]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
add a Spawn_Score mutator hook; simplify spawning
[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, float teamcheck)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         // filter out spots for assault
155         if(spot.target != "") {
156                 entity ent;
157                 float good, found;
158
159                 found = 0;
160                 good = 0;
161                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
162                 {
163                         ++found;
164                         if(ent.classname == "target_objective")
165                         {
166                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
167                                         continue;
168                         }
169                         else if(ent.classname == "trigger_race_checkpoint")
170                         {
171                                 if(g_race_qualifying)
172                                 {
173                                         // spawn at first
174                                         if(ent.race_checkpoint != 0)
175                                                 continue;
176                                         if(spot.race_place != race_lowest_place_spawn)
177                                                 continue;
178                                 }
179                                 else
180                                 {
181                                         if(ent.race_checkpoint != self.race_respawn_checkpoint)
182                                                 continue;
183                                         // try reusing the previous spawn
184                                         if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
185                                                 prio += 1;
186                                         if(ent.race_checkpoint == 0)
187                                         {
188                                                 float pl;
189                                                 pl = self.race_place;
190                                                 if(pl > race_highest_place_spawn)
191                                                         pl = 0;
192                                                 if(pl == 0 && !self.race_started)
193                                                         pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
194                                                 if(spot.race_place != pl)
195                                                         continue;
196                                         }
197                                 }
198                         }
199                         ++good;
200                 }
201
202                 if(!found)
203                 {
204                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
205                         return '-1 0 0';
206                 }
207
208                 if(good < found) // at least one was bad
209                         return '-1 0 0';
210         }
211
212         shortest = vlen(world.maxs - world.mins);
213         FOR_EACH_PLAYER(player) if (player != self)
214         {
215                 thisdist = vlen(player.origin - spot.origin);
216                 if (thisdist < shortest)
217                         shortest = thisdist;
218         }
219
220         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
221         MUTATOR_CALLHOOK(Spawn_Score);
222         return spawn_score;
223 }
224
225 float spawn_allbad;
226 float spawn_allgood;
227 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
228 {
229         entity spot, spotlist, spotlistend;
230         spawn_allgood = TRUE;
231         spawn_allbad = TRUE;
232
233         spotlist = world;
234         spotlistend = world;
235
236         for(spot = firstspot; spot; spot = spot.chain)
237         {
238                 spot.spawnpoint_score = Spawn_Score(spot, teamcheck);
239
240                 if(autocvar_spawn_debugview)
241                 {
242                         setmodel(spot, "models/runematch/rune.mdl");
243                         if(spot.spawnpoint_score_y < mindist)
244                         {
245                                 spot.colormod = '1 0 0';
246                                 spot.scale = 1;
247                         }
248                         else
249                         {
250                                 spot.colormod = '0 1 0';
251                                 spot.scale = spot.spawnpoint_score_y / mindist;
252                         }
253                 }
254
255                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
256                 {
257                         if(spot.spawnpoint_score_y < mindist)
258                         {
259                                 // too short distance
260                                 spawn_allgood = FALSE;
261                         }
262                         else
263                         {
264                                 // perfect
265                                 spawn_allbad = FALSE;
266
267                                 if(spotlistend)
268                                         spotlistend.chain = spot;
269                                 spotlistend = spot;
270                                 if(!spotlist)
271                                         spotlist = spot;
272
273                                 /*
274                                 if(teamcheck >= 0)
275                                 if(spot.team != teamcheck)
276                                         error("invalid spawn added");
277
278                                 print("added ", etos(spot), "\n");
279                                 */
280                         }
281                 }
282         }
283         if(spotlistend)
284                 spotlistend.chain = world;
285
286         /*
287                 entity e;
288                 if(teamcheck >= 0)
289                         for(e = spotlist; e; e = e.chain)
290                         {
291                                 print("seen ", etos(e), "\n");
292                                 if(e.team != teamcheck)
293                                         error("invalid spawn found");
294                         }
295         */
296
297         return spotlist;
298 }
299
300 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
301 {
302         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
303         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
304         entity spot;
305
306         RandomSelection_Init();
307         for(spot = firstspot; spot; spot = spot.chain)
308                 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);
309
310         return RandomSelection_chosen_ent;
311 }
312
313 /*
314 =============
315 SelectSpawnPoint
316
317 Finds a point to respawn
318 =============
319 */
320 entity SelectSpawnPoint (float anypoint)
321 {
322         float teamcheck;
323         entity firstspot_new;
324         entity spot, firstspot;
325
326         spot = find (world, classname, "testplayerstart");
327         if (spot)
328                 return spot;
329
330         if(anypoint || autocvar_g_spawn_useallspawns)
331                 teamcheck = -1;
332         else if(have_team_spawns > 0)
333         {
334                 if(have_team_spawns_forteam[self.team] == 0)
335                 {
336                         // we request a spawn for a team, and we have team
337                         // spawns, but that team has no spawns?
338                         if(have_team_spawns_forteam[0])
339                                 // try noteam spawns
340                                 teamcheck = 0;
341                         else
342                                 // if not, any spawn has to do
343                                 teamcheck = -1;
344                 }
345                 else
346                         teamcheck = self.team; // MUST be team
347         }
348         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
349                 teamcheck = 0; // MUST be noteam
350         else
351                 teamcheck = -1;
352                 // 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
353
354
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, 100, teamcheck);
366                 if(!firstspot_new)
367                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, -1, teamcheck);
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, 800, teamcheck);
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         if (g_minstagib)
618                 minstagib_stop_countdown();
619
620         Portal_ClearAll(self);
621
622         if(self.alivetime)
623         {
624                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
625                 self.alivetime = 0;
626         }
627
628         if(self.vehicle)
629             vehicles_exit(VHEF_RELESE);
630
631         if(self.flagcarried)
632                 DropFlag(self.flagcarried, world, world);
633
634         if(self.ballcarried && g_nexball)
635                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
636
637         WaypointSprite_PlayerDead();
638
639         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
640                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
641
642         if(self.killcount != -666) {
643                 if(g_lms) {
644                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
645                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
646                         else
647                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
648                 } else
649                         bprint ("^4", self.netname, "^4 is spectating now\n");
650
651                 if(self.just_joined == FALSE) {
652                         LogTeamchange(self.playerid, -1, 4);
653                 } else
654                         self.just_joined = FALSE;
655         }
656
657         PlayerScore_Clear(self); // clear scores when needed
658
659         accuracy_resend(self);
660
661         self.spectatortime = time;
662         
663         self.classname = "observer";
664         self.iscreature = FALSE;
665         self.damagedbycontents = FALSE;
666         self.health = -666;
667         self.takedamage = DAMAGE_NO;
668         self.solid = SOLID_NOT;
669         self.movetype = MOVETYPE_FLY_WORLDONLY; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink
670         self.flags = FL_CLIENT | FL_NOTARGET;
671         self.armorvalue = 666;
672         self.effects = 0;
673         self.armorvalue = autocvar_g_balance_armor_start;
674         self.pauserotarmor_finished = 0;
675         self.pauserothealth_finished = 0;
676         self.pauseregen_finished = 0;
677         self.damageforcescale = 0;
678         self.death_time = 0;
679         self.dead_frame = 0;
680         self.alpha = 0;
681         self.scale = 0;
682         self.fade_time = 0;
683         self.pain_frame = 0;
684         self.pain_finished = 0;
685         self.strength_finished = 0;
686         self.invincible_finished = 0;
687         self.pushltime = 0;
688         self.think = SUB_Null;
689         self.nextthink = 0;
690         self.hook_time = 0;
691         self.runes = 0;
692         self.deadflag = DEAD_NO;
693         self.angles = spot.angles;
694         self.angles_z = 0;
695         self.fixangle = TRUE;
696         self.crouch = FALSE;
697
698         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
699         setorigin (self, spot.origin);
700         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
701         self.prevorigin = self.origin;
702         self.items = 0;
703         self.weapons = 0;
704         self.model = "";
705         FixPlayermodel();
706         self.model = "";
707         self.modelindex = 0;
708         self.weapon = 0;
709         self.weaponname = "";
710         self.switchingweapon = 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 if(g_ca)
746         {
747                 if(self.caplayer)
748                         self.frags = FRAGS_LMS_LOSER;
749                 else
750                         self.frags = FRAGS_SPECTATOR;
751         }
752         else
753                 self.frags = FRAGS_SPECTATOR;
754 }
755
756 .float model_randomizer;
757 void FixPlayermodel()
758 {
759         string defaultmodel;
760         float defaultskin, chmdl, oldskin, n, i;
761         vector m1, m2;
762
763         defaultmodel = "";
764
765         if(autocvar_sv_defaultcharacter == 1)
766         {
767                 defaultskin = 0;
768
769                 if(teamplay)
770                 {
771                         string s;
772                         s = Team_ColorNameLowerCase(self.team);
773                         if(s != "neutral")
774                         {
775                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
776                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
777                         }
778                 }
779
780                 if(defaultmodel == "")
781                 {
782                         defaultmodel = autocvar_sv_defaultplayermodel;
783                         defaultskin = autocvar_sv_defaultplayerskin;
784                 }
785
786                 n = tokenize_console(defaultmodel);
787                 if(n > 0)
788                         defaultmodel = argv(floor(n * self.model_randomizer));
789
790                 i = strstrofs(defaultmodel, ":", 0);
791                 if(i >= 0)
792                 {
793                         defaultskin = stof(substring(defaultmodel, i+1, -1));
794                         defaultmodel = substring(defaultmodel, 0, i);
795                 }
796         }
797
798         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
799         {
800                 if(self.model != "")
801                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
802                 self.model = ""; // force the != checks to return true
803         }
804
805         if(defaultmodel != "")
806         {
807                 if (defaultmodel != self.model)
808                 {
809                         m1 = self.mins;
810                         m2 = self.maxs;
811                         setmodel_lod (self, defaultmodel);
812                         setsize (self, m1, m2);
813                         chmdl = TRUE;
814                 }
815
816                 oldskin = self.skinindex;
817                 self.skinindex = defaultskin;
818         } else {
819                 if (self.playermodel != self.model || self.playermodel == "")
820                 {
821                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
822                         m1 = self.mins;
823                         m2 = self.maxs;
824                         setmodel_lod (self, self.playermodel);
825                         setsize (self, m1, m2);
826                         chmdl = TRUE;
827                 }
828
829                 oldskin = self.skinindex;
830                 self.skinindex = stof(self.playerskin);
831         }
832
833         if(chmdl || oldskin != self.skinindex)
834                 self.species = player_getspecies(); // model or skin has changed
835
836         if(!teamplay)
837                 if(strlen(autocvar_sv_defaultplayercolors))
838                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
839                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
840 }
841
842 void PlayerTouchExplode(entity p1, entity p2)
843 {
844         vector org;
845         org = (p1.origin + p2.origin) * 0.5;
846         org_z += (p1.mins_z + p2.mins_z) * 0.5;
847
848         te_explosion(org);
849
850         entity e;
851         e = spawn();
852         setorigin(e, org);
853         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
854         remove(e);
855 }
856
857 /*
858 =============
859 PutClientInServer
860
861 Called when a client spawns in the server
862 =============
863 */
864 //void() ctf_playerchanged;
865 void PutClientInServer (void)
866 {
867         if(clienttype(self) == CLIENTTYPE_BOT)
868         {
869                 self.classname = "player";
870         }
871         else if(clienttype(self) == CLIENTTYPE_REAL)
872         {
873                 msg_entity = self;
874                 WriteByte(MSG_ONE, SVC_SETVIEW);
875                 WriteEntity(MSG_ONE, self);
876         }
877         
878         // reset player keys
879         self.itemkeys = 0;
880
881         // player is dead and becomes observer
882         // FIXME fix LMS scoring for new system
883         if(g_lms)
884         {
885                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
886                         self.classname = "observer";
887         }
888
889         if(g_arena || (g_ca && !allowed_to_spawn))
890         if(!self.spawned)
891                 self.classname = "observer";
892
893         if(gameover)
894                 self.classname = "observer";
895
896         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
897                 entity spot, oldself;
898                 float j;
899
900                 accuracy_resend(self);
901
902                 if(self.team < 0)
903                         JoinBestTeam(self, FALSE, TRUE);
904
905                 race_PreSpawn();
906
907                 spot = SelectSpawnPoint (FALSE);
908                 if(!spot)
909                 {
910                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
911                         return; // spawn failed
912                 }
913
914                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
915
916                 self.classname = "player";
917                 self.wasplayer = TRUE;
918                 self.iscreature = TRUE;
919                 self.damagedbycontents = TRUE;
920                 self.movetype = MOVETYPE_WALK;
921                 self.solid = SOLID_SLIDEBOX;
922                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
923                 if(autocvar_g_playerclip_collisions)
924                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
925                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
926                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
927                 self.frags = FRAGS_PLAYER;
928                 if(INDEPENDENT_PLAYERS)
929                         MAKE_INDEPENDENT_PLAYER(self);
930                 self.flags = FL_CLIENT;
931                 if(autocvar__notarget)
932                         self.flags |= FL_NOTARGET;
933                 self.takedamage = DAMAGE_AIM;
934                 if(g_minstagib)
935                         self.effects = EF_FULLBRIGHT;
936                 else
937                         self.effects = 0;
938                 self.air_finished = time + 12;
939                 self.dmg = 2;
940                 if(autocvar_g_balance_nex_charge)
941                 {
942                         if(autocvar_g_balance_nex_secondary_chargepool)
943                                 self.nex_chargepool_ammo = 1;
944                         self.nex_charge = autocvar_g_balance_nex_charge_start;
945                 }
946
947                 if(inWarmupStage)
948                 {
949                         self.ammo_shells = warmup_start_ammo_shells;
950                         self.ammo_nails = warmup_start_ammo_nails;
951                         self.ammo_rockets = warmup_start_ammo_rockets;
952                         self.ammo_cells = warmup_start_ammo_cells;
953                         self.ammo_fuel = warmup_start_ammo_fuel;
954                         self.health = warmup_start_health;
955                         self.armorvalue = warmup_start_armorvalue;
956                         self.weapons = warmup_start_weapons;
957                 }
958                 else
959                 {
960                         self.ammo_shells = start_ammo_shells;
961                         self.ammo_nails = start_ammo_nails;
962                         self.ammo_rockets = start_ammo_rockets;
963                         self.ammo_cells = start_ammo_cells;
964                         self.ammo_fuel = start_ammo_fuel;
965                         self.health = start_health;
966                         self.armorvalue = start_armorvalue;
967                         self.weapons = start_weapons;
968                 }
969
970                 if(g_weaponarena_random)
971                 {
972                         if(g_weaponarena_random_with_laser)
973                                 self.weapons &~= WEPBIT_LASER;
974                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
975                         if(g_weaponarena_random_with_laser)
976                                 self.weapons |= WEPBIT_LASER;
977                 }
978
979                 self.items = start_items;
980                 self.jump_interval = time;
981
982                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
983                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
984                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
985                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
986                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
987                 //extend the pause of rotting if client was reset at the beginning of the countdown
988                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
989                         self.spawnshieldtime += game_starttime - time;
990                         self.pauserotarmor_finished += game_starttime - time;
991                         self.pauserothealth_finished += game_starttime - time;
992                         self.pauseregen_finished += game_starttime - time;
993                 }
994                 self.damageforcescale = 2;
995                 self.death_time = 0;
996                 self.dead_frame = 0;
997                 self.alpha = 0;
998                 self.scale = 0;
999                 self.fade_time = 0;
1000                 self.pain_frame = 0;
1001                 self.pain_finished = 0;
1002                 self.strength_finished = 0;
1003                 self.invincible_finished = 0;
1004                 self.pushltime = 0;
1005                 // players have no think function
1006                 self.think = SUB_Null;
1007                 self.nextthink = 0;
1008                 self.hook_time = 0;
1009                 self.dmg_team = 0;
1010                 self.ballistics_density = autocvar_g_ballistics_density_player;
1011
1012                 self.metertime = 0;
1013
1014                 self.runes = 0;
1015
1016                 self.deadflag = DEAD_NO;
1017
1018                 self.angles = spot.angles;
1019
1020                 self.angles_z = 0; // never spawn tilted even if the spot says to
1021                 self.fixangle = TRUE; // turn this way immediately
1022                 self.velocity = '0 0 0';
1023                 self.avelocity = '0 0 0';
1024                 self.punchangle = '0 0 0';
1025                 self.punchvector = '0 0 0';
1026                 self.oldvelocity = self.velocity;
1027                 self.fire_endtime = -1;
1028
1029                 msg_entity = self;
1030                 WRITESPECTATABLE_MSG_ONE({
1031                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
1032                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
1033                 });
1034
1035                 if(sv_loddistance1)
1036                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1037
1038                 self.model = "";
1039                 FixPlayermodel();
1040
1041                 self.crouch = FALSE;
1042                 self.view_ofs = PL_VIEW_OFS;
1043                 setsize (self, PL_MIN, PL_MAX);
1044                 self.spawnorigin = spot.origin;
1045                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1046                 // don't reset back to last position, even if new position is stuck in solid
1047                 self.oldorigin = self.origin;
1048                 self.prevorigin = self.origin;
1049                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1050                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
1051         self.hud = HUD_NORMAL;
1052         
1053                 if(g_arena)
1054                 {
1055                         Spawnqueue_Remove(self);
1056                         Spawnqueue_Mark(self);
1057                 }
1058
1059                 else if(g_ca)
1060                         self.caplayer = 1;
1061
1062                 self.event_damage = PlayerDamage;
1063
1064                 self.bot_attack = TRUE;
1065
1066                 self.statdraintime = time + 5;
1067                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1068
1069                 if(self.killcount == -666) {
1070                         PlayerScore_Clear(self);
1071                         self.killcount = 0;
1072                 }
1073
1074                 CL_SpawnWeaponentity();
1075                 self.alpha = default_player_alpha;
1076                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1077                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1078
1079                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1080                 self.lms_traveled_distance = 0;
1081                 self.speedrunning = FALSE;
1082
1083                 race_PostSpawn(spot);
1084
1085                 if(autocvar_spawn_debug)
1086                 {
1087                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1088                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1089                 }
1090
1091                 //stuffcmd(self, "chase_active 0");
1092                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1093
1094                 if (autocvar_g_spawnsound)
1095                         sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1096
1097                 if(g_assault) {
1098                         if(self.team == assault_attacker_team)
1099                                 centerprint(self, "You are attacking!");
1100                         else
1101                                 centerprint(self, "You are defending!");
1102                 }
1103
1104                 target_voicescript_clear(self);
1105
1106                 // reset fields the weapons may use
1107                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1108                 {
1109                         weapon_action(j, WR_RESETPLAYER);
1110
1111                         // all weapons must be fully loaded when we spawn
1112                         entity e;
1113                         e = get_weaponinfo(j);
1114                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1115                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1116                 }
1117
1118                 oldself = self;
1119                 self = spot;
1120                         activator = oldself;
1121                                 string s;
1122                                 s = self.target;
1123                                 self.target = string_null;
1124                                 SUB_UseTargets();
1125                                 self.target = s;
1126                         activator = world;
1127                 self = oldself;
1128
1129                 MUTATOR_CALLHOOK(PlayerSpawn);
1130
1131                 self.switchweapon = w_getbestweapon(self);
1132                 self.cnt = -1; // W_LastWeapon will not complain
1133                 self.weapon = 0;
1134                 self.weaponname = "";
1135                 self.switchingweapon = 0;
1136
1137                 if(!self.alivetime)
1138                         self.alivetime = time;
1139         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1140                 PutObserverInServer ();
1141         }
1142
1143         //if(g_ctf)
1144         //      ctf_playerchanged();
1145 }
1146
1147 .float ebouncefactor, ebouncestop; // electro's values
1148 // TODO do we need all these fields, or should we stop autodetecting runtime
1149 // changes and just have a console command to update this?
1150 float ClientInit_SendEntity(entity to, float sf)
1151 {
1152         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1153         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1154         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1155         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1156         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1157         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1158         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1159         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1160         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1161         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1162         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1163         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1164         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1165         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1166         if(sv_foginterval && world.fog != "")
1167                 WriteString(MSG_ENTITY, world.fog);
1168         else
1169                 WriteString(MSG_ENTITY, "");
1170         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1171         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1172         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1173         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1174         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1175         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1176         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1177         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
1178         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1179         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1180         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1181         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1182         return TRUE;
1183 }
1184
1185 void ClientInit_CheckUpdate()
1186 {
1187         self.nextthink = time;
1188         if(self.count != autocvar_g_balance_armor_blockpercent)
1189         {
1190                 self.count = autocvar_g_balance_armor_blockpercent;
1191                 self.SendFlags |= 1;
1192         }
1193         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1194         {
1195                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1196                 self.SendFlags |= 1;
1197         }
1198         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1199         {
1200                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1201                 self.SendFlags |= 1;
1202         }
1203         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1204         {
1205                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1206                 self.SendFlags |= 1;
1207         }
1208         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1209         {
1210                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1211                 self.SendFlags |= 1;
1212         }
1213         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1214         {
1215                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1216                 self.SendFlags |= 1;
1217         }
1218 }
1219
1220 void ClientInit_Spawn()
1221 {
1222         entity o;
1223         entity e;
1224         e = spawn();
1225         e.classname = "clientinit";
1226         e.think = ClientInit_CheckUpdate;
1227         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1228
1229         o = self;
1230         self = e;
1231         ClientInit_CheckUpdate();
1232         self = o;
1233 }
1234
1235 /*
1236 =============
1237 SetNewParms
1238 =============
1239 */
1240 void SetNewParms (void)
1241 {
1242         // initialize parms for a new player
1243         parm1 = -(86400 * 366);
1244 }
1245
1246 /*
1247 =============
1248 SetChangeParms
1249 =============
1250 */
1251 void SetChangeParms (void)
1252 {
1253         // save parms for level change
1254         parm1 = self.parm_idlesince - time;
1255 }
1256
1257 /*
1258 =============
1259 DecodeLevelParms
1260 =============
1261 */
1262 void DecodeLevelParms (void)
1263 {
1264         // load parms
1265         self.parm_idlesince = parm1;
1266         if(self.parm_idlesince == -(86400 * 366))
1267                 self.parm_idlesince = time;
1268
1269         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1270         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1271 }
1272
1273 /*
1274 =============
1275 ClientKill
1276
1277 Called when a client types 'kill' in the console
1278 =============
1279 */
1280
1281 .float clientkill_nexttime;
1282 void ClientKill_Now_TeamChange()
1283 {
1284         if(self.killindicator_teamchange == -1)
1285         {
1286                 self.team = -1;
1287                 JoinBestTeam( self, FALSE, FALSE );
1288         }
1289         else if(self.killindicator_teamchange == -2)
1290         {
1291                 if(g_ca)
1292                         self.caplayer = 0;
1293                 if(blockSpectators)
1294                         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"));
1295                 PutObserverInServer();
1296         }
1297         else
1298                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1299 }
1300
1301 void ClientKill_Now()
1302 {
1303         if(self.vehicle)
1304         {
1305             vehicles_exit(VHEF_RELESE);
1306             if(!self.killindicator_teamchange)
1307             {
1308             self.vehicle_health = -1;
1309             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1310             }
1311         }
1312
1313         if(self.killindicator && !wasfreed(self.killindicator))
1314                 remove(self.killindicator);
1315
1316         self.killindicator = world;
1317
1318         if(self.killindicator_teamchange)
1319                 ClientKill_Now_TeamChange();
1320
1321         // in any case:
1322         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1323
1324         // now I am sure the player IS dead
1325 }
1326 void KillIndicator_Think()
1327 {
1328         if (gameover)
1329         {
1330                 self.owner.killindicator = world;
1331                 remove(self);
1332                 return;
1333         }
1334
1335         if (!self.owner.modelindex)
1336         {
1337                 self.owner.killindicator = world;
1338                 remove(self);
1339                 return;
1340         }
1341
1342         if(self.cnt <= 0)
1343         {
1344                 self = self.owner;
1345                 ClientKill_Now(); // no oldself needed
1346                 return;
1347         }
1348     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1349     {
1350         self.nextthink = time + 1;
1351         self.cnt -= 1;
1352     }
1353         else
1354         {
1355                 if(self.cnt <= 10)
1356                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1357                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1358                 {
1359                         if(self.cnt <= 10)
1360                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1361                 }
1362                 self.nextthink = time + 1;
1363                 self.cnt -= 1;
1364         }
1365 }
1366
1367 float clientkilltime;
1368 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1369 {
1370         float killtime;
1371         float starttime;
1372         entity e;
1373
1374         if (gameover)
1375                 return;
1376
1377         killtime = autocvar_g_balance_kill_delay;
1378
1379         if(g_race_qualifying || g_cts)
1380                 killtime = 0;
1381
1382     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1383     {
1384                 remove(self.killindicator);
1385                 self.killindicator = world;
1386
1387         ClientKill_Now(); // allow instant kill in this case
1388         return;
1389     }
1390
1391         self.killindicator_teamchange = targetteam;
1392
1393     if(!self.killindicator)
1394         {
1395                 if(self.modelindex && self.deadflag == DEAD_NO)
1396                 {
1397                         killtime = max(killtime, self.clientkill_nexttime - time);
1398                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1399                 }
1400
1401                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1402                 {
1403                         ClientKill_Now();
1404                 }
1405                 else
1406                 {
1407                         starttime = max(time, clientkilltime);
1408
1409                         self.killindicator = spawn();
1410                         self.killindicator.owner = self;
1411                         self.killindicator.scale = 0.5;
1412                         setattachment(self.killindicator, self, "");
1413                         setorigin(self.killindicator, '0 0 52');
1414                         self.killindicator.think = KillIndicator_Think;
1415                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1416                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1417                         self.killindicator.cnt = ceil(killtime);
1418                         self.killindicator.count = bound(0, ceil(killtime), 10);
1419                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1420
1421                         for(e = world; (e = find(e, classname, "body")) != world; )
1422                         {
1423                                 if(e.enemy != self)
1424                                         continue;
1425                                 e.killindicator = spawn();
1426                                 e.killindicator.owner = e;
1427                                 e.killindicator.scale = 0.5;
1428                                 setattachment(e.killindicator, e, "");
1429                                 setorigin(e.killindicator, '0 0 52');
1430                                 e.killindicator.think = KillIndicator_Think;
1431                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1432                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1433                                 e.killindicator.cnt = ceil(killtime);
1434                         }
1435                         self.lip = 0;
1436                 }
1437         }
1438         if(self.killindicator)
1439         {
1440                 if(targetteam == 0) // just die
1441                 {
1442                         self.killindicator.colormod = '0 0 0';
1443                         if(clienttype(self) == CLIENTTYPE_REAL)
1444                         if(self.killindicator.cnt > 0)
1445                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1446                 }
1447                 else if(targetteam == -1) // auto
1448                 {
1449                         self.killindicator.colormod = '0 1 0';
1450                         if(clienttype(self) == CLIENTTYPE_REAL)
1451                         if(self.killindicator.cnt > 0)
1452                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1453                 }
1454                 else if(targetteam == -2) // spectate
1455                 {
1456                         self.killindicator.colormod = '0.5 0.5 0.5';
1457                         if(clienttype(self) == CLIENTTYPE_REAL)
1458                         if(self.killindicator.cnt > 0)
1459                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1460                 }
1461                 else
1462                 {
1463                         self.killindicator.colormod = TeamColor(targetteam);
1464                         if(clienttype(self) == CLIENTTYPE_REAL)
1465                         if(self.killindicator.cnt > 0)
1466                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1467                 }
1468         }
1469
1470 }
1471
1472 void ClientKill (void)
1473 {
1474         if (gameover)
1475                 return;
1476
1477         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1478         {
1479                 // do nothing
1480         }
1481     else if(self.freezetag_frozen)
1482     {
1483         // do nothing
1484     }
1485         else
1486                 ClientKill_TeamChange(0);
1487 }
1488
1489 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
1490 {
1491     e.killindicator = spawn();
1492     e.killindicator.owner = e;
1493     e.killindicator.think = KillIndicator_Think;
1494     e.killindicator.nextthink = time + (e.lip) * 0.05;
1495     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1496     e.killindicator.health = 1; // this is used to indicate that it should be silent
1497     e.lip = 0;
1498 }
1499
1500 void FixClientCvars(entity e)
1501 {
1502         // send prediction settings to the client
1503         stuffcmd(e, "\nin_bindmap 0 0\n");
1504         if(g_race || g_cts)
1505                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1506         if(autocvar_g_antilag == 3) // client side hitscan
1507                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1508         if(sv_gentle)
1509                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1510         /*
1511          * we no longer need to stuff this. Remove this comment block if you feel
1512          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1513         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1514         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1515         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1516         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1517         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1518         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1519         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1520         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1521         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1522         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1523         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1524         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1525         stuffcmd(e, "cl_movement_edgefriction 1\n");
1526          */
1527 }
1528
1529 float PlayerInIDList(entity p, string idlist)
1530 {
1531         float n, i;
1532         string s;
1533
1534         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1535         if not(p.crypto_idfp)
1536                 return 0;
1537
1538         // this function allows abbreviated player IDs too!
1539         n = tokenize_console(idlist);
1540         for(i = 0; i < n; ++i)
1541         {
1542                 s = argv(i);
1543                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1544                         return 1;
1545         }
1546
1547         return 0;
1548 }
1549
1550 /*
1551 =============
1552 ClientConnect
1553
1554 Called when a client connects to the server
1555 =============
1556 */
1557 //void ctf_clientconnect();
1558 string ColoredTeamName(float t);
1559 void DecodeLevelParms (void);
1560 //void dom_player_join_team(entity pl);
1561 void set_dom_state(entity e);
1562 void ClientConnect (void)
1563 {
1564         float t;
1565
1566         if(self.flags & FL_CLIENT)
1567         {
1568                 print("Warning: ClientConnect, but already connected!\n");
1569                 return;
1570         }
1571
1572         if(Ban_MaybeEnforceBan(self))
1573                 return;
1574
1575         DecodeLevelParms();
1576
1577 #ifdef WATERMARK
1578         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1579 #endif
1580
1581         self.classname = "player_joining";
1582
1583         self.flags = FL_CLIENT;
1584         self.version_nagtime = time + 10 + random() * 10;
1585
1586         if(player_count<0)
1587         {
1588                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1589                 player_count = 0;
1590         }
1591
1592         PlayerScore_Attach(self);
1593         ClientData_Attach();
1594         accuracy_init(self);
1595
1596         bot_clientconnect();
1597
1598         playerdemo_init();
1599
1600         anticheat_init();
1601
1602         race_PreSpawnObserver();
1603
1604         //if(g_domination)
1605         //      dom_player_join_team(self);
1606
1607         // identify the right forced team
1608         if(autocvar_g_campaign)
1609         {
1610                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1611                 {
1612                         switch(autocvar_g_campaign_forceteam)
1613                         {
1614                                 case 1: self.team_forced = COLOR_TEAM1; break;
1615                                 case 2: self.team_forced = COLOR_TEAM2; break;
1616                                 case 3: self.team_forced = COLOR_TEAM3; break;
1617                                 case 4: self.team_forced = COLOR_TEAM4; break;
1618                                 default: self.team_forced = 0;
1619                         }
1620                 }
1621         }
1622         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1623                 self.team_forced = COLOR_TEAM1;
1624         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1625                 self.team_forced = COLOR_TEAM2;
1626         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1627                 self.team_forced = COLOR_TEAM3;
1628         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1629                 self.team_forced = COLOR_TEAM4;
1630         else if(autocvar_g_forced_team_otherwise == "red")
1631                 self.team_forced = COLOR_TEAM1;
1632         else if(autocvar_g_forced_team_otherwise == "blue")
1633                 self.team_forced = COLOR_TEAM2;
1634         else if(autocvar_g_forced_team_otherwise == "yellow")
1635                 self.team_forced = COLOR_TEAM3;
1636         else if(autocvar_g_forced_team_otherwise == "pink")
1637                 self.team_forced = COLOR_TEAM4;
1638         else if(autocvar_g_forced_team_otherwise == "spectate")
1639                 self.team_forced = -1;
1640         else if(autocvar_g_forced_team_otherwise == "spectator")
1641                 self.team_forced = -1;
1642         else
1643                 self.team_forced = 0;
1644
1645         if(!teamplay)
1646                 if(self.team_forced > 0)
1647                         self.team_forced = 0;
1648
1649         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1650
1651         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1652                 self.classname = "observer";
1653         } else {
1654                 if(teamplay)
1655                 {
1656                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1657                         {
1658                                 self.classname = "player";
1659                                 campaign_bots_may_start = 1;
1660                         }
1661                         else
1662                         {
1663                                 self.classname = "observer"; // do it anyway
1664                         }
1665                 }
1666                 else
1667                 {
1668                         self.classname = "player";
1669                         campaign_bots_may_start = 1;
1670                 }
1671         }
1672
1673         self.playerid = (playerid_last = playerid_last + 1);
1674
1675         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1676
1677     if(clienttype(self) == CLIENTTYPE_BOT)
1678         PlayerStats_AddPlayer(self);
1679
1680         if(autocvar_sv_eventlog)
1681                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1682
1683         LogTeamchange(self.playerid, self.team, 1);
1684
1685         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1686
1687         self.netname_previous = strzone(self.netname);
1688
1689         bprint("^4", self.netname, "^4 connected");
1690
1691         if(self.classname != "observer" && (g_domination || g_ctf))
1692                 bprint(" and joined the ", ColoredTeamName(self.team));
1693
1694         bprint("\n");
1695
1696         stuffcmd(self, strcat(clientstuff, "\n"));
1697         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1698
1699         FixClientCvars(self);
1700
1701         // spawnfunc_waypoint sprites
1702         WaypointSprite_InitClient(self);
1703
1704         // Wazat's grappling hook
1705         SetGrappleHookBindings();
1706
1707         // get version info from player
1708         stuffcmd(self, "cmd clientversion $gameversion\n");
1709
1710         // get other cvars from player
1711         GetCvars(0);
1712
1713         // notify about available teams
1714         if(teamplay)
1715         {
1716                 CheckAllowedTeams(self);
1717                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1718                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1719         }
1720         else
1721                 stuffcmd(self, "set _teams_available 0\n");
1722
1723         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1724
1725         if(g_arena || g_ca)
1726         {
1727                 self.classname = "observer";
1728                 if(g_arena)
1729                         Spawnqueue_Insert(self);
1730         }
1731         /*else if(g_ctf)
1732         {
1733                 ctf_clientconnect();
1734         }*/
1735
1736         attach_entcs();
1737
1738         bot_relinkplayerlist();
1739
1740         self.spectatortime = time;
1741         if(blockSpectators)
1742         {
1743                 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"));
1744         }
1745
1746         self.jointime = time;
1747         self.allowedTimeouts = autocvar_sv_timeout_number;
1748
1749         if(clienttype(self) == CLIENTTYPE_REAL)
1750         {
1751                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1752                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1753         }
1754
1755         if(g_lms)
1756         {
1757                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1758                 {
1759                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1760                         self.frags = FRAGS_SPECTATOR;
1761                 }
1762         }
1763
1764         if(!sv_foginterval && world.fog != "")
1765                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1766
1767         SoundEntity_Attach(self);
1768
1769         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1770         {
1771                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1772                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1773         }
1774         else
1775                 self.hitplotfh = -1;
1776
1777         if(g_race || g_cts) {
1778                 string rr;
1779                 if(g_cts)
1780                         rr = CTS_RECORD;
1781                 else
1782                         rr = RACE_RECORD;
1783                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1784
1785                 msg_entity = self;
1786                 race_send_recordtime(MSG_ONE);
1787                 race_send_speedaward(MSG_ONE);
1788
1789                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1790                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1791                 race_send_speedaward_alltimebest(MSG_ONE);
1792
1793                 float i;
1794                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1795                         race_SendRankings(i, 0, 0, MSG_ONE);
1796                 }
1797         }
1798         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1799                 send_CSQC_teamnagger();
1800
1801         if (g_domination)
1802                 set_dom_state(self);
1803
1804         CheatInitClient();
1805
1806         if(!autocvar_g_campaign)
1807                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1808
1809         self.model_randomizer = random();
1810 }
1811
1812 /*
1813 =============
1814 ClientDisconnect
1815
1816 Called when a client disconnects from the server
1817 =============
1818 */
1819 .entity chatbubbleentity;
1820 void ReadyCount();
1821 void ClientDisconnect (void)
1822 {
1823         if(self.vehicle)
1824             vehicles_exit(VHEF_RELESE);
1825
1826         if not(self.flags & FL_CLIENT)
1827         {
1828                 print("Warning: ClientDisconnect without ClientConnect\n");
1829                 return;
1830         }
1831
1832         PlayerStats_AddGlobalInfo(self);
1833
1834         CheatShutdownClient();
1835
1836         if(self.hitplotfh >= 0)
1837         {
1838                 fclose(self.hitplotfh);
1839                 self.hitplotfh = -1;
1840         }
1841
1842         anticheat_report();
1843         anticheat_shutdown();
1844
1845         playerdemo_shutdown();
1846
1847         bot_clientdisconnect();
1848
1849         if(self.entcs)
1850                 detach_entcs();
1851
1852         if(autocvar_sv_eventlog)
1853                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1854         bprint ("^4",self.netname);
1855         bprint ("^4 disconnected\n");
1856
1857         SoundEntity_Detach(self);
1858
1859         DropAllRunes(self);
1860         MUTATOR_CALLHOOK(ClientDisconnect);
1861
1862         Portal_ClearAll(self);
1863
1864         RemoveGrapplingHook(self);
1865         if(self.flagcarried)
1866                 DropFlag(self.flagcarried, world, world);
1867         if(self.ballcarried && g_nexball)
1868                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1869
1870         // Here, everything has been done that requires this player to be a client.
1871
1872         self.flags &~= FL_CLIENT;
1873
1874         if (self.chatbubbleentity)
1875                 remove (self.chatbubbleentity);
1876
1877         if (self.killindicator)
1878                 remove (self.killindicator);
1879
1880         WaypointSprite_PlayerGone();
1881
1882         bot_relinkplayerlist();
1883
1884         if(g_arena)
1885         {
1886                 Spawnqueue_Unmark(self);
1887                 Spawnqueue_Remove(self);
1888         }
1889
1890         accuracy_free(self);
1891         ClientData_Detach();
1892         PlayerScore_Detach(self);
1893
1894         if(self.netname_previous)
1895                 strunzone(self.netname_previous);
1896         if(self.clientstatus)
1897                 strunzone(self.clientstatus);
1898         if(self.weaponorder_byimpulse)
1899                 strunzone(self.weaponorder_byimpulse);
1900
1901         ClearPlayerSounds();
1902
1903         if(self.personal)
1904                 remove(self.personal);
1905
1906         self.playerid = 0;
1907         ReadyCount();
1908
1909         // free cvars
1910         GetCvars(-1);
1911 }
1912
1913 .float BUTTON_CHAT;
1914 void ChatBubbleThink()
1915 {
1916         self.nextthink = time;
1917         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1918         {
1919                 if(self.owner) // but why can that ever be world?
1920                         self.owner.chatbubbleentity = world;
1921                 remove(self);
1922                 return;
1923         }
1924         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1925 #ifdef TETRIS
1926                 || self.owner.tetris_on
1927 #endif
1928         )
1929                 self.model = self.mdl;
1930         else
1931                 self.model = "";
1932 }
1933
1934 void UpdateChatBubble()
1935 {
1936         if (!self.modelindex)
1937                 return;
1938         // spawn a chatbubble entity if needed
1939         if (!self.chatbubbleentity)
1940         {
1941                 self.chatbubbleentity = spawn();
1942                 self.chatbubbleentity.owner = self;
1943                 self.chatbubbleentity.exteriormodeltoclient = self;
1944                 self.chatbubbleentity.think = ChatBubbleThink;
1945                 self.chatbubbleentity.nextthink = time;
1946                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1947                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1948                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1949                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1950                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1951                 self.chatbubbleentity.model = "";
1952                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1953         }
1954 }
1955
1956
1957 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1958 // added to the model skins
1959 /*void UpdateColorModHack()
1960 {
1961         float c;
1962         c = self.clientcolors & 15;
1963         // LordHavoc: only bothering to support white, green, red, yellow, blue
1964              if (!teamplay) self.colormod = '0 0 0';
1965         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1966         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1967         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1968         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1969         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1970         else self.colormod = '1 1 1';
1971 }*/
1972
1973 .float oldcolormap;
1974 void respawn(void)
1975 {
1976         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1977         {
1978                 self.solid = SOLID_NOT;
1979                 self.takedamage = DAMAGE_NO;
1980                 self.movetype = MOVETYPE_FLY;
1981                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1982                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1983                 self.effects |= EF_ADDITIVE;
1984                 self.oldcolormap = self.colormap;
1985                 self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it
1986                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1987                 if(autocvar_g_respawn_ghosts_maxtime)
1988                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1989         }
1990
1991         CopyBody(1);
1992         self.effects |= EF_NODRAW; // prevent another CopyBody
1993         if(self.oldcolormap)
1994         {
1995                 self.colormap = self.oldcolormap;
1996                 self.oldcolormap = 0;
1997         }
1998         PutClientInServer();
1999 }
2000
2001 void play_countdown(float finished, string samp)
2002 {
2003         if(clienttype(self) == CLIENTTYPE_REAL)
2004                 if(floor(finished - time - frametime) != floor(finished - time))
2005                         if(finished - time < 6)
2006                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
2007 }
2008
2009 void player_powerups (void)
2010 {
2011         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2012         olditems = self.items;
2013
2014         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2015         {
2016                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2017                 self.modelflags |= MF_ROCKET;
2018         }
2019         else
2020         {
2021                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
2022                 self.modelflags &~= MF_ROCKET;
2023         }
2024
2025         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2026
2027         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2028                 return;
2029
2030         Fire_ApplyDamage(self);
2031         Fire_ApplyEffect(self);
2032
2033         if (g_minstagib)
2034         {
2035                 self.effects |= EF_FULLBRIGHT;
2036
2037                 if (self.items & IT_STRENGTH)
2038                 {
2039                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2040                         if (time > self.strength_finished)
2041                         {
2042                                 self.alpha = default_player_alpha;
2043                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2044                                 self.items &~= IT_STRENGTH;
2045                                 sprint(self, "^3Invisibility has worn off\n");
2046                         }
2047                 }
2048                 else
2049                 {
2050                         if (time < self.strength_finished)
2051                         {
2052                                 self.alpha = g_minstagib_invis_alpha;
2053                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2054                                 self.items |= IT_STRENGTH;
2055                                 sprint(self, "^3You are invisible\n");
2056                         }
2057                 }
2058
2059                 if (self.items & IT_INVINCIBLE)
2060                 {
2061                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2062                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2063                         {
2064                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2065                                 sprint(self, "^3Speed has worn off\n");
2066                         }
2067                 }
2068                 else
2069                 {
2070                         if (time < self.invincible_finished)
2071                         {
2072                                 self.items = self.items | IT_INVINCIBLE;
2073                                 sprint(self, "^3You are on speed\n");
2074                         }
2075                 }
2076         }
2077         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.
2078         {
2079                 if (self.items & IT_STRENGTH)
2080                 {
2081                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2082                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2083                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2084                         {
2085                                 self.items = self.items - (self.items & IT_STRENGTH);
2086                                 sprint(self, "^3Strength has worn off\n");
2087                         }
2088                 }
2089                 else
2090                 {
2091                         if (time < self.strength_finished)
2092                         {
2093                                 self.items = self.items | IT_STRENGTH;
2094                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2095                         }
2096                 }
2097                 if (self.items & IT_INVINCIBLE)
2098                 {
2099                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2100                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2101                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2102                         {
2103                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2104                                 sprint(self, "^3Shield 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, "^3Shield surrounds you\n");
2113                         }
2114                 }
2115
2116                 if(autocvar_g_nodepthtestplayers)
2117                         self.effects = self.effects | EF_NODEPTHTEST;
2118
2119                 if(autocvar_g_fullbrightplayers)
2120                         self.effects = self.effects | EF_FULLBRIGHT;
2121
2122                 // midair gamemode: damage only while in the air
2123                 // if in midair mode, being on ground grants temporary invulnerability
2124                 // (this is so that multishot weapon don't clear the ground flag on the
2125                 // first damage in the frame, leaving the player vulnerable to the
2126                 // remaining hits in the same frame)
2127                 if (self.flags & FL_ONGROUND)
2128                 if (g_midair)
2129                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2130
2131                 if (time >= game_starttime)
2132                 if (time < self.spawnshieldtime)
2133                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2134         }
2135
2136         MUTATOR_CALLHOOK(PlayerPowerups);
2137 }
2138
2139 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2140 {
2141         if(current > stable)
2142                 return current;
2143         else if(current > stable - 0.25) // when close enough, "snap"
2144                 return stable;
2145         else
2146                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2147 }
2148
2149 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2150 {
2151         if(current < stable)
2152                 return current;
2153         else if(current < stable + 0.25) // when close enough, "snap"
2154                 return stable;
2155         else
2156                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2157 }
2158
2159 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2160 {
2161         if(current > rotstable)
2162         {
2163                 if(rotframetime > 0)
2164                 {
2165                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2166                         current = max(rotstable, current - rotlinear * rotframetime);
2167                 }
2168         }
2169         else if(current < regenstable)
2170         {
2171                 if(regenframetime > 0)
2172                 {
2173                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2174                         current = min(regenstable, current + regenlinear * regenframetime);
2175                 }
2176         }
2177
2178         if(current > limit)
2179                 current = limit;
2180
2181         return current;
2182 }
2183
2184 void player_regen (void)
2185 {
2186         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2187         maxh = autocvar_g_balance_health_rotstable;
2188         maxa = autocvar_g_balance_armor_rotstable;
2189         maxf = autocvar_g_balance_fuel_rotstable;
2190         minh = autocvar_g_balance_health_regenstable;
2191         mina = autocvar_g_balance_armor_regenstable;
2192         minf = autocvar_g_balance_fuel_regenstable;
2193         limith = autocvar_g_balance_health_limit;
2194         limita = autocvar_g_balance_armor_limit;
2195         limitf = autocvar_g_balance_fuel_limit;
2196
2197         max_mod = regen_mod = rot_mod = limit_mod = 1;
2198
2199         if (self.runes & RUNE_REGEN)
2200         {
2201                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2202                 {
2203                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2204                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2205                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2206                 }
2207                 else
2208                 {
2209                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2210                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2211                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2212                 }
2213         }
2214         else if (self.runes & CURSE_VENOM)
2215         {
2216                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2217                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2218                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2219                 else
2220                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2221                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2222                 //if (!self.runes & RUNE_REGEN)
2223                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2224         }
2225         maxh = maxh * max_mod;
2226         //maxa = maxa * max_mod;
2227         //maxf = maxf * max_mod;
2228         minh = minh * max_mod;
2229         //mina = mina * max_mod;
2230         //minf = minf * max_mod;
2231         limith = limith * limit_mod;
2232         limita = limita * limit_mod;
2233         //limitf = limitf * limit_mod;
2234
2235         if(g_lms && g_ca)
2236                 rot_mod = 0;
2237
2238         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2239         {
2240                 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);
2241                 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);
2242
2243                 // if player rotted to death...  die!
2244                 if(self.health < 1)
2245                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2246         }
2247
2248         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2249                 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);
2250 }
2251
2252 float zoomstate_set;
2253 void SetZoomState(float z)
2254 {
2255         if(z != self.zoomstate)
2256         {
2257                 self.zoomstate = z;
2258                 ClientData_Touch(self);
2259         }
2260         zoomstate_set = 1;
2261 }
2262
2263 void GetPressedKeys(void) {
2264         MUTATOR_CALLHOOK(GetPressedKeys);
2265         if (self.movement_x > 0) // get if movement keys are pressed
2266         {       // forward key pressed
2267                 self.pressedkeys |= KEY_FORWARD;
2268                 self.pressedkeys &~= KEY_BACKWARD;
2269         }
2270         else if (self.movement_x < 0)
2271         {       // backward key pressed
2272                 self.pressedkeys |= KEY_BACKWARD;
2273                 self.pressedkeys &~= KEY_FORWARD;
2274         }
2275         else
2276         {       // no x input
2277                 self.pressedkeys &~= KEY_FORWARD;
2278                 self.pressedkeys &~= KEY_BACKWARD;
2279         }
2280
2281         if (self.movement_y > 0)
2282         {       // right key pressed
2283                 self.pressedkeys |= KEY_RIGHT;
2284                 self.pressedkeys &~= KEY_LEFT;
2285         }
2286         else if (self.movement_y < 0)
2287         {       // left key pressed
2288                 self.pressedkeys |= KEY_LEFT;
2289                 self.pressedkeys &~= KEY_RIGHT;
2290         }
2291         else
2292         {       // no y input
2293                 self.pressedkeys &~= KEY_RIGHT;
2294                 self.pressedkeys &~= KEY_LEFT;
2295         }
2296
2297         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2298                 self.pressedkeys |= KEY_JUMP;
2299         else
2300                 self.pressedkeys &~= KEY_JUMP;
2301         if (self.BUTTON_CROUCH)
2302                 self.pressedkeys |= KEY_CROUCH;
2303         else
2304                 self.pressedkeys &~= KEY_CROUCH;
2305 }
2306
2307 /*
2308 ======================
2309 spectate mode routines
2310 ======================
2311 */
2312
2313 void SpectateCopy(entity spectatee) {
2314         other = spectatee;
2315         MUTATOR_CALLHOOK(SpectateCopy);
2316         self.armortype = spectatee.armortype;
2317         self.armorvalue = spectatee.armorvalue;
2318         self.ammo_cells = spectatee.ammo_cells;
2319         self.ammo_shells = spectatee.ammo_shells;
2320         self.ammo_nails = spectatee.ammo_nails;
2321         self.ammo_rockets = spectatee.ammo_rockets;
2322         self.ammo_fuel = spectatee.ammo_fuel;
2323         self.clip_load = spectatee.clip_load;
2324         self.clip_size = spectatee.clip_size;
2325         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2326         self.health = spectatee.health;
2327         self.impulse = 0;
2328         self.items = spectatee.items;
2329         self.last_pickup = spectatee.last_pickup;
2330         self.hit_time = spectatee.hit_time;
2331         self.metertime = spectatee.metertime;
2332         self.strength_finished = spectatee.strength_finished;
2333         self.invincible_finished = spectatee.invincible_finished;
2334         self.pressedkeys = spectatee.pressedkeys;
2335         self.weapons = spectatee.weapons;
2336         self.switchweapon = spectatee.switchweapon;
2337         self.switchingweapon = spectatee.switchingweapon;
2338         self.weapon = spectatee.weapon;
2339         self.nex_charge = spectatee.nex_charge;
2340         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2341         self.hagar_load = spectatee.hagar_load;
2342         self.minelayer_mines = spectatee.minelayer_mines;
2343         self.punchangle = spectatee.punchangle;
2344         self.view_ofs = spectatee.view_ofs;
2345         self.v_angle = spectatee.v_angle;
2346         self.velocity = spectatee.velocity;
2347         self.dmg_take = spectatee.dmg_take;
2348         self.dmg_save = spectatee.dmg_save;
2349         self.dmg_inflictor = spectatee.dmg_inflictor;
2350         self.angles = spectatee.v_angle;
2351         if(!self.BUTTON_USE)
2352                 self.fixangle = TRUE;
2353         setorigin(self, spectatee.origin);
2354         setsize(self, spectatee.mins, spectatee.maxs);
2355         SetZoomState(spectatee.zoomstate);
2356
2357         anticheat_spectatecopy(spectatee);
2358
2359         //self.vehicle = spectatee.vehicle;
2360
2361         self.hud = spectatee.hud;
2362         if(spectatee.vehicle)
2363     {
2364         setorigin(self, spectatee.origin);
2365         self.velocity = spectatee.vehicle.velocity;
2366         self.v_angle += spectatee.vehicle.angles;
2367         //self.v_angle_x *= -1;
2368         self.vehicle_health = spectatee.vehicle_health;
2369         self.vehicle_shield = spectatee.vehicle_shield;
2370         self.vehicle_energy = spectatee.vehicle_energy;
2371         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2372         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2373         self.vehicle_reload1 = spectatee.vehicle_reload1;
2374         self.vehicle_reload2 = spectatee.vehicle_reload2;
2375         
2376         msg_entity = self;
2377         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2378         WriteEntity(MSG_ONE, spectatee);
2379         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2380     }
2381 }
2382
2383 float SpectateUpdate() {
2384         if(!self.enemy)
2385             return 0;           
2386
2387         if (self == self.enemy)
2388                 return 0;
2389
2390         if(self.enemy.classname != "player")
2391                 return 0;
2392
2393         SpectateCopy(self.enemy);
2394
2395         return 1;
2396 }
2397
2398
2399 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2400 entity CA_SpectateNext(entity start) {
2401         if (start.team == self.team) {
2402                 return start;
2403         }
2404         
2405         other = start;
2406         // continue from current player
2407         while(other && other.team != self.team) {
2408                 other = find(other, classname, "player");
2409         }
2410         
2411         if (!other) {
2412                 // restart from begining
2413                 other = find(other, classname, "player");
2414                 while(other && other.team != self.team) {
2415                         other = find(other, classname, "player");
2416                 }
2417         }
2418         
2419         return other;
2420 }
2421
2422 float SpectateNext() {
2423         other = find(self.enemy, classname, "player");
2424         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2425                 // CA and ca players when spectating enemies is forbidden
2426                 other = CA_SpectateNext(other);
2427         } else {
2428                 // other modes and ca spectators or spectating enemies is allowed
2429                 if (!other)
2430                         other = find(other, classname, "player");
2431         }
2432         
2433         if (other)
2434                 self.enemy = other;
2435
2436         if(self.enemy.classname == "player") {
2437             if(self.enemy.vehicle)
2438             {      
2439             msg_entity = self;
2440             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2441             WriteEntity(MSG_ONE, self.enemy);
2442             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2443             self.movetype = MOVETYPE_NONE;
2444             accuracy_resend(self);
2445             }
2446             else 
2447             {           
2448             msg_entity = self;
2449             WriteByte(MSG_ONE, SVC_SETVIEW);
2450             WriteEntity(MSG_ONE, self.enemy);
2451             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2452             self.movetype = MOVETYPE_NONE;
2453             accuracy_resend(self);
2454
2455             if(!SpectateUpdate())
2456                 PutObserverInServer();
2457         }
2458         return 1;
2459         } else {
2460                 return 0;
2461         }
2462 }
2463
2464 /*
2465 =============
2466 ShowRespawnCountdown()
2467
2468 Update a respawn countdown display.
2469 =============
2470 */
2471 void ShowRespawnCountdown()
2472 {
2473         float number;
2474         if(self.deadflag == DEAD_NO) // just respawned?
2475                 return;
2476         else
2477         {
2478                 number = ceil(self.death_time - time);
2479                 if(number <= 0)
2480                         return;
2481                 if(number <= self.respawn_countdown)
2482                 {
2483                         self.respawn_countdown = number - 1;
2484                         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
2485                                 AnnounceTo(self, strcat(ftos(number), ""));
2486                 }
2487         }
2488 }
2489
2490 .float prevent_join_msgtime;
2491 void LeaveSpectatorMode()
2492 {
2493         if(nJoinAllowed(1)) {
2494                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2495                         self.classname = "player";
2496
2497                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2498                                 JoinBestTeam(self, FALSE, TRUE);
2499
2500                         if(autocvar_g_campaign)
2501                                 campaign_bots_may_start = 1;
2502
2503                         PutClientInServer();
2504
2505                         if(self.classname == "player")
2506                                 bprint ("^4", self.netname, "^4 is playing now\n");
2507
2508                         if(!autocvar_g_campaign)
2509                         if (time < self.jointime + autocvar_welcome_message_time)
2510                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2511
2512                         if (self.prevent_join_msgtime)
2513                         {
2514                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2515                                 self.prevent_join_msgtime = 0;
2516                         }
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                 if (time - self.prevent_join_msgtime > 2)
2530                 {
2531                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2532                         self.prevent_join_msgtime = time;
2533                 }
2534         }
2535 }
2536
2537 /**
2538  * Determines whether the player is allowed to join. This depends on cvar
2539  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2540  * it checks whether the number of currently playing players exceeds g_maxplayers.
2541  * @return int number of free slots for players, 0 if none
2542  */
2543 float nJoinAllowed(float includeMe) {
2544         if(self.team_forced < 0)
2545                 return FALSE; // forced spectators can never join
2546
2547         // TODO simplify this
2548         entity e;
2549
2550         float totalClients;
2551         FOR_EACH_CLIENT(e)
2552                 totalClients += 1;
2553
2554         if (!autocvar_g_maxplayers)
2555                 return maxclients - totalClients + includeMe;
2556
2557         float currentlyPlaying;
2558         FOR_EACH_REALPLAYER(e)
2559                 currentlyPlaying += 1;
2560
2561         if(currentlyPlaying < autocvar_g_maxplayers)
2562                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2563
2564         return 0;
2565 }
2566
2567 /**
2568  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2569  * g_maxplayers_spectator_blocktime seconds
2570  */
2571 void checkSpectatorBlock() {
2572         if(self.classname == "spectator" || self.classname == "observer") {
2573                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2574                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2575                         dropclient(self);
2576                 }
2577         }
2578 }
2579
2580 .float motd_actived_time; // used for both motd and campaign_message
2581 void PrintWelcomeMessage()
2582 {
2583         if (self.motd_actived_time == 0) { // is there already a message showing?
2584                 if (autocvar_g_campaign) {
2585                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2586                                 self.motd_actived_time = time;
2587                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2588                         }
2589                 } else {
2590                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2591                                 self.motd_actived_time = time;
2592                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2593                         }
2594                 }
2595         } else { // showing MOTD or campaign message
2596                 if (autocvar_g_campaign) {
2597                         if (self.BUTTON_INFO)
2598                                 self.motd_actived_time = time;
2599                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2600                                 self.motd_actived_time = 0;
2601                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2602                         }
2603                 } else {
2604                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2605                                 if (self.BUTTON_INFO)
2606                                         self.motd_actived_time = time;
2607                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2608                                         self.motd_actived_time = 0;
2609                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2610                                 }
2611                         }
2612                 }
2613         }
2614 }
2615
2616 void ObserverThink()
2617 {
2618         float prefered_movetype;
2619         if (self.flags & FL_JUMPRELEASED) {
2620                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2621                         self.flags &~= FL_JUMPRELEASED;
2622                         self.flags |= FL_SPAWNING;
2623                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2624                         self.flags &~= FL_JUMPRELEASED;
2625                         if(SpectateNext() == 1) {
2626                                 self.classname = "spectator";
2627                         }
2628                 } else {
2629                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2630                         if (self.movetype != prefered_movetype)
2631                                 self.movetype = prefered_movetype;
2632                 }
2633         } else {
2634                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2635                         self.flags |= FL_JUMPRELEASED;
2636                         if(self.flags & FL_SPAWNING)
2637                         {
2638                                 self.flags &~= FL_SPAWNING;
2639                                 LeaveSpectatorMode();
2640                                 return;
2641                         }
2642                 }
2643         }
2644
2645         PrintWelcomeMessage();
2646 }
2647
2648 void SpectatorThink()
2649 {
2650         if (self.flags & FL_JUMPRELEASED) {
2651                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2652                         self.flags &~= FL_JUMPRELEASED;
2653                         self.flags |= FL_SPAWNING;
2654                 } else if(self.BUTTON_ATCK) {
2655                         self.flags &~= FL_JUMPRELEASED;
2656                         if(SpectateNext() == 1) {
2657                                 self.classname = "spectator";
2658                         } else {
2659                                 self.classname = "observer";
2660                                 PutClientInServer();
2661                         }
2662                 } else if (self.BUTTON_ATCK2) {
2663                         self.flags &~= FL_JUMPRELEASED;
2664                         self.classname = "observer";
2665                         PutClientInServer();
2666                 } else {
2667                         if(!SpectateUpdate())
2668                                 PutObserverInServer();
2669                 }
2670         } else {
2671                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2672                         self.flags |= FL_JUMPRELEASED;
2673                         if(self.flags & FL_SPAWNING)
2674                         {
2675                                 self.flags &~= FL_SPAWNING;
2676                                 LeaveSpectatorMode();
2677                                 return;
2678                         }
2679                 }
2680                 if(!SpectateUpdate())
2681                         PutObserverInServer();
2682         }
2683
2684         PrintWelcomeMessage();
2685         self.flags |= FL_CLIENT | FL_NOTARGET;
2686 }
2687
2688 float ctf_usekey();
2689 void PlayerUseKey()
2690 {
2691         if(self.classname != "player")
2692                 return;
2693
2694         if(self.vehicle)
2695         {
2696         vehicles_exit(VHEF_NORMAL);
2697         return;
2698         }
2699         
2700         // a use key was pressed; call handlers
2701         if(ctf_usekey())
2702                 return;
2703
2704         MUTATOR_CALLHOOK(PlayerUseKey);
2705 }
2706
2707 .float touchexplode_time;
2708
2709 /*
2710 =============
2711 PlayerPreThink
2712
2713 Called every frame for each client before the physics are run
2714 =============
2715 */
2716 .float usekeypressed;
2717 void() ctf_setstatus;
2718 void() nexball_setstatus;
2719 .float items_added;
2720 void PlayerPreThink (void)
2721 {
2722         WarpZone_PlayerPhysics_FixVAngle();
2723
2724         self.stat_game_starttime = game_starttime;
2725         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2726         self.stat_leadlimit = autocvar_leadlimit;
2727
2728         if(frametime)
2729         {
2730                 // physics frames: update anticheat stuff
2731                 anticheat_prethink();
2732         }
2733
2734         if(blockSpectators && frametime)
2735                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2736                 checkSpectatorBlock();
2737
2738         zoomstate_set = 0;
2739
2740         if(self.netname_previous != self.netname)
2741         {
2742                 if(autocvar_sv_eventlog)
2743                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2744                 if(self.netname_previous)
2745                         strunzone(self.netname_previous);
2746                 self.netname_previous = strzone(self.netname);
2747         }
2748
2749         // version nagging
2750         if(self.version_nagtime)
2751                 if(self.cvar_g_xonoticversion)
2752                         if(time > self.version_nagtime)
2753                         {
2754                                 // don't notify git users
2755                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2756                                 {
2757                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2758                                         {
2759                                                 // notify release users if connecting to git
2760                                                 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");
2761                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2762                                         }
2763                                         else
2764                                         {
2765                                                 float r;
2766                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2767                                                 if(r < 0)
2768                                                 {
2769                                                         // give users new version
2770                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2771                                                         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.org/^1!\n"));
2772                                                 }
2773                                                 else if(r > 0)
2774                                                 {
2775                                                         // notify users about old server version
2776                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2777                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2778                                                 }
2779                                         }
2780                                 }
2781                                 self.version_nagtime = 0;
2782                         }
2783
2784         // GOD MODE info
2785         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2786         {
2787                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2788                 self.max_armorvalue = 0;
2789         }
2790
2791 #ifdef TETRIS
2792         if (TetrisPreFrame())
2793                 return;
2794 #endif
2795
2796         MUTATOR_CALLHOOK(PlayerPreThink);
2797
2798         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2799         {
2800                 if(self.BUTTON_USE && !self.usekeypressed)
2801                         PlayerUseKey();
2802                 self.usekeypressed = self.BUTTON_USE;
2803         }
2804
2805         PrintWelcomeMessage();
2806
2807         if(self.classname == "player") {
2808 //              if(self.netname == "Wazat")
2809 //                      bprint(self.classname, "\n");
2810
2811                 CheckRules_Player();
2812
2813                 if (intermission_running)
2814                 {
2815                         IntermissionThink ();   // otherwise a button could be missed between
2816                         return;                                 // the think tics
2817                 }
2818
2819                 //don't allow the player to turn around while game is paused!
2820                 if(timeoutStatus == 2) {
2821                         // FIXME turn this into CSQC stuff
2822                         self.v_angle = self.lastV_angle;
2823                         self.angles = self.lastV_angle;
2824                         self.fixangle = TRUE;
2825                 }
2826
2827                 if(frametime)
2828                 {
2829                         if(self.health <= 0 && autocvar_g_deathglow)
2830                         {
2831                                 if(self.glowmod_x > 0)
2832                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2833                                 else
2834                                         self.glowmod_x = -1;
2835                                 if(self.glowmod_y > 0)
2836                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2837                                 else
2838                                         self.glowmod_y = -1;
2839                                 if(self.glowmod_z > 0)
2840                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2841                                 else
2842                                         self.glowmod_z = -1;
2843                         }
2844                         else
2845                         {
2846                                 // set weapon and player glowmod
2847                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2848
2849                                 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2850                                 {
2851                                         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);
2852                                         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);
2853                                         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);
2854
2855                                         if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2856                                         {
2857                                                 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);
2858                                                 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);
2859                                                 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);
2860                                         }
2861                                 }
2862                                 else
2863                                         self.weaponentity_glowmod = self.glowmod;
2864                         }
2865                         player_powerups();
2866                 }
2867
2868                 if (g_minstagib)
2869                         minstagib_ammocheck();
2870
2871                 if (self.deadflag != DEAD_NO)
2872                 {
2873                         float button_pressed, force_respawn;
2874                         if(self.personal && g_race_qualifying)
2875                         {
2876                                 if(time > self.death_time)
2877                                 {
2878                                         self.death_time = time + 1; // only retry once a second
2879                                         respawn();
2880                                         self.impulse = 141;
2881                                 }
2882                         }
2883                         else
2884                         {
2885                                 if(frametime)
2886                                         player_anim();
2887                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2888                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2889                                 if (self.deadflag == DEAD_DYING)
2890                                 {
2891                                         if(force_respawn)
2892                                                 self.deadflag = DEAD_RESPAWNING;
2893                                         else if(!button_pressed)
2894                                                 self.deadflag = DEAD_DEAD;
2895                                 }
2896                                 else if (self.deadflag == DEAD_DEAD)
2897                                 {
2898                                         if(button_pressed)
2899                                                 self.deadflag = DEAD_RESPAWNABLE;
2900                                 }
2901                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2902                                 {
2903                                         if(!button_pressed)
2904                                                 self.deadflag = DEAD_RESPAWNING;
2905                                 }
2906                                 else if (self.deadflag == DEAD_RESPAWNING)
2907                                 {
2908                                         if(time > self.death_time)
2909                                         {
2910                                                 self.death_time = time + 1; // only retry once a second
2911                                                 respawn();
2912                                         }
2913                                 }
2914                                 ShowRespawnCountdown();
2915                         }
2916                         return;
2917                 }
2918                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2919                 // so (self.deadflag == DEAD_NO) is always true in the code below
2920
2921                 if(g_touchexplode)
2922                 if(time > self.touchexplode_time)
2923                 if(self.classname == "player")
2924                 if(self.deadflag == DEAD_NO)
2925                 if not(IS_INDEPENDENT_PLAYER(self))
2926                 FOR_EACH_PLAYER(other) if(self != other)
2927                 {
2928                         if(time > other.touchexplode_time)
2929                         if(other.deadflag == DEAD_NO)
2930                         if not(IS_INDEPENDENT_PLAYER(other))
2931                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2932                         {
2933                                 PlayerTouchExplode(self, other);
2934                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2935                         }
2936                 }
2937
2938                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2939                 {
2940                         vector dist;
2941
2942                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2943                         dist = self.prevorigin - self.origin;
2944                         dist_z = 0;
2945                         self.lms_traveled_distance += fabs(vlen(dist));
2946
2947                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2948                         {
2949                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2950                                 self.lms_traveled_distance = 0;
2951                         }
2952
2953                         if(time > self.lms_nextcheck)
2954                         {
2955                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2956                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2957                                 {
2958                                         centerprint(self, autocvar_g_lms_campcheck_message);
2959                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2960                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2961                                         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');
2962                                 }
2963                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2964                                 self.lms_traveled_distance = 0;
2965                         }
2966                 }
2967
2968                 self.prevorigin = self.origin;
2969
2970                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
2971                 {
2972                         if (!self.crouch)
2973                         {
2974                                 self.crouch = TRUE;
2975                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2976                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2977                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2978                         }
2979                 }
2980                 else
2981                 {
2982                         if (self.crouch)
2983                         {
2984                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2985                                 if (!trace_startsolid)
2986                                 {
2987                                         self.crouch = FALSE;
2988                                         self.view_ofs = PL_VIEW_OFS;
2989                                         setsize (self, PL_MIN, PL_MAX);
2990                                 }
2991                         }
2992                 }
2993
2994                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2995                 {
2996                         if(self.bloodloss_timer < time)
2997                         {
2998                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2999                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
3000                         }
3001                 }
3002
3003                 FixPlayermodel();
3004
3005                 GrapplingHookFrame();
3006
3007                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
3008                 //if(frametime)
3009                 {
3010                         self.items &~= self.items_added;
3011
3012                         W_WeaponFrame();
3013
3014                         self.items_added = 0;
3015                         if(self.items & IT_JETPACK)
3016                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
3017                                         self.items_added |= IT_FUEL;
3018
3019                         self.items |= self.items_added;
3020                 }
3021
3022                 player_regen();
3023
3024                 // rot nex charge to the charge limit
3025                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
3026                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
3027
3028                 if(frametime)
3029                         player_anim();
3030
3031                 if(g_ctf)
3032                         ctf_setstatus();
3033
3034                 if(g_nexball)
3035                         nexball_setstatus();
3036                 
3037                 // secret status
3038                 secrets_setstatus();
3039                 
3040                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
3041
3042                 //self.angles_y=self.v_angle_y + 90;   // temp
3043         } else if(gameover) {
3044                 if (intermission_running)
3045                         IntermissionThink ();   // otherwise a button could be missed between
3046                 return;
3047         } else if(self.classname == "observer") {
3048                 ObserverThink();
3049         } else if(self.classname == "spectator") {
3050                 SpectatorThink();
3051         }
3052
3053         if(!zoomstate_set)
3054                 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));
3055
3056         float oldspectatee_status;
3057         oldspectatee_status = self.spectatee_status;
3058         if(self.classname == "spectator")
3059                 self.spectatee_status = num_for_edict(self.enemy);
3060         else if(self.classname == "observer")
3061                 self.spectatee_status = num_for_edict(self);
3062         else
3063                 self.spectatee_status = 0;
3064         if(self.spectatee_status != oldspectatee_status)
3065         {
3066                 ClientData_Touch(self);
3067                 if(g_race || g_cts)
3068                         race_InitSpectator();
3069         }
3070
3071         if(self.teamkill_soundtime)
3072         if(time > self.teamkill_soundtime)
3073         {
3074                 self.teamkill_soundtime = 0;
3075
3076                 entity oldpusher, oldself;
3077
3078                 oldself = self; self = self.teamkill_soundsource;
3079                 oldpusher = self.pusher; self.pusher = oldself;
3080
3081                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
3082
3083                 self.pusher = oldpusher;
3084                 self = oldself;
3085         }
3086
3087         if(self.taunt_soundtime)
3088         if(time > self.taunt_soundtime)
3089         {
3090                 self.taunt_soundtime = 0;
3091                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
3092         }
3093
3094         target_voicescript_next(self);
3095
3096         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
3097         if(!self.weapon)
3098                 self.clip_load = self.clip_size = 0;
3099 }
3100
3101 float isInvisibleString(string s)
3102 {
3103         float i, n, c;
3104         s = strdecolorize(s);
3105         for((i = 0), (n = strlen(s)); i < n; ++i)
3106         {
3107                 c = str2chr(s, i);
3108                 switch(c)
3109                 {
3110                         case 0:
3111                         case 32: // space
3112                                 break;
3113                         case 192: // charmap space
3114                                 if (!autocvar_utf8_enable)
3115                                         break;
3116                                 return FALSE;
3117                         case 160: // space in unicode fonts
3118                         case 0xE000 + 192: // utf8 charmap space
3119                                 if (autocvar_utf8_enable)
3120                                         break;
3121                         default:
3122                                 return FALSE;
3123                 }
3124         }
3125         return TRUE;
3126 }
3127
3128 /*
3129 =============
3130 PlayerPostThink
3131
3132 Called every frame for each client after the physics are run
3133 =============
3134 */
3135 .float idlekick_lasttimeleft;
3136 .entity showheadshotbbox;
3137 void showheadshotbbox_think()
3138 {
3139         if(self.owner.showheadshotbbox != self)
3140         {
3141                 remove(self);
3142                 return;
3143         }
3144         self.nextthink = time;
3145         setorigin(self, self.owner.origin);
3146         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3147 }
3148 void PlayerPostThink (void)
3149 {
3150         // Savage: Check for nameless players
3151         if (isInvisibleString(self.netname)) {
3152                 self.netname = "Player";
3153                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3154         }
3155
3156         if(sv_maxidle && frametime)
3157         {
3158                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3159                 float timeleft;
3160                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
3161                 {
3162                         if(self.idlekick_lasttimeleft)
3163                         {
3164                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
3165                                 self.idlekick_lasttimeleft = 0;
3166                         }
3167                         return;
3168                 }
3169                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3170                 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
3171                 {
3172                         if(!self.idlekick_lasttimeleft)
3173                                 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
3174                 }
3175                 if(timeleft <= 0)
3176                 {
3177                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3178                         AnnounceTo(self, "terminated");
3179                         dropclient(self);
3180                         return;
3181                 }
3182                 else if(timeleft <= 10)
3183                 {
3184                         if(timeleft != self.idlekick_lasttimeleft)
3185                                 AnnounceTo(self, ftos(timeleft));
3186                         self.idlekick_lasttimeleft = timeleft;
3187                 }
3188         }
3189
3190 #ifdef TETRIS
3191         if(self.impulse == 100)
3192                 ImpulseCommands();
3193         if (TetrisPostFrame())
3194                 return;
3195 #endif
3196
3197         CheatFrame();
3198
3199         //CheckPlayerJump();
3200
3201         if(self.classname == "player") {
3202                 CheckRules_Player();
3203                 UpdateChatBubble();
3204                 if (self.impulse)
3205                         ImpulseCommands();
3206                 if (intermission_running)
3207                         return;         // intermission or finale
3208                 GetPressedKeys();
3209         } else if (self.classname == "observer") {
3210                 //do nothing
3211         } else if (self.classname == "spectator") {
3212                 //do nothing
3213         }
3214         
3215         /*
3216         float i;
3217         for(i = 0; i < 1000; ++i)
3218         {
3219                 vector end;
3220                 end = self.origin + '0 0 1024' + 512 * randomvec();
3221                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3222                 if(trace_fraction < 1)
3223                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3224                 {
3225                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3226                         break;
3227                 }
3228         }
3229         */
3230
3231         Arena_Warmup();
3232
3233         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3234
3235         if(self.waypointsprite_attachedforcarrier)
3236                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3237
3238         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3239         {
3240                 if(!self.showheadshotbbox)
3241                 {
3242                         self.showheadshotbbox = spawn();
3243                         self.showheadshotbbox.classname = "headshotbbox";
3244                         self.showheadshotbbox.owner = self;
3245                         self.showheadshotbbox.think = showheadshotbbox_think;
3246                         self.showheadshotbbox.nextthink = time;
3247                         self = self.showheadshotbbox;
3248                         self.think();
3249                         self = self.owner;
3250                 }
3251         }
3252         else
3253         {
3254                 if(self.showheadshotbbox)
3255                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3256                 remove(self.showheadshotbbox);
3257         }
3258
3259         playerdemo_write();
3260
3261         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3262         {
3263                 if(!self.stored_netname)
3264                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3265                 if(self.stored_netname != self.netname)
3266                 {
3267                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3268                         strunzone(self.stored_netname);
3269                         self.stored_netname = strzone(self.netname);
3270                 }
3271         }
3272
3273         /*
3274         if(g_race)
3275                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3276         */
3277 }