]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'master' into terencehill/ca_arena_mutators
[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 void Announce(string snd) {
10         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
11         WriteByte(MSG_BROADCAST, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_BROADCAST, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         shortest = vlen(world.maxs - world.mins);
155         FOR_EACH_PLAYER(player) if (player != self)
156         {
157                 thisdist = vlen(player.origin - spot.origin);
158                 if (thisdist < shortest)
159                         shortest = thisdist;
160         }
161         if(shortest > mindist)
162                 prio += SPAWN_PRIO_GOOD_DISTANCE;
163
164         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
165         spawn_spot = spot;
166
167         // filter out spots for assault
168         if(spot.target != "") {
169                 entity ent;
170                 float found;
171
172                 found = 0;
173                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
174                 {
175                         ++found;
176                         if(ent.spawn_evalfunc)
177                         {
178                                 entity oldself = self;
179                                 self = ent;
180                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
181                                 self = oldself;
182                                 if(spawn_score_x < 0)
183                                         return spawn_score;
184                         }
185                 }
186
187                 if(!found)
188                 {
189                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
190                         return '-1 0 0';
191                 }
192         }
193
194         MUTATOR_CALLHOOK(Spawn_Score);
195         return spawn_score;
196 }
197
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
199 {
200         entity spot;
201         for(spot = firstspot; spot; spot = spot.chain)
202                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
203 }
204
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
206 {
207         entity spot, spotlist, spotlistend;
208
209         spotlist = world;
210         spotlistend = world;
211
212         Spawn_ScoreAll(firstspot, mindist, teamcheck);
213
214         for(spot = firstspot; spot; spot = spot.chain)
215         {
216                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
217                 {
218                         if(spotlistend)
219                                 spotlistend.chain = spot;
220                         spotlistend = spot;
221                         if(!spotlist)
222                                 spotlist = spot;
223                 }
224         }
225         if(spotlistend)
226                 spotlistend.chain = world;
227
228         return spotlist;
229 }
230
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
232 {
233         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
235         entity spot;
236
237         RandomSelection_Init();
238         for(spot = firstspot; spot; spot = spot.chain)
239                 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);
240
241         return RandomSelection_chosen_ent;
242 }
243
244 /*
245 =============
246 SelectSpawnPoint
247
248 Finds a point to respawn
249 =============
250 */
251 entity SelectSpawnPoint (float anypoint)
252 {
253         float teamcheck;
254         entity spot, firstspot;
255
256         spot = find (world, classname, "testplayerstart");
257         if (spot)
258                 return spot;
259
260         if(anypoint || autocvar_g_spawn_useallspawns)
261                 teamcheck = -1;
262         else if(have_team_spawns > 0)
263         {
264                 if(have_team_spawns_forteam[self.team] == 0)
265                 {
266                         // we request a spawn for a team, and we have team
267                         // spawns, but that team has no spawns?
268                         if(have_team_spawns_forteam[0])
269                                 // try noteam spawns
270                                 teamcheck = 0;
271                         else
272                                 // if not, any spawn has to do
273                                 teamcheck = -1;
274                 }
275                 else
276                         teamcheck = self.team; // MUST be team
277         }
278         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279                 teamcheck = 0; // MUST be noteam
280         else
281                 teamcheck = -1;
282                 // 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
283
284
285         // get the entire list of spots
286         firstspot = findchain(classname, "info_player_deathmatch");
287         // filter out the bad ones
288         // (note this returns the original list if none survived)
289         if(anypoint)
290         {
291                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
292         }
293         else
294         {
295                 float mindist;
296                 if (g_arena && arena_roundbased)
297                         mindist = 800;
298                 else
299                         mindist = 100;
300                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
301
302                 // there is 50/50 chance of choosing a random spot or the furthest spot
303                 // (this means that roughly every other spawn will be furthest, so you
304                 // usually won't get fragged at spawn twice in a row)
305                 if (random() > autocvar_g_spawn_furthest)
306                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
307                 else
308                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
309         }
310
311         if (!spot)
312         {
313                 if(autocvar_spawn_debug)
314                         GotoNextMap(0);
315                 else
316                 {
317                         if(some_spawn_has_been_used)
318                                 return world; // team can't spawn any more, because of actions of other team
319                         else
320                                 error("Cannot find a spawn point - please fix the map!");
321                 }
322         }
323
324         return spot;
325 }
326
327 /*
328 =============
329 CheckPlayerModel
330
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
333 =============
334 */
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
338         {
339                 // note: we cannot summon Don Strunzone here, some player may
340                 // still have the model string set. In case anyone manages how
341                 // to change a cvar default, we'll have a small leak here.
342                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
343         }
344         // only in right path
345         if( substring(plyermodel,0,14) != "models/player/")
346                 return FallbackPlayerModel;
347         // only good file extensions
348         if(substring(plyermodel,-4,4) != ".zym")
349         if(substring(plyermodel,-4,4) != ".dpm")
350         if(substring(plyermodel,-4,4) != ".iqm")
351         if(substring(plyermodel,-4,4) != ".md3")
352         if(substring(plyermodel,-4,4) != ".psk")
353                 return FallbackPlayerModel;
354         // forbid the LOD models
355         if(substring(plyermodel, -9,5) == "_lod1")
356                 return FallbackPlayerModel;
357         if(substring(plyermodel, -9,5) == "_lod2")
358                 return FallbackPlayerModel;
359         if(plyermodel != strtolower(plyermodel))
360                 return FallbackPlayerModel;
361         // also, restrict to server models
362         if(autocvar_sv_servermodelsonly)
363         {
364                 if(!fexists(plyermodel))
365                         return FallbackPlayerModel;
366         }
367         return plyermodel;
368 }
369
370 void setplayermodel(entity e, string modelname)
371 {
372         precache_model(modelname);
373         setmodel(e, modelname);
374         player_setupanimsformodel();
375         UpdatePlayerSounds();
376 }
377
378 /*
379 =============
380 PutObserverInServer
381
382 putting a client as observer in the server
383 =============
384 */
385 void FixPlayermodel();
386 void PutObserverInServer (void)
387 {
388         entity  spot;
389     self.hud = HUD_NORMAL;
390         race_PreSpawnObserver();
391
392         spot = SelectSpawnPoint (TRUE);
393         if(!spot)
394                 error("No spawnpoints for observers?!?\n");
395         RemoveGrapplingHook(self); // Wazat's Grappling Hook
396
397         if(clienttype(self) == CLIENTTYPE_REAL)
398         {
399                 msg_entity = self;
400                 WriteByte(MSG_ONE, SVC_SETVIEW);
401                 WriteEntity(MSG_ONE, self);
402         }
403
404         if(g_lms)
405         {
406                 // Only if the player cannot play at all
407                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
408                         self.frags = FRAGS_SPECTATOR;
409                 else
410                         self.frags = FRAGS_LMS_LOSER;
411         }
412         else if((g_race && g_race_qualifying) || g_cts)
413         {
414                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
415                         self.frags = FRAGS_LMS_LOSER;
416                 else
417                         self.frags = FRAGS_SPECTATOR;
418         }
419         else
420                 self.frags = FRAGS_SPECTATOR;
421
422         DropAllRunes(self);
423         MUTATOR_CALLHOOK(MakePlayerObserver);
424
425         minstagib_stop_countdown(self);
426
427         Portal_ClearAll(self);
428         
429         if(self.alivetime)
430         {
431                 if(!inWarmupStage)
432                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
433                 self.alivetime = 0;
434         }
435
436         if(self.vehicle)
437                 vehicles_exit(VHEF_RELESE);         
438
439         WaypointSprite_PlayerDead();
440
441         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
442                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
443
444         if(self.killcount != -666) {
445                 if(g_lms) {
446                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
447                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
448                         else
449                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
450                 } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
451
452                 if(self.just_joined == FALSE) {
453                         LogTeamchange(self.playerid, -1, 4);
454                 } else
455                         self.just_joined = FALSE;
456         }
457
458         PlayerScore_Clear(self); // clear scores when needed
459
460         accuracy_resend(self);
461
462         self.spectatortime = time;
463         
464         self.classname = "observer";
465         self.iscreature = FALSE;
466         self.teleportable = TELEPORT_SIMPLE;
467         self.damagedbycontents = FALSE;
468         self.health = -666;
469         self.takedamage = DAMAGE_NO;
470         self.solid = SOLID_NOT;
471         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
472         self.flags = FL_CLIENT | FL_NOTARGET;
473         self.armorvalue = 666;
474         self.effects = 0;
475         self.armorvalue = autocvar_g_balance_armor_start;
476         self.pauserotarmor_finished = 0;
477         self.pauserothealth_finished = 0;
478         self.pauseregen_finished = 0;
479         self.damageforcescale = 0;
480         self.death_time = 0;
481         self.respawn_time = 0;
482         self.alpha = 0;
483         self.scale = 0;
484         self.fade_time = 0;
485         self.pain_frame = 0;
486         self.pain_finished = 0;
487         self.strength_finished = 0;
488         self.invincible_finished = 0;
489         self.superweapons_finished = 0;
490         self.pushltime = 0;
491         self.istypefrag = 0;
492         self.think = func_null;
493         self.nextthink = 0;
494         self.hook_time = 0;
495         self.runes = 0;
496         self.deadflag = DEAD_NO;
497         self.angles = spot.angles;
498         self.angles_z = 0;
499         self.fixangle = TRUE;
500         self.crouch = FALSE;
501
502         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
503         self.prevorigin = self.origin;
504         self.items = 0;
505         WEPSET_CLEAR_E(self);
506         self.model = "";
507         FixPlayermodel();
508         setmodel(self, "null");
509         self.drawonlytoclient = self;
510
511         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
512         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
513
514         self.weapon = 0;
515         self.weaponname = "";
516         self.switchingweapon = 0;
517         self.weaponmodel = "";
518         self.weaponentity = world;
519         self.exteriorweaponentity = world;
520         self.killcount = -666;
521         self.velocity = '0 0 0';
522         self.avelocity = '0 0 0';
523         self.punchangle = '0 0 0';
524         self.punchvector = '0 0 0';
525         self.oldvelocity = self.velocity;
526         self.fire_endtime = -1;
527 }
528
529 .float model_randomizer;
530 void FixPlayermodel()
531 {
532         string defaultmodel;
533         float defaultskin, chmdl, oldskin, n, i;
534         vector m1, m2;
535
536         defaultmodel = "";
537         defaultskin = 0;
538         chmdl = FALSE;
539
540         if(autocvar_sv_defaultcharacter == 1)
541         {
542                 if(teamplay)
543                 {
544                         string s;
545                         s = Team_ColorName_Lower(self.team);
546                         if(s != "neutral")
547                         {
548                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
549                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
550                         }
551                 }
552
553                 if(defaultmodel == "")
554                 {
555                         defaultmodel = autocvar_sv_defaultplayermodel;
556                         defaultskin = autocvar_sv_defaultplayerskin;
557                 }
558
559                 n = tokenize_console(defaultmodel);
560                 if(n > 0)
561                         defaultmodel = argv(floor(n * self.model_randomizer));
562
563                 i = strstrofs(defaultmodel, ":", 0);
564                 if(i >= 0)
565                 {
566                         defaultskin = stof(substring(defaultmodel, i+1, -1));
567                         defaultmodel = substring(defaultmodel, 0, i);
568                 }
569         }
570
571         if(defaultmodel != "")
572         {
573                 if (defaultmodel != self.model)
574                 {
575                         m1 = self.mins;
576                         m2 = self.maxs;
577                         setplayermodel (self, defaultmodel);
578                         setsize (self, m1, m2);
579                         chmdl = TRUE;
580                 }
581
582                 oldskin = self.skin;
583                 self.skin = defaultskin;
584         } else {
585                 if (self.playermodel != self.model || self.playermodel == "")
586                 {
587                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
588                         m1 = self.mins;
589                         m2 = self.maxs;
590                         setplayermodel (self, self.playermodel);
591                         setsize (self, m1, m2);
592                         chmdl = TRUE;
593                 }
594
595                 oldskin = self.skin;
596                 self.skin = stof(self.playerskin);
597         }
598
599         if(chmdl || oldskin != self.skin) // model or skin has changed
600         {
601                 self.species = player_getspecies(); // update species
602                 UpdatePlayerSounds(); // update skin sounds
603         }
604
605         if(!teamplay)
606                 if(strlen(autocvar_sv_defaultplayercolors))
607                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
608                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
609 }
610
611 void PlayerTouchExplode(entity p1, entity p2)
612 {
613         vector org;
614         org = (p1.origin + p2.origin) * 0.5;
615         org_z += (p1.mins_z + p2.mins_z) * 0.5;
616
617         te_explosion(org);
618
619         entity e;
620         e = spawn();
621         setorigin(e, org);
622         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
623         remove(e);
624 }
625
626 /*
627 =============
628 PutClientInServer
629
630 Called when a client spawns in the server
631 =============
632 */
633
634 void PutClientInServer (void)
635 {
636         if(clienttype(self) == CLIENTTYPE_BOT)
637                 self.classname = "player";
638         else if(clienttype(self) == CLIENTTYPE_REAL)
639         {
640                 msg_entity = self;
641                 WriteByte(MSG_ONE, SVC_SETVIEW);
642                 WriteEntity(MSG_ONE, self);
643         }
644
645         // reset player keys
646         self.itemkeys = 0;
647
648         // player is dead and becomes observer
649         // FIXME fix LMS scoring for new system
650         if(g_lms)
651         {
652                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
653                         self.classname = "observer";
654         }
655
656         MUTATOR_CALLHOOK(PutClientInServer);
657
658         if(gameover)
659                 self.classname = "observer";
660
661         if(self.classname == "player") {
662                 entity spot, oldself;
663                 float j;
664
665                 accuracy_resend(self);
666
667                 if(self.team < 0)
668                         JoinBestTeam(self, FALSE, TRUE);
669
670                 race_PreSpawn();
671
672                 spot = SelectSpawnPoint (FALSE);
673                 if(!spot)
674                 {
675                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
676                         return; // spawn failed
677                 }
678
679                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
680
681                 self.classname = "player";
682                 self.wasplayer = TRUE;
683                 self.iscreature = TRUE;
684                 self.teleportable = TELEPORT_NORMAL;
685                 self.damagedbycontents = TRUE;
686                 self.movetype = MOVETYPE_WALK;
687                 self.solid = SOLID_SLIDEBOX;
688                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
689                 if(autocvar_g_playerclip_collisions)
690                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
691                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
692                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
693                 self.frags = FRAGS_PLAYER;
694                 if(INDEPENDENT_PLAYERS)
695                         MAKE_INDEPENDENT_PLAYER(self);
696                 self.flags = FL_CLIENT;
697                 if(autocvar__notarget)
698                         self.flags |= FL_NOTARGET;
699                 self.takedamage = DAMAGE_AIM;
700                 if(g_minstagib)
701                         self.effects = EF_FULLBRIGHT;
702                 else
703                         self.effects = 0;
704                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
705                 self.air_finished = time + 12;
706                 self.dmg = 2;
707                 if(autocvar_g_balance_nex_charge)
708                 {
709                         if(autocvar_g_balance_nex_secondary_chargepool)
710                                 self.nex_chargepool_ammo = 1;
711                         self.nex_charge = autocvar_g_balance_nex_charge_start;
712                 }
713
714                 if(inWarmupStage)
715                 {
716                         self.ammo_shells = warmup_start_ammo_shells;
717                         self.ammo_nails = warmup_start_ammo_nails;
718                         self.ammo_rockets = warmup_start_ammo_rockets;
719                         self.ammo_cells = warmup_start_ammo_cells;
720                         self.ammo_fuel = warmup_start_ammo_fuel;
721                         self.health = warmup_start_health;
722                         self.armorvalue = warmup_start_armorvalue;
723                         WEPSET_COPY_EA(self, warmup_start_weapons);
724                 }
725                 else
726                 {
727                         self.ammo_shells = start_ammo_shells;
728                         self.ammo_nails = start_ammo_nails;
729                         self.ammo_rockets = start_ammo_rockets;
730                         self.ammo_cells = start_ammo_cells;
731                         self.ammo_fuel = start_ammo_fuel;
732                         self.health = start_health;
733                         self.armorvalue = start_armorvalue;
734                         WEPSET_COPY_EA(self, start_weapons);
735                 }
736
737                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
738                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
739                 else
740                         self.superweapons_finished = 0;
741
742                 if(g_weaponarena_random)
743                 {
744                         if(g_weaponarena_random_with_laser)
745                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
746                         W_RandomWeapons(self, g_weaponarena_random);
747                         if(g_weaponarena_random_with_laser)
748                                 WEPSET_OR_EW(self, WEP_LASER);
749                 }
750
751                 self.items = start_items;
752
753                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
754                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
755                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
756                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
757                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
758                 //extend the pause of rotting if client was reset at the beginning of the countdown
759                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
760                         self.spawnshieldtime += game_starttime - time;
761                         self.pauserotarmor_finished += game_starttime - time;
762                         self.pauserothealth_finished += game_starttime - time;
763                         self.pauseregen_finished += game_starttime - time;
764                 }
765                 self.damageforcescale = 2;
766                 self.death_time = 0;
767                 self.respawn_time = 0;
768                 self.scale = 0;
769                 self.fade_time = 0;
770                 self.pain_frame = 0;
771                 self.pain_finished = 0;
772                 self.strength_finished = 0;
773                 self.invincible_finished = 0;
774                 self.pushltime = 0;
775                 // players have no think function
776                 self.think = func_null;
777                 self.nextthink = 0;
778                 self.hook_time = 0;
779                 self.dmg_team = 0;
780                 self.ballistics_density = autocvar_g_ballistics_density_player;
781
782                 self.metertime = 0;
783
784                 self.runes = 0;
785
786                 self.deadflag = DEAD_NO;
787
788                 self.angles = spot.angles;
789
790                 self.angles_z = 0; // never spawn tilted even if the spot says to
791                 self.fixangle = TRUE; // turn this way immediately
792                 self.velocity = '0 0 0';
793                 self.avelocity = '0 0 0';
794                 self.punchangle = '0 0 0';
795                 self.punchvector = '0 0 0';
796                 self.oldvelocity = self.velocity;
797                 self.fire_endtime = -1;
798
799                 msg_entity = self;
800                 WRITESPECTATABLE_MSG_ONE({
801                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
802                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
803                 });
804
805                 self.model = "";
806                 FixPlayermodel();
807                 self.drawonlytoclient = world;
808
809                 self.crouch = FALSE;
810                 self.view_ofs = PL_VIEW_OFS;
811                 setsize (self, PL_MIN, PL_MAX);
812                 self.spawnorigin = spot.origin;
813                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
814                 // don't reset back to last position, even if new position is stuck in solid
815                 self.oldorigin = self.origin;
816                 self.prevorigin = self.origin;
817                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
818                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
819         self.hud = HUD_NORMAL;
820
821                 self.event_damage = PlayerDamage;
822
823                 self.bot_attack = TRUE;
824
825                 self.statdraintime = time + 5;
826                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
827
828                 if(self.killcount == -666) {
829                         PlayerScore_Clear(self);
830                         self.killcount = 0;
831                 }
832
833                 CL_SpawnWeaponentity();
834                 self.alpha = default_player_alpha;
835                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
836                 self.exteriorweaponentity.alpha = default_weapon_alpha;
837
838                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
839                 self.lms_traveled_distance = 0;
840                 self.speedrunning = FALSE;
841
842                 race_PostSpawn(spot);
843
844                 //stuffcmd(self, "chase_active 0");
845                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
846
847                 if(g_assault) {
848                         if(self.team == assault_attacker_team)
849                                 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
850                         else
851                                 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
852                 }
853
854                 target_voicescript_clear(self);
855
856                 // reset fields the weapons may use
857                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
858                 {
859                         weapon_action(j, WR_RESETPLAYER);
860
861                         // all weapons must be fully loaded when we spawn
862                         entity e;
863                         e = get_weaponinfo(j);
864                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
865                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
866                 }
867
868                 oldself = self;
869                 self = spot;
870                         activator = oldself;
871                                 string s;
872                                 s = self.target;
873                                 self.target = string_null;
874                                 SUB_UseTargets();
875                                 self.target = s;
876                         activator = world;
877                 self = oldself;
878
879                 spawn_spot = spot;
880                 MUTATOR_CALLHOOK(PlayerSpawn);
881
882                 if(autocvar_spawn_debug)
883                 {
884                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
885                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
886                 }
887
888                 self.switchweapon = w_getbestweapon(self);
889                 self.cnt = -1; // W_LastWeapon will not complain
890                 self.weapon = 0;
891                 self.weaponname = "";
892                 self.switchingweapon = 0;
893
894                 if(!inWarmupStage)
895                         if(!self.alivetime)
896                                 self.alivetime = time;
897
898                 antilag_clear(self);
899
900                 if (autocvar_g_spawnsound)
901                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
902         } else if(self.classname == "observer") {
903                 PutObserverInServer ();
904         }
905 }
906
907 .float ebouncefactor, ebouncestop; // electro's values
908 // TODO do we need all these fields, or should we stop autodetecting runtime
909 // changes and just have a console command to update this?
910 float ClientInit_SendEntity(entity to, float sf)
911 {
912         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
913         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
914         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
915         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
916         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
917         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
918         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
919         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
920         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
921         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
922         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
923         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
924         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
925         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
926         if(sv_foginterval && world.fog != "")
927                 WriteString(MSG_ENTITY, world.fog);
928         else
929                 WriteString(MSG_ENTITY, "");
930         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
931         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
932         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
933         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
934         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
935         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
936         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
937         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
938         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
939         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
940         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
941         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
942         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
943         return TRUE;
944 }
945
946 void ClientInit_CheckUpdate()
947 {
948         self.nextthink = time;
949         if(self.count != autocvar_g_balance_armor_blockpercent)
950         {
951                 self.count = autocvar_g_balance_armor_blockpercent;
952                 self.SendFlags |= 1;
953         }
954         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
955         {
956                 self.cnt = autocvar_g_balance_weaponswitchdelay;
957                 self.SendFlags |= 1;
958         }
959         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
960         {
961                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
962                 self.SendFlags |= 1;
963         }
964         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
965         {
966                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
967                 self.SendFlags |= 1;
968         }
969         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
970         {
971                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
972                 self.SendFlags |= 1;
973         }
974         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
975         {
976                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
977                 self.SendFlags |= 1;
978         }
979 }
980
981 void ClientInit_Spawn()
982 {
983         entity o;
984         entity e;
985         e = spawn();
986         e.classname = "clientinit";
987         e.think = ClientInit_CheckUpdate;
988         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
989
990         o = self;
991         self = e;
992         ClientInit_CheckUpdate();
993         self = o;
994 }
995
996 /*
997 =============
998 SetNewParms
999 =============
1000 */
1001 void SetNewParms (void)
1002 {
1003         // initialize parms for a new player
1004         parm1 = -(86400 * 366);
1005 }
1006
1007 /*
1008 =============
1009 SetChangeParms
1010 =============
1011 */
1012 void SetChangeParms (void)
1013 {
1014         // save parms for level change
1015         parm1 = self.parm_idlesince - time;
1016 }
1017
1018 /*
1019 =============
1020 DecodeLevelParms
1021 =============
1022 */
1023 void DecodeLevelParms (void)
1024 {
1025         // load parms
1026         self.parm_idlesince = parm1;
1027         if(self.parm_idlesince == -(86400 * 366))
1028                 self.parm_idlesince = time;
1029
1030         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1031         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1032 }
1033
1034 /*
1035 =============
1036 ClientKill
1037
1038 Called when a client types 'kill' in the console
1039 =============
1040 */
1041
1042 .float clientkill_nexttime;
1043 void ClientKill_Now_TeamChange()
1044 {
1045         if(self.killindicator_teamchange == -1)
1046         {
1047                 JoinBestTeam( self, FALSE, TRUE );
1048         }
1049         else if(self.killindicator_teamchange == -2)
1050         {
1051                 if(blockSpectators)
1052                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1053                 PutObserverInServer();
1054         }
1055         else
1056                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1057         self.killindicator_teamchange = 0;
1058 }
1059
1060 void ClientKill_Now()
1061 {
1062         if(self.vehicle)
1063         {
1064             vehicles_exit(VHEF_RELESE);
1065             if(!self.killindicator_teamchange)
1066             {
1067             self.vehicle_health = -1;
1068             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1069             }
1070         }
1071
1072         if(self.killindicator && !wasfreed(self.killindicator))
1073                 remove(self.killindicator);
1074
1075         self.killindicator = world;
1076
1077         if(self.killindicator_teamchange)
1078                 ClientKill_Now_TeamChange();
1079
1080         // in any case:
1081         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1082
1083         // now I am sure the player IS dead
1084 }
1085 void KillIndicator_Think()
1086 {
1087         if (gameover)
1088         {
1089                 self.owner.killindicator = world;
1090                 remove(self);
1091                 return;
1092         }
1093
1094         if (self.owner.alpha < 0 && !self.owner.vehicle)
1095         {
1096                 self.owner.killindicator = world;
1097                 remove(self);
1098                 return;
1099         }
1100
1101         if(self.cnt <= 0)
1102         {
1103                 self = self.owner;
1104                 ClientKill_Now(); // no oldself needed
1105                 return;
1106         }
1107     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1108     {
1109         self.nextthink = time + 1;
1110         self.cnt -= 1;
1111     }
1112         else
1113         {
1114                 if(self.cnt <= 10)
1115                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1116                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1117                 {
1118                         if(self.cnt <= 10)
1119                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1120                 }
1121                 self.nextthink = time + 1;
1122                 self.cnt -= 1;
1123         }
1124 }
1125
1126 float clientkilltime;
1127 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1128 {
1129         float killtime;
1130         float starttime;
1131         entity e;
1132
1133         if (gameover)
1134                 return;
1135
1136         killtime = autocvar_g_balance_kill_delay;
1137
1138         if(g_race_qualifying || g_cts)
1139                 killtime = 0;
1140
1141     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1142     {
1143                 remove(self.killindicator);
1144                 self.killindicator = world;
1145
1146         ClientKill_Now(); // allow instant kill in this case
1147         return;
1148     }
1149
1150         self.killindicator_teamchange = targetteam;
1151
1152     if(!self.killindicator)
1153         {
1154                 if(self.deadflag == DEAD_NO)
1155                 {
1156                         killtime = max(killtime, self.clientkill_nexttime - time);
1157                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1158                 }
1159
1160                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1161                 {
1162                         ClientKill_Now();
1163                 }
1164                 else
1165                 {
1166                         starttime = max(time, clientkilltime);
1167
1168                         self.killindicator = spawn();
1169                         self.killindicator.owner = self;
1170                         self.killindicator.scale = 0.5;
1171                         setattachment(self.killindicator, self, "");
1172                         setorigin(self.killindicator, '0 0 52');
1173                         self.killindicator.think = KillIndicator_Think;
1174                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1175                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1176                         self.killindicator.cnt = ceil(killtime);
1177                         self.killindicator.count = bound(0, ceil(killtime), 10);
1178                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1179
1180                         for(e = world; (e = find(e, classname, "body")) != world; )
1181                         {
1182                                 if(e.enemy != self)
1183                                         continue;
1184                                 e.killindicator = spawn();
1185                                 e.killindicator.owner = e;
1186                                 e.killindicator.scale = 0.5;
1187                                 setattachment(e.killindicator, e, "");
1188                                 setorigin(e.killindicator, '0 0 52');
1189                                 e.killindicator.think = KillIndicator_Think;
1190                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1191                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1192                                 e.killindicator.cnt = ceil(killtime);
1193                         }
1194                         self.lip = 0;
1195                 }
1196         }
1197         if(self.killindicator)
1198         {
1199                 if(targetteam == 0) // just die
1200                 {
1201                         self.killindicator.colormod = '0 0 0';
1202                         if(clienttype(self) == CLIENTTYPE_REAL)
1203                         if(self.killindicator.cnt > 0)
1204                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
1205                 }
1206                 else if(targetteam == -1) // auto
1207                 {
1208                         self.killindicator.colormod = '0 1 0';
1209                         if(clienttype(self) == CLIENTTYPE_REAL)
1210                         if(self.killindicator.cnt > 0)
1211                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
1212                 }
1213                 else if(targetteam == -2) // spectate
1214                 {
1215                         self.killindicator.colormod = '0.5 0.5 0.5';
1216                         if(clienttype(self) == CLIENTTYPE_REAL)
1217                         if(self.killindicator.cnt > 0)
1218                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1219                 }
1220                 else
1221                 {
1222                         self.killindicator.colormod = Team_ColorRGB(targetteam);
1223                         if(clienttype(self) == CLIENTTYPE_REAL)
1224                         if(self.killindicator.cnt > 0)
1225                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
1226                 }
1227         }
1228
1229 }
1230
1231 void ClientKill (void)
1232 {
1233         if(gameover) return;
1234         if(self.player_blocked) return;
1235         if(self.freezetag_frozen) return;
1236
1237         ClientKill_TeamChange(0);
1238 }
1239
1240 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
1241 {
1242     e.killindicator = spawn();
1243     e.killindicator.owner = e;
1244     e.killindicator.think = KillIndicator_Think;
1245     e.killindicator.nextthink = time + (e.lip) * 0.05;
1246     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1247     e.killindicator.health = 1; // this is used to indicate that it should be silent
1248     e.lip = 0;
1249 }
1250
1251 void FixClientCvars(entity e)
1252 {
1253         // send prediction settings to the client
1254         stuffcmd(e, "\nin_bindmap 0 0\n");
1255         if(g_race || g_cts)
1256                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1257         if(autocvar_g_antilag == 3) // client side hitscan
1258                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1259         if(autocvar_sv_gentle)
1260                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1261         /*
1262          * we no longer need to stuff this. Remove this comment block if you feel
1263          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1264         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1265         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1266         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1267         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1268         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1269         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1270         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1271         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1272         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1273         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1274         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1275         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1276         stuffcmd(e, "cl_movement_edgefriction 1\n");
1277          */
1278 }
1279
1280 float PlayerInIDList(entity p, string idlist)
1281 {
1282         float n, i;
1283         string s;
1284
1285         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1286         if not(p.crypto_idfp)
1287                 return 0;
1288
1289         // this function allows abbreviated player IDs too!
1290         n = tokenize_console(idlist);
1291         for(i = 0; i < n; ++i)
1292         {
1293                 s = argv(i);
1294                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1295                         return 1;
1296         }
1297
1298         return 0;
1299 }
1300
1301 /*
1302 =============
1303 ClientConnect
1304
1305 Called when a client connects to the server
1306 =============
1307 */
1308 void DecodeLevelParms (void);
1309 //void dom_player_join_team(entity pl);
1310 void set_dom_state(entity e);
1311 void ClientConnect (void)
1312 {
1313         float t;
1314
1315         if(self.flags & FL_CLIENT)
1316         {
1317                 print("Warning: ClientConnect, but already connected!\n");
1318                 return;
1319         }
1320
1321         if(Ban_MaybeEnforceBanOnce(self))
1322                 return;
1323
1324         DecodeLevelParms();
1325
1326 #ifdef WATERMARK
1327         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1328 #endif
1329
1330         self.classname = "player_joining";
1331
1332         self.flags = FL_CLIENT;
1333         self.version_nagtime = time + 10 + random() * 10;
1334
1335         if(player_count<0)
1336         {
1337                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1338                 player_count = 0;
1339         }
1340
1341         PlayerScore_Attach(self);
1342         ClientData_Attach();
1343         accuracy_init(self);
1344
1345         bot_clientconnect();
1346
1347         playerdemo_init();
1348
1349         anticheat_init();
1350
1351         race_PreSpawnObserver();
1352
1353         // identify the right forced team
1354         if(autocvar_g_campaign)
1355         {
1356                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1357                 {
1358                         switch(autocvar_g_campaign_forceteam)
1359                         {
1360                                 case 1: self.team_forced = NUM_TEAM_1; break;
1361                                 case 2: self.team_forced = NUM_TEAM_2; break;
1362                                 case 3: self.team_forced = NUM_TEAM_3; break;
1363                                 case 4: self.team_forced = NUM_TEAM_4; break;
1364                                 default: self.team_forced = 0;
1365                         }
1366                 }
1367         }
1368         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1369                 self.team_forced = NUM_TEAM_1;
1370         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1371                 self.team_forced = NUM_TEAM_2;
1372         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1373                 self.team_forced = NUM_TEAM_3;
1374         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1375                 self.team_forced = NUM_TEAM_4;
1376         else if(autocvar_g_forced_team_otherwise == "red")
1377                 self.team_forced = NUM_TEAM_1;
1378         else if(autocvar_g_forced_team_otherwise == "blue")
1379                 self.team_forced = NUM_TEAM_2;
1380         else if(autocvar_g_forced_team_otherwise == "yellow")
1381                 self.team_forced = NUM_TEAM_3;
1382         else if(autocvar_g_forced_team_otherwise == "pink")
1383                 self.team_forced = NUM_TEAM_4;
1384         else if(autocvar_g_forced_team_otherwise == "spectate")
1385                 self.team_forced = -1;
1386         else if(autocvar_g_forced_team_otherwise == "spectator")
1387                 self.team_forced = -1;
1388         else
1389                 self.team_forced = 0;
1390
1391         if(!teamplay)
1392                 if(self.team_forced > 0)
1393                         self.team_forced = 0;
1394
1395         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1396
1397         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1398                 self.classname = "observer";
1399         } else {
1400                 if(teamplay)
1401                 {
1402                         if(autocvar_g_balance_teams)
1403                         {
1404                                 self.classname = "player";
1405                                 campaign_bots_may_start = 1;
1406                         }
1407                         else
1408                         {
1409                                 self.classname = "observer"; // do it anyway
1410                         }
1411                 }
1412                 else
1413                 {
1414                         self.classname = "player";
1415                         campaign_bots_may_start = 1;
1416                 }
1417         }
1418
1419         self.playerid = (playerid_last = playerid_last + 1);
1420
1421         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1422
1423     if(clienttype(self) == CLIENTTYPE_BOT)
1424         PlayerStats_AddPlayer(self);
1425
1426         if(autocvar_sv_eventlog)
1427                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1428
1429         LogTeamchange(self.playerid, self.team, 1);
1430
1431         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1432
1433         self.netname_previous = strzone(self.netname);
1434
1435         if((self.classname == STR_PLAYER && teamplay))
1436                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1437         else
1438                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1439
1440         stuffcmd(self, strcat(clientstuff, "\n"));
1441         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1442
1443         FixClientCvars(self);
1444
1445         // spawnfunc_waypoint sprites
1446         WaypointSprite_InitClient(self);
1447
1448         // Wazat's grappling hook
1449         SetGrappleHookBindings();
1450
1451         // get version info from player
1452         stuffcmd(self, "cmd clientversion $gameversion\n");
1453
1454         // get other cvars from player
1455         GetCvars(0);
1456
1457         // notify about available teams
1458         if(teamplay)
1459         {
1460                 CheckAllowedTeams(self);
1461                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1462                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1463         }
1464         else
1465                 stuffcmd(self, "set _teams_available 0\n");
1466
1467         attach_entcs();
1468
1469         bot_relinkplayerlist();
1470
1471         self.spectatortime = time;
1472         if(blockSpectators)
1473         {
1474                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1475         }
1476
1477         self.jointime = time;
1478         self.allowed_timeouts = autocvar_sv_timeout_number;
1479
1480         if(clienttype(self) == CLIENTTYPE_REAL)
1481         {
1482                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1483                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1484         }
1485
1486         if(g_lms)
1487         {
1488                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1489                 {
1490                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1491                         self.frags = FRAGS_SPECTATOR;
1492                 }
1493         }
1494
1495         if(!sv_foginterval && world.fog != "")
1496                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1497
1498         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1499         {
1500                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1501                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1502         }
1503         else
1504                 self.hitplotfh = -1;
1505
1506         if(g_race || g_cts) {
1507                 string rr;
1508                 if(g_cts)
1509                         rr = CTS_RECORD;
1510                 else
1511                         rr = RACE_RECORD;
1512
1513                 msg_entity = self;
1514                 race_send_recordtime(MSG_ONE);
1515                 race_send_speedaward(MSG_ONE);
1516
1517                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1518                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1519                 race_send_speedaward_alltimebest(MSG_ONE);
1520
1521                 float i;
1522                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1523                         race_SendRankings(i, 0, 0, MSG_ONE);
1524                 }
1525         }
1526         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1527                 send_CSQC_teamnagger();
1528
1529         CheatInitClient();
1530
1531         if(!autocvar_g_campaign)
1532                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1533
1534         CSQCMODEL_AUTOINIT();
1535
1536         self.model_randomizer = random();
1537
1538         if(clienttype(self) == CLIENTTYPE_REAL)
1539                 sv_notice_join();
1540
1541         MUTATOR_CALLHOOK(ClientConnect);
1542 }
1543 /*
1544 =============
1545 ClientDisconnect
1546
1547 Called when a client disconnects from the server
1548 =============
1549 */
1550 .entity chatbubbleentity;
1551 void ReadyCount();
1552 void ClientDisconnect (void)
1553 {
1554         if(self.vehicle)
1555             vehicles_exit(VHEF_RELESE);
1556
1557         if not(self.flags & FL_CLIENT)
1558         {
1559                 print("Warning: ClientDisconnect without ClientConnect\n");
1560                 return;
1561         }
1562
1563         PlayerStats_AddGlobalInfo(self);
1564
1565         CheatShutdownClient();
1566
1567         if(self.hitplotfh >= 0)
1568         {
1569                 fclose(self.hitplotfh);
1570                 self.hitplotfh = -1;
1571         }
1572
1573         anticheat_report();
1574         anticheat_shutdown();
1575
1576         playerdemo_shutdown();
1577
1578         bot_clientdisconnect();
1579
1580         if(self.entcs)
1581                 detach_entcs();
1582
1583         if(autocvar_sv_eventlog)
1584                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1585                 
1586         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1587
1588         DropAllRunes(self);
1589         MUTATOR_CALLHOOK(ClientDisconnect);
1590
1591         Portal_ClearAll(self);
1592
1593         RemoveGrapplingHook(self);
1594
1595         // Here, everything has been done that requires this player to be a client.
1596
1597         self.flags &~= FL_CLIENT;
1598
1599         if (self.chatbubbleentity)
1600                 remove (self.chatbubbleentity);
1601
1602         if (self.killindicator)
1603                 remove (self.killindicator);
1604
1605         WaypointSprite_PlayerGone();
1606
1607         bot_relinkplayerlist();
1608
1609         accuracy_free(self);
1610         ClientData_Detach();
1611         PlayerScore_Detach(self);
1612
1613         if(self.netname_previous)
1614                 strunzone(self.netname_previous);
1615         if(self.clientstatus)
1616                 strunzone(self.clientstatus);
1617         if(self.weaponorder_byimpulse)
1618                 strunzone(self.weaponorder_byimpulse);
1619
1620         ClearPlayerSounds();
1621
1622         if(self.personal)
1623                 remove(self.personal);
1624
1625         self.playerid = 0;
1626         ReadyCount();
1627
1628         // free cvars
1629         GetCvars(-1);
1630 }
1631
1632 .float BUTTON_CHAT;
1633 void ChatBubbleThink()
1634 {
1635         self.nextthink = time;
1636         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1637         {
1638                 if(self.owner) // but why can that ever be world?
1639                         self.owner.chatbubbleentity = world;
1640                 remove(self);
1641                 return;
1642         }
1643         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1644 #ifdef TETRIS
1645                 || self.owner.tetris_on
1646 #endif
1647         )
1648                 self.model = self.mdl;
1649         else
1650                 self.model = "";
1651 }
1652
1653 void UpdateChatBubble()
1654 {
1655         if (self.alpha < 0)
1656                 return;
1657         // spawn a chatbubble entity if needed
1658         if (!self.chatbubbleentity)
1659         {
1660                 self.chatbubbleentity = spawn();
1661                 self.chatbubbleentity.owner = self;
1662                 self.chatbubbleentity.exteriormodeltoclient = self;
1663                 self.chatbubbleentity.think = ChatBubbleThink;
1664                 self.chatbubbleentity.nextthink = time;
1665                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1666                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1667                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1668                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1669                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1670                 self.chatbubbleentity.model = "";
1671                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1672         }
1673 }
1674
1675
1676 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1677 // added to the model skins
1678 /*void UpdateColorModHack()
1679 {
1680         float c;
1681         c = self.clientcolors & 15;
1682         // LordHavoc: only bothering to support white, green, red, yellow, blue
1683              if (!teamplay) self.colormod = '0 0 0';
1684         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1685         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1686         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1687         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1688         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1689         else self.colormod = '1 1 1';
1690 }*/
1691
1692 void respawn(void)
1693 {
1694         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1695         {
1696                 self.solid = SOLID_NOT;
1697                 self.takedamage = DAMAGE_NO;
1698                 self.movetype = MOVETYPE_FLY;
1699                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1700                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1701                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1702                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1703                 if(autocvar_g_respawn_ghosts_maxtime)
1704                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1705         }
1706
1707         CopyBody(1);
1708
1709         self.effects |= EF_NODRAW; // prevent another CopyBody
1710         PutClientInServer();
1711 }
1712
1713 void play_countdown(float finished, string samp)
1714 {
1715         if(clienttype(self) == CLIENTTYPE_REAL)
1716                 if(floor(finished - time - frametime) != floor(finished - time))
1717                         if(finished - time < 6)
1718                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1719 }
1720
1721 void player_powerups (void)
1722 {
1723         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1724         olditems = self.items;
1725
1726         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1727                 self.modelflags |= MF_ROCKET;
1728         else
1729                 self.modelflags &~= MF_ROCKET;
1730
1731         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1732
1733         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1734                 return;
1735
1736         Fire_ApplyDamage(self);
1737         Fire_ApplyEffect(self);
1738
1739         if (g_minstagib)
1740         {
1741                 self.effects |= EF_FULLBRIGHT;
1742
1743                 if (self.items & IT_STRENGTH)
1744                 {
1745                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1746                         if (time > self.strength_finished)
1747                         {
1748                                 self.alpha = default_player_alpha;
1749                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1750                                 self.items &~= IT_STRENGTH;
1751                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
1752                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
1753                         }
1754                 }
1755                 else
1756                 {
1757                         if (time < self.strength_finished)
1758                         {
1759                                 self.alpha = g_minstagib_invis_alpha;
1760                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1761                                 self.items |= IT_STRENGTH;
1762                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
1763                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
1764                         }
1765                 }
1766
1767                 if (self.items & IT_INVINCIBLE)
1768                 {
1769                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1770                         if (time > self.invincible_finished)
1771                         {
1772                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1773                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
1774                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
1775                         }
1776                 }
1777                 else
1778                 {
1779                         if (time < self.invincible_finished)
1780                         {
1781                                 self.items = self.items | IT_INVINCIBLE;
1782                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
1783                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
1784                         }
1785                 }
1786         }
1787         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.
1788         {
1789                 if (self.items & IT_STRENGTH)
1790                 {
1791                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1792                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1793                         if (time > self.strength_finished)
1794                         {
1795                                 self.items = self.items - (self.items & IT_STRENGTH);
1796                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1797                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1798                         }
1799                 }
1800                 else
1801                 {
1802                         if (time < self.strength_finished)
1803                         {
1804                                 self.items = self.items | IT_STRENGTH;
1805                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1806                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1807                         }
1808                 }
1809                 if (self.items & IT_INVINCIBLE)
1810                 {
1811                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1812                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1813                         if (time > self.invincible_finished)
1814                         {
1815                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1816                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1817                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1818                         }
1819                 }
1820                 else
1821                 {
1822                         if (time < self.invincible_finished)
1823                         {
1824                                 self.items = self.items | IT_INVINCIBLE;
1825                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1826                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1827                         }
1828                 }
1829                 if (self.items & IT_SUPERWEAPON)
1830                 {
1831                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1832                         {
1833                                 self.superweapons_finished = 0;
1834                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1835                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1836                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1837                         }
1838                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1839                         {
1840                                 // don't let them run out
1841                         }
1842                         else
1843                         {
1844                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1845                                 if (time > self.superweapons_finished)
1846                                 {
1847                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1848                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1849                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1850                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1851                                 }
1852                         }
1853                 }
1854                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1855                 {
1856                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1857                         {
1858                                 self.items = self.items | IT_SUPERWEAPON;
1859                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1860                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1861                         }
1862                         else
1863                         {
1864                                 self.superweapons_finished = 0;
1865                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1866                         }
1867                 }
1868                 else
1869                 {
1870                         self.superweapons_finished = 0;
1871                 }
1872         }
1873         
1874         if(autocvar_g_nodepthtestplayers)
1875                 self.effects = self.effects | EF_NODEPTHTEST;
1876
1877         if(autocvar_g_fullbrightplayers)
1878                 self.effects = self.effects | EF_FULLBRIGHT;
1879
1880         // midair gamemode: damage only while in the air
1881         // if in midair mode, being on ground grants temporary invulnerability
1882         // (this is so that multishot weapon don't clear the ground flag on the
1883         // first damage in the frame, leaving the player vulnerable to the
1884         // remaining hits in the same frame)
1885         if (self.flags & FL_ONGROUND)
1886         if (g_midair)
1887                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1888
1889         if (time >= game_starttime)
1890         if (time < self.spawnshieldtime)
1891                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1892
1893         MUTATOR_CALLHOOK(PlayerPowerups);
1894 }
1895
1896 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1897 {
1898         if(current > stable)
1899                 return current;
1900         else if(current > stable - 0.25) // when close enough, "snap"
1901                 return stable;
1902         else
1903                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1904 }
1905
1906 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1907 {
1908         if(current < stable)
1909                 return current;
1910         else if(current < stable + 0.25) // when close enough, "snap"
1911                 return stable;
1912         else
1913                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1914 }
1915
1916 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1917 {
1918         if(current > rotstable)
1919         {
1920                 if(rotframetime > 0)
1921                 {
1922                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1923                         current = max(rotstable, current - rotlinear * rotframetime);
1924                 }
1925         }
1926         else if(current < regenstable)
1927         {
1928                 if(regenframetime > 0)
1929                 {
1930                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1931                         current = min(regenstable, current + regenlinear * regenframetime);
1932                 }
1933         }
1934
1935         if(current > limit)
1936                 current = limit;
1937
1938         return current;
1939 }
1940
1941 void player_regen (void)
1942 {
1943         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1944         maxh = autocvar_g_balance_health_rotstable;
1945         maxa = autocvar_g_balance_armor_rotstable;
1946         maxf = autocvar_g_balance_fuel_rotstable;
1947         minh = autocvar_g_balance_health_regenstable;
1948         mina = autocvar_g_balance_armor_regenstable;
1949         minf = autocvar_g_balance_fuel_regenstable;
1950         limith = autocvar_g_balance_health_limit;
1951         limita = autocvar_g_balance_armor_limit;
1952         limitf = autocvar_g_balance_fuel_limit;
1953
1954         max_mod = regen_mod = rot_mod = limit_mod = 1;
1955
1956         if (self.runes & RUNE_REGEN)
1957         {
1958                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1959                 {
1960                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1961                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1962                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
1963                 }
1964                 else
1965                 {
1966                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
1967                         max_mod = autocvar_g_balance_rune_regen_hpmod;
1968                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
1969                 }
1970         }
1971         else if (self.runes & CURSE_VENOM)
1972         {
1973                 max_mod = autocvar_g_balance_curse_venom_hpmod;
1974                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1975                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
1976                 else
1977                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
1978                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
1979                 //if (!self.runes & RUNE_REGEN)
1980                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
1981         }
1982         maxh = maxh * max_mod;
1983         //maxa = maxa * max_mod;
1984         //maxf = maxf * max_mod;
1985         minh = minh * max_mod;
1986         //mina = mina * max_mod;
1987         //minf = minf * max_mod;
1988         limith = limith * limit_mod;
1989         limita = limita * limit_mod;
1990         //limitf = limitf * limit_mod;
1991
1992         if(g_ca)
1993                 rot_mod = 0;
1994
1995         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1996         {
1997                 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);
1998                 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);
1999
2000                 // if player rotted to death...  die!
2001                 if(self.health < 1)
2002                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2003         }
2004
2005         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2006                 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);
2007 }
2008
2009 float zoomstate_set;
2010 void SetZoomState(float z)
2011 {
2012         if(z != self.zoomstate)
2013         {
2014                 self.zoomstate = z;
2015                 ClientData_Touch(self);
2016         }
2017         zoomstate_set = 1;
2018 }
2019
2020 void GetPressedKeys(void) {
2021         MUTATOR_CALLHOOK(GetPressedKeys);
2022         if (self.movement_x > 0) // get if movement keys are pressed
2023         {       // forward key pressed
2024                 self.pressedkeys |= KEY_FORWARD;
2025                 self.pressedkeys &~= KEY_BACKWARD;
2026         }
2027         else if (self.movement_x < 0)
2028         {       // backward key pressed
2029                 self.pressedkeys |= KEY_BACKWARD;
2030                 self.pressedkeys &~= KEY_FORWARD;
2031         }
2032         else
2033         {       // no x input
2034                 self.pressedkeys &~= KEY_FORWARD;
2035                 self.pressedkeys &~= KEY_BACKWARD;
2036         }
2037
2038         if (self.movement_y > 0)
2039         {       // right key pressed
2040                 self.pressedkeys |= KEY_RIGHT;
2041                 self.pressedkeys &~= KEY_LEFT;
2042         }
2043         else if (self.movement_y < 0)
2044         {       // left key pressed
2045                 self.pressedkeys |= KEY_LEFT;
2046                 self.pressedkeys &~= KEY_RIGHT;
2047         }
2048         else
2049         {       // no y input
2050                 self.pressedkeys &~= KEY_RIGHT;
2051                 self.pressedkeys &~= KEY_LEFT;
2052         }
2053
2054         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2055                 self.pressedkeys |= KEY_JUMP;
2056         else
2057                 self.pressedkeys &~= KEY_JUMP;
2058         if (self.BUTTON_CROUCH)
2059                 self.pressedkeys |= KEY_CROUCH;
2060         else
2061                 self.pressedkeys &~= KEY_CROUCH;
2062
2063         if (self.BUTTON_ATCK)
2064                 self.pressedkeys |= KEY_ATCK;
2065         else
2066                 self.pressedkeys &~= KEY_ATCK;
2067         if (self.BUTTON_ATCK2)
2068                 self.pressedkeys |= KEY_ATCK2;
2069         else
2070                 self.pressedkeys &~= KEY_ATCK2;
2071 }
2072
2073 /*
2074 ======================
2075 spectate mode routines
2076 ======================
2077 */
2078
2079 void SpectateCopy(entity spectatee) {
2080         other = spectatee;
2081         MUTATOR_CALLHOOK(SpectateCopy);
2082         self.armortype = spectatee.armortype;
2083         self.armorvalue = spectatee.armorvalue;
2084         self.ammo_cells = spectatee.ammo_cells;
2085         self.ammo_shells = spectatee.ammo_shells;
2086         self.ammo_nails = spectatee.ammo_nails;
2087         self.ammo_rockets = spectatee.ammo_rockets;
2088         self.ammo_fuel = spectatee.ammo_fuel;
2089         self.clip_load = spectatee.clip_load;
2090         self.clip_size = spectatee.clip_size;
2091         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2092         self.health = spectatee.health;
2093         self.impulse = 0;
2094         self.items = spectatee.items;
2095         self.last_pickup = spectatee.last_pickup;
2096         self.hit_time = spectatee.hit_time;
2097         self.metertime = spectatee.metertime;
2098         self.strength_finished = spectatee.strength_finished;
2099         self.invincible_finished = spectatee.invincible_finished;
2100         self.pressedkeys = spectatee.pressedkeys;
2101         WEPSET_COPY_EE(self, spectatee);
2102         self.switchweapon = spectatee.switchweapon;
2103         self.switchingweapon = spectatee.switchingweapon;
2104         self.weapon = spectatee.weapon;
2105         self.nex_charge = spectatee.nex_charge;
2106         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2107         self.hagar_load = spectatee.hagar_load;
2108         self.minelayer_mines = spectatee.minelayer_mines;
2109         self.punchangle = spectatee.punchangle;
2110         self.view_ofs = spectatee.view_ofs;
2111         self.velocity = spectatee.velocity;
2112         self.dmg_take = spectatee.dmg_take;
2113         self.dmg_save = spectatee.dmg_save;
2114         self.dmg_inflictor = spectatee.dmg_inflictor;
2115         self.v_angle = spectatee.v_angle;
2116         self.angles = spectatee.v_angle;
2117         self.stat_respawn_time = spectatee.stat_respawn_time;
2118         if(!self.BUTTON_USE)
2119                 self.fixangle = TRUE;
2120         setorigin(self, spectatee.origin);
2121         setsize(self, spectatee.mins, spectatee.maxs);
2122         SetZoomState(spectatee.zoomstate);
2123     
2124     anticheat_spectatecopy(spectatee);
2125         self.hud = spectatee.hud;
2126         if(spectatee.vehicle)
2127     {
2128         self.fixangle = FALSE;
2129         //self.velocity = spectatee.vehicle.velocity;
2130         self.vehicle_health = spectatee.vehicle_health;
2131         self.vehicle_shield = spectatee.vehicle_shield;
2132         self.vehicle_energy = spectatee.vehicle_energy;
2133         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2134         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2135         self.vehicle_reload1 = spectatee.vehicle_reload1;
2136         self.vehicle_reload2 = spectatee.vehicle_reload2;
2137
2138         msg_entity = self;
2139         
2140         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2141             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
2142             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
2143             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
2144
2145         //WriteByte (MSG_ONE, SVC_SETVIEW);
2146         //    WriteEntity(MSG_ONE, self);            
2147         //makevectors(spectatee.v_angle);
2148         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
2149     }
2150 }
2151
2152 float SpectateUpdate() {
2153         if(!self.enemy)
2154             return 0;           
2155
2156         if (self == self.enemy)
2157                 return 0;
2158
2159         if(self.enemy.classname != "player")
2160                 return 0;
2161
2162         SpectateCopy(self.enemy);
2163
2164         return 1;
2165 }
2166
2167
2168 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2169 entity CA_SpectateNext(entity start) {
2170         if (start.team == self.team) {
2171                 return start;
2172         }
2173         
2174         other = start;
2175         // continue from current player
2176         while(other && other.team != self.team) {
2177                 other = find(other, classname, "player");
2178         }
2179         
2180         if (!other) {
2181                 // restart from begining
2182                 other = find(other, classname, "player");
2183                 while(other && other.team != self.team) {
2184                         other = find(other, classname, "player");
2185                 }
2186         }
2187         
2188         return other;
2189 }
2190
2191 float SpectateNext(entity _prefer) {
2192         
2193         if(_prefer)
2194                 other = _prefer;        
2195         else
2196                 other = find(self.enemy, classname, "player");
2197         
2198         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2199                 // CA and ca players when spectating enemies is forbidden
2200                 other = CA_SpectateNext(other);
2201         } else {
2202                 // other modes and ca spectators or spectating enemies is allowed
2203                 if (!other)
2204                         other = find(other, classname, "player");
2205         }
2206         
2207         if (other)
2208                 self.enemy = other;
2209
2210         if(self.enemy.classname == "player") {
2211             /*if(self.enemy.vehicle)
2212             {      
2213             
2214             msg_entity = self;
2215             WriteByte(MSG_ONE, SVC_SETVIEW);
2216             WriteEntity(MSG_ONE, self.enemy);
2217             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2218             
2219             self.movetype = MOVETYPE_NONE;
2220             accuracy_resend(self);
2221             }
2222             else 
2223             {*/         
2224             msg_entity = self;
2225             WriteByte(MSG_ONE, SVC_SETVIEW);
2226             WriteEntity(MSG_ONE, self.enemy);
2227             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2228             self.movetype = MOVETYPE_NONE;
2229             accuracy_resend(self);
2230
2231             if(!SpectateUpdate())
2232                 PutObserverInServer();
2233         //}
2234         return 1;
2235         } else {
2236                 return 0;
2237         }
2238 }
2239
2240 /*
2241 =============
2242 ShowRespawnCountdown()
2243
2244 Update a respawn countdown display.
2245 =============
2246 */
2247 void ShowRespawnCountdown()
2248 {
2249         float number;
2250         if(self.deadflag == DEAD_NO) // just respawned?
2251                 return;
2252         else
2253         {
2254                 number = ceil(self.respawn_time - time);
2255                 if(number <= 0)
2256                         return;
2257                 if(number <= self.respawn_countdown)
2258                 {
2259                         self.respawn_countdown = number - 1;
2260                         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
2261                                 AnnounceTo(self, strcat(ftos(number), ""));
2262                 }
2263         }
2264 }
2265
2266 void LeaveSpectatorMode()
2267 {
2268         if(self.caplayer)
2269                 return;
2270         if(nJoinAllowed(self))
2271         {
2272                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2273                 {
2274                         self.classname = "player";
2275
2276                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2277                                 { JoinBestTeam(self, FALSE, TRUE); }
2278
2279                         if(autocvar_g_campaign)
2280                                 { campaign_bots_may_start = 1; }
2281                         else
2282                                 { Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD); }
2283
2284                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2285                         
2286                         PutClientInServer();
2287
2288                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2289                 }
2290                 else
2291                         stuffcmd(self, "menu_showteamselect\n");
2292         }
2293         else
2294         {
2295                 // Player may not join because g_maxplayers is set
2296                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2297         }
2298 }
2299
2300 /**
2301  * Determines whether the player is allowed to join. This depends on cvar
2302  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2303  * it checks whether the number of currently playing players exceeds g_maxplayers.
2304  * @return int number of free slots for players, 0 if none
2305  */
2306 float nJoinAllowed(entity ignore) {
2307         if(!ignore)
2308         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2309         // so report 0 free slots if restricted
2310         {
2311                 if(autocvar_g_forced_team_otherwise == "spectate")
2312                         return 0;
2313                 if(autocvar_g_forced_team_otherwise == "spectator")
2314                         return 0;
2315         }
2316
2317         if(self.team_forced < 0)
2318                 return 0; // forced spectators can never join
2319
2320         // TODO simplify this
2321         entity e;
2322         float totalClients = 0;
2323         FOR_EACH_CLIENT(e)
2324                 if(e != ignore)
2325                         totalClients += 1;
2326
2327         if (!autocvar_g_maxplayers)
2328                 return maxclients - totalClients;
2329
2330         float currentlyPlaying = 0;
2331         FOR_EACH_REALCLIENT(e)
2332                 if(e.classname == "player" || e.caplayer == 1)
2333                         currentlyPlaying += 1;
2334
2335         if(currentlyPlaying < autocvar_g_maxplayers)
2336                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2337
2338         return 0;
2339 }
2340
2341 /**
2342  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2343  * g_maxplayers_spectator_blocktime seconds
2344  */
2345 void checkSpectatorBlock() {
2346         if(self.classname == "spectator" || self.classname == "observer") {
2347                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2348                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2349                         dropclient(self);
2350                 }
2351         }
2352 }
2353
2354 .float motd_actived_time; // used for both motd and campaign_message
2355 void PrintWelcomeMessage()
2356 {
2357         if (self.motd_actived_time == 0) { // is there already a message showing?
2358                 if (autocvar_g_campaign) {
2359                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2360                                 self.motd_actived_time = time;
2361                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2362                         }
2363                 } else {
2364                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2365                                 self.motd_actived_time = time;
2366                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2367                         }
2368                 }
2369         } else { // showing MOTD or campaign message
2370                 if (autocvar_g_campaign) {
2371                         if (self.BUTTON_INFO)
2372                                 self.motd_actived_time = time;
2373                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2374                                 self.motd_actived_time = 0;
2375                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2376                         }
2377                 } else {
2378                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2379                                 if (self.BUTTON_INFO)
2380                                         self.motd_actived_time = time;
2381                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2382                                         self.motd_actived_time = 0;
2383                                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2384                                 }
2385                         }
2386                 }
2387         }
2388 }
2389
2390 void ObserverThink()
2391 {
2392         float prefered_movetype;
2393         if (self.flags & FL_JUMPRELEASED) {
2394                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2395                         self.flags &~= FL_JUMPRELEASED;
2396                         self.flags |= FL_SPAWNING;
2397                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2398                         self.flags &~= FL_JUMPRELEASED;
2399                         if(SpectateNext(world) == 1) {
2400                                 self.classname = "spectator";
2401                         }
2402                 } else {
2403                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2404                         if (self.movetype != prefered_movetype)
2405                                 self.movetype = prefered_movetype;
2406                 }
2407         } else {
2408                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2409                         self.flags |= FL_JUMPRELEASED;
2410                         if(self.flags & FL_SPAWNING)
2411                         {
2412                                 self.flags &~= FL_SPAWNING;
2413                                 LeaveSpectatorMode();
2414                                 return;
2415                         }
2416                 }
2417         }
2418
2419         PrintWelcomeMessage();
2420 }
2421
2422 void SpectatorThink()
2423 {
2424         if (self.flags & FL_JUMPRELEASED) {
2425                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2426                         self.flags &~= FL_JUMPRELEASED;
2427                         self.flags |= FL_SPAWNING;
2428                 } else if(self.BUTTON_ATCK) {
2429                         self.flags &~= FL_JUMPRELEASED;
2430                         if(SpectateNext(world) == 1) {
2431                                 self.classname = "spectator";
2432                         } else {
2433                                 self.classname = "observer";
2434                                 PutClientInServer();
2435                         }
2436                 } else if (self.BUTTON_ATCK2) {
2437                         self.flags &~= FL_JUMPRELEASED;
2438                         self.classname = "observer";
2439                         PutClientInServer();
2440                 } else {
2441                         if(!SpectateUpdate())
2442                                 PutObserverInServer();
2443                 }
2444         } else {
2445                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2446                         self.flags |= FL_JUMPRELEASED;
2447                         if(self.flags & FL_SPAWNING)
2448                         {
2449                                 self.flags &~= FL_SPAWNING;
2450                                 LeaveSpectatorMode();
2451                                 return;
2452                         }
2453                 }
2454                 if(!SpectateUpdate())
2455                         PutObserverInServer();
2456         }
2457
2458         PrintWelcomeMessage();
2459         self.flags |= FL_CLIENT | FL_NOTARGET;
2460 }
2461
2462 void PlayerUseKey()
2463 {
2464         if(self.classname != "player")
2465                 return;
2466
2467         if(self.vehicle)
2468         {
2469         vehicles_exit(VHEF_NORMAL);
2470         return;
2471         }
2472         
2473         // a use key was pressed; call handlers
2474         MUTATOR_CALLHOOK(PlayerUseKey);
2475 }
2476
2477 .float touchexplode_time;
2478
2479 /*
2480 =============
2481 PlayerPreThink
2482
2483 Called every frame for each client before the physics are run
2484 =============
2485 */
2486 .float usekeypressed;
2487 void() nexball_setstatus;
2488 .float items_added;
2489 void PlayerPreThink (void)
2490 {
2491         WarpZone_PlayerPhysics_FixVAngle();
2492
2493         self.stat_game_starttime = game_starttime;
2494         self.stat_round_starttime = round_starttime;
2495         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2496         self.stat_leadlimit = autocvar_leadlimit;
2497
2498         self.stat_respawn_time = self.respawn_time;
2499
2500         if(frametime)
2501         {
2502                 // physics frames: update anticheat stuff
2503                 anticheat_prethink();
2504         }
2505
2506         if(blockSpectators && frametime)
2507                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2508                 checkSpectatorBlock();
2509
2510         zoomstate_set = 0;
2511
2512         if(self.netname_previous != self.netname)
2513         {
2514                 if(autocvar_sv_eventlog)
2515                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2516                 if(self.netname_previous)
2517                         strunzone(self.netname_previous);
2518                 self.netname_previous = strzone(self.netname);
2519         }
2520
2521         // version nagging
2522         if(self.version_nagtime)
2523                 if(self.cvar_g_xonoticversion)
2524                         if(time > self.version_nagtime)
2525                         {
2526                                 // don't notify git users
2527                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2528                                 {
2529                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2530                                         {
2531                                                 // notify release users if connecting to git
2532                                                 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");
2533                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2534                                         }
2535                                         else
2536                                         {
2537                                                 float r;
2538                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2539                                                 if(r < 0)
2540                                                 {
2541                                                         // give users new version
2542                                                         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");
2543                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2544                                                 }
2545                                                 else if(r > 0)
2546                                                 {
2547                                                         // notify users about old server version
2548                                                         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");
2549                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2550                                                 }
2551                                         }
2552                                 }
2553                                 self.version_nagtime = 0;
2554                         }
2555
2556         // GOD MODE info
2557         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2558         {
2559                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2560                 self.max_armorvalue = 0;
2561         }
2562
2563 #ifdef TETRIS
2564         if (TetrisPreFrame())
2565                 return;
2566 #endif
2567
2568         MUTATOR_CALLHOOK(PlayerPreThink);
2569
2570         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2571         {
2572                 if(self.BUTTON_USE && !self.usekeypressed)
2573                         PlayerUseKey();
2574                 self.usekeypressed = self.BUTTON_USE;
2575         }
2576
2577         PrintWelcomeMessage();
2578
2579         if(self.classname == "player") {
2580 //              if(self.netname == "Wazat")
2581 //                      bprint(self.classname, "\n");
2582
2583                 CheckRules_Player();
2584
2585                 if (intermission_running)
2586                 {
2587                         IntermissionThink ();   // otherwise a button could be missed between
2588                         return;                                 // the think tics
2589                 }
2590
2591                 //don't allow the player to turn around while game is paused!
2592                 if(timeout_status == TIMEOUT_ACTIVE) {
2593                         // FIXME turn this into CSQC stuff
2594                         self.v_angle = self.lastV_angle;
2595                         self.angles = self.lastV_angle;
2596                         self.fixangle = TRUE;
2597                 }
2598
2599                 if(frametime)
2600                 {
2601                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2602                         {
2603                                 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);
2604                                 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);
2605                                 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);
2606
2607                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2608                                 {
2609                                         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);
2610                                         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);
2611                                         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);
2612                                 }
2613                         }
2614                         else
2615                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2616
2617                         player_powerups();
2618                 }
2619
2620                 if (g_minstagib)
2621                         minstagib_ammocheck();
2622
2623                 if (self.deadflag != DEAD_NO)
2624                 {
2625                         float button_pressed, force_respawn;
2626                         if(self.personal && g_race_qualifying)
2627                         {
2628                                 if(time > self.respawn_time)
2629                                 {
2630                                         self.respawn_time = time + 1; // only retry once a second
2631                                         respawn();
2632                                         self.impulse = 141;
2633                                 }
2634                         }
2635                         else
2636                         {
2637                                 if(frametime)
2638                                         player_anim();
2639                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2640                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2641                                 if (self.deadflag == DEAD_DYING)
2642                                 {
2643                                         if(force_respawn)
2644                                                 self.deadflag = DEAD_RESPAWNING;
2645                                         else if(!button_pressed)
2646                                                 self.deadflag = DEAD_DEAD;
2647                                 }
2648                                 else if (self.deadflag == DEAD_DEAD)
2649                                 {
2650                                         if(button_pressed)
2651                                                 self.deadflag = DEAD_RESPAWNABLE;
2652                                 }
2653                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2654                                 {
2655                                         if(!button_pressed)
2656                                                 self.deadflag = DEAD_RESPAWNING;
2657                                 }
2658                                 else if (self.deadflag == DEAD_RESPAWNING)
2659                                 {
2660                                         if(time > self.respawn_time)
2661                                         {
2662                                                 self.respawn_time = time + 1; // only retry once a second
2663                                                 respawn();
2664                                         }
2665                                 }
2666                                 ShowRespawnCountdown();
2667                         }
2668
2669                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2670                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2671                                 self.stat_respawn_time *= -1;
2672
2673                         return;
2674                 }
2675                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2676                 // so (self.deadflag == DEAD_NO) is always true in the code below
2677
2678                 if(g_touchexplode)
2679                 if(time > self.touchexplode_time)
2680                 if(self.classname == "player")
2681                 if(self.deadflag == DEAD_NO)
2682                 if not(IS_INDEPENDENT_PLAYER(self))
2683                 FOR_EACH_PLAYER(other) if(self != other)
2684                 {
2685                         if(time > other.touchexplode_time)
2686                         if(other.deadflag == DEAD_NO)
2687                         if not(IS_INDEPENDENT_PLAYER(other))
2688                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2689                         {
2690                                 PlayerTouchExplode(self, other);
2691                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2692                         }
2693                 }
2694
2695                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2696                 {
2697                         vector dist;
2698
2699                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2700                         dist = self.prevorigin - self.origin;
2701                         dist_z = 0;
2702                         self.lms_traveled_distance += fabs(vlen(dist));
2703
2704                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2705                         {
2706                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2707                                 self.lms_traveled_distance = 0;
2708                         }
2709
2710                         if(time > self.lms_nextcheck)
2711                         {
2712                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2713                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2714                                 {
2715                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
2716                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2717                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2718                                         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');
2719                                 }
2720                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2721                                 self.lms_traveled_distance = 0;
2722                         }
2723                 }
2724
2725                 self.prevorigin = self.origin;
2726
2727                 float do_crouch = self.BUTTON_CROUCH;
2728                 if(self.hook.state)
2729                         do_crouch = 0;
2730                 if(self.health <= g_bloodloss)
2731                         do_crouch = 1;
2732                 if(self.vehicle)
2733                         do_crouch = 0;
2734                 if(self.freezetag_frozen)
2735                         do_crouch = 0;
2736                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2737                         do_crouch = 0;
2738
2739                 if (do_crouch)
2740                 {
2741                         if (!self.crouch)
2742                         {
2743                                 self.crouch = TRUE;
2744                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2745                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2746                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2747                         }
2748                 }
2749                 else
2750                 {
2751                         if (self.crouch)
2752                         {
2753                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2754                                 if (!trace_startsolid)
2755                                 {
2756                                         self.crouch = FALSE;
2757                                         self.view_ofs = PL_VIEW_OFS;
2758                                         setsize (self, PL_MIN, PL_MAX);
2759                                 }
2760                         }
2761                 }
2762
2763                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2764                 {
2765                         if(self.bloodloss_timer < time)
2766                         {
2767                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2768                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2769                         }
2770                 }
2771
2772                 FixPlayermodel();
2773
2774                 GrapplingHookFrame();
2775
2776                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2777                 //if(frametime)
2778                 {
2779                         self.items &~= self.items_added;
2780
2781                         W_WeaponFrame();
2782
2783                         self.items_added = 0;
2784                         if(self.items & IT_JETPACK)
2785                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2786                                         self.items_added |= IT_FUEL;
2787
2788                         self.items |= self.items_added;
2789                 }
2790
2791                 player_regen();
2792
2793                 // rot nex charge to the charge limit
2794                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2795                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2796
2797                 if(frametime)
2798                         player_anim();
2799
2800                 if(g_nexball)
2801                         nexball_setstatus();
2802                 
2803                 // secret status
2804                 secrets_setstatus();
2805                 
2806                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2807
2808                 //self.angles_y=self.v_angle_y + 90;   // temp
2809         } else if(gameover) {
2810                 if (intermission_running)
2811                         IntermissionThink ();   // otherwise a button could be missed between
2812                 return;
2813         } else if(self.classname == "observer") {
2814                 ObserverThink();
2815         } else if(self.classname == "spectator") {
2816                 SpectatorThink();
2817         }
2818
2819         if(!zoomstate_set)
2820                 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));
2821
2822         float oldspectatee_status;
2823         oldspectatee_status = self.spectatee_status;
2824         if(self.classname == "spectator")
2825                 self.spectatee_status = num_for_edict(self.enemy);
2826         else if(self.classname == "observer")
2827                 self.spectatee_status = num_for_edict(self);
2828         else
2829                 self.spectatee_status = 0;
2830         if(self.spectatee_status != oldspectatee_status)
2831         {
2832                 ClientData_Touch(self);
2833                 if(g_race || g_cts)
2834                         race_InitSpectator();
2835         }
2836
2837         if(self.teamkill_soundtime)
2838         if(time > self.teamkill_soundtime)
2839         {
2840                 self.teamkill_soundtime = 0;
2841
2842                 entity oldpusher, oldself;
2843
2844                 oldself = self; self = self.teamkill_soundsource;
2845                 oldpusher = self.pusher; self.pusher = oldself;
2846
2847                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2848
2849                 self.pusher = oldpusher;
2850                 self = oldself;
2851         }
2852
2853         if(self.taunt_soundtime)
2854         if(time > self.taunt_soundtime)
2855         {
2856                 self.taunt_soundtime = 0;
2857                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2858         }
2859
2860         target_voicescript_next(self);
2861
2862         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2863         if(!self.weapon)
2864                 self.clip_load = self.clip_size = 0;
2865 }
2866
2867 float isInvisibleString(string s)
2868 {
2869         float i, n, c;
2870         s = strdecolorize(s);
2871         for((i = 0), (n = strlen(s)); i < n; ++i)
2872         {
2873                 c = str2chr(s, i);
2874                 switch(c)
2875                 {
2876                         case 0:
2877                         case 32: // space
2878                                 break;
2879                         case 192: // charmap space
2880                                 if (!autocvar_utf8_enable)
2881                                         break;
2882                                 return FALSE;
2883                         case 160: // space in unicode fonts
2884                         case 0xE000 + 192: // utf8 charmap space
2885                                 if (autocvar_utf8_enable)
2886                                         break;
2887                         default:
2888                                 return FALSE;
2889                 }
2890         }
2891         return TRUE;
2892 }
2893
2894 /*
2895 =============
2896 PlayerPostThink
2897
2898 Called every frame for each client after the physics are run
2899 =============
2900 */
2901 .float idlekick_lasttimeleft;
2902 void PlayerPostThink (void)
2903 {
2904         // Savage: Check for nameless players
2905         if (isInvisibleString(self.netname)) {
2906                 self.netname = "Player";
2907                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2908         }
2909
2910         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2911         {
2912                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2913                 {
2914                         if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2915                 }
2916                 else
2917                 {
2918                         float timeleft;
2919                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2920                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2921                         {
2922                                 if(!self.idlekick_lasttimeleft)
2923                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2924                         }
2925                         if(timeleft <= 0)
2926                         {
2927                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2928                                 dropclient(self);
2929                                 return;
2930                         }
2931                         else if(timeleft <= 10)
2932                         {
2933                                 if(timeleft != self.idlekick_lasttimeleft)
2934                                         AnnounceTo(self, ftos(timeleft));
2935                                 self.idlekick_lasttimeleft = timeleft;
2936                         }
2937                 }
2938         }
2939
2940 #ifdef TETRIS
2941         if(self.impulse == 100)
2942                 ImpulseCommands();
2943         if (!TetrisPostFrame())
2944         {
2945 #endif
2946
2947         CheatFrame();
2948
2949         //CheckPlayerJump();
2950
2951         if(self.classname == "player") {
2952                 CheckRules_Player();
2953                 UpdateChatBubble();
2954                 if (self.impulse)
2955                         ImpulseCommands();
2956                 if (intermission_running)
2957                         return;         // intermission or finale
2958                 GetPressedKeys();
2959         }
2960         
2961 #ifdef TETRIS
2962         }
2963 #endif
2964
2965         /*
2966         float i;
2967         for(i = 0; i < 1000; ++i)
2968         {
2969                 vector end;
2970                 end = self.origin + '0 0 1024' + 512 * randomvec();
2971                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2972                 if(trace_fraction < 1)
2973                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2974                 {
2975                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2976                         break;
2977                 }
2978         }
2979         */
2980
2981         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2982
2983         if(self.waypointsprite_attachedforcarrier)
2984                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
2985
2986         playerdemo_write();
2987
2988         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2989         {
2990                 if not(self.stored_netname)
2991                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
2992                 if(self.stored_netname != self.netname)
2993                 {
2994                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2995                         strunzone(self.stored_netname);
2996                         self.stored_netname = strzone(self.netname);
2997                 }
2998         }
2999
3000         /*
3001         if(g_race)
3002                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3003         */
3004
3005         CSQCMODEL_AUTOUPDATE();
3006 }