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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 mindist, float teamcheck)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         shortest = vlen(world.maxs - world.mins);
155         FOR_EACH_PLAYER(player) if (player != self)
156         {
157                 thisdist = vlen(player.origin - spot.origin);
158                 if (thisdist < shortest)
159                         shortest = thisdist;
160         }
161         if(shortest > mindist)
162                 prio += SPAWN_PRIO_GOOD_DISTANCE;
163
164         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
165         spawn_spot = spot;
166
167         // filter out spots for assault
168         if(spot.target != "") {
169                 entity ent;
170                 float found;
171
172                 found = 0;
173                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
174                 {
175                         ++found;
176                         if(ent.spawn_evalfunc)
177                         {
178                                 entity oldself = self;
179                                 self = ent;
180                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
181                                 self = oldself;
182                                 if(spawn_score_x < 0)
183                                         return spawn_score;
184                         }
185                 }
186
187                 if(!found)
188                 {
189                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
190                         return '-1 0 0';
191                 }
192         }
193
194         MUTATOR_CALLHOOK(Spawn_Score);
195         return spawn_score;
196 }
197
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
199 {
200         entity spot;
201         for(spot = firstspot; spot; spot = spot.chain)
202                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
203 }
204
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
206 {
207         entity spot, spotlist, spotlistend;
208
209         spotlist = world;
210         spotlistend = world;
211
212         Spawn_ScoreAll(firstspot, mindist, teamcheck);
213
214         for(spot = firstspot; spot; spot = spot.chain)
215         {
216                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
217                 {
218                         if(spotlistend)
219                                 spotlistend.chain = spot;
220                         spotlistend = spot;
221                         if(!spotlist)
222                                 spotlist = spot;
223                 }
224         }
225         if(spotlistend)
226                 spotlistend.chain = world;
227
228         return spotlist;
229 }
230
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
232 {
233         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
235         entity spot;
236
237         RandomSelection_Init();
238         for(spot = firstspot; spot; spot = spot.chain)
239                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
240
241         return RandomSelection_chosen_ent;
242 }
243
244 /*
245 =============
246 SelectSpawnPoint
247
248 Finds a point to respawn
249 =============
250 */
251 entity SelectSpawnPoint (float anypoint)
252 {
253         float teamcheck;
254         entity spot, firstspot;
255
256         spot = find (world, classname, "testplayerstart");
257         if (spot)
258                 return spot;
259
260         if(anypoint || autocvar_g_spawn_useallspawns)
261                 teamcheck = -1;
262         else if(have_team_spawns > 0)
263         {
264                 if(have_team_spawns_forteam[self.team] == 0)
265                 {
266                         // we request a spawn for a team, and we have team
267                         // spawns, but that team has no spawns?
268                         if(have_team_spawns_forteam[0])
269                                 // try noteam spawns
270                                 teamcheck = 0;
271                         else
272                                 // if not, any spawn has to do
273                                 teamcheck = -1;
274                 }
275                 else
276                         teamcheck = self.team; // MUST be team
277         }
278         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279                 teamcheck = 0; // MUST be noteam
280         else
281                 teamcheck = -1;
282                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
283
284
285         // get the entire list of spots
286         firstspot = findchain(classname, "info_player_deathmatch");
287         // filter out the bad ones
288         // (note this returns the original list if none survived)
289         if(anypoint)
290         {
291                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
292         }
293         else
294         {
295                 float mindist;
296                 if (arena_roundbased && !g_ca)
297                         mindist = 800;
298                 else
299                         mindist = 100;
300                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
301
302                 // there is 50/50 chance of choosing a random spot or the furthest spot
303                 // (this means that roughly every other spawn will be furthest, so you
304                 // usually won't get fragged at spawn twice in a row)
305                 if (random() > autocvar_g_spawn_furthest)
306                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
307                 else
308                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
309         }
310
311         if (!spot)
312         {
313                 if(autocvar_spawn_debug)
314                         GotoNextMap(0);
315                 else
316                 {
317                         if(some_spawn_has_been_used)
318                                 return world; // team can't spawn any more, because of actions of other team
319                         else
320                                 error("Cannot find a spawn point - please fix the map!");
321                 }
322         }
323
324         return spot;
325 }
326
327 /*
328 =============
329 CheckPlayerModel
330
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
333 =============
334 */
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
338         {
339                 // note: we cannot summon Don Strunzone here, some player may
340                 // still have the model string set. In case anyone manages how
341                 // to change a cvar default, we'll have a small leak here.
342                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
343         }
344         // only in right path
345         if( substring(plyermodel,0,14) != "models/player/")
346                 return FallbackPlayerModel;
347         // only good file extensions
348         if(substring(plyermodel,-4,4) != ".zym")
349         if(substring(plyermodel,-4,4) != ".dpm")
350         if(substring(plyermodel,-4,4) != ".iqm")
351         if(substring(plyermodel,-4,4) != ".md3")
352         if(substring(plyermodel,-4,4) != ".psk")
353                 return FallbackPlayerModel;
354         // forbid the LOD models
355         if(substring(plyermodel, -9,5) == "_lod1")
356                 return FallbackPlayerModel;
357         if(substring(plyermodel, -9,5) == "_lod2")
358                 return FallbackPlayerModel;
359         if(plyermodel != strtolower(plyermodel))
360                 return FallbackPlayerModel;
361         // also, restrict to server models
362         if(autocvar_sv_servermodelsonly)
363         {
364                 if(!fexists(plyermodel))
365                         return FallbackPlayerModel;
366         }
367         return plyermodel;
368 }
369
370 void setplayermodel(entity e, string modelname)
371 {
372         precache_model(modelname);
373         setmodel(e, modelname);
374         player_setupanimsformodel();
375         UpdatePlayerSounds();
376 }
377
378 /*
379 =============
380 PutObserverInServer
381
382 putting a client as observer in the server
383 =============
384 */
385 void FixPlayermodel();
386 void PutObserverInServer (void)
387 {
388         entity  spot;
389     self.hud = HUD_NORMAL;
390         race_PreSpawnObserver();
391
392         spot = SelectSpawnPoint (TRUE);
393         if(!spot)
394                 error("No spawnpoints for observers?!?\n");
395         RemoveGrapplingHook(self); // Wazat's Grappling Hook
396
397         if(clienttype(self) == CLIENTTYPE_REAL)
398         {
399                 msg_entity = self;
400                 WriteByte(MSG_ONE, SVC_SETVIEW);
401                 WriteEntity(MSG_ONE, self);
402         }
403
404         DropAllRunes(self);
405         MUTATOR_CALLHOOK(MakePlayerObserver);
406
407         if (g_minstagib)
408                 minstagib_stop_countdown();
409
410         Portal_ClearAll(self);
411
412         if(self.alivetime)
413         {
414                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
415                 self.alivetime = 0;
416         }
417
418         if(self.vehicle)
419             vehicles_exit(VHEF_RELESE);
420
421         if(self.flagcarried)
422                 DropFlag(self.flagcarried, world, world);
423
424         if(self.ballcarried && g_nexball)
425                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
426
427         WaypointSprite_PlayerDead();
428
429         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
430                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
431
432         if(self.killcount != -666) {
433                 if(g_lms) {
434                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
435                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
436                         else
437                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
438                 } else
439                         bprint ("^4", self.netname, "^4 is spectating now\n");
440
441                 if(self.just_joined == FALSE) {
442                         LogTeamchange(self.playerid, -1, 4);
443                 } else
444                         self.just_joined = FALSE;
445         }
446
447         PlayerScore_Clear(self); // clear scores when needed
448
449         accuracy_resend(self);
450
451         self.spectatortime = time;
452         
453         self.classname = "observer";
454         self.iscreature = FALSE;
455         self.damagedbycontents = FALSE;
456         self.health = -666;
457         self.takedamage = DAMAGE_NO;
458         self.solid = SOLID_NOT;
459         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
460         self.flags = FL_CLIENT | FL_NOTARGET;
461         self.armorvalue = 666;
462         self.effects = 0;
463         self.armorvalue = autocvar_g_balance_armor_start;
464         self.pauserotarmor_finished = 0;
465         self.pauserothealth_finished = 0;
466         self.pauseregen_finished = 0;
467         self.damageforcescale = 0;
468         self.death_time = 0;
469         self.respawn_time = 0;
470         self.alpha = 0;
471         self.scale = 0;
472         self.fade_time = 0;
473         self.pain_frame = 0;
474         self.pain_finished = 0;
475         self.strength_finished = 0;
476         self.invincible_finished = 0;
477         self.superweapons_finished = 0;
478         self.pushltime = 0;
479         self.think = SUB_Null;
480         self.nextthink = 0;
481         self.hook_time = 0;
482         self.runes = 0;
483         self.deadflag = DEAD_NO;
484         self.angles = spot.angles;
485         self.angles_z = 0;
486         self.fixangle = TRUE;
487         self.crouch = FALSE;
488
489         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
490         self.prevorigin = self.origin;
491         self.items = 0;
492         self.weapons = 0;
493         self.model = "";
494         FixPlayermodel();
495         setmodel(self, "null");
496         self.drawonlytoclient = self;
497
498         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
499         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
500
501         self.weapon = 0;
502         self.weaponname = "";
503         self.switchingweapon = 0;
504         self.weaponmodel = "";
505         self.weaponentity = world;
506         self.exteriorweaponentity = world;
507         self.killcount = -666;
508         self.velocity = '0 0 0';
509         self.avelocity = '0 0 0';
510         self.punchangle = '0 0 0';
511         self.punchvector = '0 0 0';
512         self.oldvelocity = self.velocity;
513         self.fire_endtime = -1;
514
515         if(g_arena)
516         {
517                 if(self.version_mismatch)
518                 {
519                         Spawnqueue_Unmark(self);
520                         Spawnqueue_Remove(self);
521                 }
522                 else
523                 {
524                         Spawnqueue_Insert(self);
525                 }
526         }
527         else if(g_lms)
528         {
529                 // Only if the player cannot play at all
530                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
531                         self.frags = FRAGS_SPECTATOR;
532                 else
533                         self.frags = FRAGS_LMS_LOSER;
534         }
535         else if(g_ca)
536         {
537                 if(self.caplayer)
538                         self.frags = FRAGS_LMS_LOSER;
539                 else
540                         self.frags = FRAGS_SPECTATOR;
541         }
542         else
543                 self.frags = FRAGS_SPECTATOR;
544 }
545
546 .float model_randomizer;
547 void FixPlayermodel()
548 {
549         string defaultmodel;
550         float defaultskin, chmdl, oldskin, n, i;
551         vector m1, m2;
552
553         defaultmodel = "";
554
555         if(autocvar_sv_defaultcharacter == 1)
556         {
557                 defaultskin = 0;
558
559                 if(teamplay)
560                 {
561                         string s;
562                         s = Team_ColorNameLowerCase(self.team);
563                         if(s != "neutral")
564                         {
565                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
566                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
567                         }
568                 }
569
570                 if(defaultmodel == "")
571                 {
572                         defaultmodel = autocvar_sv_defaultplayermodel;
573                         defaultskin = autocvar_sv_defaultplayerskin;
574                 }
575
576                 n = tokenize_console(defaultmodel);
577                 if(n > 0)
578                         defaultmodel = argv(floor(n * self.model_randomizer));
579
580                 i = strstrofs(defaultmodel, ":", 0);
581                 if(i >= 0)
582                 {
583                         defaultskin = stof(substring(defaultmodel, i+1, -1));
584                         defaultmodel = substring(defaultmodel, 0, i);
585                 }
586         }
587
588         if(defaultmodel != "")
589         {
590                 if (defaultmodel != self.model)
591                 {
592                         m1 = self.mins;
593                         m2 = self.maxs;
594                         setplayermodel (self, defaultmodel);
595                         setsize (self, m1, m2);
596                         chmdl = TRUE;
597                 }
598
599                 oldskin = self.skin;
600                 self.skin = defaultskin;
601         } else {
602                 if (self.playermodel != self.model || self.playermodel == "")
603                 {
604                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
605                         m1 = self.mins;
606                         m2 = self.maxs;
607                         setplayermodel (self, self.playermodel);
608                         setsize (self, m1, m2);
609                         chmdl = TRUE;
610                 }
611
612                 oldskin = self.skin;
613                 self.skin = stof(self.playerskin);
614         }
615
616         if(chmdl || oldskin != self.skin)
617                 self.species = player_getspecies(); // model or skin has changed
618
619         if(!teamplay)
620                 if(strlen(autocvar_sv_defaultplayercolors))
621                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
622                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
623 }
624
625 void PlayerTouchExplode(entity p1, entity p2)
626 {
627         vector org;
628         org = (p1.origin + p2.origin) * 0.5;
629         org_z += (p1.mins_z + p2.mins_z) * 0.5;
630
631         te_explosion(org);
632
633         entity e;
634         e = spawn();
635         setorigin(e, org);
636         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
637         remove(e);
638 }
639
640 /*
641 =============
642 PutClientInServer
643
644 Called when a client spawns in the server
645 =============
646 */
647 //void() ctf_playerchanged;
648 void PutClientInServer (void)
649 {
650         if(clienttype(self) == CLIENTTYPE_BOT)
651         {
652                 self.classname = "player";
653         }
654         else if(clienttype(self) == CLIENTTYPE_REAL)
655         {
656                 msg_entity = self;
657                 WriteByte(MSG_ONE, SVC_SETVIEW);
658                 WriteEntity(MSG_ONE, self);
659         }
660         
661         // reset player keys
662         self.itemkeys = 0;
663
664         // player is dead and becomes observer
665         // FIXME fix LMS scoring for new system
666         if(g_lms)
667         {
668                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
669                         self.classname = "observer";
670         }
671
672         if(g_arena || (g_ca && !allowed_to_spawn))
673         if(!self.spawned)
674                 self.classname = "observer";
675
676         if(gameover)
677                 self.classname = "observer";
678
679         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
680                 entity spot, oldself;
681                 float j;
682
683                 accuracy_resend(self);
684
685                 if(self.team < 0)
686                         JoinBestTeam(self, FALSE, TRUE);
687
688                 race_PreSpawn();
689
690                 spot = SelectSpawnPoint (FALSE);
691                 if(!spot)
692                 {
693                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
694                         return; // spawn failed
695                 }
696
697                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
698
699                 self.classname = "player";
700                 self.wasplayer = TRUE;
701                 self.iscreature = TRUE;
702                 self.damagedbycontents = TRUE;
703                 self.movetype = MOVETYPE_WALK;
704                 self.solid = SOLID_SLIDEBOX;
705                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
706                 if(autocvar_g_playerclip_collisions)
707                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
708                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
709                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
710                 self.frags = FRAGS_PLAYER;
711                 if(INDEPENDENT_PLAYERS)
712                         MAKE_INDEPENDENT_PLAYER(self);
713                 self.flags = FL_CLIENT;
714                 if(autocvar__notarget)
715                         self.flags |= FL_NOTARGET;
716                 self.takedamage = DAMAGE_AIM;
717                 if(g_minstagib)
718                         self.effects = EF_FULLBRIGHT;
719                 else
720                         self.effects = 0;
721                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
722                 self.air_finished = time + 12;
723                 self.dmg = 2;
724                 if(autocvar_g_balance_nex_charge)
725                 {
726                         if(autocvar_g_balance_nex_secondary_chargepool)
727                                 self.nex_chargepool_ammo = 1;
728                         self.nex_charge = autocvar_g_balance_nex_charge_start;
729                 }
730
731                 if(inWarmupStage)
732                 {
733                         self.ammo_shells = warmup_start_ammo_shells;
734                         self.ammo_nails = warmup_start_ammo_nails;
735                         self.ammo_rockets = warmup_start_ammo_rockets;
736                         self.ammo_cells = warmup_start_ammo_cells;
737                         self.ammo_fuel = warmup_start_ammo_fuel;
738                         self.health = warmup_start_health;
739                         self.armorvalue = warmup_start_armorvalue;
740                         self.weapons = warmup_start_weapons;
741                 }
742                 else
743                 {
744                         self.ammo_shells = start_ammo_shells;
745                         self.ammo_nails = start_ammo_nails;
746                         self.ammo_rockets = start_ammo_rockets;
747                         self.ammo_cells = start_ammo_cells;
748                         self.ammo_fuel = start_ammo_fuel;
749                         self.health = start_health;
750                         self.armorvalue = start_armorvalue;
751                         self.weapons = start_weapons;
752                 }
753
754                 if(self.weapons & WEPBIT_SUPERWEAPONS) // exception for minstagib, as minstanex is a superweapon
755                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
756                 else
757                         self.superweapons_finished = 0;
758
759                 if(g_weaponarena_random)
760                 {
761                         if(g_weaponarena_random_with_laser)
762                                 self.weapons &~= WEPBIT_LASER;
763                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
764                         if(g_weaponarena_random_with_laser)
765                                 self.weapons |= WEPBIT_LASER;
766                 }
767
768                 self.items = start_items;
769
770                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
771                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
772                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
773                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
774                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
775                 //extend the pause of rotting if client was reset at the beginning of the countdown
776                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
777                         self.spawnshieldtime += game_starttime - time;
778                         self.pauserotarmor_finished += game_starttime - time;
779                         self.pauserothealth_finished += game_starttime - time;
780                         self.pauseregen_finished += game_starttime - time;
781                 }
782                 self.damageforcescale = 2;
783                 self.death_time = 0;
784                 self.respawn_time = 0;
785                 self.scale = 0;
786                 self.fade_time = 0;
787                 self.pain_frame = 0;
788                 self.pain_finished = 0;
789                 self.strength_finished = 0;
790                 self.invincible_finished = 0;
791                 self.pushltime = 0;
792                 // players have no think function
793                 self.think = SUB_Null;
794                 self.nextthink = 0;
795                 self.hook_time = 0;
796                 self.dmg_team = 0;
797                 self.ballistics_density = autocvar_g_ballistics_density_player;
798
799                 self.metertime = 0;
800
801                 self.runes = 0;
802
803                 self.deadflag = DEAD_NO;
804
805                 self.angles = spot.angles;
806
807                 self.angles_z = 0; // never spawn tilted even if the spot says to
808                 self.fixangle = TRUE; // turn this way immediately
809                 self.velocity = '0 0 0';
810                 self.avelocity = '0 0 0';
811                 self.punchangle = '0 0 0';
812                 self.punchvector = '0 0 0';
813                 self.oldvelocity = self.velocity;
814                 self.fire_endtime = -1;
815
816                 msg_entity = self;
817                 WRITESPECTATABLE_MSG_ONE({
818                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
819                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
820                 });
821
822                 self.model = "";
823                 FixPlayermodel();
824                 self.drawonlytoclient = world;
825
826                 self.crouch = FALSE;
827                 self.view_ofs = PL_VIEW_OFS;
828                 setsize (self, PL_MIN, PL_MAX);
829                 self.spawnorigin = spot.origin;
830                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
831                 // don't reset back to last position, even if new position is stuck in solid
832                 self.oldorigin = self.origin;
833                 self.prevorigin = self.origin;
834                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
835                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
836         self.hud = HUD_NORMAL;
837         
838                 if(g_arena)
839                 {
840                         Spawnqueue_Remove(self);
841                         Spawnqueue_Mark(self);
842                 }
843
844                 else if(g_ca)
845                         self.caplayer = 1;
846
847                 self.event_damage = PlayerDamage;
848
849                 self.bot_attack = TRUE;
850
851                 self.statdraintime = time + 5;
852                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
853
854                 if(self.killcount == -666) {
855                         PlayerScore_Clear(self);
856                         self.killcount = 0;
857                 }
858
859                 CL_SpawnWeaponentity();
860                 self.alpha = default_player_alpha;
861                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
862                 self.exteriorweaponentity.alpha = default_weapon_alpha;
863
864                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
865                 self.lms_traveled_distance = 0;
866                 self.speedrunning = FALSE;
867
868                 race_PostSpawn(spot);
869
870                 //stuffcmd(self, "chase_active 0");
871                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
872
873                 if (autocvar_g_spawnsound)
874                         sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
875
876                 if(g_assault) {
877                         if(self.team == assault_attacker_team)
878                                 centerprint(self, "You are attacking!");
879                         else
880                                 centerprint(self, "You are defending!");
881                 }
882
883                 target_voicescript_clear(self);
884
885                 // reset fields the weapons may use
886                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
887                 {
888                         weapon_action(j, WR_RESETPLAYER);
889
890                         // all weapons must be fully loaded when we spawn
891                         entity e;
892                         e = get_weaponinfo(j);
893                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
894                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
895                 }
896
897                 oldself = self;
898                 self = spot;
899                         activator = oldself;
900                                 string s;
901                                 s = self.target;
902                                 self.target = string_null;
903                                 SUB_UseTargets();
904                                 self.target = s;
905                         activator = world;
906                 self = oldself;
907
908                 spawn_spot = spot;
909                 MUTATOR_CALLHOOK(PlayerSpawn);
910
911                 if(autocvar_spawn_debug)
912                 {
913                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
914                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
915                 }
916
917                 self.switchweapon = w_getbestweapon(self);
918                 self.cnt = -1; // W_LastWeapon will not complain
919                 self.weapon = 0;
920                 self.weaponname = "";
921                 self.switchingweapon = 0;
922
923                 if(!self.alivetime)
924                         self.alivetime = time;
925
926                 antilag_clear(self);
927         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
928                 PutObserverInServer ();
929         }
930
931         //if(g_ctf)
932         //      ctf_playerchanged();
933 }
934
935 .float ebouncefactor, ebouncestop; // electro's values
936 // TODO do we need all these fields, or should we stop autodetecting runtime
937 // changes and just have a console command to update this?
938 float ClientInit_SendEntity(entity to, float sf)
939 {
940         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
941         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
942         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
943         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
944         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
945         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
946         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
947         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
948         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
949         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
950         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
951         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
952         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
953         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
954         if(sv_foginterval && world.fog != "")
955                 WriteString(MSG_ENTITY, world.fog);
956         else
957                 WriteString(MSG_ENTITY, "");
958         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
959         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
960         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
961         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
962         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
963         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
964         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
965         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
966         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
967         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
968         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
969         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
970         return TRUE;
971 }
972
973 void ClientInit_CheckUpdate()
974 {
975         self.nextthink = time;
976         if(self.count != autocvar_g_balance_armor_blockpercent)
977         {
978                 self.count = autocvar_g_balance_armor_blockpercent;
979                 self.SendFlags |= 1;
980         }
981         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
982         {
983                 self.cnt = autocvar_g_balance_weaponswitchdelay;
984                 self.SendFlags |= 1;
985         }
986         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
987         {
988                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
989                 self.SendFlags |= 1;
990         }
991         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
992         {
993                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
994                 self.SendFlags |= 1;
995         }
996         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
997         {
998                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
999                 self.SendFlags |= 1;
1000         }
1001         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1002         {
1003                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1004                 self.SendFlags |= 1;
1005         }
1006 }
1007
1008 void ClientInit_Spawn()
1009 {
1010         entity o;
1011         entity e;
1012         e = spawn();
1013         e.classname = "clientinit";
1014         e.think = ClientInit_CheckUpdate;
1015         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1016
1017         o = self;
1018         self = e;
1019         ClientInit_CheckUpdate();
1020         self = o;
1021 }
1022
1023 /*
1024 =============
1025 SetNewParms
1026 =============
1027 */
1028 void SetNewParms (void)
1029 {
1030         // initialize parms for a new player
1031         parm1 = -(86400 * 366);
1032 }
1033
1034 /*
1035 =============
1036 SetChangeParms
1037 =============
1038 */
1039 void SetChangeParms (void)
1040 {
1041         // save parms for level change
1042         parm1 = self.parm_idlesince - time;
1043 }
1044
1045 /*
1046 =============
1047 DecodeLevelParms
1048 =============
1049 */
1050 void DecodeLevelParms (void)
1051 {
1052         // load parms
1053         self.parm_idlesince = parm1;
1054         if(self.parm_idlesince == -(86400 * 366))
1055                 self.parm_idlesince = time;
1056
1057         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1058         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1059 }
1060
1061 /*
1062 =============
1063 ClientKill
1064
1065 Called when a client types 'kill' in the console
1066 =============
1067 */
1068
1069 .float clientkill_nexttime;
1070 void ClientKill_Now_TeamChange()
1071 {
1072         if(self.killindicator_teamchange == -1)
1073         {
1074                 self.team = -1;
1075                 JoinBestTeam( self, FALSE, FALSE );
1076         }
1077         else if(self.killindicator_teamchange == -2)
1078         {
1079                 if(g_ca)
1080                         self.caplayer = 0;
1081                 if(blockSpectators)
1082                         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"));
1083                 PutObserverInServer();
1084         }
1085         else
1086                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1087 }
1088
1089 void ClientKill_Now()
1090 {
1091         if(self.vehicle)
1092         {
1093             vehicles_exit(VHEF_RELESE);
1094             if(!self.killindicator_teamchange)
1095             {
1096             self.vehicle_health = -1;
1097             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1098             }
1099         }
1100
1101         if(self.killindicator && !wasfreed(self.killindicator))
1102                 remove(self.killindicator);
1103
1104         self.killindicator = world;
1105
1106         if(self.killindicator_teamchange)
1107                 ClientKill_Now_TeamChange();
1108
1109         // in any case:
1110         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1111
1112         // now I am sure the player IS dead
1113 }
1114 void KillIndicator_Think()
1115 {
1116         if (gameover)
1117         {
1118                 self.owner.killindicator = world;
1119                 remove(self);
1120                 return;
1121         }
1122
1123         if (self.owner.alpha < 0)
1124         {
1125                 self.owner.killindicator = world;
1126                 remove(self);
1127                 return;
1128         }
1129
1130         if(self.cnt <= 0)
1131         {
1132                 self = self.owner;
1133                 ClientKill_Now(); // no oldself needed
1134                 return;
1135         }
1136     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1137     {
1138         self.nextthink = time + 1;
1139         self.cnt -= 1;
1140     }
1141         else
1142         {
1143                 if(self.cnt <= 10)
1144                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1145                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1146                 {
1147                         if(self.cnt <= 10)
1148                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1149                 }
1150                 self.nextthink = time + 1;
1151                 self.cnt -= 1;
1152         }
1153 }
1154
1155 float clientkilltime;
1156 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1157 {
1158         float killtime;
1159         float starttime;
1160         entity e;
1161
1162         if (gameover)
1163                 return;
1164
1165         killtime = autocvar_g_balance_kill_delay;
1166
1167         if(g_race_qualifying || g_cts)
1168                 killtime = 0;
1169
1170     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1171     {
1172                 remove(self.killindicator);
1173                 self.killindicator = world;
1174
1175         ClientKill_Now(); // allow instant kill in this case
1176         return;
1177     }
1178
1179         self.killindicator_teamchange = targetteam;
1180
1181     if(!self.killindicator)
1182         {
1183                 if(self.deadflag == DEAD_NO)
1184                 {
1185                         killtime = max(killtime, self.clientkill_nexttime - time);
1186                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1187                 }
1188
1189                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1190                 {
1191                         ClientKill_Now();
1192                 }
1193                 else
1194                 {
1195                         starttime = max(time, clientkilltime);
1196
1197                         self.killindicator = spawn();
1198                         self.killindicator.owner = self;
1199                         self.killindicator.scale = 0.5;
1200                         setattachment(self.killindicator, self, "");
1201                         setorigin(self.killindicator, '0 0 52');
1202                         self.killindicator.think = KillIndicator_Think;
1203                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1204                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1205                         self.killindicator.cnt = ceil(killtime);
1206                         self.killindicator.count = bound(0, ceil(killtime), 10);
1207                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1208
1209                         for(e = world; (e = find(e, classname, "body")) != world; )
1210                         {
1211                                 if(e.enemy != self)
1212                                         continue;
1213                                 e.killindicator = spawn();
1214                                 e.killindicator.owner = e;
1215                                 e.killindicator.scale = 0.5;
1216                                 setattachment(e.killindicator, e, "");
1217                                 setorigin(e.killindicator, '0 0 52');
1218                                 e.killindicator.think = KillIndicator_Think;
1219                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1220                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1221                                 e.killindicator.cnt = ceil(killtime);
1222                         }
1223                         self.lip = 0;
1224                 }
1225         }
1226         if(self.killindicator)
1227         {
1228                 if(targetteam == 0) // just die
1229                 {
1230                         self.killindicator.colormod = '0 0 0';
1231                         if(clienttype(self) == CLIENTTYPE_REAL)
1232                         if(self.killindicator.cnt > 0)
1233                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1234                 }
1235                 else if(targetteam == -1) // auto
1236                 {
1237                         self.killindicator.colormod = '0 1 0';
1238                         if(clienttype(self) == CLIENTTYPE_REAL)
1239                         if(self.killindicator.cnt > 0)
1240                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1241                 }
1242                 else if(targetteam == -2) // spectate
1243                 {
1244                         self.killindicator.colormod = '0.5 0.5 0.5';
1245                         if(clienttype(self) == CLIENTTYPE_REAL)
1246                         if(self.killindicator.cnt > 0)
1247                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1248                 }
1249                 else
1250                 {
1251                         self.killindicator.colormod = TeamColor(targetteam);
1252                         if(clienttype(self) == CLIENTTYPE_REAL)
1253                         if(self.killindicator.cnt > 0)
1254                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1255                 }
1256         }
1257
1258 }
1259
1260 void ClientKill (void)
1261 {
1262         if (gameover)
1263                 return;
1264
1265         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1266         {
1267                 // do nothing
1268         }
1269     else if(self.freezetag_frozen)
1270     {
1271         // do nothing
1272     }
1273         else
1274                 ClientKill_TeamChange(0);
1275 }
1276
1277 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
1278 {
1279     e.killindicator = spawn();
1280     e.killindicator.owner = e;
1281     e.killindicator.think = KillIndicator_Think;
1282     e.killindicator.nextthink = time + (e.lip) * 0.05;
1283     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1284     e.killindicator.health = 1; // this is used to indicate that it should be silent
1285     e.lip = 0;
1286 }
1287
1288 void FixClientCvars(entity e)
1289 {
1290         // send prediction settings to the client
1291         stuffcmd(e, "\nin_bindmap 0 0\n");
1292         if(g_race || g_cts)
1293                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1294         if(autocvar_g_antilag == 3) // client side hitscan
1295                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1296         if(sv_gentle)
1297                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1298         /*
1299          * we no longer need to stuff this. Remove this comment block if you feel
1300          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1301         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1302         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1303         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1304         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1305         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1306         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1307         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1308         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1309         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1310         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1311         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1312         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1313         stuffcmd(e, "cl_movement_edgefriction 1\n");
1314          */
1315 }
1316
1317 float PlayerInIDList(entity p, string idlist)
1318 {
1319         float n, i;
1320         string s;
1321
1322         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1323         if not(p.crypto_idfp)
1324                 return 0;
1325
1326         // this function allows abbreviated player IDs too!
1327         n = tokenize_console(idlist);
1328         for(i = 0; i < n; ++i)
1329         {
1330                 s = argv(i);
1331                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1332                         return 1;
1333         }
1334
1335         return 0;
1336 }
1337
1338 /*
1339 =============
1340 ClientConnect
1341
1342 Called when a client connects to the server
1343 =============
1344 */
1345 //void ctf_clientconnect();
1346 string ColoredTeamName(float t);
1347 void DecodeLevelParms (void);
1348 //void dom_player_join_team(entity pl);
1349 void set_dom_state(entity e);
1350 void ClientConnect (void)
1351 {
1352         float t;
1353
1354         if(self.flags & FL_CLIENT)
1355         {
1356                 print("Warning: ClientConnect, but already connected!\n");
1357                 return;
1358         }
1359
1360         if(Ban_MaybeEnforceBan(self))
1361                 return;
1362
1363         DecodeLevelParms();
1364
1365 #ifdef WATERMARK
1366         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1367 #endif
1368
1369         self.classname = "player_joining";
1370
1371         self.flags = FL_CLIENT;
1372         self.version_nagtime = time + 10 + random() * 10;
1373
1374         if(player_count<0)
1375         {
1376                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1377                 player_count = 0;
1378         }
1379
1380         PlayerScore_Attach(self);
1381         ClientData_Attach();
1382         accuracy_init(self);
1383
1384         bot_clientconnect();
1385
1386         playerdemo_init();
1387
1388         anticheat_init();
1389
1390         race_PreSpawnObserver();
1391
1392         //if(g_domination)
1393         //      dom_player_join_team(self);
1394
1395         // identify the right forced team
1396         if(autocvar_g_campaign)
1397         {
1398                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1399                 {
1400                         switch(autocvar_g_campaign_forceteam)
1401                         {
1402                                 case 1: self.team_forced = COLOR_TEAM1; break;
1403                                 case 2: self.team_forced = COLOR_TEAM2; break;
1404                                 case 3: self.team_forced = COLOR_TEAM3; break;
1405                                 case 4: self.team_forced = COLOR_TEAM4; break;
1406                                 default: self.team_forced = 0;
1407                         }
1408                 }
1409         }
1410         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1411                 self.team_forced = COLOR_TEAM1;
1412         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1413                 self.team_forced = COLOR_TEAM2;
1414         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1415                 self.team_forced = COLOR_TEAM3;
1416         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1417                 self.team_forced = COLOR_TEAM4;
1418         else if(autocvar_g_forced_team_otherwise == "red")
1419                 self.team_forced = COLOR_TEAM1;
1420         else if(autocvar_g_forced_team_otherwise == "blue")
1421                 self.team_forced = COLOR_TEAM2;
1422         else if(autocvar_g_forced_team_otherwise == "yellow")
1423                 self.team_forced = COLOR_TEAM3;
1424         else if(autocvar_g_forced_team_otherwise == "pink")
1425                 self.team_forced = COLOR_TEAM4;
1426         else if(autocvar_g_forced_team_otherwise == "spectate")
1427                 self.team_forced = -1;
1428         else if(autocvar_g_forced_team_otherwise == "spectator")
1429                 self.team_forced = -1;
1430         else
1431                 self.team_forced = 0;
1432
1433         if(!teamplay)
1434                 if(self.team_forced > 0)
1435                         self.team_forced = 0;
1436
1437         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1438
1439         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1440                 self.classname = "observer";
1441         } else {
1442                 if(teamplay)
1443                 {
1444                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1445                         {
1446                                 self.classname = "player";
1447                                 campaign_bots_may_start = 1;
1448                         }
1449                         else
1450                         {
1451                                 self.classname = "observer"; // do it anyway
1452                         }
1453                 }
1454                 else
1455                 {
1456                         self.classname = "player";
1457                         campaign_bots_may_start = 1;
1458                 }
1459         }
1460
1461         self.playerid = (playerid_last = playerid_last + 1);
1462
1463         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1464
1465     if(clienttype(self) == CLIENTTYPE_BOT)
1466         PlayerStats_AddPlayer(self);
1467
1468         if(autocvar_sv_eventlog)
1469                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1470
1471         LogTeamchange(self.playerid, self.team, 1);
1472
1473         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1474
1475         self.netname_previous = strzone(self.netname);
1476
1477         bprint("^4", self.netname, "^4 connected");
1478
1479         if(self.classname != "observer" && (g_domination || g_ctf))
1480                 bprint(" and joined the ", ColoredTeamName(self.team));
1481
1482         bprint("\n");
1483
1484         stuffcmd(self, strcat(clientstuff, "\n"));
1485         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1486
1487         FixClientCvars(self);
1488
1489         // spawnfunc_waypoint sprites
1490         WaypointSprite_InitClient(self);
1491
1492         // Wazat's grappling hook
1493         SetGrappleHookBindings();
1494
1495         // get version info from player
1496         stuffcmd(self, "cmd clientversion $gameversion\n");
1497
1498         // get other cvars from player
1499         GetCvars(0);
1500
1501         // notify about available teams
1502         if(teamplay)
1503         {
1504                 CheckAllowedTeams(self);
1505                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1506                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1507         }
1508         else
1509                 stuffcmd(self, "set _teams_available 0\n");
1510
1511         if(g_arena || g_ca)
1512         {
1513                 self.classname = "observer";
1514                 if(g_arena)
1515                         Spawnqueue_Insert(self);
1516         }
1517         /*else if(g_ctf)
1518         {
1519                 ctf_clientconnect();
1520         }*/
1521
1522         attach_entcs();
1523
1524         bot_relinkplayerlist();
1525
1526         self.spectatortime = time;
1527         if(blockSpectators)
1528         {
1529                 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"));
1530         }
1531
1532         self.jointime = time;
1533         self.allowed_timeouts = autocvar_sv_timeout_number;
1534
1535         if(clienttype(self) == CLIENTTYPE_REAL)
1536         {
1537                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1538                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1539         }
1540
1541         if(g_lms)
1542         {
1543                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1544                 {
1545                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1546                         self.frags = FRAGS_SPECTATOR;
1547                 }
1548         }
1549
1550         if(!sv_foginterval && world.fog != "")
1551                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1552
1553         SoundEntity_Attach(self);
1554
1555         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1556         {
1557                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1558                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1559         }
1560         else
1561                 self.hitplotfh = -1;
1562
1563         if(g_race || g_cts) {
1564                 string rr;
1565                 if(g_cts)
1566                         rr = CTS_RECORD;
1567                 else
1568                         rr = RACE_RECORD;
1569                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1570
1571                 msg_entity = self;
1572                 race_send_recordtime(MSG_ONE);
1573                 race_send_speedaward(MSG_ONE);
1574
1575                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1576                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1577                 race_send_speedaward_alltimebest(MSG_ONE);
1578
1579                 float i;
1580                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1581                         race_SendRankings(i, 0, 0, MSG_ONE);
1582                 }
1583         }
1584         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1585                 send_CSQC_teamnagger();
1586
1587         if (g_domination)
1588                 set_dom_state(self);
1589
1590         CheatInitClient();
1591
1592         if(!autocvar_g_campaign)
1593                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1594
1595         CSQCMODEL_AUTOINIT();
1596
1597         self.model_randomizer = random();
1598 }
1599
1600 /*
1601 =============
1602 ClientDisconnect
1603
1604 Called when a client disconnects from the server
1605 =============
1606 */
1607 .entity chatbubbleentity;
1608 void ReadyCount();
1609 void ClientDisconnect (void)
1610 {
1611         if(self.vehicle)
1612             vehicles_exit(VHEF_RELESE);
1613
1614         if not(self.flags & FL_CLIENT)
1615         {
1616                 print("Warning: ClientDisconnect without ClientConnect\n");
1617                 return;
1618         }
1619
1620         PlayerStats_AddGlobalInfo(self);
1621
1622         CheatShutdownClient();
1623
1624         if(self.hitplotfh >= 0)
1625         {
1626                 fclose(self.hitplotfh);
1627                 self.hitplotfh = -1;
1628         }
1629
1630         anticheat_report();
1631         anticheat_shutdown();
1632
1633         playerdemo_shutdown();
1634
1635         bot_clientdisconnect();
1636
1637         if(self.entcs)
1638                 detach_entcs();
1639
1640         if(autocvar_sv_eventlog)
1641                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1642         bprint ("^4",self.netname);
1643         bprint ("^4 disconnected\n");
1644
1645         SoundEntity_Detach(self);
1646
1647         DropAllRunes(self);
1648         MUTATOR_CALLHOOK(ClientDisconnect);
1649
1650         Portal_ClearAll(self);
1651
1652         RemoveGrapplingHook(self);
1653         if(self.flagcarried)
1654                 DropFlag(self.flagcarried, world, world);
1655         if(self.ballcarried && g_nexball)
1656                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1657
1658         // Here, everything has been done that requires this player to be a client.
1659
1660         self.flags &~= FL_CLIENT;
1661
1662         if (self.chatbubbleentity)
1663                 remove (self.chatbubbleentity);
1664
1665         if (self.killindicator)
1666                 remove (self.killindicator);
1667
1668         WaypointSprite_PlayerGone();
1669
1670         bot_relinkplayerlist();
1671
1672         if(g_arena)
1673         {
1674                 Spawnqueue_Unmark(self);
1675                 Spawnqueue_Remove(self);
1676         }
1677
1678         accuracy_free(self);
1679         ClientData_Detach();
1680         PlayerScore_Detach(self);
1681
1682         if(self.netname_previous)
1683                 strunzone(self.netname_previous);
1684         if(self.clientstatus)
1685                 strunzone(self.clientstatus);
1686         if(self.weaponorder_byimpulse)
1687                 strunzone(self.weaponorder_byimpulse);
1688
1689         ClearPlayerSounds();
1690
1691         if(self.personal)
1692                 remove(self.personal);
1693
1694         self.playerid = 0;
1695         ReadyCount();
1696
1697         // free cvars
1698         GetCvars(-1);
1699 }
1700
1701 .float BUTTON_CHAT;
1702 void ChatBubbleThink()
1703 {
1704         self.nextthink = time;
1705         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1706         {
1707                 if(self.owner) // but why can that ever be world?
1708                         self.owner.chatbubbleentity = world;
1709                 remove(self);
1710                 return;
1711         }
1712         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1713 #ifdef TETRIS
1714                 || self.owner.tetris_on
1715 #endif
1716         )
1717                 self.model = self.mdl;
1718         else
1719                 self.model = "";
1720 }
1721
1722 void UpdateChatBubble()
1723 {
1724         if (self.alpha < 0)
1725                 return;
1726         // spawn a chatbubble entity if needed
1727         if (!self.chatbubbleentity)
1728         {
1729                 self.chatbubbleentity = spawn();
1730                 self.chatbubbleentity.owner = self;
1731                 self.chatbubbleentity.exteriormodeltoclient = self;
1732                 self.chatbubbleentity.think = ChatBubbleThink;
1733                 self.chatbubbleentity.nextthink = time;
1734                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1735                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1736                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1737                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1738                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1739                 self.chatbubbleentity.model = "";
1740                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1741         }
1742 }
1743
1744
1745 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1746 // added to the model skins
1747 /*void UpdateColorModHack()
1748 {
1749         float c;
1750         c = self.clientcolors & 15;
1751         // LordHavoc: only bothering to support white, green, red, yellow, blue
1752              if (!teamplay) self.colormod = '0 0 0';
1753         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1754         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1755         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1756         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1757         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1758         else self.colormod = '1 1 1';
1759 }*/
1760
1761 void respawn(void)
1762 {
1763         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1764         {
1765                 self.solid = SOLID_NOT;
1766                 self.takedamage = DAMAGE_NO;
1767                 self.movetype = MOVETYPE_FLY;
1768                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1769                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1770                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1771                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1772                 if(autocvar_g_respawn_ghosts_maxtime)
1773                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1774         }
1775
1776         CopyBody(1);
1777
1778         self.effects |= EF_NODRAW; // prevent another CopyBody
1779         PutClientInServer();
1780 }
1781
1782 void play_countdown(float finished, string samp)
1783 {
1784         if(clienttype(self) == CLIENTTYPE_REAL)
1785                 if(floor(finished - time - frametime) != floor(finished - time))
1786                         if(finished - time < 6)
1787                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1788 }
1789
1790 void player_powerups (void)
1791 {
1792         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1793         olditems = self.items;
1794
1795         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1796         {
1797                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1798                 self.modelflags |= MF_ROCKET;
1799         }
1800         else
1801         {
1802                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1803                 self.modelflags &~= MF_ROCKET;
1804         }
1805
1806         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1807
1808         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1809                 return;
1810
1811         Fire_ApplyDamage(self);
1812         Fire_ApplyEffect(self);
1813
1814         if (g_minstagib)
1815         {
1816                 self.effects |= EF_FULLBRIGHT;
1817
1818                 if (self.items & IT_STRENGTH)
1819                 {
1820                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1821                         if (time > self.strength_finished)
1822                         {
1823                                 self.alpha = default_player_alpha;
1824                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1825                                 self.items &~= IT_STRENGTH;
1826                                 sprint(self, "^3Invisibility has worn off\n");
1827                         }
1828                 }
1829                 else
1830                 {
1831                         if (time < self.strength_finished)
1832                         {
1833                                 self.alpha = g_minstagib_invis_alpha;
1834                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1835                                 self.items |= IT_STRENGTH;
1836                                 sprint(self, "^3You are invisible\n");
1837                         }
1838                 }
1839
1840                 if (self.items & IT_INVINCIBLE)
1841                 {
1842                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1843                         if (time > self.invincible_finished)
1844                         {
1845                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1846                                 sprint(self, "^3Speed has worn off\n");
1847                         }
1848                 }
1849                 else
1850                 {
1851                         if (time < self.invincible_finished)
1852                         {
1853                                 self.items = self.items | IT_INVINCIBLE;
1854                                 sprint(self, "^3You are on speed\n");
1855                         }
1856                 }
1857         }
1858         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.
1859         {
1860                 if (self.items & IT_STRENGTH)
1861                 {
1862                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1863                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1864                         if (time > self.strength_finished)
1865                         {
1866                                 self.items = self.items - (self.items & IT_STRENGTH);
1867                                 sprint(self, "^3Strength has worn off\n");
1868                         }
1869                 }
1870                 else
1871                 {
1872                         if (time < self.strength_finished)
1873                         {
1874                                 self.items = self.items | IT_STRENGTH;
1875                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1876                         }
1877                 }
1878                 if (self.items & IT_INVINCIBLE)
1879                 {
1880                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1881                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1882                         if (time > self.invincible_finished)
1883                         {
1884                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1885                                 sprint(self, "^3Shield has worn off\n");
1886                         }
1887                 }
1888                 else
1889                 {
1890                         if (time < self.invincible_finished)
1891                         {
1892                                 self.items = self.items | IT_INVINCIBLE;
1893                                 sprint(self, "^3Shield surrounds you\n");
1894                         }
1895                 }
1896                 if (self.items & IT_SUPERWEAPON)
1897                 {
1898                         self.effects = self.effects | EF_RED;
1899                         if (!(self.weapons & WEPBIT_SUPERWEAPONS))
1900                         {
1901                                 self.superweapons_finished = 0;
1902                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1903                                 sprint(self, "^3Superweapons have been lost\n");
1904                         }
1905                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1906                         {
1907                                 // don't let them run out
1908                         }
1909                         else
1910                         {
1911                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1912                                 if (time > self.superweapons_finished)
1913                                 {
1914                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1915                                         self.weapons &~= WEPBIT_SUPERWEAPONS;
1916                                         sprint(self, "^3Superweapons have broken down\n");
1917                                 }
1918                         }
1919                 }
1920                 else if(self.weapons & WEPBIT_SUPERWEAPONS)
1921                 {
1922                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1923                         {
1924                                 self.items = self.items | IT_SUPERWEAPON;
1925                                 sprint(self, "^3You now have a superweapon\n");
1926                         }
1927                         else
1928                         {
1929                                 self.superweapons_finished = 0;
1930                                 self.weapons &~= WEPBIT_SUPERWEAPONS; // just in case
1931                         }
1932                 }
1933                 else
1934                 {
1935                         self.superweapons_finished = 0;
1936                 }
1937         }
1938         
1939         if(autocvar_g_nodepthtestplayers)
1940                 self.effects = self.effects | EF_NODEPTHTEST;
1941
1942         if(autocvar_g_fullbrightplayers)
1943                 self.effects = self.effects | EF_FULLBRIGHT;
1944
1945         // midair gamemode: damage only while in the air
1946         // if in midair mode, being on ground grants temporary invulnerability
1947         // (this is so that multishot weapon don't clear the ground flag on the
1948         // first damage in the frame, leaving the player vulnerable to the
1949         // remaining hits in the same frame)
1950         if (self.flags & FL_ONGROUND)
1951         if (g_midair)
1952                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1953
1954         if (time >= game_starttime)
1955         if (time < self.spawnshieldtime)
1956                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1957
1958         MUTATOR_CALLHOOK(PlayerPowerups);
1959 }
1960
1961 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1962 {
1963         if(current > stable)
1964                 return current;
1965         else if(current > stable - 0.25) // when close enough, "snap"
1966                 return stable;
1967         else
1968                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1969 }
1970
1971 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1972 {
1973         if(current < stable)
1974                 return current;
1975         else if(current < stable + 0.25) // when close enough, "snap"
1976                 return stable;
1977         else
1978                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1979 }
1980
1981 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1982 {
1983         if(current > rotstable)
1984         {
1985                 if(rotframetime > 0)
1986                 {
1987                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1988                         current = max(rotstable, current - rotlinear * rotframetime);
1989                 }
1990         }
1991         else if(current < regenstable)
1992         {
1993                 if(regenframetime > 0)
1994                 {
1995                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1996                         current = min(regenstable, current + regenlinear * regenframetime);
1997                 }
1998         }
1999
2000         if(current > limit)
2001                 current = limit;
2002
2003         return current;
2004 }
2005
2006 void player_regen (void)
2007 {
2008         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2009         maxh = autocvar_g_balance_health_rotstable;
2010         maxa = autocvar_g_balance_armor_rotstable;
2011         maxf = autocvar_g_balance_fuel_rotstable;
2012         minh = autocvar_g_balance_health_regenstable;
2013         mina = autocvar_g_balance_armor_regenstable;
2014         minf = autocvar_g_balance_fuel_regenstable;
2015         limith = autocvar_g_balance_health_limit;
2016         limita = autocvar_g_balance_armor_limit;
2017         limitf = autocvar_g_balance_fuel_limit;
2018
2019         max_mod = regen_mod = rot_mod = limit_mod = 1;
2020
2021         if (self.runes & RUNE_REGEN)
2022         {
2023                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2024                 {
2025                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2026                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2027                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2028                 }
2029                 else
2030                 {
2031                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2032                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2033                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2034                 }
2035         }
2036         else if (self.runes & CURSE_VENOM)
2037         {
2038                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2039                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2040                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2041                 else
2042                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2043                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2044                 //if (!self.runes & RUNE_REGEN)
2045                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2046         }
2047         maxh = maxh * max_mod;
2048         //maxa = maxa * max_mod;
2049         //maxf = maxf * max_mod;
2050         minh = minh * max_mod;
2051         //mina = mina * max_mod;
2052         //minf = minf * max_mod;
2053         limith = limith * limit_mod;
2054         limita = limita * limit_mod;
2055         //limitf = limitf * limit_mod;
2056
2057         if(g_lms && g_ca)
2058                 rot_mod = 0;
2059
2060         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2061         {
2062                 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);
2063                 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);
2064
2065                 // if player rotted to death...  die!
2066                 if(self.health < 1)
2067                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2068         }
2069
2070         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2071                 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);
2072 }
2073
2074 float zoomstate_set;
2075 void SetZoomState(float z)
2076 {
2077         if(z != self.zoomstate)
2078         {
2079                 self.zoomstate = z;
2080                 ClientData_Touch(self);
2081         }
2082         zoomstate_set = 1;
2083 }
2084
2085 void GetPressedKeys(void) {
2086         MUTATOR_CALLHOOK(GetPressedKeys);
2087         if (self.movement_x > 0) // get if movement keys are pressed
2088         {       // forward key pressed
2089                 self.pressedkeys |= KEY_FORWARD;
2090                 self.pressedkeys &~= KEY_BACKWARD;
2091         }
2092         else if (self.movement_x < 0)
2093         {       // backward key pressed
2094                 self.pressedkeys |= KEY_BACKWARD;
2095                 self.pressedkeys &~= KEY_FORWARD;
2096         }
2097         else
2098         {       // no x input
2099                 self.pressedkeys &~= KEY_FORWARD;
2100                 self.pressedkeys &~= KEY_BACKWARD;
2101         }
2102
2103         if (self.movement_y > 0)
2104         {       // right key pressed
2105                 self.pressedkeys |= KEY_RIGHT;
2106                 self.pressedkeys &~= KEY_LEFT;
2107         }
2108         else if (self.movement_y < 0)
2109         {       // left key pressed
2110                 self.pressedkeys |= KEY_LEFT;
2111                 self.pressedkeys &~= KEY_RIGHT;
2112         }
2113         else
2114         {       // no y input
2115                 self.pressedkeys &~= KEY_RIGHT;
2116                 self.pressedkeys &~= KEY_LEFT;
2117         }
2118
2119         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2120                 self.pressedkeys |= KEY_JUMP;
2121         else
2122                 self.pressedkeys &~= KEY_JUMP;
2123         if (self.BUTTON_CROUCH)
2124                 self.pressedkeys |= KEY_CROUCH;
2125         else
2126                 self.pressedkeys &~= KEY_CROUCH;
2127 }
2128
2129 /*
2130 ======================
2131 spectate mode routines
2132 ======================
2133 */
2134
2135 void SpectateCopy(entity spectatee) {
2136         other = spectatee;
2137         MUTATOR_CALLHOOK(SpectateCopy);
2138         self.armortype = spectatee.armortype;
2139         self.armorvalue = spectatee.armorvalue;
2140         self.ammo_cells = spectatee.ammo_cells;
2141         self.ammo_shells = spectatee.ammo_shells;
2142         self.ammo_nails = spectatee.ammo_nails;
2143         self.ammo_rockets = spectatee.ammo_rockets;
2144         self.ammo_fuel = spectatee.ammo_fuel;
2145         self.clip_load = spectatee.clip_load;
2146         self.clip_size = spectatee.clip_size;
2147         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2148         self.health = spectatee.health;
2149         self.impulse = 0;
2150         self.items = spectatee.items;
2151         self.last_pickup = spectatee.last_pickup;
2152         self.hit_time = spectatee.hit_time;
2153         self.metertime = spectatee.metertime;
2154         self.strength_finished = spectatee.strength_finished;
2155         self.invincible_finished = spectatee.invincible_finished;
2156         self.pressedkeys = spectatee.pressedkeys;
2157         self.weapons = spectatee.weapons;
2158         self.switchweapon = spectatee.switchweapon;
2159         self.switchingweapon = spectatee.switchingweapon;
2160         self.weapon = spectatee.weapon;
2161         self.nex_charge = spectatee.nex_charge;
2162         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2163         self.hagar_load = spectatee.hagar_load;
2164         self.minelayer_mines = spectatee.minelayer_mines;
2165         self.punchangle = spectatee.punchangle;
2166         self.view_ofs = spectatee.view_ofs;
2167         self.v_angle = spectatee.v_angle;
2168         self.velocity = spectatee.velocity;
2169         self.dmg_take = spectatee.dmg_take;
2170         self.dmg_save = spectatee.dmg_save;
2171         self.dmg_inflictor = spectatee.dmg_inflictor;
2172         self.angles = spectatee.v_angle;
2173         if(!self.BUTTON_USE)
2174                 self.fixangle = TRUE;
2175         setorigin(self, spectatee.origin);
2176         setsize(self, spectatee.mins, spectatee.maxs);
2177         SetZoomState(spectatee.zoomstate);
2178
2179         anticheat_spectatecopy(spectatee);
2180
2181         //self.vehicle = spectatee.vehicle;
2182
2183         self.hud = spectatee.hud;
2184         if(spectatee.vehicle)
2185     {
2186         setorigin(self, spectatee.origin);
2187         self.velocity = spectatee.vehicle.velocity;
2188         self.v_angle += spectatee.vehicle.angles;
2189         //self.v_angle_x *= -1;
2190         self.vehicle_health = spectatee.vehicle_health;
2191         self.vehicle_shield = spectatee.vehicle_shield;
2192         self.vehicle_energy = spectatee.vehicle_energy;
2193         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2194         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2195         self.vehicle_reload1 = spectatee.vehicle_reload1;
2196         self.vehicle_reload2 = spectatee.vehicle_reload2;
2197         
2198         msg_entity = self;
2199         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2200         WriteEntity(MSG_ONE, spectatee);
2201         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2202     }
2203 }
2204
2205 float SpectateUpdate() {
2206         if(!self.enemy)
2207             return 0;           
2208
2209         if (self == self.enemy)
2210                 return 0;
2211
2212         if(self.enemy.classname != "player")
2213                 return 0;
2214
2215         SpectateCopy(self.enemy);
2216
2217         return 1;
2218 }
2219
2220
2221 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2222 entity CA_SpectateNext(entity start) {
2223         if (start.team == self.team) {
2224                 return start;
2225         }
2226         
2227         other = start;
2228         // continue from current player
2229         while(other && other.team != self.team) {
2230                 other = find(other, classname, "player");
2231         }
2232         
2233         if (!other) {
2234                 // restart from begining
2235                 other = find(other, classname, "player");
2236                 while(other && other.team != self.team) {
2237                         other = find(other, classname, "player");
2238                 }
2239         }
2240         
2241         return other;
2242 }
2243
2244 float SpectateNext() {
2245         other = find(self.enemy, classname, "player");
2246         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2247                 // CA and ca players when spectating enemies is forbidden
2248                 other = CA_SpectateNext(other);
2249         } else {
2250                 // other modes and ca spectators or spectating enemies is allowed
2251                 if (!other)
2252                         other = find(other, classname, "player");
2253         }
2254         
2255         if (other)
2256                 self.enemy = other;
2257
2258         if(self.enemy.classname == "player") {
2259             if(self.enemy.vehicle)
2260             {      
2261             msg_entity = self;
2262             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2263             WriteEntity(MSG_ONE, self.enemy);
2264             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2265             self.movetype = MOVETYPE_NONE;
2266             accuracy_resend(self);
2267             }
2268             else 
2269             {           
2270             msg_entity = self;
2271             WriteByte(MSG_ONE, SVC_SETVIEW);
2272             WriteEntity(MSG_ONE, self.enemy);
2273             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2274             self.movetype = MOVETYPE_NONE;
2275             accuracy_resend(self);
2276
2277             if(!SpectateUpdate())
2278                 PutObserverInServer();
2279         }
2280         return 1;
2281         } else {
2282                 return 0;
2283         }
2284 }
2285
2286 /*
2287 =============
2288 ShowRespawnCountdown()
2289
2290 Update a respawn countdown display.
2291 =============
2292 */
2293 void ShowRespawnCountdown()
2294 {
2295         float number;
2296         if(self.deadflag == DEAD_NO) // just respawned?
2297                 return;
2298         else
2299         {
2300                 number = ceil(self.respawn_time - time);
2301                 if(number <= 0)
2302                         return;
2303                 if(number <= self.respawn_countdown)
2304                 {
2305                         self.respawn_countdown = number - 1;
2306                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2307                                 AnnounceTo(self, strcat(ftos(number), ""));
2308                 }
2309         }
2310 }
2311
2312 .float prevent_join_msgtime;
2313 void LeaveSpectatorMode()
2314 {
2315         if(nJoinAllowed(1)) {
2316                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2317                         self.classname = "player";
2318
2319                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2320                                 JoinBestTeam(self, FALSE, TRUE);
2321
2322                         if(autocvar_g_campaign)
2323                                 campaign_bots_may_start = 1;
2324
2325                         PutClientInServer();
2326
2327                         if(self.classname == "player")
2328                                 bprint ("^4", self.netname, "^4 is playing now\n");
2329
2330                         if(!autocvar_g_campaign)
2331                         if (time < self.jointime + autocvar_welcome_message_time)
2332                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2333
2334                         if (self.prevent_join_msgtime)
2335                         {
2336                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2337                                 self.prevent_join_msgtime = 0;
2338                         }
2339
2340                         return;
2341                 } else {
2342                         if (g_ca && self.caplayer) {
2343                         }       // do nothing
2344                         else
2345                                 stuffcmd(self,"menu_showteamselect\n");
2346                         return;
2347                 }
2348         }
2349         else {
2350                 //player may not join because of g_maxplayers is set
2351                 if (time - self.prevent_join_msgtime > 2)
2352                 {
2353                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2354                         self.prevent_join_msgtime = time;
2355                 }
2356         }
2357 }
2358
2359 /**
2360  * Determines whether the player is allowed to join. This depends on cvar
2361  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2362  * it checks whether the number of currently playing players exceeds g_maxplayers.
2363  * @return int number of free slots for players, 0 if none
2364  */
2365 float nJoinAllowed(float includeMe) {
2366         if(self.team_forced < 0)
2367                 return FALSE; // forced spectators can never join
2368
2369         // TODO simplify this
2370         entity e;
2371
2372         float totalClients;
2373         FOR_EACH_CLIENT(e)
2374                 totalClients += 1;
2375
2376         if (!autocvar_g_maxplayers)
2377                 return maxclients - totalClients + includeMe;
2378
2379         float currentlyPlaying;
2380         FOR_EACH_REALPLAYER(e)
2381                 currentlyPlaying += 1;
2382
2383         if(currentlyPlaying < autocvar_g_maxplayers)
2384                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2385
2386         return 0;
2387 }
2388
2389 /**
2390  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2391  * g_maxplayers_spectator_blocktime seconds
2392  */
2393 void checkSpectatorBlock() {
2394         if(self.classname == "spectator" || self.classname == "observer") {
2395                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2396                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2397                         dropclient(self);
2398                 }
2399         }
2400 }
2401
2402 .float motd_actived_time; // used for both motd and campaign_message
2403 void PrintWelcomeMessage()
2404 {
2405         if (self.motd_actived_time == 0) { // is there already a message showing?
2406                 if (autocvar_g_campaign) {
2407                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2408                                 self.motd_actived_time = time;
2409                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2410                         }
2411                 } else {
2412                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2413                                 self.motd_actived_time = time;
2414                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2415                         }
2416                 }
2417         } else { // showing MOTD or campaign message
2418                 if (autocvar_g_campaign) {
2419                         if (self.BUTTON_INFO)
2420                                 self.motd_actived_time = time;
2421                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2422                                 self.motd_actived_time = 0;
2423                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2424                         }
2425                 } else {
2426                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2427                                 if (self.BUTTON_INFO)
2428                                         self.motd_actived_time = time;
2429                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2430                                         self.motd_actived_time = 0;
2431                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2432                                 }
2433                         }
2434                 }
2435         }
2436 }
2437
2438 void ObserverThink()
2439 {
2440         float prefered_movetype;
2441         if (self.flags & FL_JUMPRELEASED) {
2442                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2443                         self.flags &~= FL_JUMPRELEASED;
2444                         self.flags |= FL_SPAWNING;
2445                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2446                         self.flags &~= FL_JUMPRELEASED;
2447                         if(SpectateNext() == 1) {
2448                                 self.classname = "spectator";
2449                         }
2450                 } else {
2451                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2452                         if (self.movetype != prefered_movetype)
2453                                 self.movetype = prefered_movetype;
2454                 }
2455         } else {
2456                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2457                         self.flags |= FL_JUMPRELEASED;
2458                         if(self.flags & FL_SPAWNING)
2459                         {
2460                                 self.flags &~= FL_SPAWNING;
2461                                 LeaveSpectatorMode();
2462                                 return;
2463                         }
2464                 }
2465         }
2466
2467         PrintWelcomeMessage();
2468 }
2469
2470 void SpectatorThink()
2471 {
2472         if (self.flags & FL_JUMPRELEASED) {
2473                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2474                         self.flags &~= FL_JUMPRELEASED;
2475                         self.flags |= FL_SPAWNING;
2476                 } else if(self.BUTTON_ATCK) {
2477                         self.flags &~= FL_JUMPRELEASED;
2478                         if(SpectateNext() == 1) {
2479                                 self.classname = "spectator";
2480                         } else {
2481                                 self.classname = "observer";
2482                                 PutClientInServer();
2483                         }
2484                 } else if (self.BUTTON_ATCK2) {
2485                         self.flags &~= FL_JUMPRELEASED;
2486                         self.classname = "observer";
2487                         PutClientInServer();
2488                 } else {
2489                         if(!SpectateUpdate())
2490                                 PutObserverInServer();
2491                 }
2492         } else {
2493                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2494                         self.flags |= FL_JUMPRELEASED;
2495                         if(self.flags & FL_SPAWNING)
2496                         {
2497                                 self.flags &~= FL_SPAWNING;
2498                                 LeaveSpectatorMode();
2499                                 return;
2500                         }
2501                 }
2502                 if(!SpectateUpdate())
2503                         PutObserverInServer();
2504         }
2505
2506         PrintWelcomeMessage();
2507         self.flags |= FL_CLIENT | FL_NOTARGET;
2508 }
2509
2510 float ctf_usekey();
2511 void PlayerUseKey()
2512 {
2513         if(self.classname != "player")
2514                 return;
2515
2516         if(self.vehicle)
2517         {
2518         vehicles_exit(VHEF_NORMAL);
2519         return;
2520         }
2521         
2522         // a use key was pressed; call handlers
2523         if(ctf_usekey())
2524                 return;
2525
2526         MUTATOR_CALLHOOK(PlayerUseKey);
2527 }
2528
2529 .float touchexplode_time;
2530
2531 /*
2532 =============
2533 PlayerPreThink
2534
2535 Called every frame for each client before the physics are run
2536 =============
2537 */
2538 .float usekeypressed;
2539 void() ctf_setstatus;
2540 void() nexball_setstatus;
2541 .float items_added;
2542 void PlayerPreThink (void)
2543 {
2544         WarpZone_PlayerPhysics_FixVAngle();
2545
2546         self.stat_game_starttime = game_starttime;
2547         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2548         self.stat_leadlimit = autocvar_leadlimit;
2549
2550         if(frametime)
2551         {
2552                 // physics frames: update anticheat stuff
2553                 anticheat_prethink();
2554         }
2555
2556         if(blockSpectators && frametime)
2557                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2558                 checkSpectatorBlock();
2559
2560         zoomstate_set = 0;
2561
2562         if(self.netname_previous != self.netname)
2563         {
2564                 if(autocvar_sv_eventlog)
2565                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2566                 if(self.netname_previous)
2567                         strunzone(self.netname_previous);
2568                 self.netname_previous = strzone(self.netname);
2569         }
2570
2571         // version nagging
2572         if(self.version_nagtime)
2573                 if(self.cvar_g_xonoticversion)
2574                         if(time > self.version_nagtime)
2575                         {
2576                                 // don't notify git users
2577                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2578                                 {
2579                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2580                                         {
2581                                                 // notify release users if connecting to git
2582                                                 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");
2583                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2584                                         }
2585                                         else
2586                                         {
2587                                                 float r;
2588                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2589                                                 if(r < 0)
2590                                                 {
2591                                                         // give users new version
2592                                                         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");
2593                                                         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"));
2594                                                 }
2595                                                 else if(r > 0)
2596                                                 {
2597                                                         // notify users about old server version
2598                                                         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");
2599                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2600                                                 }
2601                                         }
2602                                 }
2603                                 self.version_nagtime = 0;
2604                         }
2605
2606         // GOD MODE info
2607         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2608         {
2609                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2610                 self.max_armorvalue = 0;
2611         }
2612
2613 #ifdef TETRIS
2614         if (TetrisPreFrame())
2615                 return;
2616 #endif
2617
2618         MUTATOR_CALLHOOK(PlayerPreThink);
2619
2620         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2621         {
2622                 if(self.BUTTON_USE && !self.usekeypressed)
2623                         PlayerUseKey();
2624                 self.usekeypressed = self.BUTTON_USE;
2625         }
2626
2627         PrintWelcomeMessage();
2628
2629         if(self.classname == "player") {
2630 //              if(self.netname == "Wazat")
2631 //                      bprint(self.classname, "\n");
2632
2633                 CheckRules_Player();
2634
2635                 if (intermission_running)
2636                 {
2637                         IntermissionThink ();   // otherwise a button could be missed between
2638                         return;                                 // the think tics
2639                 }
2640
2641                 //don't allow the player to turn around while game is paused!
2642                 if(timeout_status == TIMEOUT_ACTIVE) {
2643                         // FIXME turn this into CSQC stuff
2644                         self.v_angle = self.lastV_angle;
2645                         self.angles = self.lastV_angle;
2646                         self.fixangle = TRUE;
2647                 }
2648
2649                 if(frametime)
2650                 {
2651 #ifndef NO_LEGACY_NETWORKING
2652                         self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2653 #endif
2654
2655                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2656                         {
2657                                 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);
2658                                 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);
2659                                 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);
2660
2661                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2662                                 {
2663                                         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);
2664                                         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);
2665                                         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);
2666                                 }
2667                         }
2668                         else
2669                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2670
2671                         player_powerups();
2672                 }
2673
2674                 if (g_minstagib)
2675                         minstagib_ammocheck();
2676
2677                 if (self.deadflag != DEAD_NO)
2678                 {
2679                         float button_pressed, force_respawn;
2680                         if(self.personal && g_race_qualifying)
2681                         {
2682                                 if(time > self.respawn_time)
2683                                 {
2684                                         self.respawn_time = time + 1; // only retry once a second
2685                                         respawn();
2686                                         self.impulse = 141;
2687                                 }
2688                         }
2689                         else
2690                         {
2691                                 if(frametime)
2692                                         player_anim();
2693                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2694                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2695                                 if (self.deadflag == DEAD_DYING)
2696                                 {
2697                                         if(force_respawn)
2698                                                 self.deadflag = DEAD_RESPAWNING;
2699                                         else if(!button_pressed)
2700                                                 self.deadflag = DEAD_DEAD;
2701                                 }
2702                                 else if (self.deadflag == DEAD_DEAD)
2703                                 {
2704                                         if(button_pressed)
2705                                                 self.deadflag = DEAD_RESPAWNABLE;
2706                                 }
2707                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2708                                 {
2709                                         if(!button_pressed)
2710                                                 self.deadflag = DEAD_RESPAWNING;
2711                                 }
2712                                 else if (self.deadflag == DEAD_RESPAWNING)
2713                                 {
2714                                         if(time > self.respawn_time)
2715                                         {
2716                                                 self.respawn_time = time + 1; // only retry once a second
2717                                                 respawn();
2718                                         }
2719                                 }
2720                                 ShowRespawnCountdown();
2721                         }
2722                         return;
2723                 }
2724                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2725                 // so (self.deadflag == DEAD_NO) is always true in the code below
2726
2727                 if(g_touchexplode)
2728                 if(time > self.touchexplode_time)
2729                 if(self.classname == "player")
2730                 if(self.deadflag == DEAD_NO)
2731                 if not(IS_INDEPENDENT_PLAYER(self))
2732                 FOR_EACH_PLAYER(other) if(self != other)
2733                 {
2734                         if(time > other.touchexplode_time)
2735                         if(other.deadflag == DEAD_NO)
2736                         if not(IS_INDEPENDENT_PLAYER(other))
2737                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2738                         {
2739                                 PlayerTouchExplode(self, other);
2740                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2741                         }
2742                 }
2743
2744                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2745                 {
2746                         vector dist;
2747
2748                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2749                         dist = self.prevorigin - self.origin;
2750                         dist_z = 0;
2751                         self.lms_traveled_distance += fabs(vlen(dist));
2752
2753                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2754                         {
2755                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2756                                 self.lms_traveled_distance = 0;
2757                         }
2758
2759                         if(time > self.lms_nextcheck)
2760                         {
2761                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2762                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2763                                 {
2764                                         centerprint(self, autocvar_g_lms_campcheck_message);
2765                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2766                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2767                                         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');
2768                                 }
2769                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2770                                 self.lms_traveled_distance = 0;
2771                         }
2772                 }
2773
2774                 self.prevorigin = self.origin;
2775
2776                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
2777                 {
2778                         if (!self.crouch)
2779                         {
2780                                 self.crouch = TRUE;
2781                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2782                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2783                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2784                         }
2785                 }
2786                 else
2787                 {
2788                         if (self.crouch)
2789                         {
2790                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2791                                 if (!trace_startsolid)
2792                                 {
2793                                         self.crouch = FALSE;
2794                                         self.view_ofs = PL_VIEW_OFS;
2795                                         setsize (self, PL_MIN, PL_MAX);
2796                                 }
2797                         }
2798                 }
2799
2800                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2801                 {
2802                         if(self.bloodloss_timer < time)
2803                         {
2804                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2805                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2806                         }
2807                 }
2808
2809                 FixPlayermodel();
2810
2811                 GrapplingHookFrame();
2812
2813                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2814                 //if(frametime)
2815                 {
2816                         self.items &~= self.items_added;
2817
2818                         W_WeaponFrame();
2819
2820                         self.items_added = 0;
2821                         if(self.items & IT_JETPACK)
2822                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2823                                         self.items_added |= IT_FUEL;
2824
2825                         self.items |= self.items_added;
2826                 }
2827
2828                 player_regen();
2829
2830                 // rot nex charge to the charge limit
2831                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2832                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2833
2834                 if(frametime)
2835                         player_anim();
2836
2837                 if(g_ctf)
2838                         ctf_setstatus();
2839
2840                 if(g_nexball)
2841                         nexball_setstatus();
2842                 
2843                 // secret status
2844                 secrets_setstatus();
2845                 
2846                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2847
2848                 //self.angles_y=self.v_angle_y + 90;   // temp
2849         } else if(gameover) {
2850                 if (intermission_running)
2851                         IntermissionThink ();   // otherwise a button could be missed between
2852                 return;
2853         } else if(self.classname == "observer") {
2854                 ObserverThink();
2855         } else if(self.classname == "spectator") {
2856                 SpectatorThink();
2857         }
2858
2859         if(!zoomstate_set)
2860                 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));
2861
2862         float oldspectatee_status;
2863         oldspectatee_status = self.spectatee_status;
2864         if(self.classname == "spectator")
2865                 self.spectatee_status = num_for_edict(self.enemy);
2866         else if(self.classname == "observer")
2867                 self.spectatee_status = num_for_edict(self);
2868         else
2869                 self.spectatee_status = 0;
2870         if(self.spectatee_status != oldspectatee_status)
2871         {
2872                 ClientData_Touch(self);
2873                 if(g_race || g_cts)
2874                         race_InitSpectator();
2875         }
2876
2877         if(self.teamkill_soundtime)
2878         if(time > self.teamkill_soundtime)
2879         {
2880                 self.teamkill_soundtime = 0;
2881
2882                 entity oldpusher, oldself;
2883
2884                 oldself = self; self = self.teamkill_soundsource;
2885                 oldpusher = self.pusher; self.pusher = oldself;
2886
2887                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2888
2889                 self.pusher = oldpusher;
2890                 self = oldself;
2891         }
2892
2893         if(self.taunt_soundtime)
2894         if(time > self.taunt_soundtime)
2895         {
2896                 self.taunt_soundtime = 0;
2897                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2898         }
2899
2900         target_voicescript_next(self);
2901
2902         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2903         if(!self.weapon)
2904                 self.clip_load = self.clip_size = 0;
2905 }
2906
2907 float isInvisibleString(string s)
2908 {
2909         float i, n, c;
2910         s = strdecolorize(s);
2911         for((i = 0), (n = strlen(s)); i < n; ++i)
2912         {
2913                 c = str2chr(s, i);
2914                 switch(c)
2915                 {
2916                         case 0:
2917                         case 32: // space
2918                                 break;
2919                         case 192: // charmap space
2920                                 if (!autocvar_utf8_enable)
2921                                         break;
2922                                 return FALSE;
2923                         case 160: // space in unicode fonts
2924                         case 0xE000 + 192: // utf8 charmap space
2925                                 if (autocvar_utf8_enable)
2926                                         break;
2927                         default:
2928                                 return FALSE;
2929                 }
2930         }
2931         return TRUE;
2932 }
2933
2934 /*
2935 =============
2936 PlayerPostThink
2937
2938 Called every frame for each client after the physics are run
2939 =============
2940 */
2941 .float idlekick_lasttimeleft;
2942 .entity showheadshotbbox;
2943 void showheadshotbbox_think()
2944 {
2945         if(self.owner.showheadshotbbox != self)
2946         {
2947                 remove(self);
2948                 return;
2949         }
2950         self.nextthink = time;
2951         setorigin(self, self.owner.origin);
2952         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2953 }
2954 void PlayerPostThink (void)
2955 {
2956         // Savage: Check for nameless players
2957         if (isInvisibleString(self.netname)) {
2958                 self.netname = "Player";
2959                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2960         }
2961
2962         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2963         {
2964                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2965                 {
2966                         if(self.idlekick_lasttimeleft)
2967                         {
2968                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2969                                 self.idlekick_lasttimeleft = 0;
2970                         }
2971                 }
2972                 else
2973                 {
2974                         float timeleft;
2975                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2976                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2977                         {
2978                                 if(!self.idlekick_lasttimeleft)
2979                                         Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2980                         }
2981                         if(timeleft <= 0)
2982                         {
2983                                 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2984                                 AnnounceTo(self, "terminated");
2985                                 dropclient(self);
2986                                 return;
2987                         }
2988                         else if(timeleft <= 10)
2989                         {
2990                                 if(timeleft != self.idlekick_lasttimeleft)
2991                                         AnnounceTo(self, ftos(timeleft));
2992                                 self.idlekick_lasttimeleft = timeleft;
2993                         }
2994                 }
2995         }
2996
2997 #ifdef TETRIS
2998         if(self.impulse == 100)
2999                 ImpulseCommands();
3000         if (!TetrisPostFrame())
3001         {
3002 #endif
3003
3004         CheatFrame();
3005
3006         //CheckPlayerJump();
3007
3008         if(self.classname == "player") {
3009                 CheckRules_Player();
3010                 UpdateChatBubble();
3011                 if (self.impulse)
3012                         ImpulseCommands();
3013                 if (intermission_running)
3014                         return;         // intermission or finale
3015                 GetPressedKeys();
3016         } else if (self.classname == "observer") {
3017                 //do nothing
3018         } else if (self.classname == "spectator") {
3019                 //do nothing
3020         }
3021         
3022 #ifdef TETRIS
3023         }
3024 #endif
3025
3026         /*
3027         float i;
3028         for(i = 0; i < 1000; ++i)
3029         {
3030                 vector end;
3031                 end = self.origin + '0 0 1024' + 512 * randomvec();
3032                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3033                 if(trace_fraction < 1)
3034                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3035                 {
3036                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3037                         break;
3038                 }
3039         }
3040         */
3041
3042         Arena_Warmup();
3043
3044         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3045
3046         if(self.waypointsprite_attachedforcarrier)
3047                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3048
3049         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3050         {
3051                 if(!self.showheadshotbbox)
3052                 {
3053                         self.showheadshotbbox = spawn();
3054                         self.showheadshotbbox.classname = "headshotbbox";
3055                         self.showheadshotbbox.owner = self;
3056                         self.showheadshotbbox.think = showheadshotbbox_think;
3057                         self.showheadshotbbox.nextthink = time;
3058                         self = self.showheadshotbbox;
3059                         self.think();
3060                         self = self.owner;
3061                 }
3062         }
3063         else
3064         {
3065                 if(self.showheadshotbbox)
3066                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3067                 remove(self.showheadshotbbox);
3068         }
3069
3070         playerdemo_write();
3071
3072         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3073         {
3074                 if(!self.stored_netname)
3075                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3076                 if(self.stored_netname != self.netname)
3077                 {
3078                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3079                         strunzone(self.stored_netname);
3080                         self.stored_netname = strzone(self.netname);
3081                 }
3082         }
3083
3084         /*
3085         if(g_race)
3086                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3087         */
3088
3089         CSQCMODEL_AUTOUPDATE();
3090 }