1)
685                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
686
687         if(g_arena)
688         {
689                 if(self.version_mismatch)
690                 {
691                         Spawnqueue_Unmark(self);
692                         Spawnqueue_Remove(self);
693                 }
694                 else
695                 {
696                         Spawnqueue_Insert(self);
697                 }
698         }
699         else if(g_lms)
700         {
701                 // Only if the player cannot play at all
702                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
703                         self.frags = FRAGS_SPECTATOR;
704                 else
705                         self.frags = FRAGS_LMS_LOSER;
706         }
707         else
708                 self.frags = FRAGS_SPECTATOR;
709
710         MUTATOR_CALLHOOK(MakePlayerObserver);
711 }
712
713 float RestrictSkin(float s)
714 {
715         if(!teams_matter)
716                 return s;
717         if(s == 6)
718                 return 6;
719         return mod(s, 3);
720 }
721
722 void FixPlayermodel()
723 {
724         local string defaultmodel;
725         local float defaultskin, chmdl, oldskin;
726         local vector m1, m2;
727
728         defaultmodel = "";
729
730         if(cvar("sv_defaultcharacter") == 1) {
731                 defaultskin = 0;
732
733                 if(teams_matter)
734                 {
735                         string s;
736                         s = Team_ColorNameLowerCase(self.team);
737                         if(s != "neutral")
738                         {
739                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
740                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
741                         }
742                 }
743
744                 if(defaultmodel == "")
745                 {
746                         defaultmodel = cvar_string("sv_defaultplayermodel");
747                         defaultskin = cvar("sv_defaultplayerskin");
748                 }
749         }
750
751         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
752         {
753                 if(self.model != "")
754                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
755                 self.model = ""; // force the != checks to return true
756         }
757
758         if(defaultmodel != "")
759         {
760                 if (defaultmodel != self.model)
761                 {
762                         m1 = self.mins;
763                         m2 = self.maxs;
764                         setmodel_lod (self, defaultmodel);
765                         setsize (self, m1, m2);
766                         chmdl = TRUE;
767                 }
768
769                 oldskin = self.skinindex;
770                 self.skinindex = defaultskin;
771         } else {
772                 if (self.playermodel != self.model || self.playermodel == "")
773                 {
774                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
775                         m1 = self.mins;
776                         m2 = self.maxs;
777                         setmodel_lod (self, self.playermodel);
778                         setsize (self, m1, m2);
779                         chmdl = TRUE;
780                 }
781
782                 oldskin = self.skinindex;
783                 self.skinindex = RestrictSkin(stof(self.playerskin));
784         }
785
786         if(chmdl || oldskin != self.skinindex)
787                 self.species = player_getspecies(); // model or skin has changed
788
789         if(!teams_matter)
790                 if(strlen(cvar_string("sv_defaultplayercolors")))
791                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
792                                 setcolor(self, cvar("sv_defaultplayercolors"));
793 }
794
795 void PlayerTouchExplode(entity p1, entity p2)
796 {
797         vector org;
798         org = (p1.origin + p2.origin) * 0.5;
799         org_z += (p1.mins_z + p2.mins_z) * 0.5;
800
801         te_explosion(org);
802
803         entity e;
804         e = spawn();
805         setorigin(e, org);
806         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
807         remove(e);
808 }
809
810 /*
811 =============
812 PutClientInServer
813
814 Called when a client spawns in the server
815 =============
816 */
817 //void() ctf_playerchanged;
818 void PutClientInServer (void)
819 {
820         if(clienttype(self) == CLIENTTYPE_BOT)
821         {
822                 self.classname = "player";
823         }
824         else if(clienttype(self) == CLIENTTYPE_REAL)
825         {
826                 msg_entity = self;
827                 WriteByte(MSG_ONE, SVC_SETVIEW);
828                 WriteEntity(MSG_ONE, self);
829         }
830
831         // player is dead and becomes observer
832         // FIXME fix LMS scoring for new system
833         if(g_lms)
834         {
835                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
836                         self.classname = "observer";
837         }
838
839         if(g_arena || (g_ca && !allowed_to_spawn))
840         if(!self.spawned)
841                 self.classname = "observer";
842
843         if(gameover)
844                 self.classname = "observer";
845
846         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
847                 entity spot, oldself;
848                 float j;
849
850                 if(self.team < 0)
851                         JoinBestTeam(self, FALSE, TRUE);
852
853                 race_PreSpawn();
854
855                 spot = SelectSpawnPoint (FALSE);
856                 if(!spot)
857                 {
858                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
859                         return; // spawn failed
860                 }
861
862                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
863
864                 self.classname = "player";
865                 self.wasplayer = TRUE;
866                 self.iscreature = TRUE;
867                 self.movetype = MOVETYPE_WALK;
868                 self.solid = SOLID_SLIDEBOX;
869                 if(cvar("g_playerclip_collisions"))
870                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
871                 else
872                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
873                 self.frags = FRAGS_PLAYER;
874                 if(independent_players)
875                         MAKE_INDEPENDENT_PLAYER(self);
876                 self.flags = FL_CLIENT;
877                 self.takedamage = DAMAGE_AIM;
878                 if(g_minstagib)
879                         self.effects = EF_FULLBRIGHT;
880                 else
881                         self.effects = 0;
882                 self.air_finished = time + 12;
883                 self.dmg = 2;
884
885                 if(inWarmupStage)
886                 {
887                         self.ammo_shells = warmup_start_ammo_shells;
888                         self.ammo_nails = warmup_start_ammo_nails;
889                         self.ammo_rockets = warmup_start_ammo_rockets;
890                         self.ammo_cells = warmup_start_ammo_cells;
891                         self.ammo_fuel = warmup_start_ammo_fuel;
892                         self.health = warmup_start_health;
893                         self.armorvalue = warmup_start_armorvalue;
894                         self.weapons = warmup_start_weapons;
895                 }
896                 else
897                 {
898                         self.ammo_shells = start_ammo_shells;
899                         self.ammo_nails = start_ammo_nails;
900                         self.ammo_rockets = start_ammo_rockets;
901                         self.ammo_cells = start_ammo_cells;
902                         self.ammo_fuel = start_ammo_fuel;
903                         self.health = start_health;
904                         self.armorvalue = start_armorvalue;
905                         self.weapons = start_weapons;
906                 }
907
908                 if(g_weaponarena_random)
909                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
910
911                 self.items = start_items;
912                 self.jump_interval = time;
913
914                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
915                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
916                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
917                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
918                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
919                 //extend the pause of rotting if client was reset at the beginning of the countdown
920                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
921                         self.spawnshieldtime += game_starttime - time;
922                         self.pauserotarmor_finished += game_starttime - time;
923                         self.pauserothealth_finished += game_starttime - time;
924                         self.pauseregen_finished += game_starttime - time;
925                 }
926                 self.damageforcescale = 2;
927                 self.death_time = 0;
928                 self.dead_frame = 0;
929                 self.alpha = 0;
930                 self.scale = 0;
931                 self.fade_time = 0;
932                 self.pain_frame = 0;
933                 self.pain_finished = 0;
934                 self.strength_finished = 0;
935                 self.invincible_finished = 0;
936                 self.pushltime = 0;
937                 // players have no think function
938                 self.think = SUB_Null;
939                 self.nextthink = 0;
940                 self.hook_time = 0;
941                 self.dmg_team = 0;
942                 self.ballistics_density = cvar("g_ballistics_density_player");
943
944                 self.metertime = 0;
945
946                 self.runes = 0;
947
948                 self.deadflag = DEAD_NO;
949
950                 self.angles = spot.angles;
951
952                 self.angles_z = 0; // never spawn tilted even if the spot says to
953                 self.fixangle = TRUE; // turn this way immediately
954                 self.velocity = '0 0 0';
955                 self.avelocity = '0 0 0';
956                 self.punchangle = '0 0 0';
957                 self.punchvector = '0 0 0';
958                 self.oldvelocity = self.velocity;
959                 self.fire_endtime = -1;
960
961                 msg_entity = self;
962                 WRITESPECTATABLE_MSG_ONE({
963                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
964                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
965                 });
966
967                 if(sv_loddistance1)
968                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
969
970                 self.model = "";
971                 FixPlayermodel();
972
973                 self.crouch = FALSE;
974                 self.view_ofs = PL_VIEW_OFS;
975                 setsize (self, PL_MIN, PL_MAX);
976                 self.spawnorigin = spot.origin;
977                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
978                 // don't reset back to last position, even if new position is stuck in solid
979                 self.oldorigin = self.origin;
980                 self.prevorigin = self.origin;
981                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
982
983                 if(g_arena)
984                 {
985                         Spawnqueue_Remove(self);
986                         Spawnqueue_Mark(self);
987                 }
988
989                 else if(g_ca)
990                         self.caplayer = 1;
991
992                 self.event_damage = PlayerDamage;
993
994                 self.bot_attack = TRUE;
995
996                 self.statdraintime = time + 5;
997                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
998
999                 if(self.killcount == -666) {
1000                         PlayerScore_Clear(self);
1001                         self.killcount = 0;
1002                 }
1003
1004                 self.cnt = WEP_LASER;
1005
1006                 CL_SpawnWeaponentity();
1007                 self.alpha = default_player_alpha;
1008                 self.colormod = '1 1 1' * cvar("g_player_brightness");
1009                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1010
1011                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1012                 self.lms_traveled_distance = 0;
1013                 self.speedrunning = FALSE;
1014
1015                 race_PostSpawn(spot);
1016
1017                 if(cvar("spawn_debug"))
1018                 {
1019                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1020                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1021                 }
1022
1023                 //stuffcmd(self, "chase_active 0");
1024                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1025
1026                 if (cvar("g_spawnsound"))
1027                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1028
1029                 if(g_assault) {
1030                         if(self.team == assault_attacker_team)
1031                                 centerprint(self, "You are attacking!");
1032                         else
1033                                 centerprint(self, "You are defending!");
1034                 }
1035
1036                 target_voicescript_clear(self);
1037
1038                 // reset fields the weapons may use
1039                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1040                         weapon_action(j, WR_RESETPLAYER);
1041
1042                 oldself = self;
1043                 self = spot;
1044                         activator = oldself;
1045                                 SUB_UseTargets();
1046                         activator = world;
1047                 self = oldself;
1048
1049                 MUTATOR_CALLHOOK(PlayerSpawn);
1050
1051                 self.switchweapon = w_getbestweapon(self);
1052                 self.cnt = self.switchweapon;
1053                 self.weapon = 0;
1054         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1055                 PutObserverInServer ();
1056         }
1057
1058         //if(g_ctf)
1059         //      ctf_playerchanged();
1060 }
1061
1062 float ClientInit_SendEntity(entity to, float sf)
1063 {
1064         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1065         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1066         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1067         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1068         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1069         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1070         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1071         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1072         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1073         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1074         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1075         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1076         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1077         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1078         if(sv_foginterval && world.fog != "")
1079                 WriteString(MSG_ENTITY, world.fog);
1080         else
1081                 WriteString(MSG_ENTITY, "");
1082         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1083         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1084         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_secondary_bouncefactor
1085         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_secondary_bouncestop
1086         WriteByte(MSG_ENTITY, cvar("g_balance_nex_secondary")); // client has to know if it should zoom or not
1087         WriteByte(MSG_ENTITY, cvar("g_balance_campingrifle_secondary")); // client has to know if it should zoom or not
1088         return TRUE;
1089 }
1090
1091 void ClientInit_CheckUpdate()
1092 {
1093         self.nextthink = time;
1094         if(self.count != cvar("g_balance_armor_blockpercent"))
1095         {
1096                 self.count = cvar("g_balance_armor_blockpercent");
1097                 self.SendFlags |= 1;
1098         }
1099         if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1100         {
1101                 self.cnt = cvar("g_balance_weaponswitchdelay");
1102                 self.SendFlags |= 1;
1103         }
1104         if(self.bouncefactor != cvar("g_balance_grenadelauncher_secondary_bouncefactor"))
1105         {
1106                 self.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
1107                 self.SendFlags |= 1;
1108         }
1109         if(self.bouncestop != cvar("g_balance_grenadelauncher_secondary_bouncestop"))
1110         {
1111                 self.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
1112                 self.SendFlags |= 1;
1113         }
1114 }
1115
1116 void ClientInit_Spawn()
1117 {
1118         entity o;
1119         entity e;
1120         e = spawn();
1121         e.classname = "clientinit";
1122         e.think = ClientInit_CheckUpdate;
1123         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1124
1125         o = self;
1126         self = e;
1127         ClientInit_CheckUpdate();
1128         self = o;
1129 }
1130
1131 /*
1132 =============
1133 SetNewParms
1134 =============
1135 */
1136 void SetNewParms (void)
1137 {
1138         // initialize parms for a new player
1139         parm1 = -(86400 * 366);
1140 }
1141
1142 /*
1143 =============
1144 SetChangeParms
1145 =============
1146 */
1147 void SetChangeParms (void)
1148 {
1149         // save parms for level change
1150         parm1 = self.parm_idlesince - time;
1151 }
1152
1153 /*
1154 =============
1155 DecodeLevelParms
1156 =============
1157 */
1158 void DecodeLevelParms (void)
1159 {
1160         // load parms
1161         self.parm_idlesince = parm1;
1162         if(self.parm_idlesince == -(86400 * 366))
1163                 self.parm_idlesince = time;
1164
1165         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1166         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1167 }
1168
1169 /*
1170 =============
1171 ClientKill
1172
1173 Called when a client types 'kill' in the console
1174 =============
1175 */
1176
1177 void ClientKill_Now_TeamChange()
1178 {
1179         if(self.killindicator_teamchange == -1)
1180         {
1181                 self.team = -1;
1182                 JoinBestTeam( self, FALSE, FALSE );
1183         }
1184         else
1185                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1186 }
1187
1188 void ClientKill_Now()
1189 {
1190         if(self.killindicator_teamchange)
1191                 ClientKill_Now_TeamChange();
1192
1193         // in any case:
1194         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1195
1196         if(self.killindicator)
1197         {
1198                 dprint("Cleaned up after a leaked kill indicator.\n");
1199                 remove(self.killindicator);
1200                 self.killindicator = world;
1201         }
1202 }
1203 void KillIndicator_Think()
1204 {
1205         if (!self.owner.modelindex)
1206         {
1207                 self.owner.killindicator = world;
1208                 remove(self);
1209                 return;
1210         }
1211
1212         if(self.cnt <= 0)
1213         {
1214                 self = self.owner;
1215                 ClientKill_Now(); // no oldself needed
1216                 return;
1217         }
1218         else
1219         {
1220                 if(self.cnt <= 10)
1221                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1222                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1223                 {
1224                         if(self.cnt <= 10)
1225                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1226                         if(self.owner.killindicator_teamchange)
1227                         {
1228                                 if(self.owner.killindicator_teamchange == -1)
1229                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1230                                 else
1231                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1232                         }
1233                         else
1234                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1235                 }
1236                 self.nextthink = time + 1;
1237                 self.cnt -= 1;
1238         }
1239 }
1240
1241 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1242 {
1243         float killtime;
1244         entity e;
1245         killtime = cvar("g_balance_kill_delay");
1246
1247         if(g_race_qualifying)
1248                 killtime = 0;
1249
1250         self.killindicator_teamchange = targetteam;
1251
1252         if(!self.killindicator)
1253         {
1254                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1255                 {
1256                         ClientKill_Now();
1257                 }
1258                 else
1259                 {
1260                         self.killindicator = spawn();
1261                         self.killindicator.owner = self;
1262                         self.killindicator.scale = 0.5;
1263                         setattachment(self.killindicator, self, "");
1264                         setorigin(self.killindicator, '0 0 52');
1265                         self.killindicator.think = KillIndicator_Think;
1266                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1267                         self.killindicator.cnt = ceil(killtime);
1268                         self.killindicator.count = bound(0, ceil(killtime), 10);
1269                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1270
1271                         for(e = world; (e = find(e, classname, "body")) != world; )
1272                         {
1273                                 if(e.enemy != self)
1274                                         continue;
1275                                 e.killindicator = spawn();
1276                                 e.killindicator.owner = e;
1277                                 e.killindicator.scale = 0.5;
1278                                 setattachment(e.killindicator, e, "");
1279                                 setorigin(e.killindicator, '0 0 52');
1280                                 e.killindicator.think = KillIndicator_Think;
1281                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1282                                 e.killindicator.cnt = ceil(killtime);
1283                         }
1284                         self.lip = 0;
1285                 }
1286         }
1287         if(self.killindicator)
1288         {
1289                 if(targetteam)
1290                         self.killindicator.colormod = TeamColor(targetteam);
1291                 else
1292                         self.killindicator.colormod = '0 0 0';
1293         }
1294 }
1295
1296 void ClientKill (void)
1297 {
1298         ClientKill_TeamChange(0);
1299 }
1300
1301 void DoTeamChange(float destteam)
1302 {
1303         float t, c0;
1304         if(!teams_matter)
1305         {
1306                 if(destteam >= 0)
1307                         SetPlayerColors(self, destteam);
1308                 return;
1309         }
1310         if(self.classname == "player")
1311         if(destteam == -1)
1312         {
1313                 CheckAllowedTeams(self);
1314                 t = FindSmallestTeam(self, TRUE);
1315                 switch(self.team)
1316                 {
1317                         case COLOR_TEAM1: c0 = c1; break;
1318                         case COLOR_TEAM2: c0 = c2; break;
1319                         case COLOR_TEAM3: c0 = c3; break;
1320                         case COLOR_TEAM4: c0 = c4; break;
1321                         default:          c0 = 999;
1322                 }
1323                 switch(t)
1324                 {
1325                         case 1:
1326                                 if(c0 > c1)
1327                                         destteam = COLOR_TEAM1;
1328                                 break;
1329                         case 2:
1330                                 if(c0 > c2)
1331                                         destteam = COLOR_TEAM2;
1332                                 break;
1333                         case 3:
1334                                 if(c0 > c3)
1335                                         destteam = COLOR_TEAM3;
1336                                 break;
1337                         case 4:
1338                                 if(c0 > c4)
1339                                         destteam = COLOR_TEAM4;
1340                                 break;
1341                 }
1342                 if(destteam == -1)
1343                         return;
1344         }
1345         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1346                 return;
1347         ClientKill_TeamChange(destteam);
1348 }
1349
1350 void FixClientCvars(entity e)
1351 {
1352         // send prediction settings to the client
1353         stuffcmd(e, "\nin_bindmap 0 0\n");
1354         if(g_race || g_cts)
1355                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1356         if(cvar("g_antilag") == 3) // client side hitscan
1357                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");
1358                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1359         /*
1360          * we no longer need to stuff this. Remove this comment block if you feel
1361          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1362         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1363         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1364         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1365         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1366         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1367         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1368         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1369         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1370         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1371         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1372         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1373         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1374         stuffcmd(e, "cl_movement_edgefriction 1\n");
1375          */
1376 }
1377
1378 /*
1379 =============
1380 ClientConnect
1381
1382 Called when a client connects to the server
1383 =============
1384 */
1385 //void ctf_clientconnect();
1386 string ColoredTeamName(float t);
1387 void DecodeLevelParms (void);
1388 //void dom_player_join_team(entity pl);
1389 void ClientConnect (void)
1390 {
1391         float t;
1392
1393         if(self.flags & FL_CLIENT)
1394         {
1395                 print("Warning: ClientConnect, but already connected!\n");
1396                 return;
1397         }
1398
1399         if(Ban_MaybeEnforceBan(self))
1400                 return;
1401
1402         DecodeLevelParms();
1403
1404 #ifdef WATERMARK
1405         sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1406 #endif
1407
1408         self.classname = "player_joining";
1409
1410         self.flags = FL_CLIENT;
1411         self.version_nagtime = time + 10 + random() * 10;
1412
1413         if(player_count<0)
1414         {
1415                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1416                 player_count = 0;
1417         }
1418
1419         PlayerScore_Attach(self);
1420         ClientData_Attach();
1421
1422         bot_clientconnect();
1423
1424         playerdemo_init();
1425
1426         anticheat_init();
1427         
1428         race_PreSpawnObserver();
1429
1430         //if(g_domination)
1431         //      dom_player_join_team(self);
1432
1433         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1434
1435         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1436                 self.classname = "observer";
1437         } else {
1438                 if(teams_matter)
1439                 {
1440                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1441                         {
1442                                 self.classname = "player";
1443                                 campaign_bots_may_start = 1;
1444                         }
1445                         else
1446                         {
1447                                 self.classname = "observer"; // do it anyway
1448                         }
1449                 }
1450                 else
1451                 {
1452                         self.classname = "player";
1453                         campaign_bots_may_start = 1;
1454                 }
1455         }
1456
1457         self.playerid = (playerid_last = playerid_last + 1);
1458
1459         if(cvar("sv_eventlog"))
1460                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1461
1462         LogTeamchange(self.playerid, self.team, 1);
1463
1464         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1465
1466         self.netname_previous = strzone(self.netname);
1467
1468         bprint("^4", self.netname, "^4 connected");
1469
1470         if(self.classname != "observer" && (g_domination || g_ctf))
1471                 bprint(" and joined the ", ColoredTeamName(self.team));
1472
1473         bprint("\n");
1474
1475         self.welcomemessage_time = 0;
1476
1477         stuffcmd(self, strcat(clientstuff, "\n"));
1478         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1479         stuffcmd(self, "cl_particles_reloadeffects\n");
1480
1481         FixClientCvars(self);
1482
1483         // spawnfunc_waypoint sprites
1484         WaypointSprite_InitClient(self);
1485
1486         // Wazat's grappling hook
1487         SetGrappleHookBindings();
1488
1489         // get autoswitch state from player when he toggles it
1490         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1491
1492         // get version info from player
1493         stuffcmd(self, "cmd clientversion $gameversion\n");
1494
1495         // get other cvars from player
1496         GetCvars(0);
1497
1498         // set cvar for team scoreboard
1499         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1500
1501         // notify about available teams
1502         if(teams_matter)
1503         {
1504                 CheckAllowedTeams(self);
1505                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1506                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1507         }
1508         else
1509                 stuffcmd(self, "set _teams_available 0\n");
1510
1511         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1512
1513         if(g_arena || g_ca)
1514         {
1515                 self.classname = "observer";
1516                 if(g_arena)
1517                         Spawnqueue_Insert(self);
1518         }
1519         /*else if(g_ctf)
1520         {
1521                 ctf_clientconnect();
1522         }*/
1523
1524         if(teams_matter || radar_showennemies)
1525                 attach_entcs();
1526
1527         bot_relinkplayerlist();
1528
1529         self.spectatortime = time;
1530         if(blockSpectators)
1531         {
1532                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1533         }
1534
1535         self.jointime = time;
1536         self.allowedTimeouts = cvar("sv_timeout_number");
1537
1538         if(clienttype(self) == CLIENTTYPE_REAL)
1539         {
1540                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1541                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1542         }
1543
1544         if(g_lms)
1545         {
1546                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1547                 {
1548                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1549                         self.frags = FRAGS_SPECTATOR;
1550                 }
1551         }
1552
1553         if(!sv_foginterval && world.fog != "")
1554                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1555
1556         SoundEntity_Attach(self);
1557
1558         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1559         {
1560                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1561                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1562         }
1563         else
1564                 self.hitplotfh = -1;
1565
1566         if(g_race || g_cts) {
1567                 string rr;
1568                 if(g_cts)
1569                         rr = CTS_RECORD;
1570                 else
1571                         rr = RACE_RECORD;
1572                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1573
1574                 race_send_recordtime(MSG_ONE);
1575                 race_send_speedaward(MSG_ONE);
1576
1577                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1578                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));
1579                 race_send_speedaward_alltimebest(MSG_ONE);
1580
1581                 float i;
1582                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1583                         race_SendRankings(i, 0, 0, MSG_ONE);
1584                 }
1585         }
1586         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca
1587                 send_CSQC_teamnagger();
1588
1589         CheatInitClient();
1590 }
1591
1592 /*
1593 =============
1594 ClientDisconnect
1595
1596 Called when a client disconnects from the server
1597 =============
1598 */
1599 .entity chatbubbleentity;
1600 .entity teambubbleentity;
1601 void ReadyCount();
1602 void ClientDisconnect (void)
1603 {
1604         if not(self.flags & FL_CLIENT)
1605         {
1606                 print("Warning: ClientDisconnect without ClientConnect\n");
1607                 return;
1608         }
1609
1610         CheatShutdownClient();
1611
1612         if(self.hitplotfh >= 0)
1613         {
1614                 fclose(self.hitplotfh);
1615                 self.hitplotfh = -1;
1616         }
1617
1618         anticheat_report();
1619         anticheat_shutdown();
1620
1621         playerdemo_shutdown();
1622
1623         bot_clientdisconnect();
1624
1625         if(self.entcs)
1626                 detach_entcs();
1627
1628         if(cvar("sv_eventlog"))
1629                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1630         bprint ("^4",self.netname);
1631         bprint ("^4 disconnected\n");
1632
1633         SoundEntity_Detach(self);
1634
1635         DropAllRunes(self);
1636         MUTATOR_CALLHOOK(ClientDisconnect);
1637
1638         Portal_ClearAll(self);
1639
1640         if(self.flagcarried)
1641                 DropFlag(self.flagcarried, world, world);
1642         if(self.ballcarried)
1643                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1644
1645         // Here, everything has been done that requires this player to be a client.
1646
1647         self.flags &~= FL_CLIENT;
1648
1649         if (self.chatbubbleentity)
1650                 remove (self.chatbubbleentity);
1651
1652         if (self.teambubbleentity)
1653                 remove (self.teambubbleentity);
1654
1655         if (self.killindicator)
1656                 remove (self.killindicator);
1657
1658         WaypointSprite_PlayerGone();
1659
1660         bot_relinkplayerlist();
1661
1662         // remove laserdot
1663         if(self.weaponentity)
1664                 if(self.weaponentity.lasertarget)
1665                         remove(self.weaponentity.lasertarget);
1666
1667         if(g_arena)
1668         {
1669                 Spawnqueue_Unmark(self);
1670                 Spawnqueue_Remove(self);
1671         }
1672
1673         ClientData_Detach();
1674         PlayerScore_Detach(self);
1675
1676         if(self.netname_previous)
1677                 strunzone(self.netname_previous);
1678         if(self.clientstatus)
1679                 strunzone(self.clientstatus);
1680
1681         ClearPlayerSounds();
1682
1683         if(self.personal)
1684                 remove(self.personal);
1685
1686         self.playerid = 0;
1687         ReadyCount();
1688
1689         // free cvars
1690         GetCvars(-1);
1691 }
1692
1693 .float BUTTON_CHAT;
1694 void ChatBubbleThink()
1695 {
1696         self.nextthink = time;
1697         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1698         {
1699                 if(self.owner) // but why can that ever be world?
1700                         self.owner.chatbubbleentity = world;
1701                 remove(self);
1702                 return;
1703         }
1704         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1705 #ifdef TETRIS
1706                 || self.owner.tetris_on
1707 #endif
1708         )
1709                 self.model = self.mdl;
1710         else
1711                 self.model = "";
1712 };
1713
1714 void UpdateChatBubble()
1715 {
1716         if (!self.modelindex)
1717                 return;
1718         // spawn a chatbubble entity if needed
1719         if (!self.chatbubbleentity)
1720         {
1721                 self.chatbubbleentity = spawn();
1722                 self.chatbubbleentity.owner = self;
1723                 self.chatbubbleentity.exteriormodeltoclient = self;
1724                 self.chatbubbleentity.think = ChatBubbleThink;
1725                 self.chatbubbleentity.nextthink = time;
1726                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1727                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1728                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1729                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1730                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1731                 self.chatbubbleentity.model = "";
1732                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1733         }
1734 }
1735
1736
1737 void TeamBubbleThink()
1738 {
1739         self.nextthink = time;
1740         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1741         {
1742                 if(self.owner) // but why can that ever be world?
1743                         self.owner.teambubbleentity = world;
1744                 remove(self);
1745                 return;
1746         }
1747 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1748         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1749                 self.model = "";
1750         else
1751                 self.model = self.mdl;
1752
1753 };
1754
1755 float TeamBubble_customizeentityforclient()
1756 {
1757         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1758 }
1759
1760 void UpdateTeamBubble()
1761 {
1762         if (!self.modelindex || !teams_matter)
1763                 return;
1764         // spawn a teambubble entity if needed
1765         if (!self.teambubbleentity && teams_matter)
1766         {
1767                 self.teambubbleentity = spawn();
1768                 self.teambubbleentity.owner = self;
1769                 self.teambubbleentity.exteriormodeltoclient = self;
1770                 self.teambubbleentity.think = TeamBubbleThink;
1771                 self.teambubbleentity.nextthink = time;
1772                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1773 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1774                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1775                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1776                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1777                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1778                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1779                 self.teambubbleentity.effects = EF_LOWPRECISION;
1780         }
1781 }
1782
1783 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1784 // added to the model skins
1785 /*void UpdateColorModHack()
1786 {
1787         local float c;
1788         c = self.clientcolors & 15;
1789         // LordHavoc: only bothering to support white, green, red, yellow, blue
1790              if (!teams_matter) self.colormod = '0 0 0';
1791         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1792         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1793         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1794         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1795         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1796         else self.colormod = '1 1 1';
1797 };*/
1798
1799 .float oldcolormap;
1800 void respawn(void)
1801 {
1802         if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1803         {
1804                 self.solid = SOLID_NOT;
1805                 self.takedamage = DAMAGE_NO;
1806                 self.movetype = MOVETYPE_FLY;
1807                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1808                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1809                 self.effects |= EF_ADDITIVE;
1810                 self.oldcolormap = self.colormap;
1811                 self.colormap = 512;
1812                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1813                 if(cvar("g_respawn_ghosts_maxtime"))
1814                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1815         }
1816
1817         CopyBody(1);
1818         self.effects |= EF_NODRAW; // prevent another CopyBody
1819         if(self.oldcolormap)
1820         {
1821                 self.colormap = self.oldcolormap;
1822                 self.oldcolormap = 0;
1823         }
1824         PutClientInServer();
1825 }
1826
1827 void play_countdown(float finished, string samp)
1828 {
1829         if(clienttype(self) == CLIENTTYPE_REAL)
1830                 if(floor(finished - time - frametime) != floor(finished - time))
1831                         if(finished - time < 6)
1832                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1833 }
1834
1835 /**
1836  * When sv_timeout is used this function returs strings like
1837  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1838  * Called by centerprint functions
1839  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1840  */
1841 string getTimeoutText(float addOneSecond) {
1842         if (!cvar("sv_timeout") || !timeoutStatus)
1843                 return "";
1844
1845         local string retStr;
1846         if (timeoutStatus == 1) {
1847                 if (addOneSecond == 1) {
1848                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1849                 }
1850                 else {
1851                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1852                 }
1853                 return retStr;
1854         }
1855         else if (timeoutStatus == 2) {
1856                 if (addOneSecond) {
1857                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1858                         //don't show messages like "Timeout ends in 0 seconds"...
1859                         if ((remainingTimeoutTime + 1) > 0)
1860                                 return retStr;
1861                         else
1862                                 return "";
1863                 }
1864                 else {
1865                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1866                         //don't show messages like "Timeout ends in 0 seconds"...
1867                         if (remainingTimeoutTime > 0)
1868                                 return retStr;
1869                         else
1870                                 return "";
1871                 }
1872         }
1873         else return "";
1874 }
1875
1876 void player_powerups (void)
1877 {
1878         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1879         {
1880                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1881                 self.modelflags |= MF_ROCKET;
1882         }
1883         else
1884         {
1885                 SoundEntity_StopSound(self, CHAN_PLAYER);
1886                 self.modelflags &~= MF_ROCKET;
1887         }
1888
1889         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1890
1891         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1892                 return;
1893         
1894         Fire_ApplyDamage(self);
1895         Fire_ApplyEffect(self);
1896
1897         if (g_minstagib)
1898         {
1899                 self.effects |= EF_FULLBRIGHT;
1900
1901                 if (self.items & IT_STRENGTH)
1902                 {
1903                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1904                         if (time > self.strength_finished)
1905                         {
1906                                 self.alpha = default_player_alpha;
1907                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1908                                 self.items &~= IT_STRENGTH;
1909                                 sprint(self, "^3Invisibility has worn off\n");
1910                         }
1911                 }
1912                 else
1913                 {
1914                         if (time < self.strength_finished)
1915                         {
1916                                 self.alpha = g_minstagib_invis_alpha;
1917                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1918                                 self.items |= IT_STRENGTH;
1919                                 sprint(self, "^3You are invisible\n");
1920                         }
1921                 }
1922
1923                 if (self.items & IT_INVINCIBLE)
1924                 {
1925                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1926                         if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1927                         {
1928                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1929                                 sprint(self, "^3Speed has worn off\n");
1930                         }
1931                 }
1932                 else
1933                 {
1934                         if (time < self.invincible_finished)
1935                         {
1936                                 self.items = self.items | IT_INVINCIBLE;
1937                                 sprint(self, "^3You are on speed\n");
1938                         }
1939                 }
1940                 return;
1941         }
1942
1943         if (self.items & IT_STRENGTH)
1944         {
1945                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1946                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1947                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
1948                 {
1949                         self.items = self.items - (self.items & IT_STRENGTH);
1950                         sprint(self, "^3Strength has worn off\n");
1951                 }
1952         }
1953         else
1954         {
1955                 if (time < self.strength_finished)
1956                 {
1957                         self.items = self.items | IT_STRENGTH;
1958                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1959                 }
1960         }
1961         if (self.items & IT_INVINCIBLE)
1962         {
1963                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1964                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1965                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1966                 {
1967                         self.items = self.items - (self.items & IT_INVINCIBLE);
1968                         sprint(self, "^3Shield has worn off\n");
1969                 }
1970         }
1971         else
1972         {
1973                 if (time < self.invincible_finished)
1974                 {
1975                         self.items = self.items | IT_INVINCIBLE;
1976                         sprint(self, "^3Shield surrounds you\n");
1977                 }
1978         }
1979
1980         if(cvar("g_nodepthtestplayers"))
1981                 self.effects = self.effects | EF_NODEPTHTEST;
1982
1983         if(cvar("g_fullbrightplayers"))
1984                 self.effects = self.effects | EF_FULLBRIGHT;
1985
1986         // midair gamemode: damage only while in the air
1987         // if in midair mode, being on ground grants temporary invulnerability
1988         // (this is so that multishot weapon don't clear the ground flag on the
1989         // first damage in the frame, leaving the player vulnerable to the
1990         // remaining hits in the same frame)
1991         if (self.flags & FL_ONGROUND)
1992         if (g_midair)
1993                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1994
1995         if (time >= game_starttime)
1996         if (time < self.spawnshieldtime)
1997                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1998 }
1999
2000 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2001 {
2002         if(current > stable)
2003                 return current;
2004         else if(current > stable - 0.25) // when close enough, "snap"
2005                 return stable;
2006         else
2007                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2008 }
2009
2010 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2011 {
2012         if(current < stable)
2013                 return current;
2014         else if(current < stable + 0.25) // when close enough, "snap"
2015                 return stable;
2016         else
2017                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2018 }
2019
2020 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2021 {
2022         if(current > rotstable)
2023         {
2024                 if(rotframetime > 0)
2025                 {
2026                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2027                         current = max(rotstable, current - rotlinear * rotframetime);
2028                 }
2029         }
2030         else if(current < regenstable)
2031         {
2032                 if(regenframetime > 0)
2033                 {
2034                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2035                         current = min(regenstable, current + regenlinear * regenframetime);
2036                 }
2037         }
2038
2039         if(current > limit)
2040                 current = limit;
2041
2042         return current;
2043 }
2044
2045 void player_regen (void)
2046 {
2047         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2048         maxh = cvar("g_balance_health_rotstable");
2049         maxa = cvar("g_balance_armor_rotstable");
2050         maxf = cvar("g_balance_fuel_rotstable");
2051         minh = cvar("g_balance_health_regenstable");
2052         mina = cvar("g_balance_armor_regenstable");
2053         minf = cvar("g_balance_fuel_regenstable");
2054         limith = cvar("g_balance_health_limit");
2055         limita = cvar("g_balance_armor_limit");
2056         limitf = cvar("g_balance_fuel_limit");
2057
2058         max_mod = regen_mod = rot_mod = limit_mod = 1;
2059
2060         if (self.runes & RUNE_REGEN)
2061         {
2062                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2063                 {
2064                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2065                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2066                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2067                 }
2068                 else
2069                 {
2070                         regen_mod = cvar("g_balance_rune_regen_regenrate");
2071                         max_mod = cvar("g_balance_rune_regen_hpmod");
2072                         limit_mod = cvar("g_balance_rune_regen_limitmod");
2073                 }
2074         }
2075         else if (self.runes & CURSE_VENOM)
2076         {
2077                 max_mod = cvar("g_balance_curse_venom_hpmod");
2078                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2079                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2080                 else
2081                         rot_mod = cvar("g_balance_curse_venom_rotrate");
2082                 limit_mod = cvar("g_balance_curse_venom_limitmod");
2083                 //if (!self.runes & RUNE_REGEN)
2084                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
2085         }
2086         maxh = maxh * max_mod;
2087         //maxa = maxa * max_mod;
2088         //maxf = maxf * max_mod;
2089         minh = minh * max_mod;
2090         //mina = mina * max_mod;
2091         //minf = minf * max_mod;
2092         limith = limith * limit_mod;
2093         limita = limita * limit_mod;
2094         //limitf = limitf * limit_mod;
2095
2096         if(g_lms && g_ca)
2097                 rot_mod = 0;
2098
2099         if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2100         {
2101                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2102                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2103
2104                 // if player rotted to death...  die!
2105                 if(self.health < 1)
2106                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2107         }
2108
2109         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2110                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2111 }
2112
2113 float zoomstate_set;
2114 void SetZoomState(float z)
2115 {
2116         if(z != self.zoomstate)
2117         {
2118                 self.zoomstate = z;
2119                 ClientData_Touch(self);
2120         }
2121         zoomstate_set = 1;
2122 }
2123
2124 void GetPressedKeys(void) {
2125         MUTATOR_CALLHOOK(GetPressedKeys);
2126         if (self.movement_x > 0) // get if movement keys are pressed
2127         {       // forward key pressed
2128                 self.pressedkeys |= KEY_FORWARD;
2129                 self.pressedkeys &~= KEY_BACKWARD;
2130         }
2131         else if (self.movement_x < 0)
2132         {       // backward key pressed
2133                 self.pressedkeys |= KEY_BACKWARD;
2134                 self.pressedkeys &~= KEY_FORWARD;
2135         }
2136         else
2137         {       // no x input
2138                 self.pressedkeys &~= KEY_FORWARD;
2139                 self.pressedkeys &~= KEY_BACKWARD;
2140         }
2141
2142         if (self.movement_y > 0)
2143         {       // right key pressed
2144                 self.pressedkeys |= KEY_RIGHT;
2145                 self.pressedkeys &~= KEY_LEFT;
2146         }
2147         else if (self.movement_y < 0)
2148         {       // left key pressed
2149                 self.pressedkeys |= KEY_LEFT;
2150                 self.pressedkeys &~= KEY_RIGHT;
2151         }
2152         else
2153         {       // no y input
2154                 self.pressedkeys &~= KEY_RIGHT;
2155                 self.pressedkeys &~= KEY_LEFT;
2156         }
2157
2158         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2159                 self.pressedkeys |= KEY_JUMP;
2160         else
2161                 self.pressedkeys &~= KEY_JUMP;
2162         if (self.BUTTON_CROUCH)
2163                 self.pressedkeys |= KEY_CROUCH;
2164         else
2165                 self.pressedkeys &~= KEY_CROUCH;
2166 }
2167
2168 void update_stats (float number, float hit, float fired) {
2169 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;
2170 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2171
2172         if(number) {
2173                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2174                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2175         } else {
2176                 self.stat_hit = hit * sv_accuracy_data_share;
2177                 self.stat_fired = fired * sv_accuracy_data_share;
2178         }
2179 }
2180
2181 /*
2182 ======================
2183 spectate mode routines
2184 ======================
2185 */
2186
2187 .float weapon_count;
2188 void SpectateCopy(entity spectatee) {
2189         if(spectatee.weapon_count < WEP_LAST) {
2190                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));
2191                 spectatee.weapon_count ++;
2192         } else
2193                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2194
2195         other = spectatee;
2196         MUTATOR_CALLHOOK(SpectateCopy);
2197         self.armortype = spectatee.armortype;
2198         self.armorvalue = spectatee.armorvalue;
2199         self.ammo_cells = spectatee.ammo_cells;
2200         self.ammo_shells = spectatee.ammo_shells;
2201         self.ammo_nails = spectatee.ammo_nails;
2202         self.ammo_rockets = spectatee.ammo_rockets;
2203         self.ammo_fuel = spectatee.ammo_fuel;
2204         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2205         self.health = spectatee.health;
2206         self.impulse = 0;
2207         self.items = spectatee.items;
2208         self.metertime = spectatee.metertime;
2209         self.strength_finished = spectatee.strength_finished;
2210         self.invincible_finished = spectatee.invincible_finished;
2211         self.pressedkeys = spectatee.pressedkeys;
2212         self.weapons = spectatee.weapons;
2213         self.switchweapon = spectatee.switchweapon;
2214         self.weapon = spectatee.weapon;
2215         self.punchangle = spectatee.punchangle;
2216         self.view_ofs = spectatee.view_ofs;
2217         self.v_angle = spectatee.v_angle;
2218         self.velocity = spectatee.velocity;
2219         self.dmg_take = spectatee.dmg_take;
2220         self.dmg_save = spectatee.dmg_save;
2221         self.dmg_inflictor = spectatee.dmg_inflictor;
2222         self.angles = spectatee.v_angle;
2223         self.fixangle = TRUE;
2224         setorigin(self, spectatee.origin);
2225         setsize(self, spectatee.mins, spectatee.maxs);
2226         SetZoomState(spectatee.zoomstate);
2227
2228         anticheat_spectatecopy(spectatee);
2229 }
2230
2231 float SpectateUpdate() {
2232         if(!self.enemy)
2233                 return 0;
2234
2235         if (self == self.enemy)
2236                 return 0;
2237
2238         if(self.enemy.classname != "player")
2239                 return 0;
2240
2241         SpectateCopy(self.enemy);
2242
2243         return 1;
2244 }
2245
2246 float SpectateNext() {
2247         other = find(self.enemy, classname, "player");
2248
2249         if (!other)
2250                 other = find(other, classname, "player");
2251
2252         if (other)
2253                 self.enemy = other;
2254
2255         if(self.enemy.classname == "player") {
2256                 msg_entity = self;
2257                 WriteByte(MSG_ONE, SVC_SETVIEW);
2258                 WriteEntity(MSG_ONE, self.enemy);
2259                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2260                 self.movetype = MOVETYPE_NONE;
2261
2262                 self.enemy.weapon_count = 0;
2263
2264                 if(!SpectateUpdate())
2265                         PutObserverInServer();
2266
2267                 return 1;
2268         } else {
2269                 return 0;
2270         }
2271 }
2272
2273 /*
2274 =============
2275 ShowRespawnCountdown()
2276
2277 Update a respawn countdown display.
2278 =============
2279 */
2280 void ShowRespawnCountdown()
2281 {
2282         float number;
2283         if(self.deadflag == DEAD_NO) // just respawned?
2284                 return;
2285         else
2286         {
2287                 number = ceil(self.death_time - time);
2288                 if(number <= 0)
2289                         return;
2290                 if(number <= self.respawn_countdown)
2291                 {
2292                         self.respawn_countdown = number - 1;
2293                         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
2294                                 AnnounceTo(self, strcat(ftos(number), ""));
2295                 }
2296         }
2297 }
2298
2299 void LeaveSpectatorMode()
2300 {
2301         if(isJoinAllowed()) {
2302                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2303                         self.classname = "player";
2304
2305                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2306                                 JoinBestTeam(self, FALSE, TRUE);
2307
2308                         if(cvar("g_campaign"))
2309                                 campaign_bots_may_start = 1;
2310
2311                         self.stat_count = WEP_LAST;
2312
2313                         PutClientInServer();
2314
2315                         if(self.classname == "player")
2316                                 bprint ("^4", self.netname, "^4 is playing now\n");
2317
2318                         if(!cvar("g_campaign"))
2319                                 centerprint(self,""); // clear MOTD
2320
2321                         return;
2322                 } else {
2323                         if (g_ca && self.caplayer) {
2324                         }       // do nothing
2325                         else
2326                                 stuffcmd(self,"menu_showteamselect\n");
2327                         return;
2328                 }
2329         }
2330         else {
2331                 //player may not join because of g_maxplayers is set
2332                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2333         }
2334 }
2335
2336 /**
2337  * Determines whether the player is allowed to join. This depends on cvar
2338  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2339  * it checks whether the number of currently playing players exceeds g_maxplayers.
2340  * @return bool TRUE if the player is allowed to join, false otherwise
2341  */
2342 float isJoinAllowed() {
2343         if (!cvar("g_maxplayers"))
2344                 return TRUE;
2345
2346         local entity e;
2347         local float currentlyPlaying;
2348         FOR_EACH_REALPLAYER(e) {
2349                 if(e.classname == "player")
2350                         currentlyPlaying += 1;
2351         }
2352         if(currentlyPlaying < cvar("g_maxplayers"))
2353                 return TRUE;
2354
2355         return FALSE;
2356 }
2357
2358 /**
2359  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2360  * g_maxplayers_spectator_blocktime seconds
2361  */
2362 void checkSpectatorBlock() {
2363         if(self.classname == "spectator" || self.classname == "observer") {
2364                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2365                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2366                         dropclient(self);
2367                 }
2368         }
2369 }
2370
2371 float vercmp_recursive(string v1, string v2)
2372 {
2373         float dot1, dot2;
2374         string s1, s2;
2375         float r;
2376
2377         dot1 = strstrofs(v1, ".", 0);
2378         dot2 = strstrofs(v2, ".", 0);
2379         if(dot1 == -1)
2380                 s1 = v1;
2381         else
2382                 s1 = substring(v1, 0, dot1);
2383         if(dot2 == -1)
2384                 s2 = v2;
2385         else
2386                 s2 = substring(v2, 0, dot2);
2387
2388         r = stof(s1) - stof(s2);
2389         if(r != 0)
2390                 return r;
2391
2392         r = strcasecmp(s1, s2);
2393         if(r != 0)
2394                 return r;
2395
2396         if(dot1 == -1)
2397                 if(dot2 == -1)
2398                         return 0;
2399                 else
2400                         return -1;
2401         else
2402                 if(dot2 == -1)
2403                         return 1;
2404                 else
2405                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2406 }
2407
2408 float vercmp(string v1, string v2)
2409 {
2410         if(strcasecmp(v1, v2) == 0) // early out check
2411                 return 0;
2412         return vercmp_recursive(v1, v2);
2413 }
2414
2415 void ObserverThink()
2416 {
2417         if (self.flags & FL_JUMPRELEASED) {
2418                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2419                         self.welcomemessage_time = 0;
2420                         self.flags &~= FL_JUMPRELEASED;
2421                         self.flags |= FL_SPAWNING;
2422                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2423                         self.welcomemessage_time = 0;
2424                         self.flags &~= FL_JUMPRELEASED;
2425                         if(SpectateNext() == 1) {
2426                                 self.classname = "spectator";
2427                         }
2428                 }
2429         } else {
2430                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2431                         self.flags |= FL_JUMPRELEASED;
2432                         if(self.flags & FL_SPAWNING)
2433                         {
2434                                 self.flags &~= FL_SPAWNING;
2435                                 LeaveSpectatorMode();
2436                                 return;
2437                         }
2438                 }
2439         }
2440         PrintWelcomeMessage(self);
2441 }
2442
2443 void SpectatorThink()
2444 {
2445         if (self.flags & FL_JUMPRELEASED) {
2446                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2447                         self.welcomemessage_time = 0;
2448                         self.flags &~= FL_JUMPRELEASED;
2449                         self.flags |= FL_SPAWNING;
2450                 } else if(self.BUTTON_ATCK) {
2451                         self.welcomemessage_time = 0;
2452                         self.flags &~= FL_JUMPRELEASED;
2453                         if(SpectateNext() == 1) {
2454                                 self.classname = "spectator";
2455                         } else {
2456                                 self.classname = "observer";
2457                                 self.stat_count = WEP_LAST;
2458                                 PutClientInServer();
2459                         }
2460                 } else if (self.BUTTON_ATCK2) {
2461                         self.welcomemessage_time = 0;
2462                         self.flags &~= FL_JUMPRELEASED;
2463                         self.classname = "observer";
2464                         self.stat_count = WEP_LAST;
2465                         PutClientInServer();
2466                 } else {
2467                         if(!SpectateUpdate())
2468                                 PutObserverInServer();
2469                 }
2470         } else {
2471                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2472                         self.flags |= FL_JUMPRELEASED;
2473                         if(self.flags & FL_SPAWNING)
2474                         {
2475                                 self.flags &~= FL_SPAWNING;
2476                                 LeaveSpectatorMode();
2477                                 return;
2478                         }
2479                 }
2480         }
2481
2482         PrintWelcomeMessage(self);
2483         self.flags |= FL_CLIENT | FL_NOTARGET;
2484 }
2485
2486 .float touchexplode_time;
2487
2488 /*
2489 =============
2490 PlayerPreThink
2491
2492 Called every frame for each client before the physics are run
2493 =============
2494 */
2495 void() ctf_setstatus;
2496 void() nexball_setstatus;
2497 .float items_added;
2498 void PlayerPreThink (void)
2499 {
2500         self.stat_game_starttime = game_starttime;
2501         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2502         self.stat_leadlimit = cvar("leadlimit");
2503
2504         if(frametime)
2505         {
2506                 // physics frames: update anticheat stuff
2507                 anticheat_prethink();
2508         }
2509
2510         if(blockSpectators && frametime)
2511                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2512                 checkSpectatorBlock();
2513
2514         zoomstate_set = 0;
2515
2516         if(self.netname_previous != self.netname)
2517         {
2518                 if(cvar("sv_eventlog"))
2519                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2520                 if(self.netname_previous)
2521                         strunzone(self.netname_previous);
2522                 self.netname_previous = strzone(self.netname);
2523         }
2524
2525         // version nagging
2526         if(self.version_nagtime)
2527                 if(self.cvar_g_xonoticversion)
2528                         if(time > self.version_nagtime)
2529                         {
2530                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2531                                 {
2532                                         if(strstr(cvar_string("g_xonoticversion"), "git", 0) >= 0)
2533                                         {
2534                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2535                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2536                                         }
2537                                         else
2538                                         {
2539                                                 float r;
2540                                                 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2541                                                 if(r < 0)
2542                                                 {
2543                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2544                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2545                                                 }
2546                                                 else if(r > 0)
2547                                                 {
2548                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2549                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2550                                                 }
2551                                         }
2552                                 }
2553                                 self.version_nagtime = 0;
2554                         }
2555
2556         // GOD MODE info
2557         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2558         {
2559                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2560                 self.max_armorvalue = 0;
2561         }
2562
2563 #ifdef TETRIS
2564         if (TetrisPreFrame())
2565                 return;
2566 #endif
2567
2568         MUTATOR_CALLHOOK(PlayerPreThink);
2569
2570         if(self.classname == "player") {
2571 //              if(self.netname == "Wazat")
2572 //                      bprint(self.classname, "\n");
2573
2574                 CheckRules_Player();
2575
2576                 PrintWelcomeMessage(self);
2577
2578                 if (intermission_running)
2579                 {
2580                         IntermissionThink ();   // otherwise a button could be missed between
2581                         return;                                 // the think tics
2582                 }
2583
2584                 if(self.teleport_time)
2585                 if(time > self.teleport_time)
2586                 {
2587                         self.teleport_time = 0;
2588                         self.effects = self.effects - (self.effects & EF_NODRAW);
2589                 }
2590
2591                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2592                         UpdateSelectedPlayer();
2593
2594                 //don't allow the player to turn around while game is paused!
2595                 if(timeoutStatus == 2) {
2596                         self.v_angle = self.lastV_angle;
2597                         self.angles = self.lastV_angle;
2598                         self.fixangle = TRUE;
2599                 }
2600
2601                 if(frametime)
2602                 {
2603                         if(self.health <= 0 && cvar("g_deathglow"))
2604                         {
2605                                 if(self.glowmod_x > 0)
2606                                         self.glowmod_x -= cvar("g_deathglow") * frametime;
2607                                 else
2608                                         self.glowmod_x = -1;
2609                                 if(self.glowmod_y > 0)
2610                                         self.glowmod_y -= cvar("g_deathglow") * frametime;
2611                                 else
2612                                         self.glowmod_y = -1;
2613                                 if(self.glowmod_z > 0)
2614                                         self.glowmod_z -= cvar("g_deathglow") * frametime;
2615                                 else
2616                                         self.glowmod_z = -1;
2617                         }
2618                         else
2619                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2620                         player_powerups();
2621                 }
2622
2623                 if (self.deadflag != DEAD_NO)
2624                 {
2625                         float button_pressed, force_respawn;
2626                         if(self.personal && g_race_qualifying)
2627                         {
2628                                 if(time > self.death_time)
2629                                 {
2630                                         self.death_time = time + 1; // only retry once a second
2631                                         respawn();
2632                                         self.impulse = 141;
2633                                 }
2634                         }
2635                         else
2636                         {
2637                                 if(frametime)
2638                                         player_anim();
2639                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2640                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2641                                 if (self.deadflag == DEAD_DYING)
2642                                 {
2643                                         if(force_respawn)
2644                                                 self.deadflag = DEAD_RESPAWNING;
2645                                         else if(!button_pressed)
2646                                                 self.deadflag = DEAD_DEAD;
2647                                 }
2648                                 else if (self.deadflag == DEAD_DEAD)
2649                                 {
2650                                         if(button_pressed)
2651                                                 self.deadflag = DEAD_RESPAWNABLE;
2652                                 }
2653                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2654                                 {
2655                                         if(!button_pressed)
2656                                                 self.deadflag = DEAD_RESPAWNING;
2657                                 }
2658                                 else if (self.deadflag == DEAD_RESPAWNING)
2659                                 {
2660                                         if(time > self.death_time)
2661                                         {
2662                                                 self.death_time = time + 1; // only retry once a second
2663                                                 respawn();
2664                                         }
2665                                 }
2666                                 ShowRespawnCountdown();
2667                         }
2668                         return;
2669                 }
2670
2671                 if(g_touchexplode)
2672                 if(time > self.touchexplode_time)
2673                 if(self.classname == "player")
2674                 if(self.deadflag == DEAD_NO)
2675                 if not(IS_INDEPENDENT_PLAYER(self))
2676                 FOR_EACH_PLAYER(other) if(self != other)
2677                 {
2678                         if(time > other.touchexplode_time)
2679                         if(other.deadflag == DEAD_NO)
2680                         if not(IS_INDEPENDENT_PLAYER(other))
2681                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2682                         {
2683                                 PlayerTouchExplode(self, other);
2684                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2685                         }
2686                 }
2687
2688                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2689                 {
2690                         vector dist;
2691
2692                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2693                         dist = self.prevorigin - self.origin;
2694                         dist_z = 0;
2695                         self.lms_traveled_distance += fabs(vlen(dist));
2696
2697                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2698                         {
2699                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2700                                 self.lms_traveled_distance = 0;
2701                         }
2702
2703                         if(time > self.lms_nextcheck)
2704                         {
2705                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2706                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2707                                 {
2708                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2709                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2710                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2711                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');
2712                                 }
2713                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2714                                 self.lms_traveled_distance = 0;
2715                         }
2716                 }
2717
2718                 self.prevorigin = self.origin;
2719
2720                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2721                 {
2722                         if (!self.crouch)
2723                         {
2724                                 self.crouch = TRUE;
2725                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2726                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2727                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2728                         }
2729                 }
2730                 else
2731                 {
2732                         if (self.crouch)
2733                         {
2734                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2735                                 if (!trace_startsolid)
2736                                 {
2737                                         self.crouch = FALSE;
2738                                         self.view_ofs = PL_VIEW_OFS;
2739                                         setsize (self, PL_MIN, PL_MAX);
2740                                 }
2741                         }
2742                 }
2743
2744                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2745                 {
2746                         if(self.bloodloss_timer < time)
2747                         {
2748                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2749                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2750                         }
2751                 }
2752
2753                 FixPlayermodel();
2754
2755                 GrapplingHookFrame();
2756
2757                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2758                 //if(frametime)
2759                 {
2760                         self.items &~= self.items_added;
2761
2762                         W_WeaponFrame();
2763
2764                         self.items_added = 0;
2765                         if(self.items & IT_JETPACK)
2766                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2767                                         self.items_added |= IT_FUEL;
2768
2769                         self.items |= self.items_added;
2770                 }
2771
2772                 player_regen();
2773                 if(frametime)
2774                         player_anim();
2775
2776                 if (g_minstagib)
2777                         minstagib_ammocheck();
2778
2779                 ctf_setstatus();
2780                 nexball_setstatus();
2781
2782                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2783
2784                 //self.angles_y=self.v_angle_y + 90;   // temp
2785         } else if(gameover) {
2786                 if (intermission_running)
2787                         IntermissionThink ();   // otherwise a button could be missed between
2788                 return;
2789         } else if(self.classname == "observer") {
2790                 ObserverThink();
2791         } else if(self.classname == "spectator") {
2792                 SpectatorThink();
2793         }
2794
2795         if(!zoomstate_set)
2796                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && cvar("g_balance_campingrifle_secondary") == 0));
2797
2798         float oldspectatee_status;
2799         oldspectatee_status = self.spectatee_status;
2800         if(self.classname == "spectator")
2801                 self.spectatee_status = num_for_edict(self.enemy);
2802         else if(self.classname == "observer")
2803                 self.spectatee_status = num_for_edict(self);
2804         else
2805                 self.spectatee_status = 0;
2806         if(self.spectatee_status != oldspectatee_status)
2807         {
2808                 ClientData_Touch(self);
2809                 if(g_race || g_cts)
2810                         race_InitSpectator();
2811         }
2812
2813         if(self.teamkill_soundtime)
2814         if(time > self.teamkill_soundtime)
2815         {
2816                 self.teamkill_soundtime = 0;
2817
2818                 entity oldpusher, oldself;
2819
2820                 oldself = self; self = self.teamkill_soundsource;
2821                 oldpusher = self.pusher; self.pusher = oldself;
2822
2823                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2824
2825                 self.pusher = oldpusher;
2826                 self = oldself;
2827         }
2828
2829         if(self.taunt_soundtime)
2830         if(time > self.taunt_soundtime)
2831         {
2832                 self.taunt_soundtime = 0;
2833                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2834         }
2835
2836         target_voicescript_next(self);
2837 }
2838
2839 float isInvisibleString(string s)
2840 {
2841         float i, n, c;
2842         s = strdecolorize(s);
2843         for((i = 0), (n = strlen(s)); i < n; ++i)
2844         {
2845                 c = str2chr(s, i);
2846                 switch(c)
2847                 {
2848                         case 0:
2849                         case 32: // space
2850                                 break;
2851                         case 192: // charmap space
2852                                 if (!cvar("utf8_enable"))
2853                                         break;
2854                                 return FALSE;
2855                         case 160: // space in unicode fonts
2856                         case 0xE000 + 192: // utf8 charmap space
2857                                 if (cvar("utf8_enable"))
2858                                         break;
2859                         default:
2860                                 return FALSE;
2861                 }
2862         }
2863         return TRUE;
2864 }
2865
2866 /*
2867 =============
2868 PlayerPostThink
2869
2870 Called every frame for each client after the physics are run
2871 =============
2872 */
2873 .float idlekick_lasttimeleft;
2874 .entity showheadshotbbox;
2875 void showheadshotbbox_think()
2876 {
2877         if(self.owner.showheadshotbbox != self)
2878         {
2879                 remove(self);
2880                 return;
2881         }
2882         self.nextthink = time;
2883         setorigin(self, self.owner.origin);
2884         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2885 }
2886 void PlayerPostThink (void)
2887 {
2888         // Savage: Check for nameless players
2889         if (isInvisibleString(self.netname)) {
2890                 self.netname = "Player";
2891                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2892         }
2893
2894         // send the clients accuracy stats to the client
2895         if(self.stat_count > 0)
2896         if(frametime)
2897         {
2898                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2899                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2900                 self.stat_count -= 1;
2901         }
2902
2903         if(sv_maxidle && frametime)
2904         {
2905                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2906                 float timeleft;
2907                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2908                 if(timeleft <= 0)
2909                 {
2910                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2911                         AnnounceTo(self, "terminated");
2912                         dropclient(self);
2913                         return;
2914                 }
2915                 else if(timeleft <= 10)
2916                 {
2917                         if(timeleft != self.idlekick_lasttimeleft)
2918                         {
2919                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2920                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
2921                         }
2922                 }
2923                 else
2924                 {
2925                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2926                 }
2927                 self.idlekick_lasttimeleft = timeleft;
2928         }
2929
2930 #ifdef TETRIS
2931         if(self.impulse == 100)
2932                 ImpulseCommands();
2933         if (TetrisPostFrame())
2934                 return;
2935 #endif
2936
2937         CheatFrame();
2938
2939         if(self.classname == "player") {
2940                 CheckRules_Player();
2941                 UpdateChatBubble();
2942                 UpdateTeamBubble();
2943                 if (self.impulse)
2944                         ImpulseCommands();
2945                 if (intermission_running)
2946                         return;         // intermission or finale
2947                 GetPressedKeys();
2948         } else if (self.classname == "observer") {
2949                 //do nothing
2950         } else if (self.classname == "spectator") {
2951                 //do nothing
2952         }
2953
2954         /*
2955         float i;
2956         for(i = 0; i < 1000; ++i)
2957         {
2958                 vector end;
2959                 end = self.origin + '0 0 1024' + 512 * randomvec();
2960                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2961                 if(trace_fraction < 1)
2962                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2963                 {
2964                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2965                         break;
2966                 }
2967         }
2968         */
2969
2970         Arena_Warmup();
2971
2972         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2973
2974         if(self.waypointsprite_attachedforcarrier)
2975                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
2976         
2977         if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes"))
2978         {
2979                 if(!self.showheadshotbbox)
2980                 {
2981                         self.showheadshotbbox = spawn();
2982                         self.showheadshotbbox.classname = "headshotbbox";
2983                         self.showheadshotbbox.owner = self;
2984                         self.showheadshotbbox.think = showheadshotbbox_think;
2985                         self.showheadshotbbox.nextthink = time;
2986                         self = self.showheadshotbbox;
2987                         self.think();
2988                         self = self.owner;
2989                 }
2990         }
2991         else
2992         {
2993                 if(self.showheadshotbbox)
2994                         remove(self.showheadshotbbox);
2995         }
2996
2997         playerdemo_write();
2998
2999         /*
3000         if(g_race)
3001                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3002         */
3003 }