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Merge remote branch 'origin/master' into tzork/vehicles-2
[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_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(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, entity playerlist, float teamcheck, float anypoint)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 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         // filter out spots for assault
155         if(spot.target != "") {
156                 local entity ent;
157                 float good, found;
158                 ent = find(world, targetname, spot.target);
159
160                 while(ent) {
161                         if(ent.classname == "target_objective")
162                         {
163                                 found = 1;
164                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
165                                         return '-1 0 0';
166                                 good = 1;
167                         }
168                         else if(ent.classname == "trigger_race_checkpoint")
169                         {
170                                 found = 1;
171                                 if(!anypoint) // spectators may spawn everywhere
172
173                                 {
174                                         if(g_race_qualifying)
175                                         {
176                                                 // spawn at first
177                                                 if(ent.race_checkpoint != 0)
178                                                         return '-1 0 0';
179                                                 if(spot.race_place != race_lowest_place_spawn)
180                                                         return '-1 0 0';
181                                         }
182                                         else
183                                         {
184                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
185                                                         return '-1 0 0';
186                                                 // try reusing the previous spawn
187                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
188                                                         prio += 1;
189                                                 if(ent.race_checkpoint == 0)
190                                                 {
191                                                         float pl;
192                                                         pl = self.race_place;
193                                                         if(pl > race_highest_place_spawn)
194                                                                 pl = 0;
195                                                         if(pl == 0 && !self.race_started)
196                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197                                                         if(spot.race_place != pl)
198                                                                 return '-1 0 0';
199                                                 }
200                                         }
201                                 }
202                                 good = 1;
203                         }
204                         ent = find(ent, targetname, spot.target);
205                 }
206
207                 if(found && !good)
208                         return '-1 0 0';
209         }
210
211         player = playerlist;
212         shortest = vlen(world.maxs - world.mins);
213         for(player = playerlist; player; player = player.chain)
214                 if (player != self)
215                 {
216                         thisdist = vlen(player.origin - spot.origin);
217                         if (thisdist < shortest)
218                                 shortest = thisdist;
219                 }
220         return prio * '1 0 0' + shortest * '0 1 0';
221 }
222
223 float spawn_allbad;
224 float spawn_allgood;
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
226 {
227         local entity spot, spotlist, spotlistend;
228         spawn_allgood = TRUE;
229         spawn_allbad = TRUE;
230
231         spotlist = world;
232         spotlistend = world;
233
234         for(spot = firstspot; spot; spot = spot.chain)
235         {
236                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
237
238                 if(autocvar_spawn_debugview)
239                 {
240                         setmodel(spot, "models/runematch/rune.mdl");
241                         if(spot.spawnpoint_score_y < mindist)
242                         {
243                                 spot.colormod = '1 0 0';
244                                 spot.scale = 1;
245                         }
246                         else
247                         {
248                                 spot.colormod = '0 1 0';
249                                 spot.scale = spot.spawnpoint_score_y / mindist;
250                         }
251                 }
252
253                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
254                 {
255                         if(spot.spawnpoint_score_y < mindist)
256                         {
257                                 // too short distance
258                                 spawn_allgood = FALSE;
259                         }
260                         else
261                         {
262                                 // perfect
263                                 spawn_allbad = FALSE;
264
265                                 if(spotlistend)
266                                         spotlistend.chain = spot;
267                                 spotlistend = spot;
268                                 if(!spotlist)
269                                         spotlist = spot;
270
271                                 /*
272                                 if(teamcheck >= 0)
273                                 if(spot.team != teamcheck)
274                                         error("invalid spawn added");
275
276                                 print("added ", etos(spot), "\n");
277                                 */
278                         }
279                 }
280         }
281         if(spotlistend)
282                 spotlistend.chain = world;
283
284         /*
285                 entity e;
286                 if(teamcheck >= 0)
287                         for(e = spotlist; e; e = e.chain)
288                         {
289                                 print("seen ", etos(e), "\n");
290                                 if(e.team != teamcheck)
291                                         error("invalid spawn found");
292                         }
293         */
294
295         return spotlist;
296 }
297
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
299 {
300         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
302         local entity spot;
303
304         RandomSelection_Init();
305         for(spot = firstspot; spot; spot = spot.chain)
306                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
307
308         return RandomSelection_chosen_ent;
309 }
310
311 /*
312 =============
313 SelectSpawnPoint
314
315 Finds a point to respawn
316 =============
317 */
318 entity SelectSpawnPoint (float anypoint)
319 {
320         local float teamcheck;
321         local entity firstspot_new;
322         local entity spot, firstspot, playerlist;
323
324         spot = find (world, classname, "testplayerstart");
325         if (spot)
326                 return spot;
327
328         if(anypoint)
329                 teamcheck = -1;
330         else if(have_team_spawns > 0)
331         {
332                 if(have_team_spawns_forteam[self.team] == 0)
333                 {
334                         // we request a spawn for a team, and we have team
335                         // spawns, but that team has no spawns?
336                         if(have_team_spawns_forteam[0])
337                                 // try noteam spawns
338                                 teamcheck = 0;
339                         else
340                                 // if not, any spawn has to do
341                                 teamcheck = -1;
342                 }
343                 else
344                         teamcheck = self.team; // MUST be team
345         }
346         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
347                 teamcheck = 0; // MUST be noteam
348         else
349                 teamcheck = -1;
350                 // 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
351
352
353         // get the list of players
354         playerlist = findchain(classname, "player");
355         // get the entire list of spots
356         firstspot = findchain(classname, "info_player_deathmatch");
357         // filter out the bad ones
358         // (note this returns the original list if none survived)
359         if(anypoint)
360         {
361                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
362         }
363         else
364         {
365                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
366                 if(!firstspot_new)
367                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
368                 firstspot = firstspot_new;
369
370                 // there is 50/50 chance of choosing a random spot or the furthest spot
371                 // (this means that roughly every other spawn will be furthest, so you
372                 // usually won't get fragged at spawn twice in a row)
373                 if (arena_roundbased && !g_ca)
374                 {
375                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
376                         if(firstspot_new)
377                                 firstspot = firstspot_new;
378                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
379                 }
380                 else if (random() > autocvar_g_spawn_furthest)
381                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
382                 else
383                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
384         }
385
386         if(autocvar_spawn_debugview)
387         {
388                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
389
390                 entity e;
391                 if(teamcheck >= 0)
392                         for(e = firstspot; e; e = e.chain)
393                                 if(e.team != teamcheck)
394                                         error("invalid spawn found");
395         }
396
397         if (!spot)
398         {
399                 if(autocvar_spawn_debug)
400                         GotoNextMap();
401                 else
402                 {
403                         if(some_spawn_has_been_used)
404                                 return world; // team can't spawn any more, because of actions of other team
405                         else
406                                 error("Cannot find a spawn point - please fix the map!");
407                 }
408         }
409
410         return spot;
411 }
412
413 /*
414 =============
415 CheckPlayerModel
416
417 Checks if the argument string can be a valid playermodel.
418 Returns a valid one in doubt.
419 =============
420 */
421 string FallbackPlayerModel;
422 string CheckPlayerModel(string plyermodel) {
423         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
424         {
425                 // note: we cannot summon Don Strunzone here, some player may
426                 // still have the model string set. In case anyone manages how
427                 // to change a cvar default, we'll have a small leak here.
428                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
429         }
430         if(strlen(plyermodel) < 4)
431                 return FallbackPlayerModel;
432         if( substring(plyermodel,0,14) != "models/player/")
433                 return FallbackPlayerModel;
434         else if(autocvar_sv_servermodelsonly)
435         {
436                 if(substring(plyermodel,-4,4) != ".zym")
437                 if(substring(plyermodel,-4,4) != ".dpm")
438                 if(substring(plyermodel,-4,4) != ".iqm")
439                 if(substring(plyermodel,-4,4) != ".md3")
440                 if(substring(plyermodel,-4,4) != ".psk")
441                         return FallbackPlayerModel;
442                 // forbid the LOD models
443                 if(substring(plyermodel, -9,5) == "_lod1")
444                         return FallbackPlayerModel;
445                 if(substring(plyermodel, -9,5) == "_lod2")
446                         return FallbackPlayerModel;
447                 if(plyermodel != strtolower(plyermodel))
448                         return FallbackPlayerModel;
449                 if(!fexists(plyermodel))
450                         return FallbackPlayerModel;
451         }
452         return plyermodel;
453 }
454
455 /*
456 =============
457 Client_customizeentityforclient
458
459 LOD reduction
460 =============
461 */
462 void Client_uncustomizeentityforclient()
463 {
464         if(self.modelindex == 0) // no need to uncustomize then
465                 return;
466         self.modelindex = self.modelindex_lod0;
467         self.skin = self.skinindex;
468 }
469
470 float Client_customizeentityforclient()
471 {
472         entity modelsource;
473
474         if(self.modelindex == 0)
475                 return TRUE;
476
477         // forcemodel stuff
478
479 #ifdef PROFILING
480         float t0;
481         t0 = gettime(GETTIME_HIRES); // reference
482 #endif
483
484         modelsource = self;
485
486 #ifdef ALLOW_FORCEMODELS
487         if(other.cvar_cl_forceplayermodelsfromxonotic)
488                 if not(self.modelindex_lod0_from_xonotic)
489                         modelsource = other;
490         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
491                 modelsource = other;
492 #endif
493
494         self.skin = modelsource.skinindex;
495
496 #if 0
497         if(modelsource == self)
498                 self.skin = modelsource.skinindex;
499         else
500                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
501 #endif
502
503         // self: me
504         // other: the player viewing me
505         float distance;
506         float f;
507
508         if(other.cvar_cl_playerdetailreduction <= 0)
509         {
510                 if(other.cvar_cl_playerdetailreduction <= -2)
511                         self.modelindex = modelsource.modelindex_lod2;
512                 else if(other.cvar_cl_playerdetailreduction <= -1)
513                         self.modelindex = modelsource.modelindex_lod1;
514                 else
515                         self.modelindex = modelsource.modelindex_lod0;
516         }
517         else
518         {
519                 distance = vlen(self.origin - other.origin);
520                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
521                 if(f > sv_loddistance2)
522                         self.modelindex = modelsource.modelindex_lod2;
523                 else if(f > sv_loddistance1)
524                         self.modelindex = modelsource.modelindex_lod1;
525                 else
526                         self.modelindex = modelsource.modelindex_lod0;
527         }
528
529 #ifdef PROFILING
530         float t1;
531         t1 = gettime(GETTIME_HIRES); // reference
532         client_cefc_accumulator += (t1 - t0);
533 #endif
534
535         return TRUE;
536 }
537
538 void setmodel_lod(entity e, string modelname)
539 {
540         string s;
541
542         if(sv_loddistance1)
543         {
544                 // FIXME: this only supports 3-letter extensions
545                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
546                 if(fexists(s))
547                 {
548                         setmodel(e, s); // players have high precision
549                         self.modelindex_lod1 = self.modelindex;
550                 }
551                 else
552                         self.modelindex_lod1 = -1;
553
554                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
555                 if(fexists(s))
556                 {
557                         setmodel(e, s); // players have high precision
558                         self.modelindex_lod2 = self.modelindex;
559                 }
560                 else
561                         self.modelindex_lod2 = -1;
562
563                 precache_model(modelname);
564                 setmodel(e, modelname); // players have high precision
565                 self.modelindex_lod0 = self.modelindex;
566
567                 if(self.modelindex_lod1 < 0)
568                         self.modelindex_lod1 = self.modelindex;
569
570                 if(self.modelindex_lod2 < 0)
571                         self.modelindex_lod2 = self.modelindex;
572         }
573         else
574         {
575                 precache_model(modelname);
576                 setmodel(e, modelname); // players have high precision
577                 self.modelindex_lod0 = self.modelindex;
578                         // save it for possible player model forcing
579         }
580
581         s = whichpack(self.model);
582         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
583
584         player_setupanimsformodel();
585         UpdatePlayerSounds();
586 }
587
588 /*
589 =============
590 PutObserverInServer
591
592 putting a client as observer in the server
593 =============
594 */
595 void FixPlayermodel();
596 void PutObserverInServer (void)
597 {
598         entity  spot;
599     self.hud = HUD_NORMAL;
600         race_PreSpawnObserver();
601
602         spot = SelectSpawnPoint (TRUE);
603         if(!spot)
604                 error("No spawnpoints for observers?!?\n");
605         RemoveGrapplingHook(self); // Wazat's Grappling Hook
606
607         if(clienttype(self) == CLIENTTYPE_REAL)
608         {
609                 msg_entity = self;
610                 WriteByte(MSG_ONE, SVC_SETVIEW);
611                 WriteEntity(MSG_ONE, self);
612         }
613
614         DropAllRunes(self);
615         MUTATOR_CALLHOOK(MakePlayerObserver);
616
617         Portal_ClearAll(self);
618
619         if(self.alivetime)
620         {
621                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
622                 self.alivetime = 0;
623         }
624
625         if(self.vehicle)
626         {
627             entity oldself;
628             oldself = self;
629             self = self.vehicle;
630             vehicles_exit(VHEF_RELESE);
631             self = oldself;
632         }
633
634         if(self.flagcarried)
635                 DropFlag(self.flagcarried, world, world);
636
637         if(self.ballcarried && g_nexball)
638                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
639
640         WaypointSprite_PlayerDead();
641
642         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
643                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
644
645         if(self.killcount != -666) {
646                 if(g_lms) {
647                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
648                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
649                         else
650                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
651                 } else
652                         bprint ("^4", self.netname, "^4 is spectating now\n");
653
654                 if(self.just_joined == FALSE) {
655                         LogTeamchange(self.playerid, -1, 4);
656                 } else
657                         self.just_joined = FALSE;
658         }
659
660         PlayerScore_Clear(self); // clear scores when needed
661
662         accuracy_resend(self);
663
664         self.spectatortime = time;
665
666         self.classname = "observer";
667         self.iscreature = FALSE;
668         self.health = -666;
669         self.takedamage = DAMAGE_NO;
670         self.solid = SOLID_NOT;
671         self.movetype = MOVETYPE_NOCLIP;
672         self.flags = FL_CLIENT | FL_NOTARGET;
673         self.armorvalue = 666;
674         self.effects = 0;
675         self.armorvalue = autocvar_g_balance_armor_start;
676         self.pauserotarmor_finished = 0;
677         self.pauserothealth_finished = 0;
678         self.pauseregen_finished = 0;
679         self.damageforcescale = 0;
680         self.death_time = 0;
681         self.dead_frame = 0;
682         self.alpha = 0;
683         self.scale = 0;
684         self.fade_time = 0;
685         self.pain_frame = 0;
686         self.pain_finished = 0;
687         self.strength_finished = 0;
688         self.invincible_finished = 0;
689         self.pushltime = 0;
690         self.think = SUB_Null;
691         self.nextthink = 0;
692         self.hook_time = 0;
693         self.runes = 0;
694         self.deadflag = DEAD_NO;
695         self.angles = spot.angles;
696         self.angles_z = 0;
697         self.fixangle = TRUE;
698         self.crouch = FALSE;
699
700         self.view_ofs = PL_VIEW_OFS;
701         setorigin (self, spot.origin);
702         setsize (self, '0 0 0', '0 0 0');
703         self.prevorigin = self.origin;
704         self.items = 0;
705         self.weapons = 0;
706         self.model = "";
707         FixPlayermodel();
708         self.model = "";
709         self.modelindex = 0;
710         self.weapon = 0;
711         self.weaponmodel = "";
712         self.weaponentity = world;
713         self.exteriorweaponentity = world;
714         self.killcount = -666;
715         self.velocity = '0 0 0';
716         self.avelocity = '0 0 0';
717         self.punchangle = '0 0 0';
718         self.punchvector = '0 0 0';
719         self.oldvelocity = self.velocity;
720         self.fire_endtime = -1;
721
722         if(sv_loddistance1)
723                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
724
725         if(g_arena)
726         {
727                 if(self.version_mismatch)
728                 {
729                         Spawnqueue_Unmark(self);
730                         Spawnqueue_Remove(self);
731                 }
732                 else
733                 {
734                         Spawnqueue_Insert(self);
735                 }
736         }
737         else if(g_lms)
738         {
739                 // Only if the player cannot play at all
740                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
741                         self.frags = FRAGS_SPECTATOR;
742                 else
743                         self.frags = FRAGS_LMS_LOSER;
744         }
745         else
746                 self.frags = FRAGS_SPECTATOR;
747 }
748
749 void FixPlayermodel()
750 {
751         local string defaultmodel;
752         local float defaultskin, chmdl, oldskin;
753         local vector m1, m2;
754
755         defaultmodel = "";
756
757         if(autocvar_sv_defaultcharacter == 1) {
758                 defaultskin = 0;
759
760                 if(teamplay)
761                 {
762                         string s;
763                         s = Team_ColorNameLowerCase(self.team);
764                         if(s != "neutral")
765                         {
766                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
767                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
768                         }
769                 }
770
771                 if(defaultmodel == "")
772                 {
773                         defaultmodel = autocvar_sv_defaultplayermodel;
774                         defaultskin = autocvar_sv_defaultplayerskin;
775                 }
776         }
777
778         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
779         {
780                 if(self.model != "")
781                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
782                 self.model = ""; // force the != checks to return true
783         }
784
785         if(defaultmodel != "")
786         {
787                 if (defaultmodel != self.model)
788                 {
789                         m1 = self.mins;
790                         m2 = self.maxs;
791                         setmodel_lod (self, defaultmodel);
792                         setsize (self, m1, m2);
793                         chmdl = TRUE;
794                 }
795
796                 oldskin = self.skinindex;
797                 self.skinindex = defaultskin;
798         } else {
799                 if (self.playermodel != self.model || self.playermodel == "")
800                 {
801                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
802                         m1 = self.mins;
803                         m2 = self.maxs;
804                         setmodel_lod (self, self.playermodel);
805                         setsize (self, m1, m2);
806                         chmdl = TRUE;
807                 }
808
809                 oldskin = self.skinindex;
810                 self.skinindex = stof(self.playerskin);
811         }
812
813         if(chmdl || oldskin != self.skinindex)
814                 self.species = player_getspecies(); // model or skin has changed
815
816         if(!teamplay)
817                 if(strlen(autocvar_sv_defaultplayercolors))
818                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
819                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
820 }
821
822 void PlayerTouchExplode(entity p1, entity p2)
823 {
824         vector org;
825         org = (p1.origin + p2.origin) * 0.5;
826         org_z += (p1.mins_z + p2.mins_z) * 0.5;
827
828         te_explosion(org);
829
830         entity e;
831         e = spawn();
832         setorigin(e, org);
833         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
834         remove(e);
835 }
836
837 /*
838 =============
839 PutClientInServer
840
841 Called when a client spawns in the server
842 =============
843 */
844 //void() ctf_playerchanged;
845 void PutClientInServer (void)
846 {
847         if(clienttype(self) == CLIENTTYPE_BOT)
848         {
849                 self.classname = "player";
850         }
851         else if(clienttype(self) == CLIENTTYPE_REAL)
852         {
853                 msg_entity = self;
854                 WriteByte(MSG_ONE, SVC_SETVIEW);
855                 WriteEntity(MSG_ONE, self);
856         }
857
858         // player is dead and becomes observer
859         // FIXME fix LMS scoring for new system
860         if(g_lms)
861         {
862                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
863                         self.classname = "observer";
864         }
865
866         if(g_arena || (g_ca && !allowed_to_spawn))
867         if(!self.spawned)
868                 self.classname = "observer";
869
870         if(gameover)
871                 self.classname = "observer";
872
873         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
874                 entity spot, oldself;
875                 float j;
876
877                 accuracy_resend(self);
878
879                 if(self.team < 0)
880                         JoinBestTeam(self, FALSE, TRUE);
881
882                 race_PreSpawn();
883
884                 spot = SelectSpawnPoint (FALSE);
885                 if(!spot)
886                 {
887                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
888                         return; // spawn failed
889                 }
890
891                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
892
893                 self.classname = "player";
894                 self.wasplayer = TRUE;
895                 self.iscreature = TRUE;
896                 self.movetype = MOVETYPE_WALK;
897                 self.solid = SOLID_SLIDEBOX;
898                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
899                 if(autocvar_g_playerclip_collisions)
900                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
901                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
902                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
903                 self.frags = FRAGS_PLAYER;
904                 if(independent_players)
905                         MAKE_INDEPENDENT_PLAYER(self);
906                 self.flags = FL_CLIENT;
907                 self.takedamage = DAMAGE_AIM;
908                 if(g_minstagib)
909                         self.effects = EF_FULLBRIGHT;
910                 else
911                         self.effects = 0;
912                 self.air_finished = time + 12;
913                 self.dmg = 2;
914                 if(autocvar_g_balance_nex_charge)
915                 {
916                         if(autocvar_g_balance_nex_secondary_chargepool)
917                                 self.nex_chargepool_ammo = 1;
918                         self.nex_charge = autocvar_g_balance_nex_charge_start;
919                 }
920
921                 if(inWarmupStage)
922                 {
923                         self.ammo_shells = warmup_start_ammo_shells;
924                         self.ammo_nails = warmup_start_ammo_nails;
925                         self.ammo_rockets = warmup_start_ammo_rockets;
926                         self.ammo_cells = warmup_start_ammo_cells;
927                         self.ammo_fuel = warmup_start_ammo_fuel;
928                         self.health = warmup_start_health;
929                         self.armorvalue = warmup_start_armorvalue;
930                         self.weapons = warmup_start_weapons;
931                 }
932                 else
933                 {
934                         self.ammo_shells = start_ammo_shells;
935                         self.ammo_nails = start_ammo_nails;
936                         self.ammo_rockets = start_ammo_rockets;
937                         self.ammo_cells = start_ammo_cells;
938                         self.ammo_fuel = start_ammo_fuel;
939                         self.health = start_health;
940                         self.armorvalue = start_armorvalue;
941                         self.weapons = start_weapons;
942                 }
943
944                 if(g_weaponarena_random)
945                 {
946                         if(g_weaponarena_random_with_laser)
947                                 self.weapons &~= WEPBIT_LASER;
948                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
949                         if(g_weaponarena_random_with_laser)
950                                 self.weapons |= WEPBIT_LASER;
951                 }
952
953                 self.items = start_items;
954                 self.jump_interval = time;
955
956                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
957                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
958                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
959                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
960                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
961                 //extend the pause of rotting if client was reset at the beginning of the countdown
962                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
963                         self.spawnshieldtime += game_starttime - time;
964                         self.pauserotarmor_finished += game_starttime - time;
965                         self.pauserothealth_finished += game_starttime - time;
966                         self.pauseregen_finished += game_starttime - time;
967                 }
968                 self.damageforcescale = 2;
969                 self.death_time = 0;
970                 self.dead_frame = 0;
971                 self.alpha = 0;
972                 self.scale = 0;
973                 self.fade_time = 0;
974                 self.pain_frame = 0;
975                 self.pain_finished = 0;
976                 self.strength_finished = 0;
977                 self.invincible_finished = 0;
978                 self.pushltime = 0;
979                 // players have no think function
980                 self.think = SUB_Null;
981                 self.nextthink = 0;
982                 self.hook_time = 0;
983                 self.dmg_team = 0;
984                 self.ballistics_density = autocvar_g_ballistics_density_player;
985
986                 self.metertime = 0;
987
988                 self.runes = 0;
989
990                 self.deadflag = DEAD_NO;
991
992                 self.angles = spot.angles;
993
994                 self.angles_z = 0; // never spawn tilted even if the spot says to
995                 self.fixangle = TRUE; // turn this way immediately
996                 self.velocity = '0 0 0';
997                 self.avelocity = '0 0 0';
998                 self.punchangle = '0 0 0';
999                 self.punchvector = '0 0 0';
1000                 self.oldvelocity = self.velocity;
1001                 self.fire_endtime = -1;
1002
1003                 msg_entity = self;
1004                 WRITESPECTATABLE_MSG_ONE({
1005                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
1006                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
1007                 });
1008
1009                 if(sv_loddistance1)
1010                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1011
1012                 self.model = "";
1013                 FixPlayermodel();
1014
1015                 self.crouch = FALSE;
1016                 self.view_ofs = PL_VIEW_OFS;
1017                 setsize (self, PL_MIN, PL_MAX);
1018                 self.spawnorigin = spot.origin;
1019                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1020                 // don't reset back to last position, even if new position is stuck in solid
1021                 self.oldorigin = self.origin;
1022                 self.prevorigin = self.origin;
1023                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1024
1025                 if(g_arena)
1026                 {
1027                         Spawnqueue_Remove(self);
1028                         Spawnqueue_Mark(self);
1029                 }
1030
1031                 else if(g_ca)
1032                         self.caplayer = 1;
1033
1034                 self.event_damage = PlayerDamage;
1035
1036                 self.bot_attack = TRUE;
1037
1038                 self.statdraintime = time + 5;
1039                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1040
1041                 if(self.killcount == -666) {
1042                         PlayerScore_Clear(self);
1043                         self.killcount = 0;
1044                 }
1045
1046                 self.cnt = WEP_LASER;
1047
1048                 CL_SpawnWeaponentity();
1049                 self.alpha = default_player_alpha;
1050                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1051                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1052
1053                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1054                 self.lms_traveled_distance = 0;
1055                 self.speedrunning = FALSE;
1056
1057                 race_PostSpawn(spot);
1058
1059                 if(autocvar_spawn_debug)
1060                 {
1061                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1062                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1063                 }
1064
1065                 //stuffcmd(self, "chase_active 0");
1066                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1067
1068                 if (autocvar_g_spawnsound)
1069                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1070
1071                 if(g_assault) {
1072                         if(self.team == assault_attacker_team)
1073                                 centerprint(self, "You are attacking!");
1074                         else
1075                                 centerprint(self, "You are defending!");
1076                 }
1077
1078                 target_voicescript_clear(self);
1079
1080                 // reset fields the weapons may use
1081                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1082                 {
1083                         weapon_action(j, WR_RESETPLAYER);
1084
1085                         // all weapons must be fully loaded when we spawn
1086                         entity e;
1087                         e = get_weaponinfo(j);
1088                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1089                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1090                 }
1091                 self.weapon_forbidchange = FALSE;
1092
1093                 oldself = self;
1094                 self = spot;
1095                         activator = oldself;
1096                                 string s;
1097                                 s = self.target;
1098                                 self.target = string_null;
1099                                 SUB_UseTargets();
1100                                 self.target = s;
1101                         activator = world;
1102                 self = oldself;
1103
1104                 MUTATOR_CALLHOOK(PlayerSpawn);
1105
1106                 self.switchweapon = w_getbestweapon(self);
1107                 self.cnt = self.switchweapon;
1108                 self.weapon = 0;
1109
1110                 if(!self.alivetime)
1111                         self.alivetime = time;
1112         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1113                 PutObserverInServer ();
1114         }
1115
1116         //if(g_ctf)
1117         //      ctf_playerchanged();
1118 }
1119
1120 .float ebouncefactor, ebouncestop; // electro's values
1121 // TODO do we need all these fields, or should we stop autodetecting runtime
1122 // changes and just have a console command to update this?
1123 float ClientInit_SendEntity(entity to, float sf)
1124 {
1125         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1126         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1127         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1128         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1129         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1130         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1131         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1132         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1133         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1134         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1135         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1136         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1137         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1138         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1139         if(sv_foginterval && world.fog != "")
1140                 WriteString(MSG_ENTITY, world.fog);
1141         else
1142                 WriteString(MSG_ENTITY, "");
1143         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1144         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1145         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1146         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1147         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1148         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1149         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1150         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
1151         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1152         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1153         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1154         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1155         return TRUE;
1156 }
1157
1158 void ClientInit_CheckUpdate()
1159 {
1160         self.nextthink = time;
1161         if(self.count != autocvar_g_balance_armor_blockpercent)
1162         {
1163                 self.count = autocvar_g_balance_armor_blockpercent;
1164                 self.SendFlags |= 1;
1165         }
1166         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1167         {
1168                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1169                 self.SendFlags |= 1;
1170         }
1171         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1172         {
1173                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1174                 self.SendFlags |= 1;
1175         }
1176         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1177         {
1178                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1179                 self.SendFlags |= 1;
1180         }
1181         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1182         {
1183                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1184                 self.SendFlags |= 1;
1185         }
1186         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1187         {
1188                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1189                 self.SendFlags |= 1;
1190         }
1191 }
1192
1193 void ClientInit_Spawn()
1194 {
1195         entity o;
1196         entity e;
1197         e = spawn();
1198         e.classname = "clientinit";
1199         e.think = ClientInit_CheckUpdate;
1200         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1201
1202         o = self;
1203         self = e;
1204         ClientInit_CheckUpdate();
1205         self = o;
1206 }
1207
1208 /*
1209 =============
1210 SetNewParms
1211 =============
1212 */
1213 void SetNewParms (void)
1214 {
1215         // initialize parms for a new player
1216         parm1 = -(86400 * 366);
1217 }
1218
1219 /*
1220 =============
1221 SetChangeParms
1222 =============
1223 */
1224 void SetChangeParms (void)
1225 {
1226         // save parms for level change
1227         parm1 = self.parm_idlesince - time;
1228 }
1229
1230 /*
1231 =============
1232 DecodeLevelParms
1233 =============
1234 */
1235 void DecodeLevelParms (void)
1236 {
1237         // load parms
1238         self.parm_idlesince = parm1;
1239         if(self.parm_idlesince == -(86400 * 366))
1240                 self.parm_idlesince = time;
1241
1242         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1243         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1244 }
1245
1246 /*
1247 =============
1248 ClientKill
1249
1250 Called when a client types 'kill' in the console
1251 =============
1252 */
1253
1254 .float clientkill_nexttime;
1255 void ClientKill_Now_TeamChange()
1256 {
1257         if(self.killindicator_teamchange == -1)
1258         {
1259                 self.team = -1;
1260                 JoinBestTeam( self, FALSE, FALSE );
1261         }
1262         else if(self.killindicator_teamchange == -2)
1263         {
1264                 if(g_ca)
1265                         self.caplayer = 0;
1266                 if(blockSpectators)
1267                         sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1268                 PutObserverInServer();
1269         }
1270         else
1271                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1272 }
1273
1274 void ClientKill_Now()
1275 {
1276         if(self.vehicle)
1277         {
1278             entity oldself;
1279             oldself = self;
1280             self = self.vehicle;
1281             vehicles_exit(VHEF_RELESE);
1282             if(!oldself.killindicator_teamchange)
1283             {
1284             self.vehicle_health = -1;
1285             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1286             }
1287             self = oldself;
1288         }
1289         
1290         remove(self.killindicator);
1291         self.killindicator = world;
1292
1293         if(self.killindicator_teamchange)
1294                 ClientKill_Now_TeamChange();
1295
1296         // in any case:
1297         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1298
1299         // now I am sure the player IS dead
1300 }
1301 void KillIndicator_Think()
1302 {
1303         if (!self.owner.modelindex)
1304         {
1305                 self.owner.killindicator = world;
1306                 remove(self);
1307                 return;
1308         }
1309
1310         if(self.cnt <= 0)
1311         {
1312                 self = self.owner;
1313                 ClientKill_Now(); // no oldself needed
1314                 return;
1315         }
1316     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1317     {
1318         self.nextthink = time + 1;
1319         self.cnt -= 1;
1320     }
1321         else
1322         {
1323                 if(self.cnt <= 10)
1324                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1325                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1326                 {
1327                         if(self.cnt <= 10)
1328                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1329                         if(self.owner.killindicator_teamchange)
1330                         {
1331                                 if(self.owner.killindicator_teamchange == -1)
1332                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1333                                 else if(self.owner.killindicator_teamchange == -2)
1334                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
1335                                 else
1336                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1337                         }
1338                         else
1339                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1340                 }
1341                 self.nextthink = time + 1;
1342                 self.cnt -= 1;
1343         }
1344 }
1345
1346 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1347 {
1348         float killtime;
1349         entity e;
1350         killtime = autocvar_g_balance_kill_delay;
1351
1352         if(g_race_qualifying || g_cts)
1353                 killtime = 0;
1354
1355     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1356     {
1357                 remove(self.killindicator);
1358                 self.killindicator = world;
1359
1360         ClientKill_Now(); // allow instant kill in this case
1361         return;
1362     }
1363
1364         self.killindicator_teamchange = targetteam;
1365
1366     if(!self.killindicator)
1367         {
1368                 if(self.modelindex && self.deadflag == DEAD_NO)
1369                 {
1370                         killtime = max(killtime, self.clientkill_nexttime - time);
1371                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1372                 }
1373
1374                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1375                 {
1376                         ClientKill_Now();
1377                 }
1378                 else
1379                 {
1380                         self.killindicator = spawn();
1381                         self.killindicator.owner = self;
1382                         self.killindicator.scale = 0.5;
1383                         setattachment(self.killindicator, self, "");
1384                         setorigin(self.killindicator, '0 0 52');
1385                         self.killindicator.think = KillIndicator_Think;
1386                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1387                         self.killindicator.cnt = ceil(killtime);
1388                         self.killindicator.count = bound(0, ceil(killtime), 10);
1389                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1390
1391                         for(e = world; (e = find(e, classname, "body")) != world; )
1392                         {
1393                                 if(e.enemy != self)
1394                                         continue;
1395                                 e.killindicator = spawn();
1396                                 e.killindicator.owner = e;
1397                                 e.killindicator.scale = 0.5;
1398                                 setattachment(e.killindicator, e, "");
1399                                 setorigin(e.killindicator, '0 0 52');
1400                                 e.killindicator.think = KillIndicator_Think;
1401                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1402                                 e.killindicator.cnt = ceil(killtime);
1403                         }
1404                         self.lip = 0;
1405                 }
1406         }
1407         if(self.killindicator)
1408         {
1409                 if(targetteam == 0) // just die
1410                         self.killindicator.colormod = '0 0 0';
1411                 else if(targetteam == -1) // auto
1412                         self.killindicator.colormod = '0 1 0';
1413                 else if(targetteam == -2) // spectate
1414                         self.killindicator.colormod = '0.5 0.5 0.5';
1415                 else
1416                         self.killindicator.colormod = TeamColor(targetteam);
1417         }
1418 }
1419
1420 void ClientKill (void)
1421 {
1422         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1423         {
1424                 // do nothing
1425         }
1426     else if(self.freezetag_frozen)
1427     {
1428         // do nothing
1429     }
1430         else
1431                 ClientKill_TeamChange(0);
1432 }
1433
1434 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
1435 {
1436     e.killindicator = spawn();
1437     e.killindicator.owner = e;
1438     e.killindicator.think = KillIndicator_Think;
1439     e.killindicator.nextthink = time + (e.lip) * 0.05;
1440     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1441     e.killindicator.health = 1; // this is used to indicate that it should be silent
1442     e.lip = 0;
1443 }
1444
1445 void DoTeamChange(float destteam)
1446 {
1447         float t, c0;
1448         if(!teamplay)
1449         {
1450                 if(destteam >= 0)
1451                         SetPlayerColors(self, destteam);
1452                 return;
1453         }
1454         if(self.classname == "player")
1455         if(destteam == -1)
1456         {
1457                 CheckAllowedTeams(self);
1458                 t = FindSmallestTeam(self, TRUE);
1459                 switch(self.team)
1460                 {
1461                         case COLOR_TEAM1: c0 = c1; break;
1462                         case COLOR_TEAM2: c0 = c2; break;
1463                         case COLOR_TEAM3: c0 = c3; break;
1464                         case COLOR_TEAM4: c0 = c4; break;
1465                         default:          c0 = 999;
1466                 }
1467                 switch(t)
1468                 {
1469                         case 1:
1470                                 if(c0 > c1)
1471                                         destteam = COLOR_TEAM1;
1472                                 break;
1473                         case 2:
1474                                 if(c0 > c2)
1475                                         destteam = COLOR_TEAM2;
1476                                 break;
1477                         case 3:
1478                                 if(c0 > c3)
1479                                         destteam = COLOR_TEAM3;
1480                                 break;
1481                         case 4:
1482                                 if(c0 > c4)
1483                                         destteam = COLOR_TEAM4;
1484                                 break;
1485                 }
1486                 if(destteam == -1)
1487                         return;
1488         }
1489         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1490                 return;
1491         ClientKill_TeamChange(destteam);
1492 }
1493
1494 void FixClientCvars(entity e)
1495 {
1496         // send prediction settings to the client
1497         stuffcmd(e, "\nin_bindmap 0 0\n");
1498         if(g_race || g_cts)
1499                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1500         if(autocvar_g_antilag == 3) // client side hitscan
1501                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1502         if(sv_gentle)
1503                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1504         /*
1505          * we no longer need to stuff this. Remove this comment block if you feel
1506          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1507         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1508         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1509         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1510         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1511         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1512         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1513         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1514         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1515         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1516         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1517         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1518         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1519         stuffcmd(e, "cl_movement_edgefriction 1\n");
1520          */
1521 }
1522
1523 float PlayerInIDList(entity p, string idlist)
1524 {
1525         float n, i;
1526         string s;
1527
1528         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1529         if not(p.crypto_idfp)
1530                 return 0;
1531
1532         // this function allows abbreviated player IDs too!
1533         n = tokenize_console(idlist);
1534         for(i = 0; i < n; ++i)
1535         {
1536                 s = argv(i);
1537                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1538                         return 1;
1539         }
1540
1541         return 0;
1542 }
1543
1544 /*
1545 =============
1546 ClientConnect
1547
1548 Called when a client connects to the server
1549 =============
1550 */
1551 //void ctf_clientconnect();
1552 string ColoredTeamName(float t);
1553 void DecodeLevelParms (void);
1554 //void dom_player_join_team(entity pl);
1555 void set_dom_state(entity e);
1556 void ClientConnect (void)
1557 {
1558         float t;
1559
1560         if(self.flags & FL_CLIENT)
1561         {
1562                 print("Warning: ClientConnect, but already connected!\n");
1563                 return;
1564         }
1565
1566         if(Ban_MaybeEnforceBan(self))
1567                 return;
1568
1569         DecodeLevelParms();
1570
1571 #ifdef WATERMARK
1572         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1573 #endif
1574
1575         self.classname = "player_joining";
1576
1577         self.flags = FL_CLIENT;
1578         self.version_nagtime = time + 10 + random() * 10;
1579
1580         if(player_count<0)
1581         {
1582                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1583                 player_count = 0;
1584         }
1585
1586         PlayerScore_Attach(self);
1587         ClientData_Attach();
1588         accuracy_init(self);
1589
1590         bot_clientconnect();
1591
1592         playerdemo_init();
1593
1594         anticheat_init();
1595
1596         race_PreSpawnObserver();
1597
1598         //if(g_domination)
1599         //      dom_player_join_team(self);
1600
1601         // identify the right forced team
1602         if(autocvar_g_campaign)
1603         {
1604                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1605                 {
1606                         switch(autocvar_g_campaign_forceteam)
1607                         {
1608                                 case 1: self.team_forced = COLOR_TEAM1; break;
1609                                 case 2: self.team_forced = COLOR_TEAM2; break;
1610                                 case 3: self.team_forced = COLOR_TEAM3; break;
1611                                 case 4: self.team_forced = COLOR_TEAM4; break;
1612                                 default: self.team_forced = 0;
1613                         }
1614                 }
1615         }
1616         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1617                 self.team_forced = COLOR_TEAM1;
1618         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1619                 self.team_forced = COLOR_TEAM2;
1620         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1621                 self.team_forced = COLOR_TEAM3;
1622         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1623                 self.team_forced = COLOR_TEAM4;
1624         else if(autocvar_g_forced_team_otherwise == "red")
1625                 self.team_forced = COLOR_TEAM1;
1626         else if(autocvar_g_forced_team_otherwise == "blue")
1627                 self.team_forced = COLOR_TEAM2;
1628         else if(autocvar_g_forced_team_otherwise == "yellow")
1629                 self.team_forced = COLOR_TEAM3;
1630         else if(autocvar_g_forced_team_otherwise == "pink")
1631                 self.team_forced = COLOR_TEAM4;
1632         else if(autocvar_g_forced_team_otherwise == "spectate")
1633                 self.team_forced = -1;
1634         else if(autocvar_g_forced_team_otherwise == "spectator")
1635                 self.team_forced = -1;
1636         else
1637                 self.team_forced = 0;
1638
1639         if(!teamplay)
1640                 if(self.team_forced > 0)
1641                         self.team_forced = 0;
1642
1643         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1644
1645         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1646                 self.classname = "observer";
1647         } else {
1648                 if(teamplay)
1649                 {
1650                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1651                         {
1652                                 self.classname = "player";
1653                                 campaign_bots_may_start = 1;
1654                         }
1655                         else
1656                         {
1657                                 self.classname = "observer"; // do it anyway
1658                         }
1659                 }
1660                 else
1661                 {
1662                         self.classname = "player";
1663                         campaign_bots_may_start = 1;
1664                 }
1665         }
1666
1667         self.playerid = (playerid_last = playerid_last + 1);
1668
1669     if(clienttype(self) == CLIENTTYPE_BOT)
1670         PlayerStats_AddPlayer(self);
1671
1672         if(autocvar_sv_eventlog)
1673                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1674
1675         LogTeamchange(self.playerid, self.team, 1);
1676
1677         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1678
1679         self.netname_previous = strzone(self.netname);
1680
1681         bprint("^4", self.netname, "^4 connected");
1682
1683         if(self.classname != "observer" && (g_domination || g_ctf))
1684                 bprint(" and joined the ", ColoredTeamName(self.team));
1685
1686         bprint("\n");
1687
1688         self.welcomemessage_time = 0;
1689
1690         stuffcmd(self, strcat(clientstuff, "\n"));
1691         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1692         stuffcmd(self, "cl_particles_reloadeffects\n");
1693
1694         FixClientCvars(self);
1695
1696         // spawnfunc_waypoint sprites
1697         WaypointSprite_InitClient(self);
1698
1699         // Wazat's grappling hook
1700         SetGrappleHookBindings();
1701
1702         // get autoswitch state from player when he toggles it
1703         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1704
1705         // get version info from player
1706         stuffcmd(self, "cmd clientversion $gameversion\n");
1707
1708         // get other cvars from player
1709         GetCvars(0);
1710
1711         // notify about available teams
1712         if(teamplay)
1713         {
1714                 CheckAllowedTeams(self);
1715                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1716                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1717         }
1718         else
1719                 stuffcmd(self, "set _teams_available 0\n");
1720
1721         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1722
1723         if(g_arena || g_ca)
1724         {
1725                 self.classname = "observer";
1726                 if(g_arena)
1727                         Spawnqueue_Insert(self);
1728         }
1729         /*else if(g_ctf)
1730         {
1731                 ctf_clientconnect();
1732         }*/
1733
1734         attach_entcs();
1735
1736         bot_relinkplayerlist();
1737
1738         self.spectatortime = time;
1739         if(blockSpectators)
1740         {
1741                 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1742         }
1743
1744         self.jointime = time;
1745         self.allowedTimeouts = autocvar_sv_timeout_number;
1746
1747         if(clienttype(self) == CLIENTTYPE_REAL)
1748         {
1749                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1750                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1751         }
1752
1753         if(g_lms)
1754         {
1755                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1756                 {
1757                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1758                         self.frags = FRAGS_SPECTATOR;
1759                 }
1760         }
1761
1762         if(!sv_foginterval && world.fog != "")
1763                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1764
1765         SoundEntity_Attach(self);
1766
1767         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1768         {
1769                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1770                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1771         }
1772         else
1773                 self.hitplotfh = -1;
1774
1775         if(g_race || g_cts) {
1776                 string rr;
1777                 if(g_cts)
1778                         rr = CTS_RECORD;
1779                 else
1780                         rr = RACE_RECORD;
1781                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1782
1783                 msg_entity = self;
1784                 race_send_recordtime(MSG_ONE);
1785                 race_send_speedaward(MSG_ONE);
1786
1787                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1788                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1789                 race_send_speedaward_alltimebest(MSG_ONE);
1790
1791                 float i;
1792                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1793                         race_SendRankings(i, 0, 0, MSG_ONE);
1794                 }
1795         }
1796         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1797                 send_CSQC_teamnagger();
1798
1799         if (g_domination)
1800                 set_dom_state(self);
1801
1802         CheatInitClient();
1803 }
1804
1805 /*
1806 =============
1807 ClientDisconnect
1808
1809 Called when a client disconnects from the server
1810 =============
1811 */
1812 .entity chatbubbleentity;
1813 void ReadyCount();
1814 void ClientDisconnect (void)
1815 {
1816         if(self.vehicle)
1817         {
1818             entity oldself;
1819             oldself = self;
1820             self = self.vehicle;
1821             vehicles_exit(VHEF_RELESE);
1822             self = oldself;
1823         }
1824
1825         if not(self.flags & FL_CLIENT)
1826         {
1827                 print("Warning: ClientDisconnect without ClientConnect\n");
1828                 return;
1829         }
1830
1831         PlayerStats_AddGlobalInfo(self);
1832
1833         CheatShutdownClient();
1834
1835         if(self.hitplotfh >= 0)
1836         {
1837                 fclose(self.hitplotfh);
1838                 self.hitplotfh = -1;
1839         }
1840
1841         anticheat_report();
1842         anticheat_shutdown();
1843
1844         playerdemo_shutdown();
1845
1846         bot_clientdisconnect();
1847
1848         if(self.entcs)
1849                 detach_entcs();
1850
1851         if(autocvar_sv_eventlog)
1852                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1853         bprint ("^4",self.netname);
1854         bprint ("^4 disconnected\n");
1855
1856         SoundEntity_Detach(self);
1857
1858         DropAllRunes(self);
1859         MUTATOR_CALLHOOK(ClientDisconnect);
1860
1861         Portal_ClearAll(self);
1862
1863         if(self.flagcarried)
1864                 DropFlag(self.flagcarried, world, world);
1865         if(self.ballcarried && g_nexball)
1866                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1867
1868         // Here, everything has been done that requires this player to be a client.
1869
1870         self.flags &~= FL_CLIENT;
1871
1872         if (self.chatbubbleentity)
1873                 remove (self.chatbubbleentity);
1874
1875         if (self.killindicator)
1876                 remove (self.killindicator);
1877
1878         WaypointSprite_PlayerGone();
1879
1880         bot_relinkplayerlist();
1881
1882         if(g_arena)
1883         {
1884                 Spawnqueue_Unmark(self);
1885                 Spawnqueue_Remove(self);
1886         }
1887
1888         accuracy_free(self);
1889         ClientData_Detach();
1890         PlayerScore_Detach(self);
1891
1892         if(self.netname_previous)
1893                 strunzone(self.netname_previous);
1894         if(self.clientstatus)
1895                 strunzone(self.clientstatus);
1896         if(self.weaponorder_byimpulse)
1897                 strunzone(self.weaponorder_byimpulse);
1898
1899         ClearPlayerSounds();
1900
1901         if(self.personal)
1902                 remove(self.personal);
1903
1904         self.playerid = 0;
1905         ReadyCount();
1906
1907         // free cvars
1908         GetCvars(-1);
1909 }
1910
1911 .float BUTTON_CHAT;
1912 void ChatBubbleThink()
1913 {
1914         self.nextthink = time;
1915         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1916         {
1917                 if(self.owner) // but why can that ever be world?
1918                         self.owner.chatbubbleentity = world;
1919                 remove(self);
1920                 return;
1921         }
1922         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1923 #ifdef TETRIS
1924                 || self.owner.tetris_on
1925 #endif
1926         )
1927                 self.model = self.mdl;
1928         else
1929                 self.model = "";
1930 };
1931
1932 void UpdateChatBubble()
1933 {
1934         if (!self.modelindex)
1935                 return;
1936         // spawn a chatbubble entity if needed
1937         if (!self.chatbubbleentity)
1938         {
1939                 self.chatbubbleentity = spawn();
1940                 self.chatbubbleentity.owner = self;
1941                 self.chatbubbleentity.exteriormodeltoclient = self;
1942                 self.chatbubbleentity.think = ChatBubbleThink;
1943                 self.chatbubbleentity.nextthink = time;
1944                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1945                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1946                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1947                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1948                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1949                 self.chatbubbleentity.model = "";
1950                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1951         }
1952 }
1953
1954
1955 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1956 // added to the model skins
1957 /*void UpdateColorModHack()
1958 {
1959         local float c;
1960         c = self.clientcolors & 15;
1961         // LordHavoc: only bothering to support white, green, red, yellow, blue
1962              if (!teamplay) self.colormod = '0 0 0';
1963         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1964         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1965         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1966         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1967         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1968         else self.colormod = '1 1 1';
1969 };*/
1970
1971 .float oldcolormap;
1972 void respawn(void)
1973 {
1974         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1975         {
1976                 self.solid = SOLID_NOT;
1977                 self.takedamage = DAMAGE_NO;
1978                 self.movetype = MOVETYPE_FLY;
1979                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1980                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1981                 self.effects |= EF_ADDITIVE;
1982                 self.oldcolormap = self.colormap;
1983                 self.colormap = 512;
1984                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1985                 if(autocvar_g_respawn_ghosts_maxtime)
1986                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1987         }
1988
1989         CopyBody(1);
1990         self.effects |= EF_NODRAW; // prevent another CopyBody
1991         if(self.oldcolormap)
1992         {
1993                 self.colormap = self.oldcolormap;
1994                 self.oldcolormap = 0;
1995         }
1996         PutClientInServer();
1997 }
1998
1999 void play_countdown(float finished, string samp)
2000 {
2001         if(clienttype(self) == CLIENTTYPE_REAL)
2002                 if(floor(finished - time - frametime) != floor(finished - time))
2003                         if(finished - time < 6)
2004                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
2005 }
2006
2007 /**
2008  * When sv_timeout is used this function returs strings like
2009  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
2010  * Called by centerprint functions
2011  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
2012  */
2013 string getTimeoutText(float addOneSecond) {
2014         if (!autocvar_sv_timeout || !timeoutStatus)
2015                 return "";
2016
2017         local string retStr;
2018         if (timeoutStatus == 1) {
2019                 if (addOneSecond == 1) {
2020                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
2021                 }
2022                 else {
2023                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
2024                 }
2025                 return retStr;
2026         }
2027         else if (timeoutStatus == 2) {
2028                 if (addOneSecond) {
2029                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
2030                         //don't show messages like "Timeout ends in 0 seconds"...
2031                         if ((remainingTimeoutTime + 1) > 0)
2032                                 return retStr;
2033                         else
2034                                 return "";
2035                 }
2036                 else {
2037                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2038                         //don't show messages like "Timeout ends in 0 seconds"...
2039                         if (remainingTimeoutTime > 0)
2040                                 return retStr;
2041                         else
2042                                 return "";
2043                 }
2044         }
2045         else return "";
2046 }
2047
2048 void player_powerups (void)
2049 {
2050         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2051         olditems = self.items;
2052
2053         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2054         {
2055                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2056                 self.modelflags |= MF_ROCKET;
2057         }
2058         else
2059         {
2060                 SoundEntity_StopSound(self, CHAN_PLAYER);
2061                 self.modelflags &~= MF_ROCKET;
2062         }
2063
2064         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2065
2066         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2067                 return;
2068
2069         Fire_ApplyDamage(self);
2070         Fire_ApplyEffect(self);
2071
2072         if (g_minstagib)
2073         {
2074                 self.effects |= EF_FULLBRIGHT;
2075
2076                 if (self.items & IT_STRENGTH)
2077                 {
2078                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2079                         if (time > self.strength_finished)
2080                         {
2081                                 self.alpha = default_player_alpha;
2082                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2083                                 self.items &~= IT_STRENGTH;
2084                                 sprint(self, "^3Invisibility has worn off\n");
2085                         }
2086                 }
2087                 else
2088                 {
2089                         if (time < self.strength_finished)
2090                         {
2091                                 self.alpha = g_minstagib_invis_alpha;
2092                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2093                                 self.items |= IT_STRENGTH;
2094                                 sprint(self, "^3You are invisible\n");
2095                         }
2096                 }
2097
2098                 if (self.items & IT_INVINCIBLE)
2099                 {
2100                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2101                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2102                         {
2103                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2104                                 sprint(self, "^3Speed has worn off\n");
2105                         }
2106                 }
2107                 else
2108                 {
2109                         if (time < self.invincible_finished)
2110                         {
2111                                 self.items = self.items | IT_INVINCIBLE;
2112                                 sprint(self, "^3You are on speed\n");
2113                         }
2114                 }
2115         }
2116         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.
2117         {
2118                 if (self.items & IT_STRENGTH)
2119                 {
2120                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2121                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2122                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2123                         {
2124                                 self.items = self.items - (self.items & IT_STRENGTH);
2125                                 sprint(self, "^3Strength has worn off\n");
2126                         }
2127                 }
2128                 else
2129                 {
2130                         if (time < self.strength_finished)
2131                         {
2132                                 self.items = self.items | IT_STRENGTH;
2133                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2134                         }
2135                 }
2136                 if (self.items & IT_INVINCIBLE)
2137                 {
2138                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2139                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2140                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2141                         {
2142                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2143                                 sprint(self, "^3Shield has worn off\n");
2144                         }
2145                 }
2146                 else
2147                 {
2148                         if (time < self.invincible_finished)
2149                         {
2150                                 self.items = self.items | IT_INVINCIBLE;
2151                                 sprint(self, "^3Shield surrounds you\n");
2152                         }
2153                 }
2154
2155                 if(autocvar_g_nodepthtestplayers)
2156                         self.effects = self.effects | EF_NODEPTHTEST;
2157
2158                 if(autocvar_g_fullbrightplayers)
2159                         self.effects = self.effects | EF_FULLBRIGHT;
2160
2161                 // midair gamemode: damage only while in the air
2162                 // if in midair mode, being on ground grants temporary invulnerability
2163                 // (this is so that multishot weapon don't clear the ground flag on the
2164                 // first damage in the frame, leaving the player vulnerable to the
2165                 // remaining hits in the same frame)
2166                 if (self.flags & FL_ONGROUND)
2167                 if (g_midair)
2168                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2169
2170                 if (time >= game_starttime)
2171                 if (time < self.spawnshieldtime)
2172                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2173         }
2174
2175         MUTATOR_CALLHOOK(PlayerPowerups);
2176 }
2177
2178 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2179 {
2180         if(current > stable)
2181                 return current;
2182         else if(current > stable - 0.25) // when close enough, "snap"
2183                 return stable;
2184         else
2185                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2186 }
2187
2188 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2189 {
2190         if(current < stable)
2191                 return current;
2192         else if(current < stable + 0.25) // when close enough, "snap"
2193                 return stable;
2194         else
2195                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2196 }
2197
2198 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2199 {
2200         if(current > rotstable)
2201         {
2202                 if(rotframetime > 0)
2203                 {
2204                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2205                         current = max(rotstable, current - rotlinear * rotframetime);
2206                 }
2207         }
2208         else if(current < regenstable)
2209         {
2210                 if(regenframetime > 0)
2211                 {
2212                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2213                         current = min(regenstable, current + regenlinear * regenframetime);
2214                 }
2215         }
2216
2217         if(current > limit)
2218                 current = limit;
2219
2220         return current;
2221 }
2222
2223 void player_regen (void)
2224 {
2225         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2226         maxh = autocvar_g_balance_health_rotstable;
2227         maxa = autocvar_g_balance_armor_rotstable;
2228         maxf = autocvar_g_balance_fuel_rotstable;
2229         minh = autocvar_g_balance_health_regenstable;
2230         mina = autocvar_g_balance_armor_regenstable;
2231         minf = autocvar_g_balance_fuel_regenstable;
2232         limith = autocvar_g_balance_health_limit;
2233         limita = autocvar_g_balance_armor_limit;
2234         limitf = autocvar_g_balance_fuel_limit;
2235
2236         max_mod = regen_mod = rot_mod = limit_mod = 1;
2237
2238         if (self.runes & RUNE_REGEN)
2239         {
2240                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2241                 {
2242                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2243                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2244                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2245                 }
2246                 else
2247                 {
2248                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2249                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2250                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2251                 }
2252         }
2253         else if (self.runes & CURSE_VENOM)
2254         {
2255                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2256                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2257                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2258                 else
2259                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2260                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2261                 //if (!self.runes & RUNE_REGEN)
2262                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2263         }
2264         maxh = maxh * max_mod;
2265         //maxa = maxa * max_mod;
2266         //maxf = maxf * max_mod;
2267         minh = minh * max_mod;
2268         //mina = mina * max_mod;
2269         //minf = minf * max_mod;
2270         limith = limith * limit_mod;
2271         limita = limita * limit_mod;
2272         //limitf = limitf * limit_mod;
2273
2274         if(g_lms && g_ca)
2275                 rot_mod = 0;
2276
2277         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2278         {
2279                 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);
2280                 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);
2281
2282                 // if player rotted to death...  die!
2283                 if(self.health < 1)
2284                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2285         }
2286
2287         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2288                 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);
2289 }
2290
2291 float zoomstate_set;
2292 void SetZoomState(float z)
2293 {
2294         if(z != self.zoomstate)
2295         {
2296                 self.zoomstate = z;
2297                 ClientData_Touch(self);
2298         }
2299         zoomstate_set = 1;
2300 }
2301
2302 void GetPressedKeys(void) {
2303         MUTATOR_CALLHOOK(GetPressedKeys);
2304         if (self.movement_x > 0) // get if movement keys are pressed
2305         {       // forward key pressed
2306                 self.pressedkeys |= KEY_FORWARD;
2307                 self.pressedkeys &~= KEY_BACKWARD;
2308         }
2309         else if (self.movement_x < 0)
2310         {       // backward key pressed
2311                 self.pressedkeys |= KEY_BACKWARD;
2312                 self.pressedkeys &~= KEY_FORWARD;
2313         }
2314         else
2315         {       // no x input
2316                 self.pressedkeys &~= KEY_FORWARD;
2317                 self.pressedkeys &~= KEY_BACKWARD;
2318         }
2319
2320         if (self.movement_y > 0)
2321         {       // right key pressed
2322                 self.pressedkeys |= KEY_RIGHT;
2323                 self.pressedkeys &~= KEY_LEFT;
2324         }
2325         else if (self.movement_y < 0)
2326         {       // left key pressed
2327                 self.pressedkeys |= KEY_LEFT;
2328                 self.pressedkeys &~= KEY_RIGHT;
2329         }
2330         else
2331         {       // no y input
2332                 self.pressedkeys &~= KEY_RIGHT;
2333                 self.pressedkeys &~= KEY_LEFT;
2334         }
2335
2336         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2337                 self.pressedkeys |= KEY_JUMP;
2338         else
2339                 self.pressedkeys &~= KEY_JUMP;
2340         if (self.BUTTON_CROUCH)
2341                 self.pressedkeys |= KEY_CROUCH;
2342         else
2343                 self.pressedkeys &~= KEY_CROUCH;
2344 }
2345
2346 /*
2347 ======================
2348 spectate mode routines
2349 ======================
2350 */
2351
2352 void SpectateCopy(entity spectatee) {
2353         other = spectatee;
2354         MUTATOR_CALLHOOK(SpectateCopy);
2355         self.armortype = spectatee.armortype;
2356         self.armorvalue = spectatee.armorvalue;
2357         self.ammo_cells = spectatee.ammo_cells;
2358         self.ammo_shells = spectatee.ammo_shells;
2359         self.ammo_nails = spectatee.ammo_nails;
2360         self.ammo_rockets = spectatee.ammo_rockets;
2361         self.ammo_fuel = spectatee.ammo_fuel;
2362         self.clip_load = spectatee.clip_load;
2363         self.clip_size = spectatee.clip_size;
2364         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2365         self.health = spectatee.health;
2366         self.impulse = 0;
2367         self.items = spectatee.items;
2368         self.last_pickup = spectatee.last_pickup;
2369         self.hit_time = spectatee.hit_time;
2370         self.metertime = spectatee.metertime;
2371         self.strength_finished = spectatee.strength_finished;
2372         self.invincible_finished = spectatee.invincible_finished;
2373         self.pressedkeys = spectatee.pressedkeys;
2374         self.weapons = spectatee.weapons;
2375         self.switchweapon = spectatee.switchweapon;
2376         self.weapon = spectatee.weapon;
2377         self.nex_charge = spectatee.nex_charge;
2378         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2379         self.hagar_load = spectatee.hagar_load;
2380         self.minelayer_mines = spectatee.minelayer_mines;
2381         self.punchangle = spectatee.punchangle;
2382         self.view_ofs = spectatee.view_ofs;
2383         self.v_angle = spectatee.v_angle;
2384         self.velocity = spectatee.velocity;
2385         self.dmg_take = spectatee.dmg_take;
2386         self.dmg_save = spectatee.dmg_save;
2387         self.dmg_inflictor = spectatee.dmg_inflictor;
2388         self.angles = spectatee.v_angle;
2389         //self.fixangle = TRUE;
2390         setorigin(self, spectatee.origin);
2391         setsize(self, spectatee.mins, spectatee.maxs);
2392         SetZoomState(spectatee.zoomstate);
2393
2394         anticheat_spectatecopy(spectatee);
2395
2396         //self.vehicle = spectatee.vehicle;
2397
2398         self.hud = spectatee.hud;
2399         if(spectatee.vehicle)
2400     {
2401         setorigin(self, spectatee.origin);
2402         self.velocity = spectatee.vehicle.velocity;
2403         //self.v_angle += spectatee.vehicle.angles;
2404         //self.v_angle_x *= -1;
2405         self.vehicle_health = spectatee.vehicle_health;
2406         self.vehicle_shield = spectatee.vehicle_shield;
2407         self.vehicle_energy = spectatee.vehicle_energy;
2408         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2409         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2410         self.vehicle_reload1 = spectatee.vehicle_reload1;
2411         self.vehicle_reload2 = spectatee.vehicle_reload2;
2412         
2413         msg_entity = self;
2414         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2415         WriteEntity(MSG_ONE, spectatee);
2416         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2417     }
2418 }
2419
2420 float SpectateUpdate() {
2421         if(!self.enemy)
2422             return 0;           
2423
2424         if (self == self.enemy)
2425                 return 0;
2426
2427         if(self.enemy.classname != "player")
2428                 return 0;
2429
2430         SpectateCopy(self.enemy);
2431
2432         return 1;
2433 }
2434
2435 float SpectateNext() {
2436         other = find(self.enemy, classname, "player");
2437
2438         if (!other)
2439                 other = find(other, classname, "player");
2440
2441         if (other)
2442                 self.enemy = other;
2443
2444         if(self.enemy.classname == "player") {
2445             if(self.enemy.vehicle)
2446             {      
2447             msg_entity = self;
2448             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2449             WriteEntity(MSG_ONE, self.enemy);
2450             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2451             self.movetype = MOVETYPE_NONE;
2452             accuracy_resend(self);
2453             }
2454             else 
2455             {           
2456             msg_entity = self;
2457             WriteByte(MSG_ONE, SVC_SETVIEW);
2458             WriteEntity(MSG_ONE, self.enemy);
2459             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2460             self.movetype = MOVETYPE_NONE;
2461             accuracy_resend(self);
2462
2463             if(!SpectateUpdate())
2464                 PutObserverInServer();
2465         }
2466         return 1;
2467         } else {
2468                 return 0;
2469         }
2470 }
2471
2472 /*
2473 =============
2474 ShowRespawnCountdown()
2475
2476 Update a respawn countdown display.
2477 =============
2478 */
2479 void ShowRespawnCountdown()
2480 {
2481         float number;
2482         if(self.deadflag == DEAD_NO) // just respawned?
2483                 return;
2484         else
2485         {
2486                 number = ceil(self.death_time - time);
2487                 if(number <= 0)
2488                         return;
2489                 if(number <= self.respawn_countdown)
2490                 {
2491                         self.respawn_countdown = number - 1;
2492                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2493                                 AnnounceTo(self, strcat(ftos(number), ""));
2494                 }
2495         }
2496 }
2497
2498 void LeaveSpectatorMode()
2499 {
2500         if(nJoinAllowed(1)) {
2501                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2502                         self.classname = "player";
2503
2504                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2505                                 JoinBestTeam(self, FALSE, TRUE);
2506
2507                         if(autocvar_g_campaign)
2508                                 campaign_bots_may_start = 1;
2509
2510                         PutClientInServer();
2511
2512                         if(self.classname == "player")
2513                                 bprint ("^4", self.netname, "^4 is playing now\n");
2514
2515                         if(!autocvar_g_campaign)
2516                                 centerprint(self,""); // clear MOTD
2517
2518                         return;
2519                 } else {
2520                         if (g_ca && self.caplayer) {
2521                         }       // do nothing
2522                         else
2523                                 stuffcmd(self,"menu_showteamselect\n");
2524                         return;
2525                 }
2526         }
2527         else {
2528                 //player may not join because of g_maxplayers is set
2529                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2530         }
2531 }
2532
2533 /**
2534  * Determines whether the player is allowed to join. This depends on cvar
2535  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2536  * it checks whether the number of currently playing players exceeds g_maxplayers.
2537  * @return int number of free slots for players, 0 if none
2538  */
2539 float nJoinAllowed(float includeMe) {
2540         if(self.team_forced < 0)
2541                 return FALSE; // forced spectators can never join
2542
2543         // TODO simplify this
2544         local entity e;
2545
2546         local float totalClients;
2547         FOR_EACH_CLIENT(e)
2548                 totalClients += 1;
2549
2550         if (!autocvar_g_maxplayers)
2551                 return maxclients - totalClients + includeMe;
2552
2553         local float currentlyPlaying;
2554         FOR_EACH_REALPLAYER(e)
2555                 currentlyPlaying += 1;
2556
2557         if(currentlyPlaying < autocvar_g_maxplayers)
2558                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2559
2560         return 0;
2561 }
2562
2563 /**
2564  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2565  * g_maxplayers_spectator_blocktime seconds
2566  */
2567 void checkSpectatorBlock() {
2568         if(self.classname == "spectator" || self.classname == "observer") {
2569                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2570                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2571                         dropclient(self);
2572                 }
2573         }
2574 }
2575
2576 void ObserverThink()
2577 {
2578         if (self.flags & FL_JUMPRELEASED) {
2579                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2580                         self.welcomemessage_time = 0;
2581                         self.flags &~= FL_JUMPRELEASED;
2582                         self.flags |= FL_SPAWNING;
2583                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2584                         self.welcomemessage_time = 0;
2585                         self.flags &~= FL_JUMPRELEASED;
2586                         if(SpectateNext() == 1) {
2587                                 self.classname = "spectator";
2588                         }
2589                 }
2590         } else {
2591                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2592                         self.flags |= FL_JUMPRELEASED;
2593                         if(self.flags & FL_SPAWNING)
2594                         {
2595                                 self.flags &~= FL_SPAWNING;
2596                                 LeaveSpectatorMode();
2597                                 return;
2598                         }
2599                 }
2600         }
2601         PrintWelcomeMessage(self);
2602 }
2603
2604 void SpectatorThink()
2605 {
2606         if (self.flags & FL_JUMPRELEASED) {
2607                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2608                         self.welcomemessage_time = 0;
2609                         self.flags &~= FL_JUMPRELEASED;
2610                         self.flags |= FL_SPAWNING;
2611                 } else if(self.BUTTON_ATCK) {
2612                         self.welcomemessage_time = 0;
2613                         self.flags &~= FL_JUMPRELEASED;
2614                         if(SpectateNext() == 1) {
2615                                 self.classname = "spectator";
2616                         } else {
2617                                 self.classname = "observer";
2618                                 PutClientInServer();
2619                         }
2620                 } else if (self.BUTTON_ATCK2) {
2621                         self.welcomemessage_time = 0;
2622                         self.flags &~= FL_JUMPRELEASED;
2623                         self.classname = "observer";
2624                         PutClientInServer();
2625                 } else {
2626                         if(!SpectateUpdate())
2627                                 PutObserverInServer();
2628                 }
2629         } else {
2630                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2631                         self.flags |= FL_JUMPRELEASED;
2632                         if(self.flags & FL_SPAWNING)
2633                         {
2634                                 self.flags &~= FL_SPAWNING;
2635                                 LeaveSpectatorMode();
2636                                 return;
2637                         }
2638                 }
2639         }
2640
2641         PrintWelcomeMessage(self);
2642         self.flags |= FL_CLIENT | FL_NOTARGET;
2643 }
2644
2645 float ctf_usekey();
2646 void PlayerUseKey()
2647 {
2648         if(self.classname != "player")
2649                 return;
2650
2651         // a use key was pressed; call handlers
2652         if(ctf_usekey())
2653                 return;
2654
2655         MUTATOR_CALLHOOK(PlayerUseKey);
2656 }
2657
2658 .float touchexplode_time;
2659
2660 /*
2661 =============
2662 PlayerPreThink
2663
2664 Called every frame for each client before the physics are run
2665 =============
2666 */
2667 .float usekeypressed;
2668 void() ctf_setstatus;
2669 void() nexball_setstatus;
2670 .float items_added;
2671 void PlayerPreThink (void)
2672 {
2673         WarpZone_PlayerPhysics_FixVAngle();
2674
2675         self.stat_game_starttime = game_starttime;
2676         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2677         self.stat_leadlimit = autocvar_leadlimit;
2678
2679         if(frametime)
2680         {
2681                 // physics frames: update anticheat stuff
2682                 anticheat_prethink();
2683         }
2684
2685         if(blockSpectators && frametime)
2686                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2687                 checkSpectatorBlock();
2688
2689         zoomstate_set = 0;
2690
2691         if(self.netname_previous != self.netname)
2692         {
2693                 if(autocvar_sv_eventlog)
2694                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2695                 if(self.netname_previous)
2696                         strunzone(self.netname_previous);
2697                 self.netname_previous = strzone(self.netname);
2698         }
2699
2700         // version nagging
2701         if(self.version_nagtime)
2702                 if(self.cvar_g_xonoticversion)
2703                         if(time > self.version_nagtime)
2704                         {
2705                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2706                                 {
2707                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2708                                         {
2709                                                 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");
2710                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2711                                         }
2712                                         else
2713                                         {
2714                                                 float r;
2715                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2716                                                 if(r < 0)
2717                                                 {
2718                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2719                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2720                                                 }
2721                                                 else if(r > 0)
2722                                                 {
2723                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2724                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2725                                                 }
2726                                         }
2727                                 }
2728                                 self.version_nagtime = 0;
2729                         }
2730
2731         // GOD MODE info
2732         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2733         {
2734                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2735                 self.max_armorvalue = 0;
2736         }
2737
2738 #ifdef TETRIS
2739         if (TetrisPreFrame())
2740                 return;
2741 #endif
2742
2743         MUTATOR_CALLHOOK(PlayerPreThink);
2744
2745         if(self.BUTTON_USE && !self.usekeypressed)
2746                 PlayerUseKey();
2747         self.usekeypressed = self.BUTTON_USE;
2748
2749         if(self.classname == "player") {
2750 //              if(self.netname == "Wazat")
2751 //                      bprint(self.classname, "\n");
2752
2753                 CheckRules_Player();
2754
2755                 PrintWelcomeMessage(self);
2756
2757                 if (intermission_running)
2758                 {
2759                         IntermissionThink ();   // otherwise a button could be missed between
2760                         return;                                 // the think tics
2761                 }
2762
2763                 //don't allow the player to turn around while game is paused!
2764                 if(timeoutStatus == 2) {
2765                         // FIXME turn this into CSQC stuff
2766                         self.v_angle = self.lastV_angle;
2767                         self.angles = self.lastV_angle;
2768                         self.fixangle = TRUE;
2769                 }
2770
2771                 if(frametime)
2772                 {
2773                         if(self.health <= 0 && autocvar_g_deathglow)
2774                         {
2775                                 if(self.glowmod_x > 0)
2776                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2777                                 else
2778                                         self.glowmod_x = -1;
2779                                 if(self.glowmod_y > 0)
2780                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2781                                 else
2782                                         self.glowmod_y = -1;
2783                                 if(self.glowmod_z > 0)
2784                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2785                                 else
2786                                         self.glowmod_z = -1;
2787                         }
2788                         else
2789                         {
2790                                 // set weapon and player glowmod
2791                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2792
2793                                 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2794                                 {
2795                                         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);
2796                                         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);
2797                                         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);
2798
2799                                         if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2800                                         {
2801                                                 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);
2802                                                 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);
2803                                                 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);
2804                                         }
2805                                 }
2806                                 else
2807                                         self.weaponentity_glowmod = self.glowmod;
2808                         }
2809                         player_powerups();
2810                 }
2811
2812                 if (self.deadflag != DEAD_NO)
2813                 {
2814                         float button_pressed, force_respawn;
2815                         if(self.personal && g_race_qualifying)
2816                         {
2817                                 if(time > self.death_time)
2818                                 {
2819                                         self.death_time = time + 1; // only retry once a second
2820                                         respawn();
2821                                         self.impulse = 141;
2822                                 }
2823                         }
2824                         else
2825                         {
2826                                 if(frametime)
2827                                         player_anim();
2828                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2829                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2830                                 if (self.deadflag == DEAD_DYING)
2831                                 {
2832                                         if(force_respawn)
2833                                                 self.deadflag = DEAD_RESPAWNING;
2834                                         else if(!button_pressed)
2835                                                 self.deadflag = DEAD_DEAD;
2836                                 }
2837                                 else if (self.deadflag == DEAD_DEAD)
2838                                 {
2839                                         if(button_pressed)
2840                                                 self.deadflag = DEAD_RESPAWNABLE;
2841                                 }
2842                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2843                                 {
2844                                         if(!button_pressed)
2845                                                 self.deadflag = DEAD_RESPAWNING;
2846                                 }
2847                                 else if (self.deadflag == DEAD_RESPAWNING)
2848                                 {
2849                                         if(time > self.death_time)
2850                                         {
2851                                                 self.death_time = time + 1; // only retry once a second
2852                                                 respawn();
2853                                         }
2854                                 }
2855                                 ShowRespawnCountdown();
2856                         }
2857                         return;
2858                 }
2859
2860                 if(g_touchexplode)
2861                 if(time > self.touchexplode_time)
2862                 if(self.classname == "player")
2863                 if(self.deadflag == DEAD_NO)
2864                 if not(IS_INDEPENDENT_PLAYER(self))
2865                 FOR_EACH_PLAYER(other) if(self != other)
2866                 {
2867                         if(time > other.touchexplode_time)
2868                         if(other.deadflag == DEAD_NO)
2869                         if not(IS_INDEPENDENT_PLAYER(other))
2870                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2871                         {
2872                                 PlayerTouchExplode(self, other);
2873                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2874                         }
2875                 }
2876
2877                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2878                 {
2879                         vector dist;
2880
2881                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2882                         dist = self.prevorigin - self.origin;
2883                         dist_z = 0;
2884                         self.lms_traveled_distance += fabs(vlen(dist));
2885
2886                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2887                         {
2888                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2889                                 self.lms_traveled_distance = 0;
2890                         }
2891
2892                         if(time > self.lms_nextcheck)
2893                         {
2894                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2895                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2896                                 {
2897                                         centerprint(self, autocvar_g_lms_campcheck_message);
2898                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2899                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2900                                         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');
2901                                 }
2902                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2903                                 self.lms_traveled_distance = 0;
2904                         }
2905                 }
2906
2907                 self.prevorigin = self.origin;
2908
2909                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2910                 {
2911                         if (!self.crouch)
2912                         {
2913                                 self.crouch = TRUE;
2914                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2915                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2916                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2917                         }
2918                 }
2919                 else
2920                 {
2921                         if (self.crouch)
2922                         {
2923                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2924                                 if (!trace_startsolid)
2925                                 {
2926                                         self.crouch = FALSE;
2927                                         self.view_ofs = PL_VIEW_OFS;
2928                                         setsize (self, PL_MIN, PL_MAX);
2929                                 }
2930                         }
2931                 }
2932
2933                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2934                 {
2935                         if(self.bloodloss_timer < time)
2936                         {
2937                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2938                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2939                         }
2940                 }
2941
2942                 FixPlayermodel();
2943
2944                 GrapplingHookFrame();
2945
2946                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2947                 //if(frametime)
2948                 {
2949                         self.items &~= self.items_added;
2950
2951                         W_WeaponFrame();
2952
2953                         self.items_added = 0;
2954                         if(self.items & IT_JETPACK)
2955                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2956                                         self.items_added |= IT_FUEL;
2957
2958                         self.items |= self.items_added;
2959                 }
2960
2961                 player_regen();
2962
2963                 // rot nex charge to the charge limit
2964                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2965                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2966
2967                 if(frametime)
2968                         player_anim();
2969
2970                 if (g_minstagib)
2971                         minstagib_ammocheck();
2972
2973                 if(g_ctf)
2974                         ctf_setstatus();
2975
2976                 if(g_nexball)
2977                         nexball_setstatus();
2978
2979                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2980
2981                 //self.angles_y=self.v_angle_y + 90;   // temp
2982         } else if(gameover) {
2983                 if (intermission_running)
2984                         IntermissionThink ();   // otherwise a button could be missed between
2985                 return;
2986         } else if(self.classname == "observer") {
2987                 ObserverThink();
2988         } else if(self.classname == "spectator") {
2989                 SpectatorThink();
2990         }
2991
2992         if(!zoomstate_set)
2993                 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));
2994
2995         float oldspectatee_status;
2996         oldspectatee_status = self.spectatee_status;
2997         if(self.classname == "spectator")
2998                 self.spectatee_status = num_for_edict(self.enemy);
2999         else if(self.classname == "observer")
3000                 self.spectatee_status = num_for_edict(self);
3001         else
3002                 self.spectatee_status = 0;
3003         if(self.spectatee_status != oldspectatee_status)
3004         {
3005                 ClientData_Touch(self);
3006                 if(g_race || g_cts)
3007                         race_InitSpectator();
3008         }
3009
3010         if(self.teamkill_soundtime)
3011         if(time > self.teamkill_soundtime)
3012         {
3013                 self.teamkill_soundtime = 0;
3014
3015                 entity oldpusher, oldself;
3016
3017                 oldself = self; self = self.teamkill_soundsource;
3018                 oldpusher = self.pusher; self.pusher = oldself;
3019
3020                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
3021
3022                 self.pusher = oldpusher;
3023                 self = oldself;
3024         }
3025
3026         if(self.taunt_soundtime)
3027         if(time > self.taunt_soundtime)
3028         {
3029                 self.taunt_soundtime = 0;
3030                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
3031         }
3032
3033         target_voicescript_next(self);
3034
3035         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
3036         if(!self.weapon)
3037                 self.clip_load = self.clip_size = 0;
3038 }
3039
3040 float isInvisibleString(string s)
3041 {
3042         float i, n, c;
3043         s = strdecolorize(s);
3044         for((i = 0), (n = strlen(s)); i < n; ++i)
3045         {
3046                 c = str2chr(s, i);
3047                 switch(c)
3048                 {
3049                         case 0:
3050                         case 32: // space
3051                                 break;
3052                         case 192: // charmap space
3053                                 if (!autocvar_utf8_enable)
3054                                         break;
3055                                 return FALSE;
3056                         case 160: // space in unicode fonts
3057                         case 0xE000 + 192: // utf8 charmap space
3058                                 if (autocvar_utf8_enable)
3059                                         break;
3060                         default:
3061                                 return FALSE;
3062                 }
3063         }
3064         return TRUE;
3065 }
3066
3067 /*
3068 =============
3069 PlayerPostThink
3070
3071 Called every frame for each client after the physics are run
3072 =============
3073 */
3074 .float idlekick_lasttimeleft;
3075 .entity showheadshotbbox;
3076 void showheadshotbbox_think()
3077 {
3078         if(self.owner.showheadshotbbox != self)
3079         {
3080                 remove(self);
3081                 return;
3082         }
3083         self.nextthink = time;
3084         setorigin(self, self.owner.origin);
3085         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3086 }
3087 void PlayerPostThink (void)
3088 {
3089         // Savage: Check for nameless players
3090         if (isInvisibleString(self.netname)) {
3091                 self.netname = "Player";
3092                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3093         }
3094
3095         if(sv_maxidle && frametime)
3096         {
3097                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3098                 float timeleft;
3099                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3100                 if(timeleft <= 0)
3101                 {
3102                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3103                         AnnounceTo(self, "terminated");
3104                         dropclient(self);
3105                         return;
3106                 }
3107                 else if(timeleft <= 10)
3108                 {
3109                         if(timeleft != self.idlekick_lasttimeleft)
3110                         {
3111                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3112                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
3113                         }
3114                 }
3115                 else
3116                 {
3117                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
3118                 }
3119                 self.idlekick_lasttimeleft = timeleft;
3120         }
3121
3122 #ifdef TETRIS
3123         if(self.impulse == 100)
3124                 ImpulseCommands();
3125         if (TetrisPostFrame())
3126                 return;
3127 #endif
3128
3129         CheatFrame();
3130
3131         if(self.classname == "player") {
3132                 CheckRules_Player();
3133                 UpdateChatBubble();
3134                 if (self.impulse)
3135                         ImpulseCommands();
3136                 if (intermission_running)
3137                         return;         // intermission or finale
3138                 GetPressedKeys();
3139         } else if (self.classname == "observer") {
3140                 //do nothing
3141         } else if (self.classname == "spectator") {
3142                 //do nothing
3143         }
3144
3145         /*
3146         float i;
3147         for(i = 0; i < 1000; ++i)
3148         {
3149                 vector end;
3150                 end = self.origin + '0 0 1024' + 512 * randomvec();
3151                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3152                 if(trace_fraction < 1)
3153                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3154                 {
3155                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3156                         break;
3157                 }
3158         }
3159         */
3160
3161         Arena_Warmup();
3162
3163         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3164
3165         if(self.waypointsprite_attachedforcarrier)
3166                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3167
3168         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3169         {
3170                 if(!self.showheadshotbbox)
3171                 {
3172                         self.showheadshotbbox = spawn();
3173                         self.showheadshotbbox.classname = "headshotbbox";
3174                         self.showheadshotbbox.owner = self;
3175                         self.showheadshotbbox.think = showheadshotbbox_think;
3176                         self.showheadshotbbox.nextthink = time;
3177                         self = self.showheadshotbbox;
3178                         self.think();
3179                         self = self.owner;
3180                 }
3181         }
3182         else
3183         {
3184                 if(self.showheadshotbbox)
3185                         remove(self.showheadshotbbox);
3186         }
3187
3188         playerdemo_write();
3189
3190         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3191         {
3192                 if(!self.stored_netname)
3193                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3194                 if(self.stored_netname != self.netname)
3195                 {
3196                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3197                         strunzone(self.stored_netname);
3198                         self.stored_netname = strzone(self.netname);
3199                 }
3200         }
3201
3202         /*
3203         if(g_race)
3204                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3205         */
3206 }