]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'master' into Mario/classname_checks
[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(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 float ClientData_Send(entity to, float sf)
10 {
11         if(to != self.owner)
12         {
13                 error("wtf");
14                 return FALSE;
15         }
16
17         entity e;
18
19         e = to;
20         if(IS_SPEC(to))
21                 e = to.enemy;
22
23         sf = 0;
24
25         if(e.race_completed)
26                 sf |= 1; // forced scoreboard
27         if(to.spectatee_status)
28                 sf |= 2; // spectator ent number follows
29         if(e.zoomstate)
30                 sf |= 4; // zoomed
31         if(e.porto_v_angle_held)
32                 sf |= 8; // angles held
33
34         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35         WriteByte(MSG_ENTITY, sf);
36
37         if(sf & 2)
38                 WriteByte(MSG_ENTITY, to.spectatee_status);
39
40         if(sf & 8)
41         {
42                 WriteAngle(MSG_ENTITY, e.v_angle_x);
43                 WriteAngle(MSG_ENTITY, e.v_angle_y);
44         }
45
46         return TRUE;
47 }
48
49 void ClientData_Attach()
50 {
51         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52         self.clientdata.drawonlytoclient = self;
53         self.clientdata.owner = self;
54 }
55
56 void ClientData_Detach()
57 {
58         remove(self.clientdata);
59         self.clientdata = world;
60 }
61
62 void ClientData_Touch(entity e)
63 {
64         e.clientdata.SendFlags = 1;
65
66         // make it spectatable
67         entity e2;
68         FOR_EACH_REALCLIENT(e2)
69         {
70                 if(e2 != e)
71                         if(IS_SPEC(e2))
72                                 if(e2.enemy == e)
73                                         e2.clientdata.SendFlags = 1;
74         }
75 }
76
77
78 .vector spawnpoint_score;
79 .string netname_previous;
80
81 void spawnfunc_info_player_survivor (void)
82 {
83         spawnfunc_info_player_deathmatch();
84 }
85
86 void spawnfunc_info_player_start (void)
87 {
88         spawnfunc_info_player_deathmatch();
89 }
90
91 void spawnfunc_info_player_deathmatch (void)
92 {
93         self.classname = "info_player_deathmatch";
94         relocate_spawnpoint();
95 }
96
97 void spawnpoint_use()
98 {
99         if(teamplay)
100         if(have_team_spawns > 0)
101         {
102                 self.team = activator.team;
103                 some_spawn_has_been_used = 1;
104         }
105 }
106
107 // Returns:
108 //   _x: prio (-1 if unusable)
109 //   _y: weight
110 vector Spawn_Score(entity spot, float mindist, float teamcheck)
111 {
112         float shortest, thisdist;
113         float prio;
114         entity player;
115
116         prio = 0;
117
118         // filter out spots for the wrong team
119         if(teamcheck >= 0)
120                 if(spot.team != teamcheck)
121                         return '-1 0 0';
122
123         if(race_spawns)
124                 if(spot.target == "")
125                         return '-1 0 0';
126
127         if(IS_REAL_CLIENT(self))
128         {
129                 if(spot.restriction == 1)
130                         return '-1 0 0';
131         }
132         else
133         {
134                 if(spot.restriction == 2)
135                         return '-1 0 0';
136         }
137
138         shortest = vlen(world.maxs - world.mins);
139         FOR_EACH_PLAYER(player) if (player != self)
140         {
141                 thisdist = vlen(player.origin - spot.origin);
142                 if (thisdist < shortest)
143                         shortest = thisdist;
144         }
145         if(shortest > mindist)
146                 prio += SPAWN_PRIO_GOOD_DISTANCE;
147
148         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
149         spawn_spot = spot;
150
151         // filter out spots for assault
152         if(spot.target != "") {
153                 entity ent;
154                 float found;
155
156                 found = 0;
157                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
158                 {
159                         ++found;
160                         if(ent.spawn_evalfunc)
161                         {
162                                 entity oldself = self;
163                                 self = ent;
164                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
165                                 self = oldself;
166                                 if(spawn_score_x < 0)
167                                         return spawn_score;
168                         }
169                 }
170
171                 if(!found)
172                 {
173                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
174                         return '-1 0 0';
175                 }
176         }
177
178         MUTATOR_CALLHOOK(Spawn_Score);
179         return spawn_score;
180 }
181
182 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
183 {
184         entity spot;
185         for(spot = firstspot; spot; spot = spot.chain)
186                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
187 }
188
189 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
190 {
191         entity spot, spotlist, spotlistend;
192
193         spotlist = world;
194         spotlistend = world;
195
196         Spawn_ScoreAll(firstspot, mindist, teamcheck);
197
198         for(spot = firstspot; spot; spot = spot.chain)
199         {
200                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
201                 {
202                         if(spotlistend)
203                                 spotlistend.chain = spot;
204                         spotlistend = spot;
205                         if(!spotlist)
206                                 spotlist = spot;
207                 }
208         }
209         if(spotlistend)
210                 spotlistend.chain = world;
211
212         return spotlist;
213 }
214
215 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
216 {
217         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
218         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
219         entity spot;
220
221         RandomSelection_Init();
222         for(spot = firstspot; spot; spot = spot.chain)
223                 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);
224
225         return RandomSelection_chosen_ent;
226 }
227
228 /*
229 =============
230 SelectSpawnPoint
231
232 Finds a point to respawn
233 =============
234 */
235 entity SelectSpawnPoint (float anypoint)
236 {
237         float teamcheck;
238         entity spot, firstspot;
239
240         spot = find (world, classname, "testplayerstart");
241         if (spot)
242                 return spot;
243
244         if(anypoint || autocvar_g_spawn_useallspawns)
245                 teamcheck = -1;
246         else if(have_team_spawns > 0)
247         {
248                 if(have_team_spawns_forteam[self.team] == 0)
249                 {
250                         // we request a spawn for a team, and we have team
251                         // spawns, but that team has no spawns?
252                         if(have_team_spawns_forteam[0])
253                                 // try noteam spawns
254                                 teamcheck = 0;
255                         else
256                                 // if not, any spawn has to do
257                                 teamcheck = -1;
258                 }
259                 else
260                         teamcheck = self.team; // MUST be team
261         }
262         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
263                 teamcheck = 0; // MUST be noteam
264         else
265                 teamcheck = -1;
266                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
267
268
269         // get the entire list of spots
270         firstspot = findchain(classname, "info_player_deathmatch");
271         // filter out the bad ones
272         // (note this returns the original list if none survived)
273         if(anypoint)
274         {
275                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
276         }
277         else
278         {
279                 float mindist;
280                 if (g_arena && arena_roundbased)
281                         mindist = 800;
282                 else
283                         mindist = 100;
284                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
285
286                 // there is 50/50 chance of choosing a random spot or the furthest spot
287                 // (this means that roughly every other spawn will be furthest, so you
288                 // usually won't get fragged at spawn twice in a row)
289                 if (random() > autocvar_g_spawn_furthest)
290                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
291                 else
292                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
293         }
294
295         if (!spot)
296         {
297                 if(autocvar_spawn_debug)
298                         GotoNextMap(0);
299                 else
300                 {
301                         if(some_spawn_has_been_used)
302                                 return world; // team can't spawn any more, because of actions of other team
303                         else
304                                 error("Cannot find a spawn point - please fix the map!");
305                 }
306         }
307
308         return spot;
309 }
310
311 /*
312 =============
313 CheckPlayerModel
314
315 Checks if the argument string can be a valid playermodel.
316 Returns a valid one in doubt.
317 =============
318 */
319 string FallbackPlayerModel;
320 string CheckPlayerModel(string plyermodel) {
321         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
322         {
323                 // note: we cannot summon Don Strunzone here, some player may
324                 // still have the model string set. In case anyone manages how
325                 // to change a cvar default, we'll have a small leak here.
326                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
327         }
328         // only in right path
329         if( substring(plyermodel,0,14) != "models/player/")
330                 return FallbackPlayerModel;
331         // only good file extensions
332         if(substring(plyermodel,-4,4) != ".zym")
333         if(substring(plyermodel,-4,4) != ".dpm")
334         if(substring(plyermodel,-4,4) != ".iqm")
335         if(substring(plyermodel,-4,4) != ".md3")
336         if(substring(plyermodel,-4,4) != ".psk")
337                 return FallbackPlayerModel;
338         // forbid the LOD models
339         if(substring(plyermodel, -9,5) == "_lod1")
340                 return FallbackPlayerModel;
341         if(substring(plyermodel, -9,5) == "_lod2")
342                 return FallbackPlayerModel;
343         if(plyermodel != strtolower(plyermodel))
344                 return FallbackPlayerModel;
345         // also, restrict to server models
346         if(autocvar_sv_servermodelsonly)
347         {
348                 if(!fexists(plyermodel))
349                         return FallbackPlayerModel;
350         }
351         return plyermodel;
352 }
353
354 void setplayermodel(entity e, string modelname)
355 {
356         precache_model(modelname);
357         setmodel(e, modelname);
358         player_setupanimsformodel();
359         UpdatePlayerSounds();
360 }
361
362 /*
363 =============
364 PutObserverInServer
365
366 putting a client as observer in the server
367 =============
368 */
369 void FixPlayermodel();
370 void PutObserverInServer (void)
371 {
372         entity  spot;
373     self.hud = HUD_NORMAL;
374         race_PreSpawnObserver();
375
376         spot = SelectSpawnPoint (TRUE);
377         if(!spot)
378                 error("No spawnpoints for observers?!?\n");
379         RemoveGrapplingHook(self); // Wazat's Grappling Hook
380
381         if(IS_REAL_CLIENT(self))
382         {
383                 msg_entity = self;
384                 WriteByte(MSG_ONE, SVC_SETVIEW);
385                 WriteEntity(MSG_ONE, self);
386         }
387
388         if(g_lms)
389         {
390                 // Only if the player cannot play at all
391                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
392                         self.frags = FRAGS_SPECTATOR;
393                 else
394                         self.frags = FRAGS_LMS_LOSER;
395         }
396         else if((g_race && g_race_qualifying) || g_cts)
397         {
398                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
399                         self.frags = FRAGS_LMS_LOSER;
400                 else
401                         self.frags = FRAGS_SPECTATOR;
402         }
403         else
404                 self.frags = FRAGS_SPECTATOR;
405
406         MUTATOR_CALLHOOK(MakePlayerObserver);
407
408         minstagib_stop_countdown(self);
409
410         Portal_ClearAll(self);
411         
412         if(self.alivetime)
413         {
414                 if(!inWarmupStage)
415                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
416                 self.alivetime = 0;
417         }
418
419         if(self.vehicle)
420                 vehicles_exit(VHEF_RELESE);         
421
422         WaypointSprite_PlayerDead();
423
424         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
425                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
426
427         if(self.killcount != -666) {
428                 if(g_lms) {
429                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
430                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
431                         else
432                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
433                 } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
434
435                 if(self.just_joined == FALSE) {
436                         LogTeamchange(self.playerid, -1, 4);
437                 } else
438                         self.just_joined = FALSE;
439         }
440
441         PlayerScore_Clear(self); // clear scores when needed
442
443         accuracy_resend(self);
444
445         self.spectatortime = time;
446         
447         self.classname = "observer";
448         self.iscreature = FALSE;
449         self.teleportable = TELEPORT_SIMPLE;
450         self.damagedbycontents = FALSE;
451         self.health = -666;
452         self.takedamage = DAMAGE_NO;
453         self.solid = SOLID_NOT;
454         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
455         self.flags = FL_CLIENT | FL_NOTARGET;
456         self.armorvalue = 666;
457         self.effects = 0;
458         self.armorvalue = autocvar_g_balance_armor_start;
459         self.pauserotarmor_finished = 0;
460         self.pauserothealth_finished = 0;
461         self.pauseregen_finished = 0;
462         self.damageforcescale = 0;
463         self.death_time = 0;
464         self.respawn_flags = 0;
465         self.respawn_time = 0;
466         self.stat_respawn_time = 0;
467         self.alpha = 0;
468         self.scale = 0;
469         self.fade_time = 0;
470         self.pain_frame = 0;
471         self.pain_finished = 0;
472         self.strength_finished = 0;
473         self.invincible_finished = 0;
474         self.superweapons_finished = 0;
475         self.pushltime = 0;
476         self.istypefrag = 0;
477         self.think = func_null;
478         self.nextthink = 0;
479         self.hook_time = 0;
480         self.deadflag = DEAD_NO;
481         self.angles = spot.angles;
482         self.angles_z = 0;
483         self.fixangle = TRUE;
484         self.crouch = FALSE;
485
486         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
487         self.prevorigin = self.origin;
488         self.items = 0;
489         WEPSET_CLEAR_E(self);
490         self.model = "";
491         FixPlayermodel();
492         setmodel(self, "null");
493         self.drawonlytoclient = self;
494
495         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
496         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
497
498         self.weapon = 0;
499         self.weaponname = "";
500         self.switchingweapon = 0;
501         self.weaponmodel = "";
502         self.weaponentity = world;
503         self.exteriorweaponentity = world;
504         self.killcount = -666;
505         self.velocity = '0 0 0';
506         self.avelocity = '0 0 0';
507         self.punchangle = '0 0 0';
508         self.punchvector = '0 0 0';
509         self.oldvelocity = self.velocity;
510         self.fire_endtime = -1;
511 }
512
513 .float model_randomizer;
514 void FixPlayermodel()
515 {
516         string defaultmodel;
517         float defaultskin, chmdl, oldskin, n, i;
518         vector m1, m2;
519
520         defaultmodel = "";
521         defaultskin = 0;
522         chmdl = FALSE;
523
524         if(autocvar_sv_defaultcharacter == 1)
525         {
526                 if(teamplay)
527                 {
528                         string s;
529                         s = Team_ColorName_Lower(self.team);
530                         if(s != "neutral")
531                         {
532                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
533                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
534                         }
535                 }
536
537                 if(defaultmodel == "")
538                 {
539                         defaultmodel = autocvar_sv_defaultplayermodel;
540                         defaultskin = autocvar_sv_defaultplayerskin;
541                 }
542
543                 n = tokenize_console(defaultmodel);
544                 if(n > 0)
545                         defaultmodel = argv(floor(n * self.model_randomizer));
546
547                 i = strstrofs(defaultmodel, ":", 0);
548                 if(i >= 0)
549                 {
550                         defaultskin = stof(substring(defaultmodel, i+1, -1));
551                         defaultmodel = substring(defaultmodel, 0, i);
552                 }
553         }
554
555         if(defaultmodel != "")
556         {
557                 if (defaultmodel != self.model)
558                 {
559                         m1 = self.mins;
560                         m2 = self.maxs;
561                         setplayermodel (self, defaultmodel);
562                         setsize (self, m1, m2);
563                         chmdl = TRUE;
564                 }
565
566                 oldskin = self.skin;
567                 self.skin = defaultskin;
568         } else {
569                 if (self.playermodel != self.model || self.playermodel == "")
570                 {
571                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
572                         m1 = self.mins;
573                         m2 = self.maxs;
574                         setplayermodel (self, self.playermodel);
575                         setsize (self, m1, m2);
576                         chmdl = TRUE;
577                 }
578
579                 oldskin = self.skin;
580                 self.skin = stof(self.playerskin);
581         }
582
583         if(chmdl || oldskin != self.skin) // model or skin has changed
584         {
585                 self.species = player_getspecies(); // update species
586                 UpdatePlayerSounds(); // update skin sounds
587         }
588
589         if(!teamplay)
590                 if(strlen(autocvar_sv_defaultplayercolors))
591                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
592                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
593 }
594
595 /*
596 =============
597 PutClientInServer
598
599 Called when a client spawns in the server
600 =============
601 */
602
603 void PutClientInServer (void)
604 {
605         if(clienttype(self) == CLIENTTYPE_BOT)
606                 self.classname = "player";
607         else if(clienttype(self) == CLIENTTYPE_REAL)
608         {
609                 msg_entity = self;
610                 WriteByte(MSG_ONE, SVC_SETVIEW);
611                 WriteEntity(MSG_ONE, self);
612         }
613
614         // reset player keys
615         self.itemkeys = 0;
616
617         // player is dead and becomes observer
618         // FIXME fix LMS scoring for new system
619         if(g_lms)
620         {
621                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
622                         self.classname = "observer";
623         }
624
625         MUTATOR_CALLHOOK(PutClientInServer);
626
627         if(gameover)
628                 self.classname = "observer";
629
630         if(IS_PLAYER(self))
631         {
632                 entity spot, oldself;
633                 float j;
634
635                 accuracy_resend(self);
636
637                 if(self.team < 0)
638                         JoinBestTeam(self, FALSE, TRUE);
639
640                 race_PreSpawn();
641
642                 spot = SelectSpawnPoint (FALSE);
643                 if(!spot)
644                 {
645                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
646                         return; // spawn failed
647                 }
648
649                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
650
651                 self.classname = "player";
652                 self.wasplayer = TRUE;
653                 self.iscreature = TRUE;
654                 self.teleportable = TELEPORT_NORMAL;
655                 self.damagedbycontents = TRUE;
656                 self.movetype = MOVETYPE_WALK;
657                 self.solid = SOLID_SLIDEBOX;
658                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
659                 if(autocvar_g_playerclip_collisions)
660                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
661                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
662                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
663                 self.frags = FRAGS_PLAYER;
664                 if(INDEPENDENT_PLAYERS)
665                         MAKE_INDEPENDENT_PLAYER(self);
666                 self.flags = FL_CLIENT;
667                 if(autocvar__notarget)
668                         self.flags |= FL_NOTARGET;
669                 self.takedamage = DAMAGE_AIM;
670                 if(g_minstagib)
671                         self.effects = EF_FULLBRIGHT;
672                 else
673                         self.effects = 0;
674                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
675                 self.air_finished = time + 12;
676                 self.dmg = 2;
677                 if(autocvar_g_balance_nex_charge)
678                 {
679                         if(autocvar_g_balance_nex_secondary_chargepool)
680                                 self.nex_chargepool_ammo = 1;
681                         self.nex_charge = autocvar_g_balance_nex_charge_start;
682                 }
683
684                 if(inWarmupStage)
685                 {
686                         self.ammo_shells = warmup_start_ammo_shells;
687                         self.ammo_nails = warmup_start_ammo_nails;
688                         self.ammo_rockets = warmup_start_ammo_rockets;
689                         self.ammo_cells = warmup_start_ammo_cells;
690                         self.ammo_fuel = warmup_start_ammo_fuel;
691                         self.health = warmup_start_health;
692                         self.armorvalue = warmup_start_armorvalue;
693                         WEPSET_COPY_EA(self, warmup_start_weapons);
694                 }
695                 else
696                 {
697                         self.ammo_shells = start_ammo_shells;
698                         self.ammo_nails = start_ammo_nails;
699                         self.ammo_rockets = start_ammo_rockets;
700                         self.ammo_cells = start_ammo_cells;
701                         self.ammo_fuel = start_ammo_fuel;
702                         self.health = start_health;
703                         self.armorvalue = start_armorvalue;
704                         WEPSET_COPY_EA(self, start_weapons);
705                 }
706
707                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
708                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
709                 else
710                         self.superweapons_finished = 0;
711
712                 if(g_weaponarena_random)
713                 {
714                         if(g_weaponarena_random_with_laser)
715                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
716                         W_RandomWeapons(self, g_weaponarena_random);
717                         if(g_weaponarena_random_with_laser)
718                                 WEPSET_OR_EW(self, WEP_LASER);
719                 }
720
721                 self.items = start_items;
722
723                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
724                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
725                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
726                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
727                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
728                 //extend the pause of rotting if client was reset at the beginning of the countdown
729                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
730                         self.spawnshieldtime += game_starttime - time;
731                         self.pauserotarmor_finished += game_starttime - time;
732                         self.pauserothealth_finished += game_starttime - time;
733                         self.pauseregen_finished += game_starttime - time;
734                 }
735                 self.damageforcescale = 2;
736                 self.death_time = 0;
737                 self.respawn_flags = 0;
738                 self.respawn_time = 0;
739                 self.stat_respawn_time = 0;
740                 self.scale = 0;
741                 self.fade_time = 0;
742                 self.pain_frame = 0;
743                 self.pain_finished = 0;
744                 self.strength_finished = 0;
745                 self.invincible_finished = 0;
746                 self.pushltime = 0;
747                 // players have no think function
748                 self.think = func_null;
749                 self.nextthink = 0;
750                 self.hook_time = 0;
751                 self.dmg_team = 0;
752                 self.ballistics_density = autocvar_g_ballistics_density_player;
753
754                 self.metertime = 0;
755
756                 self.deadflag = DEAD_NO;
757
758                 self.angles = spot.angles;
759
760                 self.angles_z = 0; // never spawn tilted even if the spot says to
761                 self.fixangle = TRUE; // turn this way immediately
762                 self.velocity = '0 0 0';
763                 self.avelocity = '0 0 0';
764                 self.punchangle = '0 0 0';
765                 self.punchvector = '0 0 0';
766                 self.oldvelocity = self.velocity;
767                 self.fire_endtime = -1;
768
769                 msg_entity = self;
770                 WRITESPECTATABLE_MSG_ONE({
771                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
772                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
773                 });
774
775                 self.model = "";
776                 FixPlayermodel();
777                 self.drawonlytoclient = world;
778
779                 self.crouch = FALSE;
780                 self.view_ofs = PL_VIEW_OFS;
781                 setsize (self, PL_MIN, PL_MAX);
782                 self.spawnorigin = spot.origin;
783                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
784                 // don't reset back to last position, even if new position is stuck in solid
785                 self.oldorigin = self.origin;
786                 self.prevorigin = self.origin;
787                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
788                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
789         self.hud = HUD_NORMAL;
790
791                 self.event_damage = PlayerDamage;
792
793                 self.bot_attack = TRUE;
794
795                 self.statdraintime = time + 5;
796                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
797
798                 if(self.killcount == -666) {
799                         PlayerScore_Clear(self);
800                         self.killcount = 0;
801                 }
802
803                 CL_SpawnWeaponentity();
804                 self.alpha = default_player_alpha;
805                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
806                 self.exteriorweaponentity.alpha = default_weapon_alpha;
807
808                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
809                 self.lms_traveled_distance = 0;
810                 self.speedrunning = FALSE;
811
812                 race_PostSpawn(spot);
813
814                 //stuffcmd(self, "chase_active 0");
815                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
816
817                 if(g_assault) {
818                         if(self.team == assault_attacker_team)
819                                 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
820                         else
821                                 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
822                 }
823
824                 target_voicescript_clear(self);
825
826                 // reset fields the weapons may use
827                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
828                 {
829                         weapon_action(j, WR_RESETPLAYER);
830
831                         // all weapons must be fully loaded when we spawn
832                         entity e;
833                         e = get_weaponinfo(j);
834                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
835                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
836                 }
837
838                 oldself = self;
839                 self = spot;
840                         activator = oldself;
841                                 string s;
842                                 s = self.target;
843                                 self.target = string_null;
844                                 SUB_UseTargets();
845                                 self.target = s;
846                         activator = world;
847                 self = oldself;
848
849                 spawn_spot = spot;
850                 MUTATOR_CALLHOOK(PlayerSpawn);
851
852                 if(autocvar_spawn_debug)
853                 {
854                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
855                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
856                 }
857
858                 self.switchweapon = w_getbestweapon(self);
859                 self.cnt = -1; // W_LastWeapon will not complain
860                 self.weapon = 0;
861                 self.weaponname = "";
862                 self.switchingweapon = 0;
863
864                 if(!inWarmupStage)
865                         if(!self.alivetime)
866                                 self.alivetime = time;
867
868                 antilag_clear(self);
869
870                 if (autocvar_g_spawnsound)
871                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
872         } else if(IS_OBSERVER(self)) {
873                 PutObserverInServer ();
874         }
875 }
876
877 .float ebouncefactor, ebouncestop; // electro's values
878 // TODO do we need all these fields, or should we stop autodetecting runtime
879 // changes and just have a console command to update this?
880 float ClientInit_SendEntity(entity to, float sf)
881 {
882         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
883         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
884         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
885         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
886         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
887         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
888         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
889         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
890         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
891         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
892         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
893         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
894         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
895         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
896         if(sv_foginterval && world.fog != "")
897                 WriteString(MSG_ENTITY, world.fog);
898         else
899                 WriteString(MSG_ENTITY, "");
900         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
901         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
902         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
903         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
904         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
905         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
906         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
907         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
908         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
909         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
910         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
911         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
912         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
913         return TRUE;
914 }
915
916 void ClientInit_CheckUpdate()
917 {
918         self.nextthink = time;
919         if(self.count != autocvar_g_balance_armor_blockpercent)
920         {
921                 self.count = autocvar_g_balance_armor_blockpercent;
922                 self.SendFlags |= 1;
923         }
924         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
925         {
926                 self.cnt = autocvar_g_balance_weaponswitchdelay;
927                 self.SendFlags |= 1;
928         }
929         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
930         {
931                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
932                 self.SendFlags |= 1;
933         }
934         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
935         {
936                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
937                 self.SendFlags |= 1;
938         }
939         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
940         {
941                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
942                 self.SendFlags |= 1;
943         }
944         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
945         {
946                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
947                 self.SendFlags |= 1;
948         }
949 }
950
951 void ClientInit_Spawn()
952 {
953         entity o;
954         entity e;
955         e = spawn();
956         e.classname = "clientinit";
957         e.think = ClientInit_CheckUpdate;
958         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
959
960         o = self;
961         self = e;
962         ClientInit_CheckUpdate();
963         self = o;
964 }
965
966 /*
967 =============
968 SetNewParms
969 =============
970 */
971 void SetNewParms (void)
972 {
973         // initialize parms for a new player
974         parm1 = -(86400 * 366);
975 }
976
977 /*
978 =============
979 SetChangeParms
980 =============
981 */
982 void SetChangeParms (void)
983 {
984         // save parms for level change
985         parm1 = self.parm_idlesince - time;
986 }
987
988 /*
989 =============
990 DecodeLevelParms
991 =============
992 */
993 void DecodeLevelParms (void)
994 {
995         // load parms
996         self.parm_idlesince = parm1;
997         if(self.parm_idlesince == -(86400 * 366))
998                 self.parm_idlesince = time;
999
1000         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1001         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1002 }
1003
1004 /*
1005 =============
1006 ClientKill
1007
1008 Called when a client types 'kill' in the console
1009 =============
1010 */
1011
1012 .float clientkill_nexttime;
1013 void ClientKill_Now_TeamChange()
1014 {
1015         if(self.killindicator_teamchange == -1)
1016         {
1017                 JoinBestTeam( self, FALSE, TRUE );
1018         }
1019         else if(self.killindicator_teamchange == -2)
1020         {
1021                 if(blockSpectators)
1022                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1023                 PutObserverInServer();
1024         }
1025         else
1026                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1027         self.killindicator_teamchange = 0;
1028 }
1029
1030 void ClientKill_Now()
1031 {
1032         if(self.vehicle)
1033         {
1034             vehicles_exit(VHEF_RELESE);
1035             if(!self.killindicator_teamchange)
1036             {
1037             self.vehicle_health = -1;
1038             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1039             }
1040         }
1041
1042         if(self.killindicator && !wasfreed(self.killindicator))
1043                 remove(self.killindicator);
1044
1045         self.killindicator = world;
1046
1047         if(self.killindicator_teamchange)
1048                 ClientKill_Now_TeamChange();
1049
1050         // in any case:
1051         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1052
1053         // now I am sure the player IS dead
1054 }
1055 void KillIndicator_Think()
1056 {
1057         if (gameover)
1058         {
1059                 self.owner.killindicator = world;
1060                 remove(self);
1061                 return;
1062         }
1063
1064         if (self.owner.alpha < 0 && !self.owner.vehicle)
1065         {
1066                 self.owner.killindicator = world;
1067                 remove(self);
1068                 return;
1069         }
1070
1071         if(self.cnt <= 0)
1072         {
1073                 self = self.owner;
1074                 ClientKill_Now(); // no oldself needed
1075                 return;
1076         }
1077     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1078     {
1079         self.nextthink = time + 1;
1080         self.cnt -= 1;
1081     }
1082         else
1083         {
1084                 if(self.cnt <= 10)
1085                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1086                 if(IS_REAL_CLIENT(self.owner))
1087                 {
1088                         if(self.cnt <= 10)
1089                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(self.cnt)); }
1090                 }
1091                 self.nextthink = time + 1;
1092                 self.cnt -= 1;
1093         }
1094 }
1095
1096 float clientkilltime;
1097 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1098 {
1099         float killtime;
1100         float starttime;
1101         entity e;
1102
1103         if (gameover)
1104                 return;
1105
1106         killtime = autocvar_g_balance_kill_delay;
1107
1108         if(g_race_qualifying || g_cts)
1109                 killtime = 0;
1110
1111     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1112     {
1113                 remove(self.killindicator);
1114                 self.killindicator = world;
1115
1116         ClientKill_Now(); // allow instant kill in this case
1117         return;
1118     }
1119
1120         self.killindicator_teamchange = targetteam;
1121
1122     if(!self.killindicator)
1123         {
1124                 if(self.deadflag == DEAD_NO)
1125                 {
1126                         killtime = max(killtime, self.clientkill_nexttime - time);
1127                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1128                 }
1129
1130                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
1131                 {
1132                         ClientKill_Now();
1133                 }
1134                 else
1135                 {
1136                         starttime = max(time, clientkilltime);
1137
1138                         self.killindicator = spawn();
1139                         self.killindicator.owner = self;
1140                         self.killindicator.scale = 0.5;
1141                         setattachment(self.killindicator, self, "");
1142                         setorigin(self.killindicator, '0 0 52');
1143                         self.killindicator.think = KillIndicator_Think;
1144                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1145                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1146                         self.killindicator.cnt = ceil(killtime);
1147                         self.killindicator.count = bound(0, ceil(killtime), 10);
1148                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1149
1150                         for(e = world; (e = find(e, classname, "body")) != world; )
1151                         {
1152                                 if(e.enemy != self)
1153                                         continue;
1154                                 e.killindicator = spawn();
1155                                 e.killindicator.owner = e;
1156                                 e.killindicator.scale = 0.5;
1157                                 setattachment(e.killindicator, e, "");
1158                                 setorigin(e.killindicator, '0 0 52');
1159                                 e.killindicator.think = KillIndicator_Think;
1160                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1161                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1162                                 e.killindicator.cnt = ceil(killtime);
1163                         }
1164                         self.lip = 0;
1165                 }
1166         }
1167         if(self.killindicator)
1168         {
1169                 if(targetteam == 0) // just die
1170                 {
1171                         self.killindicator.colormod = '0 0 0';
1172                         if(IS_REAL_CLIENT(self))
1173                         if(self.killindicator.cnt > 0)
1174                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
1175                 }
1176                 else if(targetteam == -1) // auto
1177                 {
1178                         self.killindicator.colormod = '0 1 0';
1179                         if(IS_REAL_CLIENT(self))
1180                         if(self.killindicator.cnt > 0)
1181                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
1182                 }
1183                 else if(targetteam == -2) // spectate
1184                 {
1185                         self.killindicator.colormod = '0.5 0.5 0.5';
1186                         if(IS_REAL_CLIENT(self))
1187                         if(self.killindicator.cnt > 0)
1188                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1189                 }
1190                 else
1191                 {
1192                         self.killindicator.colormod = Team_ColorRGB(targetteam);
1193                         if(IS_REAL_CLIENT(self))
1194                         if(self.killindicator.cnt > 0)
1195                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
1196                 }
1197         }
1198
1199 }
1200
1201 void ClientKill (void)
1202 {
1203         if(gameover) return;
1204         if(self.player_blocked) return;
1205         if(self.freezetag_frozen) return;
1206         
1207         ClientKill_TeamChange(0);
1208 }
1209
1210 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
1211 {
1212     e.killindicator = spawn();
1213     e.killindicator.owner = e;
1214     e.killindicator.think = KillIndicator_Think;
1215     e.killindicator.nextthink = time + (e.lip) * 0.05;
1216     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1217     e.killindicator.health = 1; // this is used to indicate that it should be silent
1218     e.lip = 0;
1219 }
1220
1221 void FixClientCvars(entity e)
1222 {
1223         // send prediction settings to the client
1224         stuffcmd(e, "\nin_bindmap 0 0\n");
1225         if(g_race || g_cts)
1226                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1227         if(autocvar_g_antilag == 3) // client side hitscan
1228                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1229         if(autocvar_sv_gentle)
1230                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1231         /*
1232          * we no longer need to stuff this. Remove this comment block if you feel
1233          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1234         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1235         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1236         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1237         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1238         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1239         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1240         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1241         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1242         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1243         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1244         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1245         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1246         stuffcmd(e, "cl_movement_edgefriction 1\n");
1247          */
1248 }
1249
1250 float PlayerInIDList(entity p, string idlist)
1251 {
1252         float n, i;
1253         string s;
1254
1255         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1256         if not(p.crypto_idfp)
1257                 return 0;
1258
1259         // this function allows abbreviated player IDs too!
1260         n = tokenize_console(idlist);
1261         for(i = 0; i < n; ++i)
1262         {
1263                 s = argv(i);
1264                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1265                         return 1;
1266         }
1267
1268         return 0;
1269 }
1270
1271 /*
1272 =============
1273 ClientConnect
1274
1275 Called when a client connects to the server
1276 =============
1277 */
1278 void DecodeLevelParms (void);
1279 //void dom_player_join_team(entity pl);
1280 void set_dom_state(entity e);
1281 void ClientConnect (void)
1282 {
1283         float t;
1284
1285         if(IS_CLIENT(self))
1286         {
1287                 print("Warning: ClientConnect, but already connected!\n");
1288                 return;
1289         }
1290
1291         if(Ban_MaybeEnforceBanOnce(self))
1292                 return;
1293
1294         DecodeLevelParms();
1295
1296 #ifdef WATERMARK
1297         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1298 #endif
1299
1300         self.classname = "player_joining";
1301
1302         self.flags = FL_CLIENT;
1303         self.version_nagtime = time + 10 + random() * 10;
1304
1305         if(player_count<0)
1306         {
1307                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1308                 player_count = 0;
1309         }
1310
1311         PlayerScore_Attach(self);
1312         ClientData_Attach();
1313         accuracy_init(self);
1314
1315         bot_clientconnect();
1316
1317         playerdemo_init();
1318
1319         anticheat_init();
1320
1321         race_PreSpawnObserver();
1322
1323         // identify the right forced team
1324         if(autocvar_g_campaign)
1325         {
1326                 if(IS_REAL_CLIENT(self)) // only players, not bots
1327                 {
1328                         switch(autocvar_g_campaign_forceteam)
1329                         {
1330                                 case 1: self.team_forced = NUM_TEAM_1; break;
1331                                 case 2: self.team_forced = NUM_TEAM_2; break;
1332                                 case 3: self.team_forced = NUM_TEAM_3; break;
1333                                 case 4: self.team_forced = NUM_TEAM_4; break;
1334                                 default: self.team_forced = 0;
1335                         }
1336                 }
1337         }
1338         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1339                 self.team_forced = NUM_TEAM_1;
1340         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1341                 self.team_forced = NUM_TEAM_2;
1342         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1343                 self.team_forced = NUM_TEAM_3;
1344         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1345                 self.team_forced = NUM_TEAM_4;
1346         else if(autocvar_g_forced_team_otherwise == "red")
1347                 self.team_forced = NUM_TEAM_1;
1348         else if(autocvar_g_forced_team_otherwise == "blue")
1349                 self.team_forced = NUM_TEAM_2;
1350         else if(autocvar_g_forced_team_otherwise == "yellow")
1351                 self.team_forced = NUM_TEAM_3;
1352         else if(autocvar_g_forced_team_otherwise == "pink")
1353                 self.team_forced = NUM_TEAM_4;
1354         else if(autocvar_g_forced_team_otherwise == "spectate")
1355                 self.team_forced = -1;
1356         else if(autocvar_g_forced_team_otherwise == "spectator")
1357                 self.team_forced = -1;
1358         else
1359                 self.team_forced = 0;
1360
1361         if(!teamplay)
1362                 if(self.team_forced > 0)
1363                         self.team_forced = 0;
1364
1365         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1366
1367         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1368                 self.classname = "observer";
1369         } else {
1370                 if(teamplay)
1371                 {
1372                         if(autocvar_g_balance_teams)
1373                         {
1374                                 self.classname = "player";
1375                                 campaign_bots_may_start = 1;
1376                         }
1377                         else
1378                         {
1379                                 self.classname = "observer"; // do it anyway
1380                         }
1381                 }
1382                 else
1383                 {
1384                         self.classname = "player";
1385                         campaign_bots_may_start = 1;
1386                 }
1387         }
1388
1389         self.playerid = (playerid_last = playerid_last + 1);
1390
1391         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1392
1393     if(IS_BOT_CLIENT(self))
1394         PlayerStats_AddPlayer(self);
1395
1396         if(autocvar_sv_eventlog)
1397                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1398
1399         LogTeamchange(self.playerid, self.team, 1);
1400
1401         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1402
1403         self.netname_previous = strzone(self.netname);
1404
1405         if(IS_PLAYER(self) && teamplay)
1406                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1407         else
1408                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1409
1410         stuffcmd(self, strcat(clientstuff, "\n"));
1411         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1412
1413         FixClientCvars(self);
1414
1415         // spawnfunc_waypoint sprites
1416         WaypointSprite_InitClient(self);
1417
1418         // Wazat's grappling hook
1419         SetGrappleHookBindings();
1420
1421         // get version info from player
1422         stuffcmd(self, "cmd clientversion $gameversion\n");
1423
1424         // get other cvars from player
1425         GetCvars(0);
1426
1427         // notify about available teams
1428         if(teamplay)
1429         {
1430                 CheckAllowedTeams(self);
1431                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1432                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1433         }
1434         else
1435                 stuffcmd(self, "set _teams_available 0\n");
1436
1437         attach_entcs();
1438
1439         bot_relinkplayerlist();
1440
1441         self.spectatortime = time;
1442         if(blockSpectators)
1443         {
1444                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1445         }
1446
1447         self.jointime = time;
1448         self.allowed_timeouts = autocvar_sv_timeout_number;
1449
1450         if(IS_REAL_CLIENT(self))
1451         {
1452                 if(!autocvar_g_campaign)
1453                 {
1454                         self.motd_actived_time = -1;
1455                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1456                 }
1457
1458                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1459                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1460         }
1461
1462         if(g_lms)
1463         {
1464                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1465                 {
1466                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1467                         self.frags = FRAGS_SPECTATOR;
1468                 }
1469         }
1470
1471         if(!sv_foginterval && world.fog != "")
1472                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1473
1474         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1475         {
1476                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1477                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1478         }
1479         else
1480                 self.hitplotfh = -1;
1481
1482         if(g_race || g_cts) {
1483                 string rr;
1484                 if(g_cts)
1485                         rr = CTS_RECORD;
1486                 else
1487                         rr = RACE_RECORD;
1488
1489                 msg_entity = self;
1490                 race_send_recordtime(MSG_ONE);
1491                 race_send_speedaward(MSG_ONE);
1492
1493                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1494                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1495                 race_send_speedaward_alltimebest(MSG_ONE);
1496
1497                 float i;
1498                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1499                         race_SendRankings(i, 0, 0, MSG_ONE);
1500                 }
1501         }
1502         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1503                 send_CSQC_teamnagger();
1504
1505         CheatInitClient();
1506
1507         CSQCMODEL_AUTOINIT();
1508
1509         self.model_randomizer = random();
1510
1511         if(IS_REAL_CLIENT(self))
1512                 sv_notice_join();
1513
1514         MUTATOR_CALLHOOK(ClientConnect);
1515 }
1516 /*
1517 =============
1518 ClientDisconnect
1519
1520 Called when a client disconnects from the server
1521 =============
1522 */
1523 .entity chatbubbleentity;
1524 void ReadyCount();
1525 void ClientDisconnect (void)
1526 {
1527         if(self.vehicle)
1528             vehicles_exit(VHEF_RELESE);
1529
1530         if not(IS_CLIENT(self))
1531         {
1532                 print("Warning: ClientDisconnect without ClientConnect\n");
1533                 return;
1534         }
1535
1536         PlayerStats_AddGlobalInfo(self);
1537
1538         CheatShutdownClient();
1539
1540         if(self.hitplotfh >= 0)
1541         {
1542                 fclose(self.hitplotfh);
1543                 self.hitplotfh = -1;
1544         }
1545
1546         anticheat_report();
1547         anticheat_shutdown();
1548
1549         playerdemo_shutdown();
1550
1551         bot_clientdisconnect();
1552
1553         if(self.entcs)
1554                 detach_entcs();
1555
1556         if(autocvar_sv_eventlog)
1557                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1558                 
1559         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1560
1561         MUTATOR_CALLHOOK(ClientDisconnect);
1562
1563         Portal_ClearAll(self);
1564
1565         RemoveGrapplingHook(self);
1566
1567         // Here, everything has been done that requires this player to be a client.
1568
1569         self.flags &~= FL_CLIENT;
1570
1571         if (self.chatbubbleentity)
1572                 remove (self.chatbubbleentity);
1573
1574         if (self.killindicator)
1575                 remove (self.killindicator);
1576
1577         WaypointSprite_PlayerGone();
1578
1579         bot_relinkplayerlist();
1580
1581         accuracy_free(self);
1582         ClientData_Detach();
1583         PlayerScore_Detach(self);
1584
1585         if(self.netname_previous)
1586                 strunzone(self.netname_previous);
1587         if(self.clientstatus)
1588                 strunzone(self.clientstatus);
1589         if(self.weaponorder_byimpulse)
1590                 strunzone(self.weaponorder_byimpulse);
1591
1592         ClearPlayerSounds();
1593
1594         if(self.personal)
1595                 remove(self.personal);
1596
1597         self.playerid = 0;
1598         ReadyCount();
1599
1600         // free cvars
1601         GetCvars(-1);
1602 }
1603
1604 .float BUTTON_CHAT;
1605 void ChatBubbleThink()
1606 {
1607         self.nextthink = time;
1608         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1609         {
1610                 if(self.owner) // but why can that ever be world?
1611                         self.owner.chatbubbleentity = world;
1612                 remove(self);
1613                 return;
1614         }
1615         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1616 #ifdef TETRIS
1617                 || self.owner.tetris_on
1618 #endif
1619         )
1620                 self.model = self.mdl;
1621         else
1622                 self.model = "";
1623 }
1624
1625 void UpdateChatBubble()
1626 {
1627         if (self.alpha < 0)
1628                 return;
1629         // spawn a chatbubble entity if needed
1630         if (!self.chatbubbleentity)
1631         {
1632                 self.chatbubbleentity = spawn();
1633                 self.chatbubbleentity.owner = self;
1634                 self.chatbubbleentity.exteriormodeltoclient = self;
1635                 self.chatbubbleentity.think = ChatBubbleThink;
1636                 self.chatbubbleentity.nextthink = time;
1637                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1638                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1639                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1640                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1641                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1642                 self.chatbubbleentity.model = "";
1643                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1644         }
1645 }
1646
1647
1648 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1649 // added to the model skins
1650 /*void UpdateColorModHack()
1651 {
1652         float c;
1653         c = self.clientcolors & 15;
1654         // LordHavoc: only bothering to support white, green, red, yellow, blue
1655              if (!teamplay) self.colormod = '0 0 0';
1656         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1657         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1658         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1659         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1660         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1661         else self.colormod = '1 1 1';
1662 }*/
1663
1664 void respawn(void)
1665 {
1666         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1667         {
1668                 self.solid = SOLID_NOT;
1669                 self.takedamage = DAMAGE_NO;
1670                 self.movetype = MOVETYPE_FLY;
1671                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1672                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1673                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1674                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1675                 if(autocvar_g_respawn_ghosts_maxtime)
1676                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1677         }
1678
1679         CopyBody(1);
1680
1681         self.effects |= EF_NODRAW; // prevent another CopyBody
1682         PutClientInServer();
1683 }
1684
1685 void play_countdown(float finished, string samp)
1686 {
1687         if(IS_REAL_CLIENT(self))
1688                 if(floor(finished - time - frametime) != floor(finished - time))
1689                         if(finished - time < 6)
1690                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1691 }
1692
1693 void player_powerups (void)
1694 {
1695         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1696         olditems = self.items;
1697
1698         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1699                 self.modelflags |= MF_ROCKET;
1700         else
1701                 self.modelflags &~= MF_ROCKET;
1702
1703         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1704
1705         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1706                 return;
1707
1708         Fire_ApplyDamage(self);
1709         Fire_ApplyEffect(self);
1710
1711         if (g_minstagib)
1712         {
1713                 self.effects |= EF_FULLBRIGHT;
1714
1715                 if (self.items & IT_STRENGTH)
1716                 {
1717                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1718                         if (time > self.strength_finished)
1719                         {
1720                                 self.alpha = default_player_alpha;
1721                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1722                                 self.items &~= IT_STRENGTH;
1723                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
1724                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
1725                         }
1726                 }
1727                 else
1728                 {
1729                         if (time < self.strength_finished)
1730                         {
1731                                 self.alpha = g_minstagib_invis_alpha;
1732                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1733                                 self.items |= IT_STRENGTH;
1734                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
1735                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
1736                         }
1737                 }
1738
1739                 if (self.items & IT_INVINCIBLE)
1740                 {
1741                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1742                         if (time > self.invincible_finished)
1743                         {
1744                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1745                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
1746                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
1747                         }
1748                 }
1749                 else
1750                 {
1751                         if (time < self.invincible_finished)
1752                         {
1753                                 self.items = self.items | IT_INVINCIBLE;
1754                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
1755                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
1756                         }
1757                 }
1758         }
1759         else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
1760         {
1761                 if (self.items & IT_STRENGTH)
1762                 {
1763                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1764                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1765                         if (time > self.strength_finished)
1766                         {
1767                                 self.items = self.items - (self.items & IT_STRENGTH);
1768                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1769                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1770                         }
1771                 }
1772                 else
1773                 {
1774                         if (time < self.strength_finished)
1775                         {
1776                                 self.items = self.items | IT_STRENGTH;
1777                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1778                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1779                         }
1780                 }
1781                 if (self.items & IT_INVINCIBLE)
1782                 {
1783                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1784                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1785                         if (time > self.invincible_finished)
1786                         {
1787                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1788                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1789                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1790                         }
1791                 }
1792                 else
1793                 {
1794                         if (time < self.invincible_finished)
1795                         {
1796                                 self.items = self.items | IT_INVINCIBLE;
1797                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1798                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1799                         }
1800                 }
1801                 if (self.items & IT_SUPERWEAPON)
1802                 {
1803                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1804                         {
1805                                 self.superweapons_finished = 0;
1806                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1807                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1808                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1809                         }
1810                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1811                         {
1812                                 // don't let them run out
1813                         }
1814                         else
1815                         {
1816                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1817                                 if (time > self.superweapons_finished)
1818                                 {
1819                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1820                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1821                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1822                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1823                                 }
1824                         }
1825                 }
1826                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1827                 {
1828                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1829                         {
1830                                 self.items = self.items | IT_SUPERWEAPON;
1831                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1832                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1833                         }
1834                         else
1835                         {
1836                                 self.superweapons_finished = 0;
1837                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1838                         }
1839                 }
1840                 else
1841                 {
1842                         self.superweapons_finished = 0;
1843                 }
1844         }
1845         
1846         if(autocvar_g_nodepthtestplayers)
1847                 self.effects = self.effects | EF_NODEPTHTEST;
1848
1849         if(autocvar_g_fullbrightplayers)
1850                 self.effects = self.effects | EF_FULLBRIGHT;
1851
1852         // midair gamemode: damage only while in the air
1853         // if in midair mode, being on ground grants temporary invulnerability
1854         // (this is so that multishot weapon don't clear the ground flag on the
1855         // first damage in the frame, leaving the player vulnerable to the
1856         // remaining hits in the same frame)
1857         if (self.flags & FL_ONGROUND)
1858         if (g_midair)
1859                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1860
1861         if (time >= game_starttime)
1862         if (time < self.spawnshieldtime)
1863                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1864
1865         MUTATOR_CALLHOOK(PlayerPowerups);
1866 }
1867
1868 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1869 {
1870         if(current > stable)
1871                 return current;
1872         else if(current > stable - 0.25) // when close enough, "snap"
1873                 return stable;
1874         else
1875                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1876 }
1877
1878 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1879 {
1880         if(current < stable)
1881                 return current;
1882         else if(current < stable + 0.25) // when close enough, "snap"
1883                 return stable;
1884         else
1885                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1886 }
1887
1888 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1889 {
1890         if(current > rotstable)
1891         {
1892                 if(rotframetime > 0)
1893                 {
1894                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1895                         current = max(rotstable, current - rotlinear * rotframetime);
1896                 }
1897         }
1898         else if(current < regenstable)
1899         {
1900                 if(regenframetime > 0)
1901                 {
1902                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1903                         current = min(regenstable, current + regenlinear * regenframetime);
1904                 }
1905         }
1906
1907         if(current > limit)
1908                 current = limit;
1909
1910         return current;
1911 }
1912
1913 void player_regen (void)
1914 {
1915         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1916         maxh = autocvar_g_balance_health_rotstable;
1917         maxa = autocvar_g_balance_armor_rotstable;
1918         maxf = autocvar_g_balance_fuel_rotstable;
1919         minh = autocvar_g_balance_health_regenstable;
1920         mina = autocvar_g_balance_armor_regenstable;
1921         minf = autocvar_g_balance_fuel_regenstable;
1922         limith = autocvar_g_balance_health_limit;
1923         limita = autocvar_g_balance_armor_limit;
1924         limitf = autocvar_g_balance_fuel_limit;
1925
1926         max_mod = regen_mod = rot_mod = limit_mod = 1;
1927
1928         maxh = maxh * max_mod;
1929         //maxa = maxa * max_mod;
1930         //maxf = maxf * max_mod;
1931         minh = minh * max_mod;
1932         //mina = mina * max_mod;
1933         //minf = minf * max_mod;
1934         limith = limith * limit_mod;
1935         limita = limita * limit_mod;
1936         //limitf = limitf * limit_mod;
1937
1938         if(g_ca)
1939                 rot_mod = 0;
1940
1941         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1942         {
1943                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
1944                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1945
1946                 // if player rotted to death...  die!
1947                 if(self.health < 1)
1948                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1949         }
1950
1951         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1952                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
1953 }
1954
1955 float zoomstate_set;
1956 void SetZoomState(float z)
1957 {
1958         if(z != self.zoomstate)
1959         {
1960                 self.zoomstate = z;
1961                 ClientData_Touch(self);
1962         }
1963         zoomstate_set = 1;
1964 }
1965
1966 void GetPressedKeys(void) {
1967         MUTATOR_CALLHOOK(GetPressedKeys);
1968         if (self.movement_x > 0) // get if movement keys are pressed
1969         {       // forward key pressed
1970                 self.pressedkeys |= KEY_FORWARD;
1971                 self.pressedkeys &~= KEY_BACKWARD;
1972         }
1973         else if (self.movement_x < 0)
1974         {       // backward key pressed
1975                 self.pressedkeys |= KEY_BACKWARD;
1976                 self.pressedkeys &~= KEY_FORWARD;
1977         }
1978         else
1979         {       // no x input
1980                 self.pressedkeys &~= KEY_FORWARD;
1981                 self.pressedkeys &~= KEY_BACKWARD;
1982         }
1983
1984         if (self.movement_y > 0)
1985         {       // right key pressed
1986                 self.pressedkeys |= KEY_RIGHT;
1987                 self.pressedkeys &~= KEY_LEFT;
1988         }
1989         else if (self.movement_y < 0)
1990         {       // left key pressed
1991                 self.pressedkeys |= KEY_LEFT;
1992                 self.pressedkeys &~= KEY_RIGHT;
1993         }
1994         else
1995         {       // no y input
1996                 self.pressedkeys &~= KEY_RIGHT;
1997                 self.pressedkeys &~= KEY_LEFT;
1998         }
1999
2000         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2001                 self.pressedkeys |= KEY_JUMP;
2002         else
2003                 self.pressedkeys &~= KEY_JUMP;
2004         if (self.BUTTON_CROUCH)
2005                 self.pressedkeys |= KEY_CROUCH;
2006         else
2007                 self.pressedkeys &~= KEY_CROUCH;
2008
2009         if (self.BUTTON_ATCK)
2010                 self.pressedkeys |= KEY_ATCK;
2011         else
2012                 self.pressedkeys &~= KEY_ATCK;
2013         if (self.BUTTON_ATCK2)
2014                 self.pressedkeys |= KEY_ATCK2;
2015         else
2016                 self.pressedkeys &~= KEY_ATCK2;
2017 }
2018
2019 /*
2020 ======================
2021 spectate mode routines
2022 ======================
2023 */
2024
2025 void SpectateCopy(entity spectatee) {
2026         other = spectatee;
2027         MUTATOR_CALLHOOK(SpectateCopy);
2028         self.armortype = spectatee.armortype;
2029         self.armorvalue = spectatee.armorvalue;
2030         self.ammo_cells = spectatee.ammo_cells;
2031         self.ammo_shells = spectatee.ammo_shells;
2032         self.ammo_nails = spectatee.ammo_nails;
2033         self.ammo_rockets = spectatee.ammo_rockets;
2034         self.ammo_fuel = spectatee.ammo_fuel;
2035         self.clip_load = spectatee.clip_load;
2036         self.clip_size = spectatee.clip_size;
2037         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2038         self.health = spectatee.health;
2039         self.impulse = 0;
2040         self.items = spectatee.items;
2041         self.last_pickup = spectatee.last_pickup;
2042         self.hit_time = spectatee.hit_time;
2043         self.metertime = spectatee.metertime;
2044         self.strength_finished = spectatee.strength_finished;
2045         self.invincible_finished = spectatee.invincible_finished;
2046         self.pressedkeys = spectatee.pressedkeys;
2047         WEPSET_COPY_EE(self, spectatee);
2048         self.switchweapon = spectatee.switchweapon;
2049         self.switchingweapon = spectatee.switchingweapon;
2050         self.weapon = spectatee.weapon;
2051         self.nex_charge = spectatee.nex_charge;
2052         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2053         self.hagar_load = spectatee.hagar_load;
2054         self.minelayer_mines = spectatee.minelayer_mines;
2055         self.punchangle = spectatee.punchangle;
2056         self.view_ofs = spectatee.view_ofs;
2057         self.velocity = spectatee.velocity;
2058         self.dmg_take = spectatee.dmg_take;
2059         self.dmg_save = spectatee.dmg_save;
2060         self.dmg_inflictor = spectatee.dmg_inflictor;
2061         self.v_angle = spectatee.v_angle;
2062         self.angles = spectatee.v_angle;
2063         if(!self.BUTTON_USE)
2064                 self.fixangle = TRUE;
2065         setorigin(self, spectatee.origin);
2066         setsize(self, spectatee.mins, spectatee.maxs);
2067         SetZoomState(spectatee.zoomstate);
2068     
2069     anticheat_spectatecopy(spectatee);
2070         self.hud = spectatee.hud;
2071         if(spectatee.vehicle)
2072     {
2073         self.fixangle = FALSE;
2074         //self.velocity = spectatee.vehicle.velocity;
2075         self.vehicle_health = spectatee.vehicle_health;
2076         self.vehicle_shield = spectatee.vehicle_shield;
2077         self.vehicle_energy = spectatee.vehicle_energy;
2078         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2079         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2080         self.vehicle_reload1 = spectatee.vehicle_reload1;
2081         self.vehicle_reload2 = spectatee.vehicle_reload2;
2082
2083         msg_entity = self;
2084         
2085         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2086             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
2087             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
2088             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
2089
2090         //WriteByte (MSG_ONE, SVC_SETVIEW);
2091         //    WriteEntity(MSG_ONE, self);            
2092         //makevectors(spectatee.v_angle);
2093         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
2094     }
2095 }
2096
2097 float SpectateUpdate() {
2098         if(!self.enemy)
2099             return 0;           
2100
2101         if (self == self.enemy)
2102                 return 0;
2103
2104         if not(IS_PLAYER(self.enemy))
2105                 return 0;
2106
2107         SpectateCopy(self.enemy);
2108
2109         return 1;
2110 }
2111
2112
2113 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2114 entity CA_SpectateNext(entity start) {
2115         if (start.team == self.team) {
2116                 return start;
2117         }
2118         
2119         other = start;
2120         // continue from current player
2121         while(other && other.team != self.team) {
2122                 other = find(other, classname, "player");
2123         }
2124         
2125         if (!other) {
2126                 // restart from begining
2127                 other = find(other, classname, "player");
2128                 while(other && other.team != self.team) {
2129                         other = find(other, classname, "player");
2130                 }
2131         }
2132         
2133         return other;
2134 }
2135
2136 float SpectateNext(entity _prefer) {
2137         
2138         if(_prefer)
2139                 other = _prefer;        
2140         else
2141                 other = find(self.enemy, classname, "player");
2142         
2143         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2144                 // CA and ca players when spectating enemies is forbidden
2145                 other = CA_SpectateNext(other);
2146         } else {
2147                 // other modes and ca spectators or spectating enemies is allowed
2148                 if (!other)
2149                         other = find(other, classname, "player");
2150         }
2151         
2152         if (other)
2153                 self.enemy = other;
2154
2155         if(IS_PLAYER(self.enemy)) {
2156             /*if(self.enemy.vehicle)
2157             {      
2158             
2159             msg_entity = self;
2160             WriteByte(MSG_ONE, SVC_SETVIEW);
2161             WriteEntity(MSG_ONE, self.enemy);
2162             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2163             
2164             self.movetype = MOVETYPE_NONE;
2165             accuracy_resend(self);
2166             }
2167             else 
2168             {*/         
2169             msg_entity = self;
2170             WriteByte(MSG_ONE, SVC_SETVIEW);
2171             WriteEntity(MSG_ONE, self.enemy);
2172             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2173             self.movetype = MOVETYPE_NONE;
2174             accuracy_resend(self);
2175
2176             if(!SpectateUpdate())
2177                 PutObserverInServer();
2178         //}
2179         return 1;
2180         } else {
2181                 return 0;
2182         }
2183 }
2184
2185 /*
2186 =============
2187 ShowRespawnCountdown()
2188
2189 Update a respawn countdown display.
2190 =============
2191 */
2192 void ShowRespawnCountdown()
2193 {
2194         float number;
2195         if(self.deadflag == DEAD_NO) // just respawned?
2196                 return;
2197         else
2198         {
2199                 number = ceil(self.respawn_time - time);
2200                 if(number <= 0)
2201                         return;
2202                 if(number <= self.respawn_countdown)
2203                 {
2204                         self.respawn_countdown = number - 1;
2205                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2206                                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(number)); 
2207                 }
2208         }
2209 }
2210
2211 void LeaveSpectatorMode()
2212 {
2213         if(self.caplayer)
2214                 return;
2215         if(nJoinAllowed(self))
2216         {
2217                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2218                 {
2219                         self.classname = "player";
2220
2221                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2222                                 { JoinBestTeam(self, FALSE, TRUE); }
2223
2224                         if(autocvar_g_campaign)
2225                                 { campaign_bots_may_start = 1; }
2226
2227                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2228
2229                         PutClientInServer();
2230
2231                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2232                 }
2233                 else
2234                         stuffcmd(self, "menu_showteamselect\n");
2235         }
2236         else
2237         {
2238                 // Player may not join because g_maxplayers is set
2239                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2240         }
2241 }
2242
2243 /**
2244  * Determines whether the player is allowed to join. This depends on cvar
2245  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2246  * it checks whether the number of currently playing players exceeds g_maxplayers.
2247  * @return int number of free slots for players, 0 if none
2248  */
2249 float nJoinAllowed(entity ignore) {
2250         if(!ignore)
2251         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2252         // so report 0 free slots if restricted
2253         {
2254                 if(autocvar_g_forced_team_otherwise == "spectate")
2255                         return 0;
2256                 if(autocvar_g_forced_team_otherwise == "spectator")
2257                         return 0;
2258         }
2259
2260         if(self.team_forced < 0)
2261                 return 0; // forced spectators can never join
2262
2263         // TODO simplify this
2264         entity e;
2265         float totalClients = 0;
2266         FOR_EACH_CLIENT(e)
2267                 if(e != ignore)
2268                         totalClients += 1;
2269
2270         if (!autocvar_g_maxplayers)
2271                 return maxclients - totalClients;
2272
2273         float currentlyPlaying = 0;
2274         FOR_EACH_REALCLIENT(e)
2275                 if(IS_PLAYER(e) || e.caplayer == 1)
2276                         currentlyPlaying += 1;
2277
2278         if(currentlyPlaying < autocvar_g_maxplayers)
2279                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2280
2281         return 0;
2282 }
2283
2284 /**
2285  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2286  * g_maxplayers_spectator_blocktime seconds
2287  */
2288 void checkSpectatorBlock() {
2289         if(IS_SPEC(self) || IS_OBSERVER(self)) {
2290                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2291                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2292                         dropclient(self);
2293                 }
2294         }
2295 }
2296
2297 void PrintWelcomeMessage()
2298 {
2299         if(self.motd_actived_time == 0)
2300         {
2301                 if (autocvar_g_campaign) {
2302                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2303                                 self.motd_actived_time = time;
2304                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2305                         }
2306                 } else {
2307                         if (self.BUTTON_INFO) {
2308                                 self.motd_actived_time = time;
2309                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2310                         }
2311                 }
2312         }
2313         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2314         {
2315                 if (autocvar_g_campaign) {
2316                         if (self.BUTTON_INFO)
2317                                 self.motd_actived_time = time;
2318                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2319                                 self.motd_actived_time = 0;
2320                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2321                         }
2322                 } else {
2323                         if (self.BUTTON_INFO)
2324                                 self.motd_actived_time = time;
2325                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2326                                 self.motd_actived_time = 0;
2327                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2328                         }
2329                 }
2330         }
2331         else //if(self.motd_actived_time < 0) // just connected, motd is active
2332         {
2333                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2334                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2335                 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || time - self.jointime > autocvar_welcome_message_time)
2336                 {
2337                         // instanctly hide MOTD
2338                         self.motd_actived_time = 0;
2339                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2340                 }
2341         }
2342 }
2343
2344 void ObserverThink()
2345 {
2346         float prefered_movetype;
2347         if (self.flags & FL_JUMPRELEASED) {
2348                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2349                         self.flags &~= FL_JUMPRELEASED;
2350                         self.flags |= FL_SPAWNING;
2351                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2352                         self.flags &~= FL_JUMPRELEASED;
2353                         if(SpectateNext(world) == 1) {
2354                                 self.classname = "spectator";
2355                         }
2356                 } else {
2357                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2358                         if (self.movetype != prefered_movetype)
2359                                 self.movetype = prefered_movetype;
2360                 }
2361         } else {
2362                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2363                         self.flags |= FL_JUMPRELEASED;
2364                         if(self.flags & FL_SPAWNING)
2365                         {
2366                                 self.flags &~= FL_SPAWNING;
2367                                 LeaveSpectatorMode();
2368                                 return;
2369                         }
2370                 }
2371         }
2372 }
2373
2374 void SpectatorThink()
2375 {
2376         if (self.flags & FL_JUMPRELEASED) {
2377                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2378                         self.flags &~= FL_JUMPRELEASED;
2379                         self.flags |= FL_SPAWNING;
2380                 } else if(self.BUTTON_ATCK) {
2381                         self.flags &~= FL_JUMPRELEASED;
2382                         if(SpectateNext(world) == 1) {
2383                                 self.classname = "spectator";
2384                         } else {
2385                                 self.classname = "observer";
2386                                 PutClientInServer();
2387                         }
2388                 } else if (self.BUTTON_ATCK2) {
2389                         self.flags &~= FL_JUMPRELEASED;
2390                         self.classname = "observer";
2391                         PutClientInServer();
2392                 } else {
2393                         if(!SpectateUpdate())
2394                                 PutObserverInServer();
2395                 }
2396         } else {
2397                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2398                         self.flags |= FL_JUMPRELEASED;
2399                         if(self.flags & FL_SPAWNING)
2400                         {
2401                                 self.flags &~= FL_SPAWNING;
2402                                 LeaveSpectatorMode();
2403                                 return;
2404                         }
2405                 }
2406                 if(!SpectateUpdate())
2407                         PutObserverInServer();
2408         }
2409
2410         self.flags |= FL_CLIENT | FL_NOTARGET;
2411 }
2412
2413 void PlayerUseKey()
2414 {
2415         if not(IS_PLAYER(self))
2416                 return;
2417
2418         if(self.vehicle)
2419         {
2420         vehicles_exit(VHEF_NORMAL);
2421         return;
2422         }
2423         
2424         // a use key was pressed; call handlers
2425         MUTATOR_CALLHOOK(PlayerUseKey);
2426 }
2427
2428 /*
2429 =============
2430 PlayerPreThink
2431
2432 Called every frame for each client before the physics are run
2433 =============
2434 */
2435 .float usekeypressed;
2436 void() nexball_setstatus;
2437 .float items_added;
2438 void PlayerPreThink (void)
2439 {
2440         WarpZone_PlayerPhysics_FixVAngle();
2441
2442         self.stat_game_starttime = game_starttime;
2443         self.stat_round_starttime = round_starttime;
2444         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2445         self.stat_leadlimit = autocvar_leadlimit;
2446
2447         if(frametime)
2448         {
2449                 // physics frames: update anticheat stuff
2450                 anticheat_prethink();
2451         }
2452
2453         if(blockSpectators && frametime)
2454                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2455                 checkSpectatorBlock();
2456
2457         zoomstate_set = 0;
2458
2459         if(self.netname_previous != self.netname)
2460         {
2461                 if(autocvar_sv_eventlog)
2462                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2463                 if(self.netname_previous)
2464                         strunzone(self.netname_previous);
2465                 self.netname_previous = strzone(self.netname);
2466         }
2467
2468         // version nagging
2469         if(self.version_nagtime)
2470                 if(self.cvar_g_xonoticversion)
2471                         if(time > self.version_nagtime)
2472                         {
2473                                 // don't notify git users
2474                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2475                                 {
2476                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2477                                         {
2478                                                 // notify release users if connecting to git
2479                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2480                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2481                                         }
2482                                         else
2483                                         {
2484                                                 float r;
2485                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2486                                                 if(r < 0)
2487                                                 {
2488                                                         // give users new version
2489                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2490                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2491                                                 }
2492                                                 else if(r > 0)
2493                                                 {
2494                                                         // notify users about old server version
2495                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2496                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2497                                                 }
2498                                         }
2499                                 }
2500                                 self.version_nagtime = 0;
2501                         }
2502
2503         // GOD MODE info
2504         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2505         {
2506                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2507                 self.max_armorvalue = 0;
2508         }
2509
2510 #ifdef TETRIS
2511         if (TetrisPreFrame())
2512                 return;
2513 #endif
2514
2515         MUTATOR_CALLHOOK(PlayerPreThink);
2516
2517         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2518         {
2519                 if(self.BUTTON_USE && !self.usekeypressed)
2520                         PlayerUseKey();
2521                 self.usekeypressed = self.BUTTON_USE;
2522         }
2523
2524         if(IS_REAL_CLIENT(self))
2525                 PrintWelcomeMessage();
2526
2527         if(IS_PLAYER(self))
2528         {
2529
2530                 CheckRules_Player();
2531
2532                 if (intermission_running)
2533                 {
2534                         IntermissionThink ();   // otherwise a button could be missed between
2535                         return;                                 // the think tics
2536                 }
2537
2538                 //don't allow the player to turn around while game is paused!
2539                 if(timeout_status == TIMEOUT_ACTIVE) {
2540                         // FIXME turn this into CSQC stuff
2541                         self.v_angle = self.lastV_angle;
2542                         self.angles = self.lastV_angle;
2543                         self.fixangle = TRUE;
2544                 }
2545
2546                 if(frametime)
2547                 {
2548                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2549                         {
2550                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2551                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2552                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2553
2554                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2555                                 {
2556                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2557                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2558                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2559                                 }
2560                         }
2561                         else
2562                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2563
2564                         player_powerups();
2565                 }
2566
2567                 if (g_minstagib)
2568                         minstagib_ammocheck();
2569
2570                 if (self.deadflag != DEAD_NO)
2571                 {
2572                         if(self.personal && g_race_qualifying)
2573                         {
2574                                 if(time > self.respawn_time)
2575                                 {
2576                                         self.respawn_time = time + 1; // only retry once a second
2577                                         self.stat_respawn_time = self.respawn_time;
2578                                         respawn();
2579                                         self.impulse = 141;
2580                                 }
2581                         }
2582                         else
2583                         {
2584                                 float button_pressed;
2585                                 if(frametime)
2586                                         player_anim();
2587                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2588
2589                                 if (self.deadflag == DEAD_DYING)
2590                                 {
2591                                         if(self.respawn_flags & RESPAWN_FORCE)
2592                                                 self.deadflag = DEAD_RESPAWNING;
2593                                         else if(!button_pressed)
2594                                                 self.deadflag = DEAD_DEAD;
2595                                 }
2596                                 else if (self.deadflag == DEAD_DEAD)
2597                                 {
2598                                         if(button_pressed)
2599                                                 self.deadflag = DEAD_RESPAWNABLE;
2600                                 }
2601                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2602                                 {
2603                                         if(!button_pressed)
2604                                                 self.deadflag = DEAD_RESPAWNING;
2605                                 }
2606                                 else if (self.deadflag == DEAD_RESPAWNING)
2607                                 {
2608                                         if(time > self.respawn_time)
2609                                         {
2610                                                 self.respawn_time = time + 1; // only retry once a second
2611                                                 respawn();
2612                                         }
2613                                 }
2614
2615                                 ShowRespawnCountdown();
2616
2617                                 if(self.respawn_flags & RESPAWN_SILENT)
2618                                         self.stat_respawn_time = 0;
2619                                 else
2620                                         self.stat_respawn_time = self.respawn_time;
2621                         }
2622
2623                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2624                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2625                                 self.stat_respawn_time *= -1;
2626
2627                         return;
2628                 }
2629
2630                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2631                 {
2632                         vector dist;
2633
2634                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2635                         dist = self.prevorigin - self.origin;
2636                         dist_z = 0;
2637                         self.lms_traveled_distance += fabs(vlen(dist));
2638
2639                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2640                         {
2641                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2642                                 self.lms_traveled_distance = 0;
2643                         }
2644
2645                         if(time > self.lms_nextcheck)
2646                         {
2647                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2648                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2649                                 {
2650                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
2651                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2652                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2653                                         if(self.vehicle)
2654                                                 Damage(self.vehicle, self, self, autocvar_g_lms_campcheck_damage * 2, DEATH_CAMP, self.vehicle.origin, '0 0 0');
2655                                         else
2656                                                 Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
2657                                 }
2658                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2659                                 self.lms_traveled_distance = 0;
2660                         }
2661                 }
2662
2663                 self.prevorigin = self.origin;
2664
2665                 float do_crouch = self.BUTTON_CROUCH;
2666                 if(self.hook.state)
2667                         do_crouch = 0;
2668                 if(self.health <= g_bloodloss)
2669                         do_crouch = 1;
2670                 if(self.vehicle)
2671                         do_crouch = 0;
2672                 if(self.freezetag_frozen)
2673                         do_crouch = 0;
2674                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2675                         do_crouch = 0;
2676
2677                 if (do_crouch)
2678                 {
2679                         if (!self.crouch)
2680                         {
2681                                 self.crouch = TRUE;
2682                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2683                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2684                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2685                         }
2686                 }
2687                 else
2688                 {
2689                         if (self.crouch)
2690                         {
2691                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2692                                 if (!trace_startsolid)
2693                                 {
2694                                         self.crouch = FALSE;
2695                                         self.view_ofs = PL_VIEW_OFS;
2696                                         setsize (self, PL_MIN, PL_MAX);
2697                                 }
2698                         }
2699                 }
2700
2701                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2702                 {
2703                         if(self.bloodloss_timer < time)
2704                         {
2705                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2706                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2707                         }
2708                 }
2709
2710                 FixPlayermodel();
2711
2712                 GrapplingHookFrame();
2713
2714                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2715                 //if(frametime)
2716                 {
2717                         self.items &~= self.items_added;
2718
2719                         W_WeaponFrame();
2720
2721                         self.items_added = 0;
2722                         if(self.items & IT_JETPACK)
2723                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2724                                         self.items_added |= IT_FUEL;
2725
2726                         self.items |= self.items_added;
2727                 }
2728
2729                 player_regen();
2730
2731                 // rot nex charge to the charge limit
2732                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2733                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2734
2735                 if(frametime)
2736                         player_anim();
2737
2738                 if(g_nexball)
2739                         nexball_setstatus();
2740                 
2741                 // secret status
2742                 secrets_setstatus();
2743                 
2744                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2745
2746                 //self.angles_y=self.v_angle_y + 90;   // temp
2747         } else if(gameover) {
2748                 if (intermission_running)
2749                         IntermissionThink ();   // otherwise a button could be missed between
2750                 return;
2751         } else if(IS_OBSERVER(self)) {
2752                 ObserverThink();
2753         } else if(IS_SPEC(self)) {
2754                 SpectatorThink();
2755         }
2756
2757         if(!zoomstate_set)
2758                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2759
2760         float oldspectatee_status;
2761         oldspectatee_status = self.spectatee_status;
2762         if(IS_SPEC(self))
2763                 self.spectatee_status = num_for_edict(self.enemy);
2764         else if(IS_OBSERVER(self))
2765                 self.spectatee_status = num_for_edict(self);
2766         else
2767                 self.spectatee_status = 0;
2768         if(self.spectatee_status != oldspectatee_status)
2769         {
2770                 ClientData_Touch(self);
2771                 if(g_race || g_cts)
2772                         race_InitSpectator();
2773         }
2774
2775         if(self.teamkill_soundtime)
2776         if(time > self.teamkill_soundtime)
2777         {
2778                 self.teamkill_soundtime = 0;
2779
2780                 entity oldpusher, oldself;
2781
2782                 oldself = self; self = self.teamkill_soundsource;
2783                 oldpusher = self.pusher; self.pusher = oldself;
2784
2785                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2786
2787                 self.pusher = oldpusher;
2788                 self = oldself;
2789         }
2790
2791         if(self.taunt_soundtime)
2792         if(time > self.taunt_soundtime)
2793         {
2794                 self.taunt_soundtime = 0;
2795                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2796         }
2797
2798         target_voicescript_next(self);
2799
2800         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2801         if(!self.weapon)
2802                 self.clip_load = self.clip_size = 0;
2803 }
2804
2805 float isInvisibleString(string s)
2806 {
2807         float i, n, c;
2808         s = strdecolorize(s);
2809         for((i = 0), (n = strlen(s)); i < n; ++i)
2810         {
2811                 c = str2chr(s, i);
2812                 switch(c)
2813                 {
2814                         case 0:
2815                         case 32: // space
2816                                 break;
2817                         case 192: // charmap space
2818                                 if (!autocvar_utf8_enable)
2819                                         break;
2820                                 return FALSE;
2821                         case 160: // space in unicode fonts
2822                         case 0xE000 + 192: // utf8 charmap space
2823                                 if (autocvar_utf8_enable)
2824                                         break;
2825                         default:
2826                                 return FALSE;
2827                 }
2828         }
2829         return TRUE;
2830 }
2831
2832 /*
2833 =============
2834 PlayerPostThink
2835
2836 Called every frame for each client after the physics are run
2837 =============
2838 */
2839 .float idlekick_lasttimeleft;
2840 void PlayerPostThink (void)
2841 {
2842         // Savage: Check for nameless players
2843         if (isInvisibleString(self.netname)) {
2844                 self.netname = "Player";
2845                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2846         }
2847
2848         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2849         {
2850                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2851                 {
2852                         if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2853                 }
2854                 else
2855                 {
2856                         float timeleft;
2857                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2858                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2859                         {
2860                                 if(!self.idlekick_lasttimeleft)
2861                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2862                         }
2863                         if(timeleft <= 0)
2864                         {
2865                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2866                                 dropclient(self);
2867                                 return;
2868                         }
2869                         else if(timeleft <= 10)
2870                         {
2871                                 if(timeleft != self.idlekick_lasttimeleft)
2872                                         Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(timeleft));
2873                                 self.idlekick_lasttimeleft = timeleft;
2874                         }
2875                 }
2876         }
2877
2878 #ifdef TETRIS
2879         if(self.impulse == 100)
2880                 ImpulseCommands();
2881         if (!TetrisPostFrame())
2882         {
2883 #endif
2884
2885         CheatFrame();
2886
2887         //CheckPlayerJump();
2888
2889         if(IS_PLAYER(self)) {
2890                 CheckRules_Player();
2891                 UpdateChatBubble();
2892                 if (self.impulse)
2893                         ImpulseCommands();
2894                 if (intermission_running)
2895                         return;         // intermission or finale
2896                 GetPressedKeys();
2897         }
2898         
2899 #ifdef TETRIS
2900         }
2901 #endif
2902
2903         /*
2904         float i;
2905         for(i = 0; i < 1000; ++i)
2906         {
2907                 vector end;
2908                 end = self.origin + '0 0 1024' + 512 * randomvec();
2909                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2910                 if(trace_fraction < 1)
2911                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2912                 {
2913                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2914                         break;
2915                 }
2916         }
2917         */
2918
2919         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2920
2921         if(self.waypointsprite_attachedforcarrier)
2922                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
2923
2924         playerdemo_write();
2925
2926         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2927         {
2928                 if not(self.stored_netname)
2929                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
2930                 if(self.stored_netname != self.netname)
2931                 {
2932                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2933                         strunzone(self.stored_netname);
2934                         self.stored_netname = strzone(self.netname);
2935                 }
2936         }
2937
2938         /*
2939         if(g_race)
2940                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
2941         */
2942
2943         CSQCMODEL_AUTOUPDATE();
2944 }