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clear antilag data when respawning (fixes #862)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, float 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();
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         if(strlen(plyermodel) < 4)
345                 return FallbackPlayerModel;
346         if( substring(plyermodel,0,14) != "models/player/")
347                 return FallbackPlayerModel;
348         else if(autocvar_sv_servermodelsonly)
349         {
350                 if(substring(plyermodel,-4,4) != ".zym")
351                 if(substring(plyermodel,-4,4) != ".dpm")
352                 if(substring(plyermodel,-4,4) != ".iqm")
353                 if(substring(plyermodel,-4,4) != ".md3")
354                 if(substring(plyermodel,-4,4) != ".psk")
355                         return FallbackPlayerModel;
356                 // forbid the LOD models
357                 if(substring(plyermodel, -9,5) == "_lod1")
358                         return FallbackPlayerModel;
359                 if(substring(plyermodel, -9,5) == "_lod2")
360                         return FallbackPlayerModel;
361                 if(plyermodel != strtolower(plyermodel))
362                         return FallbackPlayerModel;
363                 if(!fexists(plyermodel))
364                         return FallbackPlayerModel;
365         }
366         return plyermodel;
367 }
368
369 /*
370 =============
371 Client_customizeentityforclient
372
373 LOD reduction
374 =============
375 */
376 void Client_uncustomizeentityforclient()
377 {
378         if(self.modelindex == 0) // no need to uncustomize then
379                 return;
380         self.modelindex = self.modelindex_lod0;
381         self.skin = self.skinindex;
382 }
383
384 float Client_customizeentityforclient()
385 {
386         entity modelsource;
387
388         if(self.modelindex == 0)
389                 return TRUE;
390
391         // forcemodel stuff
392
393 #ifdef PROFILING
394         float t0;
395         t0 = gettime(GETTIME_HIRES); // reference
396 #endif
397
398         modelsource = self;
399
400 #ifdef ALLOW_FORCEMODELS
401         if(other.cvar_cl_forceplayermodelsfromxonotic)
402                 if not(self.modelindex_lod0_from_xonotic)
403                         modelsource = other;
404         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
405                 modelsource = other;
406 #endif
407
408         self.skin = modelsource.skinindex;
409
410 #if 0
411         if(modelsource == self)
412                 self.skin = modelsource.skinindex;
413         else
414                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
415 #endif
416
417         // self: me
418         // other: the player viewing me
419         float distance;
420         float f;
421
422         if(other.cvar_cl_playerdetailreduction <= 0)
423         {
424                 if(other.cvar_cl_playerdetailreduction <= -2)
425                         self.modelindex = modelsource.modelindex_lod2;
426                 else if(other.cvar_cl_playerdetailreduction <= -1)
427                         self.modelindex = modelsource.modelindex_lod1;
428                 else
429                         self.modelindex = modelsource.modelindex_lod0;
430         }
431         else
432         {
433                 distance = vlen(self.origin - other.origin);
434                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
435                 if(f > sv_loddistance2)
436                         self.modelindex = modelsource.modelindex_lod2;
437                 else if(f > sv_loddistance1)
438                         self.modelindex = modelsource.modelindex_lod1;
439                 else
440                         self.modelindex = modelsource.modelindex_lod0;
441         }
442
443 #ifdef PROFILING
444         float t1;
445         t1 = gettime(GETTIME_HIRES); // reference
446         client_cefc_accumulator += (t1 - t0);
447 #endif
448
449         return TRUE;
450 }
451
452 void setmodel_lod(entity e, string modelname)
453 {
454         string s;
455
456         if(sv_loddistance1)
457         {
458                 // FIXME: this only supports 3-letter extensions
459                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
460                 if(fexists(s))
461                 {
462                         setmodel(e, s); // players have high precision
463                         self.modelindex_lod1 = self.modelindex;
464                 }
465                 else
466                         self.modelindex_lod1 = -1;
467
468                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
469                 if(fexists(s))
470                 {
471                         setmodel(e, s); // players have high precision
472                         self.modelindex_lod2 = self.modelindex;
473                 }
474                 else
475                         self.modelindex_lod2 = -1;
476
477                 precache_model(modelname);
478                 setmodel(e, modelname); // players have high precision
479                 self.modelindex_lod0 = self.modelindex;
480
481                 if(self.modelindex_lod1 < 0)
482                         self.modelindex_lod1 = self.modelindex;
483
484                 if(self.modelindex_lod2 < 0)
485                         self.modelindex_lod2 = self.modelindex;
486         }
487         else
488         {
489                 precache_model(modelname);
490                 setmodel(e, modelname); // players have high precision
491                 self.modelindex_lod0 = self.modelindex;
492                         // save it for possible player model forcing
493         }
494
495         s = whichpack(self.model);
496         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
497
498         player_setupanimsformodel();
499         UpdatePlayerSounds();
500 }
501
502 /*
503 =============
504 PutObserverInServer
505
506 putting a client as observer in the server
507 =============
508 */
509 void FixPlayermodel();
510 void PutObserverInServer (void)
511 {
512         entity  spot;
513     self.hud = HUD_NORMAL;
514         race_PreSpawnObserver();
515
516         spot = SelectSpawnPoint (TRUE);
517         if(!spot)
518                 error("No spawnpoints for observers?!?\n");
519         RemoveGrapplingHook(self); // Wazat's Grappling Hook
520
521         if(clienttype(self) == CLIENTTYPE_REAL)
522         {
523                 msg_entity = self;
524                 WriteByte(MSG_ONE, SVC_SETVIEW);
525                 WriteEntity(MSG_ONE, self);
526         }
527
528         DropAllRunes(self);
529         MUTATOR_CALLHOOK(MakePlayerObserver);
530
531         if (g_minstagib)
532                 minstagib_stop_countdown();
533
534         Portal_ClearAll(self);
535
536         if(self.alivetime)
537         {
538                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
539                 self.alivetime = 0;
540         }
541
542         if(self.vehicle)
543             vehicles_exit(VHEF_RELESE);
544
545         if(self.flagcarried)
546                 DropFlag(self.flagcarried, world, world);
547
548         if(self.ballcarried && g_nexball)
549                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
550
551         WaypointSprite_PlayerDead();
552
553         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
554                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
555
556         if(self.killcount != -666) {
557                 if(g_lms) {
558                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
559                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
560                         else
561                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
562                 } else
563                         bprint ("^4", self.netname, "^4 is spectating now\n");
564
565                 if(self.just_joined == FALSE) {
566                         LogTeamchange(self.playerid, -1, 4);
567                 } else
568                         self.just_joined = FALSE;
569         }
570
571         PlayerScore_Clear(self); // clear scores when needed
572
573         accuracy_resend(self);
574
575         self.spectatortime = time;
576         
577         self.classname = "observer";
578         self.iscreature = FALSE;
579         self.damagedbycontents = FALSE;
580         self.health = -666;
581         self.takedamage = DAMAGE_NO;
582         self.solid = SOLID_NOT;
583         self.movetype = MOVETYPE_FLY_WORLDONLY; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink
584         self.flags = FL_CLIENT | FL_NOTARGET;
585         self.armorvalue = 666;
586         self.effects = 0;
587         self.armorvalue = autocvar_g_balance_armor_start;
588         self.pauserotarmor_finished = 0;
589         self.pauserothealth_finished = 0;
590         self.pauseregen_finished = 0;
591         self.damageforcescale = 0;
592         self.death_time = 0;
593         self.dead_frame = 0;
594         self.alpha = 0;
595         self.scale = 0;
596         self.fade_time = 0;
597         self.pain_frame = 0;
598         self.pain_finished = 0;
599         self.strength_finished = 0;
600         self.invincible_finished = 0;
601         self.pushltime = 0;
602         self.think = SUB_Null;
603         self.nextthink = 0;
604         self.hook_time = 0;
605         self.runes = 0;
606         self.deadflag = DEAD_NO;
607         self.angles = spot.angles;
608         self.angles_z = 0;
609         self.fixangle = TRUE;
610         self.crouch = FALSE;
611
612         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
613         setorigin (self, spot.origin);
614         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
615         self.prevorigin = self.origin;
616         self.items = 0;
617         self.weapons = 0;
618         self.model = "";
619         FixPlayermodel();
620         self.model = "";
621         self.modelindex = 0;
622         self.weapon = 0;
623         self.weaponname = "";
624         self.switchingweapon = 0;
625         self.weaponmodel = "";
626         self.weaponentity = world;
627         self.exteriorweaponentity = world;
628         self.killcount = -666;
629         self.velocity = '0 0 0';
630         self.avelocity = '0 0 0';
631         self.punchangle = '0 0 0';
632         self.punchvector = '0 0 0';
633         self.oldvelocity = self.velocity;
634         self.fire_endtime = -1;
635
636         if(sv_loddistance1)
637                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
638
639         if(g_arena)
640         {
641                 if(self.version_mismatch)
642                 {
643                         Spawnqueue_Unmark(self);
644                         Spawnqueue_Remove(self);
645                 }
646                 else
647                 {
648                         Spawnqueue_Insert(self);
649                 }
650         }
651         else if(g_lms)
652         {
653                 // Only if the player cannot play at all
654                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
655                         self.frags = FRAGS_SPECTATOR;
656                 else
657                         self.frags = FRAGS_LMS_LOSER;
658         }
659         else if(g_ca)
660         {
661                 if(self.caplayer)
662                         self.frags = FRAGS_LMS_LOSER;
663                 else
664                         self.frags = FRAGS_SPECTATOR;
665         }
666         else
667                 self.frags = FRAGS_SPECTATOR;
668 }
669
670 .float model_randomizer;
671 void FixPlayermodel()
672 {
673         string defaultmodel;
674         float defaultskin, chmdl, oldskin, n, i;
675         vector m1, m2;
676
677         defaultmodel = "";
678
679         if(autocvar_sv_defaultcharacter == 1)
680         {
681                 defaultskin = 0;
682
683                 if(teamplay)
684                 {
685                         string s;
686                         s = Team_ColorNameLowerCase(self.team);
687                         if(s != "neutral")
688                         {
689                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
690                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
691                         }
692                 }
693
694                 if(defaultmodel == "")
695                 {
696                         defaultmodel = autocvar_sv_defaultplayermodel;
697                         defaultskin = autocvar_sv_defaultplayerskin;
698                 }
699
700                 n = tokenize_console(defaultmodel);
701                 if(n > 0)
702                         defaultmodel = argv(floor(n * self.model_randomizer));
703
704                 i = strstrofs(defaultmodel, ":", 0);
705                 if(i >= 0)
706                 {
707                         defaultskin = stof(substring(defaultmodel, i+1, -1));
708                         defaultmodel = substring(defaultmodel, 0, i);
709                 }
710         }
711
712         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
713         {
714                 if(self.model != "")
715                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
716                 self.model = ""; // force the != checks to return true
717         }
718
719         if(defaultmodel != "")
720         {
721                 if (defaultmodel != self.model)
722                 {
723                         m1 = self.mins;
724                         m2 = self.maxs;
725                         setmodel_lod (self, defaultmodel);
726                         setsize (self, m1, m2);
727                         chmdl = TRUE;
728                 }
729
730                 oldskin = self.skinindex;
731                 self.skinindex = defaultskin;
732         } else {
733                 if (self.playermodel != self.model || self.playermodel == "")
734                 {
735                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
736                         m1 = self.mins;
737                         m2 = self.maxs;
738                         setmodel_lod (self, self.playermodel);
739                         setsize (self, m1, m2);
740                         chmdl = TRUE;
741                 }
742
743                 oldskin = self.skinindex;
744                 self.skinindex = stof(self.playerskin);
745         }
746
747         if(chmdl || oldskin != self.skinindex)
748                 self.species = player_getspecies(); // model or skin has changed
749
750         if(!teamplay)
751                 if(strlen(autocvar_sv_defaultplayercolors))
752                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
753                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
754 }
755
756 void PlayerTouchExplode(entity p1, entity p2)
757 {
758         vector org;
759         org = (p1.origin + p2.origin) * 0.5;
760         org_z += (p1.mins_z + p2.mins_z) * 0.5;
761
762         te_explosion(org);
763
764         entity e;
765         e = spawn();
766         setorigin(e, org);
767         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
768         remove(e);
769 }
770
771 /*
772 =============
773 PutClientInServer
774
775 Called when a client spawns in the server
776 =============
777 */
778 //void() ctf_playerchanged;
779 void PutClientInServer (void)
780 {
781         if(clienttype(self) == CLIENTTYPE_BOT)
782         {
783                 self.classname = "player";
784         }
785         else if(clienttype(self) == CLIENTTYPE_REAL)
786         {
787                 msg_entity = self;
788                 WriteByte(MSG_ONE, SVC_SETVIEW);
789                 WriteEntity(MSG_ONE, self);
790         }
791         
792         // reset player keys
793         self.itemkeys = 0;
794
795         // player is dead and becomes observer
796         // FIXME fix LMS scoring for new system
797         if(g_lms)
798         {
799                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
800                         self.classname = "observer";
801         }
802
803         if(g_arena || (g_ca && !allowed_to_spawn))
804         if(!self.spawned)
805                 self.classname = "observer";
806
807         if(gameover)
808                 self.classname = "observer";
809
810         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
811                 entity spot, oldself;
812                 float j;
813
814                 accuracy_resend(self);
815
816                 if(self.team < 0)
817                         JoinBestTeam(self, FALSE, TRUE);
818
819                 race_PreSpawn();
820
821                 spot = SelectSpawnPoint (FALSE);
822                 if(!spot)
823                 {
824                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
825                         return; // spawn failed
826                 }
827
828                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
829
830                 self.classname = "player";
831                 self.wasplayer = TRUE;
832                 self.iscreature = TRUE;
833                 self.damagedbycontents = TRUE;
834                 self.movetype = MOVETYPE_WALK;
835                 self.solid = SOLID_SLIDEBOX;
836                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
837                 if(autocvar_g_playerclip_collisions)
838                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
839                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
840                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
841                 self.frags = FRAGS_PLAYER;
842                 if(INDEPENDENT_PLAYERS)
843                         MAKE_INDEPENDENT_PLAYER(self);
844                 self.flags = FL_CLIENT;
845                 if(autocvar__notarget)
846                         self.flags |= FL_NOTARGET;
847                 self.takedamage = DAMAGE_AIM;
848                 if(g_minstagib)
849                         self.effects = EF_FULLBRIGHT;
850                 else
851                         self.effects = 0;
852                 self.air_finished = time + 12;
853                 self.dmg = 2;
854                 if(autocvar_g_balance_nex_charge)
855                 {
856                         if(autocvar_g_balance_nex_secondary_chargepool)
857                                 self.nex_chargepool_ammo = 1;
858                         self.nex_charge = autocvar_g_balance_nex_charge_start;
859                 }
860
861                 if(inWarmupStage)
862                 {
863                         self.ammo_shells = warmup_start_ammo_shells;
864                         self.ammo_nails = warmup_start_ammo_nails;
865                         self.ammo_rockets = warmup_start_ammo_rockets;
866                         self.ammo_cells = warmup_start_ammo_cells;
867                         self.ammo_fuel = warmup_start_ammo_fuel;
868                         self.health = warmup_start_health;
869                         self.armorvalue = warmup_start_armorvalue;
870                         self.weapons = warmup_start_weapons;
871                 }
872                 else
873                 {
874                         self.ammo_shells = start_ammo_shells;
875                         self.ammo_nails = start_ammo_nails;
876                         self.ammo_rockets = start_ammo_rockets;
877                         self.ammo_cells = start_ammo_cells;
878                         self.ammo_fuel = start_ammo_fuel;
879                         self.health = start_health;
880                         self.armorvalue = start_armorvalue;
881                         self.weapons = start_weapons;
882                 }
883
884                 if(g_weaponarena_random)
885                 {
886                         if(g_weaponarena_random_with_laser)
887                                 self.weapons &~= WEPBIT_LASER;
888                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
889                         if(g_weaponarena_random_with_laser)
890                                 self.weapons |= WEPBIT_LASER;
891                 }
892
893                 self.items = start_items;
894                 self.jump_interval = time;
895
896                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
897                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
898                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
899                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
900                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
901                 //extend the pause of rotting if client was reset at the beginning of the countdown
902                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
903                         self.spawnshieldtime += game_starttime - time;
904                         self.pauserotarmor_finished += game_starttime - time;
905                         self.pauserothealth_finished += game_starttime - time;
906                         self.pauseregen_finished += game_starttime - time;
907                 }
908                 self.damageforcescale = 2;
909                 self.death_time = 0;
910                 self.dead_frame = 0;
911                 self.alpha = 0;
912                 self.scale = 0;
913                 self.fade_time = 0;
914                 self.pain_frame = 0;
915                 self.pain_finished = 0;
916                 self.strength_finished = 0;
917                 self.invincible_finished = 0;
918                 self.pushltime = 0;
919                 // players have no think function
920                 self.think = SUB_Null;
921                 self.nextthink = 0;
922                 self.hook_time = 0;
923                 self.dmg_team = 0;
924                 self.ballistics_density = autocvar_g_ballistics_density_player;
925
926                 self.metertime = 0;
927
928                 self.runes = 0;
929
930                 self.deadflag = DEAD_NO;
931
932                 self.angles = spot.angles;
933
934                 self.angles_z = 0; // never spawn tilted even if the spot says to
935                 self.fixangle = TRUE; // turn this way immediately
936                 self.velocity = '0 0 0';
937                 self.avelocity = '0 0 0';
938                 self.punchangle = '0 0 0';
939                 self.punchvector = '0 0 0';
940                 self.oldvelocity = self.velocity;
941                 self.fire_endtime = -1;
942
943                 msg_entity = self;
944                 WRITESPECTATABLE_MSG_ONE({
945                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
946                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
947                 });
948
949                 if(sv_loddistance1)
950                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
951
952                 self.model = "";
953                 FixPlayermodel();
954
955                 self.crouch = FALSE;
956                 self.view_ofs = PL_VIEW_OFS;
957                 setsize (self, PL_MIN, PL_MAX);
958                 self.spawnorigin = spot.origin;
959                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
960                 // don't reset back to last position, even if new position is stuck in solid
961                 self.oldorigin = self.origin;
962                 self.prevorigin = self.origin;
963                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
964                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
965         self.hud = HUD_NORMAL;
966         
967                 if(g_arena)
968                 {
969                         Spawnqueue_Remove(self);
970                         Spawnqueue_Mark(self);
971                 }
972
973                 else if(g_ca)
974                         self.caplayer = 1;
975
976                 self.event_damage = PlayerDamage;
977
978                 self.bot_attack = TRUE;
979
980                 self.statdraintime = time + 5;
981                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
982
983                 if(self.killcount == -666) {
984                         PlayerScore_Clear(self);
985                         self.killcount = 0;
986                 }
987
988                 CL_SpawnWeaponentity();
989                 self.alpha = default_player_alpha;
990                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
991                 self.exteriorweaponentity.alpha = default_weapon_alpha;
992
993                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
994                 self.lms_traveled_distance = 0;
995                 self.speedrunning = FALSE;
996
997                 race_PostSpawn(spot);
998
999                 //stuffcmd(self, "chase_active 0");
1000                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1001
1002                 if (autocvar_g_spawnsound)
1003                         sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1004
1005                 if(g_assault) {
1006                         if(self.team == assault_attacker_team)
1007                                 centerprint(self, "You are attacking!");
1008                         else
1009                                 centerprint(self, "You are defending!");
1010                 }
1011
1012                 target_voicescript_clear(self);
1013
1014                 // reset fields the weapons may use
1015                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1016                 {
1017                         weapon_action(j, WR_RESETPLAYER);
1018
1019                         // all weapons must be fully loaded when we spawn
1020                         entity e;
1021                         e = get_weaponinfo(j);
1022                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1023                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1024                 }
1025
1026                 oldself = self;
1027                 self = spot;
1028                         activator = oldself;
1029                                 string s;
1030                                 s = self.target;
1031                                 self.target = string_null;
1032                                 SUB_UseTargets();
1033                                 self.target = s;
1034                         activator = world;
1035                 self = oldself;
1036
1037                 spawn_spot = spot;
1038                 MUTATOR_CALLHOOK(PlayerSpawn);
1039
1040                 if(autocvar_spawn_debug)
1041                 {
1042                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1043                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1044                 }
1045
1046                 self.switchweapon = w_getbestweapon(self);
1047                 self.cnt = -1; // W_LastWeapon will not complain
1048                 self.weapon = 0;
1049                 self.weaponname = "";
1050                 self.switchingweapon = 0;
1051
1052                 if(!self.alivetime)
1053                         self.alivetime = time;
1054
1055                 antilag_clear(self);
1056         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1057                 PutObserverInServer ();
1058         }
1059
1060         //if(g_ctf)
1061         //      ctf_playerchanged();
1062 }
1063
1064 .float ebouncefactor, ebouncestop; // electro's values
1065 // TODO do we need all these fields, or should we stop autodetecting runtime
1066 // changes and just have a console command to update this?
1067 float ClientInit_SendEntity(entity to, float sf)
1068 {
1069         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1070         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1071         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1072         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1073         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1074         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1075         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1076         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1077         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1078         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1079         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1080         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1081         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1082         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1083         if(sv_foginterval && world.fog != "")
1084                 WriteString(MSG_ENTITY, world.fog);
1085         else
1086                 WriteString(MSG_ENTITY, "");
1087         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1088         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1089         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1090         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1091         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1092         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1093         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1094         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
1095         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1096         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1097         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1098         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1099         return TRUE;
1100 }
1101
1102 void ClientInit_CheckUpdate()
1103 {
1104         self.nextthink = time;
1105         if(self.count != autocvar_g_balance_armor_blockpercent)
1106         {
1107                 self.count = autocvar_g_balance_armor_blockpercent;
1108                 self.SendFlags |= 1;
1109         }
1110         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1111         {
1112                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1113                 self.SendFlags |= 1;
1114         }
1115         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1116         {
1117                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1118                 self.SendFlags |= 1;
1119         }
1120         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1121         {
1122                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1123                 self.SendFlags |= 1;
1124         }
1125         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1126         {
1127                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1128                 self.SendFlags |= 1;
1129         }
1130         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1131         {
1132                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1133                 self.SendFlags |= 1;
1134         }
1135 }
1136
1137 void ClientInit_Spawn()
1138 {
1139         entity o;
1140         entity e;
1141         e = spawn();
1142         e.classname = "clientinit";
1143         e.think = ClientInit_CheckUpdate;
1144         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1145
1146         o = self;
1147         self = e;
1148         ClientInit_CheckUpdate();
1149         self = o;
1150 }
1151
1152 /*
1153 =============
1154 SetNewParms
1155 =============
1156 */
1157 void SetNewParms (void)
1158 {
1159         // initialize parms for a new player
1160         parm1 = -(86400 * 366);
1161 }
1162
1163 /*
1164 =============
1165 SetChangeParms
1166 =============
1167 */
1168 void SetChangeParms (void)
1169 {
1170         // save parms for level change
1171         parm1 = self.parm_idlesince - time;
1172 }
1173
1174 /*
1175 =============
1176 DecodeLevelParms
1177 =============
1178 */
1179 void DecodeLevelParms (void)
1180 {
1181         // load parms
1182         self.parm_idlesince = parm1;
1183         if(self.parm_idlesince == -(86400 * 366))
1184                 self.parm_idlesince = time;
1185
1186         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1187         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1188 }
1189
1190 /*
1191 =============
1192 ClientKill
1193
1194 Called when a client types 'kill' in the console
1195 =============
1196 */
1197
1198 .float clientkill_nexttime;
1199 void ClientKill_Now_TeamChange()
1200 {
1201         if(self.killindicator_teamchange == -1)
1202         {
1203                 self.team = -1;
1204                 JoinBestTeam( self, FALSE, FALSE );
1205         }
1206         else if(self.killindicator_teamchange == -2)
1207         {
1208                 if(g_ca)
1209                         self.caplayer = 0;
1210                 if(blockSpectators)
1211                         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"));
1212                 PutObserverInServer();
1213         }
1214         else
1215                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1216 }
1217
1218 void ClientKill_Now()
1219 {
1220         if(self.vehicle)
1221         {
1222             vehicles_exit(VHEF_RELESE);
1223             if(!self.killindicator_teamchange)
1224             {
1225             self.vehicle_health = -1;
1226             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1227             }
1228         }
1229
1230         if(self.killindicator && !wasfreed(self.killindicator))
1231                 remove(self.killindicator);
1232
1233         self.killindicator = world;
1234
1235         if(self.killindicator_teamchange)
1236                 ClientKill_Now_TeamChange();
1237
1238         // in any case:
1239         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1240
1241         // now I am sure the player IS dead
1242 }
1243 void KillIndicator_Think()
1244 {
1245         if (gameover)
1246         {
1247                 self.owner.killindicator = world;
1248                 remove(self);
1249                 return;
1250         }
1251
1252         if (!self.owner.modelindex)
1253         {
1254                 self.owner.killindicator = world;
1255                 remove(self);
1256                 return;
1257         }
1258
1259         if(self.cnt <= 0)
1260         {
1261                 self = self.owner;
1262                 ClientKill_Now(); // no oldself needed
1263                 return;
1264         }
1265     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1266     {
1267         self.nextthink = time + 1;
1268         self.cnt -= 1;
1269     }
1270         else
1271         {
1272                 if(self.cnt <= 10)
1273                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1274                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1275                 {
1276                         if(self.cnt <= 10)
1277                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1278                 }
1279                 self.nextthink = time + 1;
1280                 self.cnt -= 1;
1281         }
1282 }
1283
1284 float clientkilltime;
1285 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1286 {
1287         float killtime;
1288         float starttime;
1289         entity e;
1290
1291         if (gameover)
1292                 return;
1293
1294         killtime = autocvar_g_balance_kill_delay;
1295
1296         if(g_race_qualifying || g_cts)
1297                 killtime = 0;
1298
1299     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1300     {
1301                 remove(self.killindicator);
1302                 self.killindicator = world;
1303
1304         ClientKill_Now(); // allow instant kill in this case
1305         return;
1306     }
1307
1308         self.killindicator_teamchange = targetteam;
1309
1310     if(!self.killindicator)
1311         {
1312                 if(self.modelindex && self.deadflag == DEAD_NO)
1313                 {
1314                         killtime = max(killtime, self.clientkill_nexttime - time);
1315                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1316                 }
1317
1318                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1319                 {
1320                         ClientKill_Now();
1321                 }
1322                 else
1323                 {
1324                         starttime = max(time, clientkilltime);
1325
1326                         self.killindicator = spawn();
1327                         self.killindicator.owner = self;
1328                         self.killindicator.scale = 0.5;
1329                         setattachment(self.killindicator, self, "");
1330                         setorigin(self.killindicator, '0 0 52');
1331                         self.killindicator.think = KillIndicator_Think;
1332                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1333                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1334                         self.killindicator.cnt = ceil(killtime);
1335                         self.killindicator.count = bound(0, ceil(killtime), 10);
1336                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1337
1338                         for(e = world; (e = find(e, classname, "body")) != world; )
1339                         {
1340                                 if(e.enemy != self)
1341                                         continue;
1342                                 e.killindicator = spawn();
1343                                 e.killindicator.owner = e;
1344                                 e.killindicator.scale = 0.5;
1345                                 setattachment(e.killindicator, e, "");
1346                                 setorigin(e.killindicator, '0 0 52');
1347                                 e.killindicator.think = KillIndicator_Think;
1348                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1349                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1350                                 e.killindicator.cnt = ceil(killtime);
1351                         }
1352                         self.lip = 0;
1353                 }
1354         }
1355         if(self.killindicator)
1356         {
1357                 if(targetteam == 0) // just die
1358                 {
1359                         self.killindicator.colormod = '0 0 0';
1360                         if(clienttype(self) == CLIENTTYPE_REAL)
1361                         if(self.killindicator.cnt > 0)
1362                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1363                 }
1364                 else if(targetteam == -1) // auto
1365                 {
1366                         self.killindicator.colormod = '0 1 0';
1367                         if(clienttype(self) == CLIENTTYPE_REAL)
1368                         if(self.killindicator.cnt > 0)
1369                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1370                 }
1371                 else if(targetteam == -2) // spectate
1372                 {
1373                         self.killindicator.colormod = '0.5 0.5 0.5';
1374                         if(clienttype(self) == CLIENTTYPE_REAL)
1375                         if(self.killindicator.cnt > 0)
1376                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1377                 }
1378                 else
1379                 {
1380                         self.killindicator.colormod = TeamColor(targetteam);
1381                         if(clienttype(self) == CLIENTTYPE_REAL)
1382                         if(self.killindicator.cnt > 0)
1383                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1384                 }
1385         }
1386
1387 }
1388
1389 void ClientKill (void)
1390 {
1391         if (gameover)
1392                 return;
1393
1394         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1395         {
1396                 // do nothing
1397         }
1398     else if(self.freezetag_frozen)
1399     {
1400         // do nothing
1401     }
1402         else
1403                 ClientKill_TeamChange(0);
1404 }
1405
1406 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
1407 {
1408     e.killindicator = spawn();
1409     e.killindicator.owner = e;
1410     e.killindicator.think = KillIndicator_Think;
1411     e.killindicator.nextthink = time + (e.lip) * 0.05;
1412     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1413     e.killindicator.health = 1; // this is used to indicate that it should be silent
1414     e.lip = 0;
1415 }
1416
1417 void FixClientCvars(entity e)
1418 {
1419         // send prediction settings to the client
1420         stuffcmd(e, "\nin_bindmap 0 0\n");
1421         if(g_race || g_cts)
1422                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1423         if(autocvar_g_antilag == 3) // client side hitscan
1424                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1425         if(sv_gentle)
1426                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1427         /*
1428          * we no longer need to stuff this. Remove this comment block if you feel
1429          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1430         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1431         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1432         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1433         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1434         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1435         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1436         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1437         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1438         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1439         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1440         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1441         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1442         stuffcmd(e, "cl_movement_edgefriction 1\n");
1443          */
1444 }
1445
1446 float PlayerInIDList(entity p, string idlist)
1447 {
1448         float n, i;
1449         string s;
1450
1451         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1452         if not(p.crypto_idfp)
1453                 return 0;
1454
1455         // this function allows abbreviated player IDs too!
1456         n = tokenize_console(idlist);
1457         for(i = 0; i < n; ++i)
1458         {
1459                 s = argv(i);
1460                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1461                         return 1;
1462         }
1463
1464         return 0;
1465 }
1466
1467 /*
1468 =============
1469 ClientConnect
1470
1471 Called when a client connects to the server
1472 =============
1473 */
1474 //void ctf_clientconnect();
1475 string ColoredTeamName(float t);
1476 void DecodeLevelParms (void);
1477 //void dom_player_join_team(entity pl);
1478 void set_dom_state(entity e);
1479 void ClientConnect (void)
1480 {
1481         float t;
1482
1483         if(self.flags & FL_CLIENT)
1484         {
1485                 print("Warning: ClientConnect, but already connected!\n");
1486                 return;
1487         }
1488
1489         if(Ban_MaybeEnforceBan(self))
1490                 return;
1491
1492         DecodeLevelParms();
1493
1494 #ifdef WATERMARK
1495         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1496 #endif
1497
1498         self.classname = "player_joining";
1499
1500         self.flags = FL_CLIENT;
1501         self.version_nagtime = time + 10 + random() * 10;
1502
1503         if(player_count<0)
1504         {
1505                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1506                 player_count = 0;
1507         }
1508
1509         PlayerScore_Attach(self);
1510         ClientData_Attach();
1511         accuracy_init(self);
1512
1513         bot_clientconnect();
1514
1515         playerdemo_init();
1516
1517         anticheat_init();
1518
1519         race_PreSpawnObserver();
1520
1521         //if(g_domination)
1522         //      dom_player_join_team(self);
1523
1524         // identify the right forced team
1525         if(autocvar_g_campaign)
1526         {
1527                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1528                 {
1529                         switch(autocvar_g_campaign_forceteam)
1530                         {
1531                                 case 1: self.team_forced = COLOR_TEAM1; break;
1532                                 case 2: self.team_forced = COLOR_TEAM2; break;
1533                                 case 3: self.team_forced = COLOR_TEAM3; break;
1534                                 case 4: self.team_forced = COLOR_TEAM4; break;
1535                                 default: self.team_forced = 0;
1536                         }
1537                 }
1538         }
1539         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1540                 self.team_forced = COLOR_TEAM1;
1541         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1542                 self.team_forced = COLOR_TEAM2;
1543         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1544                 self.team_forced = COLOR_TEAM3;
1545         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1546                 self.team_forced = COLOR_TEAM4;
1547         else if(autocvar_g_forced_team_otherwise == "red")
1548                 self.team_forced = COLOR_TEAM1;
1549         else if(autocvar_g_forced_team_otherwise == "blue")
1550                 self.team_forced = COLOR_TEAM2;
1551         else if(autocvar_g_forced_team_otherwise == "yellow")
1552                 self.team_forced = COLOR_TEAM3;
1553         else if(autocvar_g_forced_team_otherwise == "pink")
1554                 self.team_forced = COLOR_TEAM4;
1555         else if(autocvar_g_forced_team_otherwise == "spectate")
1556                 self.team_forced = -1;
1557         else if(autocvar_g_forced_team_otherwise == "spectator")
1558                 self.team_forced = -1;
1559         else
1560                 self.team_forced = 0;
1561
1562         if(!teamplay)
1563                 if(self.team_forced > 0)
1564                         self.team_forced = 0;
1565
1566         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1567
1568         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1569                 self.classname = "observer";
1570         } else {
1571                 if(teamplay)
1572                 {
1573                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1574                         {
1575                                 self.classname = "player";
1576                                 campaign_bots_may_start = 1;
1577                         }
1578                         else
1579                         {
1580                                 self.classname = "observer"; // do it anyway
1581                         }
1582                 }
1583                 else
1584                 {
1585                         self.classname = "player";
1586                         campaign_bots_may_start = 1;
1587                 }
1588         }
1589
1590         self.playerid = (playerid_last = playerid_last + 1);
1591
1592         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1593
1594     if(clienttype(self) == CLIENTTYPE_BOT)
1595         PlayerStats_AddPlayer(self);
1596
1597         if(autocvar_sv_eventlog)
1598                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1599
1600         LogTeamchange(self.playerid, self.team, 1);
1601
1602         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1603
1604         self.netname_previous = strzone(self.netname);
1605
1606         bprint("^4", self.netname, "^4 connected");
1607
1608         if(self.classname != "observer" && (g_domination || g_ctf))
1609                 bprint(" and joined the ", ColoredTeamName(self.team));
1610
1611         bprint("\n");
1612
1613         stuffcmd(self, strcat(clientstuff, "\n"));
1614         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1615
1616         FixClientCvars(self);
1617
1618         // spawnfunc_waypoint sprites
1619         WaypointSprite_InitClient(self);
1620
1621         // Wazat's grappling hook
1622         SetGrappleHookBindings();
1623
1624         // get version info from player
1625         stuffcmd(self, "cmd clientversion $gameversion\n");
1626
1627         // get other cvars from player
1628         GetCvars(0);
1629
1630         // notify about available teams
1631         if(teamplay)
1632         {
1633                 CheckAllowedTeams(self);
1634                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1635                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1636         }
1637         else
1638                 stuffcmd(self, "set _teams_available 0\n");
1639
1640         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1641
1642         if(g_arena || g_ca)
1643         {
1644                 self.classname = "observer";
1645                 if(g_arena)
1646                         Spawnqueue_Insert(self);
1647         }
1648         /*else if(g_ctf)
1649         {
1650                 ctf_clientconnect();
1651         }*/
1652
1653         attach_entcs();
1654
1655         bot_relinkplayerlist();
1656
1657         self.spectatortime = time;
1658         if(blockSpectators)
1659         {
1660                 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"));
1661         }
1662
1663         self.jointime = time;
1664         self.allowedTimeouts = autocvar_sv_timeout_number;
1665
1666         if(clienttype(self) == CLIENTTYPE_REAL)
1667         {
1668                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1669                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1670         }
1671
1672         if(g_lms)
1673         {
1674                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1675                 {
1676                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1677                         self.frags = FRAGS_SPECTATOR;
1678                 }
1679         }
1680
1681         if(!sv_foginterval && world.fog != "")
1682                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1683
1684         SoundEntity_Attach(self);
1685
1686         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1687         {
1688                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1689                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1690         }
1691         else
1692                 self.hitplotfh = -1;
1693
1694         if(g_race || g_cts) {
1695                 string rr;
1696                 if(g_cts)
1697                         rr = CTS_RECORD;
1698                 else
1699                         rr = RACE_RECORD;
1700                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1701
1702                 msg_entity = self;
1703                 race_send_recordtime(MSG_ONE);
1704                 race_send_speedaward(MSG_ONE);
1705
1706                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1707                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1708                 race_send_speedaward_alltimebest(MSG_ONE);
1709
1710                 float i;
1711                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1712                         race_SendRankings(i, 0, 0, MSG_ONE);
1713                 }
1714         }
1715         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1716                 send_CSQC_teamnagger();
1717
1718         if (g_domination)
1719                 set_dom_state(self);
1720
1721         CheatInitClient();
1722
1723         if(!autocvar_g_campaign)
1724                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1725
1726         self.model_randomizer = random();
1727 }
1728
1729 /*
1730 =============
1731 ClientDisconnect
1732
1733 Called when a client disconnects from the server
1734 =============
1735 */
1736 .entity chatbubbleentity;
1737 void ReadyCount();
1738 void ClientDisconnect (void)
1739 {
1740         if(self.vehicle)
1741             vehicles_exit(VHEF_RELESE);
1742
1743         if not(self.flags & FL_CLIENT)
1744         {
1745                 print("Warning: ClientDisconnect without ClientConnect\n");
1746                 return;
1747         }
1748
1749         PlayerStats_AddGlobalInfo(self);
1750
1751         CheatShutdownClient();
1752
1753         if(self.hitplotfh >= 0)
1754         {
1755                 fclose(self.hitplotfh);
1756                 self.hitplotfh = -1;
1757         }
1758
1759         anticheat_report();
1760         anticheat_shutdown();
1761
1762         playerdemo_shutdown();
1763
1764         bot_clientdisconnect();
1765
1766         if(self.entcs)
1767                 detach_entcs();
1768
1769         if(autocvar_sv_eventlog)
1770                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1771         bprint ("^4",self.netname);
1772         bprint ("^4 disconnected\n");
1773
1774         SoundEntity_Detach(self);
1775
1776         DropAllRunes(self);
1777         MUTATOR_CALLHOOK(ClientDisconnect);
1778
1779         Portal_ClearAll(self);
1780
1781         RemoveGrapplingHook(self);
1782         if(self.flagcarried)
1783                 DropFlag(self.flagcarried, world, world);
1784         if(self.ballcarried && g_nexball)
1785                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1786
1787         // Here, everything has been done that requires this player to be a client.
1788
1789         self.flags &~= FL_CLIENT;
1790
1791         if (self.chatbubbleentity)
1792                 remove (self.chatbubbleentity);
1793
1794         if (self.killindicator)
1795                 remove (self.killindicator);
1796
1797         WaypointSprite_PlayerGone();
1798
1799         bot_relinkplayerlist();
1800
1801         if(g_arena)
1802         {
1803                 Spawnqueue_Unmark(self);
1804                 Spawnqueue_Remove(self);
1805         }
1806
1807         accuracy_free(self);
1808         ClientData_Detach();
1809         PlayerScore_Detach(self);
1810
1811         if(self.netname_previous)
1812                 strunzone(self.netname_previous);
1813         if(self.clientstatus)
1814                 strunzone(self.clientstatus);
1815         if(self.weaponorder_byimpulse)
1816                 strunzone(self.weaponorder_byimpulse);
1817
1818         ClearPlayerSounds();
1819
1820         if(self.personal)
1821                 remove(self.personal);
1822
1823         self.playerid = 0;
1824         ReadyCount();
1825
1826         // free cvars
1827         GetCvars(-1);
1828 }
1829
1830 .float BUTTON_CHAT;
1831 void ChatBubbleThink()
1832 {
1833         self.nextthink = time;
1834         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1835         {
1836                 if(self.owner) // but why can that ever be world?
1837                         self.owner.chatbubbleentity = world;
1838                 remove(self);
1839                 return;
1840         }
1841         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1842 #ifdef TETRIS
1843                 || self.owner.tetris_on
1844 #endif
1845         )
1846                 self.model = self.mdl;
1847         else
1848                 self.model = "";
1849 }
1850
1851 void UpdateChatBubble()
1852 {
1853         if (!self.modelindex)
1854                 return;
1855         // spawn a chatbubble entity if needed
1856         if (!self.chatbubbleentity)
1857         {
1858                 self.chatbubbleentity = spawn();
1859                 self.chatbubbleentity.owner = self;
1860                 self.chatbubbleentity.exteriormodeltoclient = self;
1861                 self.chatbubbleentity.think = ChatBubbleThink;
1862                 self.chatbubbleentity.nextthink = time;
1863                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1864                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1865                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1866                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1867                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1868                 self.chatbubbleentity.model = "";
1869                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1870         }
1871 }
1872
1873
1874 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1875 // added to the model skins
1876 /*void UpdateColorModHack()
1877 {
1878         float c;
1879         c = self.clientcolors & 15;
1880         // LordHavoc: only bothering to support white, green, red, yellow, blue
1881              if (!teamplay) self.colormod = '0 0 0';
1882         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1883         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1884         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1885         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1886         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1887         else self.colormod = '1 1 1';
1888 }*/
1889
1890 .float oldcolormap;
1891 void respawn(void)
1892 {
1893         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1894         {
1895                 self.solid = SOLID_NOT;
1896                 self.takedamage = DAMAGE_NO;
1897                 self.movetype = MOVETYPE_FLY;
1898                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1899                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1900                 self.effects |= EF_ADDITIVE;
1901                 self.oldcolormap = self.colormap;
1902                 self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it
1903                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1904                 if(autocvar_g_respawn_ghosts_maxtime)
1905                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1906         }
1907
1908         CopyBody(1);
1909         self.effects |= EF_NODRAW; // prevent another CopyBody
1910         if(self.oldcolormap)
1911         {
1912                 self.colormap = self.oldcolormap;
1913                 self.oldcolormap = 0;
1914         }
1915         PutClientInServer();
1916 }
1917
1918 void play_countdown(float finished, string samp)
1919 {
1920         if(clienttype(self) == CLIENTTYPE_REAL)
1921                 if(floor(finished - time - frametime) != floor(finished - time))
1922                         if(finished - time < 6)
1923                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1924 }
1925
1926 void player_powerups (void)
1927 {
1928         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1929         olditems = self.items;
1930
1931         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1932         {
1933                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1934                 self.modelflags |= MF_ROCKET;
1935         }
1936         else
1937         {
1938                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1939                 self.modelflags &~= MF_ROCKET;
1940         }
1941
1942         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1943
1944         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1945                 return;
1946
1947         Fire_ApplyDamage(self);
1948         Fire_ApplyEffect(self);
1949
1950         if (g_minstagib)
1951         {
1952                 self.effects |= EF_FULLBRIGHT;
1953
1954                 if (self.items & IT_STRENGTH)
1955                 {
1956                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1957                         if (time > self.strength_finished)
1958                         {
1959                                 self.alpha = default_player_alpha;
1960                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1961                                 self.items &~= IT_STRENGTH;
1962                                 sprint(self, "^3Invisibility has worn off\n");
1963                         }
1964                 }
1965                 else
1966                 {
1967                         if (time < self.strength_finished)
1968                         {
1969                                 self.alpha = g_minstagib_invis_alpha;
1970                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1971                                 self.items |= IT_STRENGTH;
1972                                 sprint(self, "^3You are invisible\n");
1973                         }
1974                 }
1975
1976                 if (self.items & IT_INVINCIBLE)
1977                 {
1978                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1979                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
1980                         {
1981                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1982                                 sprint(self, "^3Speed has worn off\n");
1983                         }
1984                 }
1985                 else
1986                 {
1987                         if (time < self.invincible_finished)
1988                         {
1989                                 self.items = self.items | IT_INVINCIBLE;
1990                                 sprint(self, "^3You are on speed\n");
1991                         }
1992                 }
1993         }
1994         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.
1995         {
1996                 if (self.items & IT_STRENGTH)
1997                 {
1998                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1999                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2000                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2001                         {
2002                                 self.items = self.items - (self.items & IT_STRENGTH);
2003                                 sprint(self, "^3Strength has worn off\n");
2004                         }
2005                 }
2006                 else
2007                 {
2008                         if (time < self.strength_finished)
2009                         {
2010                                 self.items = self.items | IT_STRENGTH;
2011                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2012                         }
2013                 }
2014                 if (self.items & IT_INVINCIBLE)
2015                 {
2016                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2017                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2018                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2019                         {
2020                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2021                                 sprint(self, "^3Shield has worn off\n");
2022                         }
2023                 }
2024                 else
2025                 {
2026                         if (time < self.invincible_finished)
2027                         {
2028                                 self.items = self.items | IT_INVINCIBLE;
2029                                 sprint(self, "^3Shield surrounds you\n");
2030                         }
2031                 }
2032
2033                 if(autocvar_g_nodepthtestplayers)
2034                         self.effects = self.effects | EF_NODEPTHTEST;
2035
2036                 if(autocvar_g_fullbrightplayers)
2037                         self.effects = self.effects | EF_FULLBRIGHT;
2038
2039                 // midair gamemode: damage only while in the air
2040                 // if in midair mode, being on ground grants temporary invulnerability
2041                 // (this is so that multishot weapon don't clear the ground flag on the
2042                 // first damage in the frame, leaving the player vulnerable to the
2043                 // remaining hits in the same frame)
2044                 if (self.flags & FL_ONGROUND)
2045                 if (g_midair)
2046                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2047
2048                 if (time >= game_starttime)
2049                 if (time < self.spawnshieldtime)
2050                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2051         }
2052
2053         MUTATOR_CALLHOOK(PlayerPowerups);
2054 }
2055
2056 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2057 {
2058         if(current > stable)
2059                 return current;
2060         else if(current > stable - 0.25) // when close enough, "snap"
2061                 return stable;
2062         else
2063                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2064 }
2065
2066 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2067 {
2068         if(current < stable)
2069                 return current;
2070         else if(current < stable + 0.25) // when close enough, "snap"
2071                 return stable;
2072         else
2073                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2074 }
2075
2076 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2077 {
2078         if(current > rotstable)
2079         {
2080                 if(rotframetime > 0)
2081                 {
2082                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2083                         current = max(rotstable, current - rotlinear * rotframetime);
2084                 }
2085         }
2086         else if(current < regenstable)
2087         {
2088                 if(regenframetime > 0)
2089                 {
2090                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2091                         current = min(regenstable, current + regenlinear * regenframetime);
2092                 }
2093         }
2094
2095         if(current > limit)
2096                 current = limit;
2097
2098         return current;
2099 }
2100
2101 void player_regen (void)
2102 {
2103         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2104         maxh = autocvar_g_balance_health_rotstable;
2105         maxa = autocvar_g_balance_armor_rotstable;
2106         maxf = autocvar_g_balance_fuel_rotstable;
2107         minh = autocvar_g_balance_health_regenstable;
2108         mina = autocvar_g_balance_armor_regenstable;
2109         minf = autocvar_g_balance_fuel_regenstable;
2110         limith = autocvar_g_balance_health_limit;
2111         limita = autocvar_g_balance_armor_limit;
2112         limitf = autocvar_g_balance_fuel_limit;
2113
2114         max_mod = regen_mod = rot_mod = limit_mod = 1;
2115
2116         if (self.runes & RUNE_REGEN)
2117         {
2118                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2119                 {
2120                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2121                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2122                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2123                 }
2124                 else
2125                 {
2126                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2127                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2128                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2129                 }
2130         }
2131         else if (self.runes & CURSE_VENOM)
2132         {
2133                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2134                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2135                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2136                 else
2137                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2138                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2139                 //if (!self.runes & RUNE_REGEN)
2140                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2141         }
2142         maxh = maxh * max_mod;
2143         //maxa = maxa * max_mod;
2144         //maxf = maxf * max_mod;
2145         minh = minh * max_mod;
2146         //mina = mina * max_mod;
2147         //minf = minf * max_mod;
2148         limith = limith * limit_mod;
2149         limita = limita * limit_mod;
2150         //limitf = limitf * limit_mod;
2151
2152         if(g_lms && g_ca)
2153                 rot_mod = 0;
2154
2155         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2156         {
2157                 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);
2158                 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);
2159
2160                 // if player rotted to death...  die!
2161                 if(self.health < 1)
2162                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2163         }
2164
2165         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2166                 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);
2167 }
2168
2169 float zoomstate_set;
2170 void SetZoomState(float z)
2171 {
2172         if(z != self.zoomstate)
2173         {
2174                 self.zoomstate = z;
2175                 ClientData_Touch(self);
2176         }
2177         zoomstate_set = 1;
2178 }
2179
2180 void GetPressedKeys(void) {
2181         MUTATOR_CALLHOOK(GetPressedKeys);
2182         if (self.movement_x > 0) // get if movement keys are pressed
2183         {       // forward key pressed
2184                 self.pressedkeys |= KEY_FORWARD;
2185                 self.pressedkeys &~= KEY_BACKWARD;
2186         }
2187         else if (self.movement_x < 0)
2188         {       // backward key pressed
2189                 self.pressedkeys |= KEY_BACKWARD;
2190                 self.pressedkeys &~= KEY_FORWARD;
2191         }
2192         else
2193         {       // no x input
2194                 self.pressedkeys &~= KEY_FORWARD;
2195                 self.pressedkeys &~= KEY_BACKWARD;
2196         }
2197
2198         if (self.movement_y > 0)
2199         {       // right key pressed
2200                 self.pressedkeys |= KEY_RIGHT;
2201                 self.pressedkeys &~= KEY_LEFT;
2202         }
2203         else if (self.movement_y < 0)
2204         {       // left key pressed
2205                 self.pressedkeys |= KEY_LEFT;
2206                 self.pressedkeys &~= KEY_RIGHT;
2207         }
2208         else
2209         {       // no y input
2210                 self.pressedkeys &~= KEY_RIGHT;
2211                 self.pressedkeys &~= KEY_LEFT;
2212         }
2213
2214         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2215                 self.pressedkeys |= KEY_JUMP;
2216         else
2217                 self.pressedkeys &~= KEY_JUMP;
2218         if (self.BUTTON_CROUCH)
2219                 self.pressedkeys |= KEY_CROUCH;
2220         else
2221                 self.pressedkeys &~= KEY_CROUCH;
2222 }
2223
2224 /*
2225 ======================
2226 spectate mode routines
2227 ======================
2228 */
2229
2230 void SpectateCopy(entity spectatee) {
2231         other = spectatee;
2232         MUTATOR_CALLHOOK(SpectateCopy);
2233         self.armortype = spectatee.armortype;
2234         self.armorvalue = spectatee.armorvalue;
2235         self.ammo_cells = spectatee.ammo_cells;
2236         self.ammo_shells = spectatee.ammo_shells;
2237         self.ammo_nails = spectatee.ammo_nails;
2238         self.ammo_rockets = spectatee.ammo_rockets;
2239         self.ammo_fuel = spectatee.ammo_fuel;
2240         self.clip_load = spectatee.clip_load;
2241         self.clip_size = spectatee.clip_size;
2242         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2243         self.health = spectatee.health;
2244         self.impulse = 0;
2245         self.items = spectatee.items;
2246         self.last_pickup = spectatee.last_pickup;
2247         self.hit_time = spectatee.hit_time;
2248         self.metertime = spectatee.metertime;
2249         self.strength_finished = spectatee.strength_finished;
2250         self.invincible_finished = spectatee.invincible_finished;
2251         self.pressedkeys = spectatee.pressedkeys;
2252         self.weapons = spectatee.weapons;
2253         self.switchweapon = spectatee.switchweapon;
2254         self.switchingweapon = spectatee.switchingweapon;
2255         self.weapon = spectatee.weapon;
2256         self.nex_charge = spectatee.nex_charge;
2257         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2258         self.hagar_load = spectatee.hagar_load;
2259         self.minelayer_mines = spectatee.minelayer_mines;
2260         self.punchangle = spectatee.punchangle;
2261         self.view_ofs = spectatee.view_ofs;
2262         self.v_angle = spectatee.v_angle;
2263         self.velocity = spectatee.velocity;
2264         self.dmg_take = spectatee.dmg_take;
2265         self.dmg_save = spectatee.dmg_save;
2266         self.dmg_inflictor = spectatee.dmg_inflictor;
2267         self.angles = spectatee.v_angle;
2268         if(!self.BUTTON_USE)
2269                 self.fixangle = TRUE;
2270         setorigin(self, spectatee.origin);
2271         setsize(self, spectatee.mins, spectatee.maxs);
2272         SetZoomState(spectatee.zoomstate);
2273
2274         anticheat_spectatecopy(spectatee);
2275
2276         //self.vehicle = spectatee.vehicle;
2277
2278         self.hud = spectatee.hud;
2279         if(spectatee.vehicle)
2280     {
2281         setorigin(self, spectatee.origin);
2282         self.velocity = spectatee.vehicle.velocity;
2283         self.v_angle += spectatee.vehicle.angles;
2284         //self.v_angle_x *= -1;
2285         self.vehicle_health = spectatee.vehicle_health;
2286         self.vehicle_shield = spectatee.vehicle_shield;
2287         self.vehicle_energy = spectatee.vehicle_energy;
2288         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2289         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2290         self.vehicle_reload1 = spectatee.vehicle_reload1;
2291         self.vehicle_reload2 = spectatee.vehicle_reload2;
2292         
2293         msg_entity = self;
2294         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2295         WriteEntity(MSG_ONE, spectatee);
2296         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2297     }
2298 }
2299
2300 float SpectateUpdate() {
2301         if(!self.enemy)
2302             return 0;           
2303
2304         if (self == self.enemy)
2305                 return 0;
2306
2307         if(self.enemy.classname != "player")
2308                 return 0;
2309
2310         SpectateCopy(self.enemy);
2311
2312         return 1;
2313 }
2314
2315
2316 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2317 entity CA_SpectateNext(entity start) {
2318         if (start.team == self.team) {
2319                 return start;
2320         }
2321         
2322         other = start;
2323         // continue from current player
2324         while(other && other.team != self.team) {
2325                 other = find(other, classname, "player");
2326         }
2327         
2328         if (!other) {
2329                 // restart from begining
2330                 other = find(other, classname, "player");
2331                 while(other && other.team != self.team) {
2332                         other = find(other, classname, "player");
2333                 }
2334         }
2335         
2336         return other;
2337 }
2338
2339 float SpectateNext() {
2340         other = find(self.enemy, classname, "player");
2341         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2342                 // CA and ca players when spectating enemies is forbidden
2343                 other = CA_SpectateNext(other);
2344         } else {
2345                 // other modes and ca spectators or spectating enemies is allowed
2346                 if (!other)
2347                         other = find(other, classname, "player");
2348         }
2349         
2350         if (other)
2351                 self.enemy = other;
2352
2353         if(self.enemy.classname == "player") {
2354             if(self.enemy.vehicle)
2355             {      
2356             msg_entity = self;
2357             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2358             WriteEntity(MSG_ONE, self.enemy);
2359             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2360             self.movetype = MOVETYPE_NONE;
2361             accuracy_resend(self);
2362             }
2363             else 
2364             {           
2365             msg_entity = self;
2366             WriteByte(MSG_ONE, SVC_SETVIEW);
2367             WriteEntity(MSG_ONE, self.enemy);
2368             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2369             self.movetype = MOVETYPE_NONE;
2370             accuracy_resend(self);
2371
2372             if(!SpectateUpdate())
2373                 PutObserverInServer();
2374         }
2375         return 1;
2376         } else {
2377                 return 0;
2378         }
2379 }
2380
2381 /*
2382 =============
2383 ShowRespawnCountdown()
2384
2385 Update a respawn countdown display.
2386 =============
2387 */
2388 void ShowRespawnCountdown()
2389 {
2390         float number;
2391         if(self.deadflag == DEAD_NO) // just respawned?
2392                 return;
2393         else
2394         {
2395                 number = ceil(self.death_time - time);
2396                 if(number <= 0)
2397                         return;
2398                 if(number <= self.respawn_countdown)
2399                 {
2400                         self.respawn_countdown = number - 1;
2401                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2402                                 AnnounceTo(self, strcat(ftos(number), ""));
2403                 }
2404         }
2405 }
2406
2407 .float prevent_join_msgtime;
2408 void LeaveSpectatorMode()
2409 {
2410         if(nJoinAllowed(1)) {
2411                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2412                         self.classname = "player";
2413
2414                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2415                                 JoinBestTeam(self, FALSE, TRUE);
2416
2417                         if(autocvar_g_campaign)
2418                                 campaign_bots_may_start = 1;
2419
2420                         PutClientInServer();
2421
2422                         if(self.classname == "player")
2423                                 bprint ("^4", self.netname, "^4 is playing now\n");
2424
2425                         if(!autocvar_g_campaign)
2426                         if (time < self.jointime + autocvar_welcome_message_time)
2427                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2428
2429                         if (self.prevent_join_msgtime)
2430                         {
2431                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2432                                 self.prevent_join_msgtime = 0;
2433                         }
2434
2435                         return;
2436                 } else {
2437                         if (g_ca && self.caplayer) {
2438                         }       // do nothing
2439                         else
2440                                 stuffcmd(self,"menu_showteamselect\n");
2441                         return;
2442                 }
2443         }
2444         else {
2445                 //player may not join because of g_maxplayers is set
2446                 if (time - self.prevent_join_msgtime > 2)
2447                 {
2448                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2449                         self.prevent_join_msgtime = time;
2450                 }
2451         }
2452 }
2453
2454 /**
2455  * Determines whether the player is allowed to join. This depends on cvar
2456  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2457  * it checks whether the number of currently playing players exceeds g_maxplayers.
2458  * @return int number of free slots for players, 0 if none
2459  */
2460 float nJoinAllowed(float includeMe) {
2461         if(self.team_forced < 0)
2462                 return FALSE; // forced spectators can never join
2463
2464         // TODO simplify this
2465         entity e;
2466
2467         float totalClients;
2468         FOR_EACH_CLIENT(e)
2469                 totalClients += 1;
2470
2471         if (!autocvar_g_maxplayers)
2472                 return maxclients - totalClients + includeMe;
2473
2474         float currentlyPlaying;
2475         FOR_EACH_REALPLAYER(e)
2476                 currentlyPlaying += 1;
2477
2478         if(currentlyPlaying < autocvar_g_maxplayers)
2479                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2480
2481         return 0;
2482 }
2483
2484 /**
2485  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2486  * g_maxplayers_spectator_blocktime seconds
2487  */
2488 void checkSpectatorBlock() {
2489         if(self.classname == "spectator" || self.classname == "observer") {
2490                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2491                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2492                         dropclient(self);
2493                 }
2494         }
2495 }
2496
2497 .float motd_actived_time; // used for both motd and campaign_message
2498 void PrintWelcomeMessage()
2499 {
2500         if (self.motd_actived_time == 0) { // is there already a message showing?
2501                 if (autocvar_g_campaign) {
2502                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2503                                 self.motd_actived_time = time;
2504                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2505                         }
2506                 } else {
2507                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2508                                 self.motd_actived_time = time;
2509                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2510                         }
2511                 }
2512         } else { // showing MOTD or campaign message
2513                 if (autocvar_g_campaign) {
2514                         if (self.BUTTON_INFO)
2515                                 self.motd_actived_time = time;
2516                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2517                                 self.motd_actived_time = 0;
2518                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2519                         }
2520                 } else {
2521                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2522                                 if (self.BUTTON_INFO)
2523                                         self.motd_actived_time = time;
2524                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2525                                         self.motd_actived_time = 0;
2526                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2527                                 }
2528                         }
2529                 }
2530         }
2531 }
2532
2533 void ObserverThink()
2534 {
2535         float prefered_movetype;
2536         if (self.flags & FL_JUMPRELEASED) {
2537                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2538                         self.flags &~= FL_JUMPRELEASED;
2539                         self.flags |= FL_SPAWNING;
2540                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2541                         self.flags &~= FL_JUMPRELEASED;
2542                         if(SpectateNext() == 1) {
2543                                 self.classname = "spectator";
2544                         }
2545                 } else {
2546                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2547                         if (self.movetype != prefered_movetype)
2548                                 self.movetype = prefered_movetype;
2549                 }
2550         } else {
2551                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2552                         self.flags |= FL_JUMPRELEASED;
2553                         if(self.flags & FL_SPAWNING)
2554                         {
2555                                 self.flags &~= FL_SPAWNING;
2556                                 LeaveSpectatorMode();
2557                                 return;
2558                         }
2559                 }
2560         }
2561
2562         PrintWelcomeMessage();
2563 }
2564
2565 void SpectatorThink()
2566 {
2567         if (self.flags & FL_JUMPRELEASED) {
2568                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2569                         self.flags &~= FL_JUMPRELEASED;
2570                         self.flags |= FL_SPAWNING;
2571                 } else if(self.BUTTON_ATCK) {
2572                         self.flags &~= FL_JUMPRELEASED;
2573                         if(SpectateNext() == 1) {
2574                                 self.classname = "spectator";
2575                         } else {
2576                                 self.classname = "observer";
2577                                 PutClientInServer();
2578                         }
2579                 } else if (self.BUTTON_ATCK2) {
2580                         self.flags &~= FL_JUMPRELEASED;
2581                         self.classname = "observer";
2582                         PutClientInServer();
2583                 } else {
2584                         if(!SpectateUpdate())
2585                                 PutObserverInServer();
2586                 }
2587         } else {
2588                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2589                         self.flags |= FL_JUMPRELEASED;
2590                         if(self.flags & FL_SPAWNING)
2591                         {
2592                                 self.flags &~= FL_SPAWNING;
2593                                 LeaveSpectatorMode();
2594                                 return;
2595                         }
2596                 }
2597                 if(!SpectateUpdate())
2598                         PutObserverInServer();
2599         }
2600
2601         PrintWelcomeMessage();
2602         self.flags |= FL_CLIENT | FL_NOTARGET;
2603 }
2604
2605 float ctf_usekey();
2606 void PlayerUseKey()
2607 {
2608         if(self.classname != "player")
2609                 return;
2610
2611         if(self.vehicle)
2612         {
2613         vehicles_exit(VHEF_NORMAL);
2614         return;
2615         }
2616         
2617         // a use key was pressed; call handlers
2618         if(ctf_usekey())
2619                 return;
2620
2621         MUTATOR_CALLHOOK(PlayerUseKey);
2622 }
2623
2624 .float touchexplode_time;
2625
2626 /*
2627 =============
2628 PlayerPreThink
2629
2630 Called every frame for each client before the physics are run
2631 =============
2632 */
2633 .float usekeypressed;
2634 void() ctf_setstatus;
2635 void() nexball_setstatus;
2636 .float items_added;
2637 void PlayerPreThink (void)
2638 {
2639         WarpZone_PlayerPhysics_FixVAngle();
2640
2641         self.stat_game_starttime = game_starttime;
2642         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2643         self.stat_leadlimit = autocvar_leadlimit;
2644
2645         if(frametime)
2646         {
2647                 // physics frames: update anticheat stuff
2648                 anticheat_prethink();
2649         }
2650
2651         if(blockSpectators && frametime)
2652                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2653                 checkSpectatorBlock();
2654
2655         zoomstate_set = 0;
2656
2657         if(self.netname_previous != self.netname)
2658         {
2659                 if(autocvar_sv_eventlog)
2660                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2661                 if(self.netname_previous)
2662                         strunzone(self.netname_previous);
2663                 self.netname_previous = strzone(self.netname);
2664         }
2665
2666         // version nagging
2667         if(self.version_nagtime)
2668                 if(self.cvar_g_xonoticversion)
2669                         if(time > self.version_nagtime)
2670                         {
2671                                 // don't notify git users
2672                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2673                                 {
2674                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2675                                         {
2676                                                 // notify release users if connecting to git
2677                                                 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");
2678                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2679                                         }
2680                                         else
2681                                         {
2682                                                 float r;
2683                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2684                                                 if(r < 0)
2685                                                 {
2686                                                         // give users new version
2687                                                         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");
2688                                                         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"));
2689                                                 }
2690                                                 else if(r > 0)
2691                                                 {
2692                                                         // notify users about old server version
2693                                                         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");
2694                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2695                                                 }
2696                                         }
2697                                 }
2698                                 self.version_nagtime = 0;
2699                         }
2700
2701         // GOD MODE info
2702         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2703         {
2704                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2705                 self.max_armorvalue = 0;
2706         }
2707
2708 #ifdef TETRIS
2709         if (TetrisPreFrame())
2710                 return;
2711 #endif
2712
2713         MUTATOR_CALLHOOK(PlayerPreThink);
2714
2715         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2716         {
2717                 if(self.BUTTON_USE && !self.usekeypressed)
2718                         PlayerUseKey();
2719                 self.usekeypressed = self.BUTTON_USE;
2720         }
2721
2722         PrintWelcomeMessage();
2723
2724         if(self.classname == "player") {
2725 //              if(self.netname == "Wazat")
2726 //                      bprint(self.classname, "\n");
2727
2728                 CheckRules_Player();
2729
2730                 if (intermission_running)
2731                 {
2732                         IntermissionThink ();   // otherwise a button could be missed between
2733                         return;                                 // the think tics
2734                 }
2735
2736                 //don't allow the player to turn around while game is paused!
2737                 if(timeoutStatus == 2) {
2738                         // FIXME turn this into CSQC stuff
2739                         self.v_angle = self.lastV_angle;
2740                         self.angles = self.lastV_angle;
2741                         self.fixangle = TRUE;
2742                 }
2743
2744                 if(frametime)
2745                 {
2746                         if(self.health <= 0 && autocvar_g_deathglow)
2747                         {
2748                                 if(self.glowmod_x > 0)
2749                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2750                                 else
2751                                         self.glowmod_x = -1;
2752                                 if(self.glowmod_y > 0)
2753                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2754                                 else
2755                                         self.glowmod_y = -1;
2756                                 if(self.glowmod_z > 0)
2757                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2758                                 else
2759                                         self.glowmod_z = -1;
2760                         }
2761                         else
2762                         {
2763                                 // set weapon and player glowmod
2764                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2765
2766                                 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2767                                 {
2768                                         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);
2769                                         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);
2770                                         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);
2771
2772                                         if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2773                                         {
2774                                                 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);
2775                                                 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);
2776                                                 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);
2777                                         }
2778                                 }
2779                                 else
2780                                         self.weaponentity_glowmod = self.glowmod;
2781                         }
2782                         player_powerups();
2783                 }
2784
2785                 if (g_minstagib)
2786                         minstagib_ammocheck();
2787
2788                 if (self.deadflag != DEAD_NO)
2789                 {
2790                         float button_pressed, force_respawn;
2791                         if(self.personal && g_race_qualifying)
2792                         {
2793                                 if(time > self.death_time)
2794                                 {
2795                                         self.death_time = time + 1; // only retry once a second
2796                                         respawn();
2797                                         self.impulse = 141;
2798                                 }
2799                         }
2800                         else
2801                         {
2802                                 if(frametime)
2803                                         player_anim();
2804                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2805                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2806                                 if (self.deadflag == DEAD_DYING)
2807                                 {
2808                                         if(force_respawn)
2809                                                 self.deadflag = DEAD_RESPAWNING;
2810                                         else if(!button_pressed)
2811                                                 self.deadflag = DEAD_DEAD;
2812                                 }
2813                                 else if (self.deadflag == DEAD_DEAD)
2814                                 {
2815                                         if(button_pressed)
2816                                                 self.deadflag = DEAD_RESPAWNABLE;
2817                                 }
2818                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2819                                 {
2820                                         if(!button_pressed)
2821                                                 self.deadflag = DEAD_RESPAWNING;
2822                                 }
2823                                 else if (self.deadflag == DEAD_RESPAWNING)
2824                                 {
2825                                         if(time > self.death_time)
2826                                         {
2827                                                 self.death_time = time + 1; // only retry once a second
2828                                                 respawn();
2829                                         }
2830                                 }
2831                                 ShowRespawnCountdown();
2832                         }
2833                         return;
2834                 }
2835                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2836                 // so (self.deadflag == DEAD_NO) is always true in the code below
2837
2838                 if(g_touchexplode)
2839                 if(time > self.touchexplode_time)
2840                 if(self.classname == "player")
2841                 if(self.deadflag == DEAD_NO)
2842                 if not(IS_INDEPENDENT_PLAYER(self))
2843                 FOR_EACH_PLAYER(other) if(self != other)
2844                 {
2845                         if(time > other.touchexplode_time)
2846                         if(other.deadflag == DEAD_NO)
2847                         if not(IS_INDEPENDENT_PLAYER(other))
2848                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2849                         {
2850                                 PlayerTouchExplode(self, other);
2851                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2852                         }
2853                 }
2854
2855                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2856                 {
2857                         vector dist;
2858
2859                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2860                         dist = self.prevorigin - self.origin;
2861                         dist_z = 0;
2862                         self.lms_traveled_distance += fabs(vlen(dist));
2863
2864                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2865                         {
2866                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2867                                 self.lms_traveled_distance = 0;
2868                         }
2869
2870                         if(time > self.lms_nextcheck)
2871                         {
2872                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2873                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2874                                 {
2875                                         centerprint(self, autocvar_g_lms_campcheck_message);
2876                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2877                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2878                                         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');
2879                                 }
2880                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2881                                 self.lms_traveled_distance = 0;
2882                         }
2883                 }
2884
2885                 self.prevorigin = self.origin;
2886
2887                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
2888                 {
2889                         if (!self.crouch)
2890                         {
2891                                 self.crouch = TRUE;
2892                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2893                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2894                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2895                         }
2896                 }
2897                 else
2898                 {
2899                         if (self.crouch)
2900                         {
2901                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2902                                 if (!trace_startsolid)
2903                                 {
2904                                         self.crouch = FALSE;
2905                                         self.view_ofs = PL_VIEW_OFS;
2906                                         setsize (self, PL_MIN, PL_MAX);
2907                                 }
2908                         }
2909                 }
2910
2911                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2912                 {
2913                         if(self.bloodloss_timer < time)
2914                         {
2915                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2916                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2917                         }
2918                 }
2919
2920                 FixPlayermodel();
2921
2922                 GrapplingHookFrame();
2923
2924                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2925                 //if(frametime)
2926                 {
2927                         self.items &~= self.items_added;
2928
2929                         W_WeaponFrame();
2930
2931                         self.items_added = 0;
2932                         if(self.items & IT_JETPACK)
2933                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2934                                         self.items_added |= IT_FUEL;
2935
2936                         self.items |= self.items_added;
2937                 }
2938
2939                 player_regen();
2940
2941                 // rot nex charge to the charge limit
2942                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2943                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2944
2945                 if(frametime)
2946                         player_anim();
2947
2948                 if(g_ctf)
2949                         ctf_setstatus();
2950
2951                 if(g_nexball)
2952                         nexball_setstatus();
2953                 
2954                 // secret status
2955                 secrets_setstatus();
2956                 
2957                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2958
2959                 //self.angles_y=self.v_angle_y + 90;   // temp
2960         } else if(gameover) {
2961                 if (intermission_running)
2962                         IntermissionThink ();   // otherwise a button could be missed between
2963                 return;
2964         } else if(self.classname == "observer") {
2965                 ObserverThink();
2966         } else if(self.classname == "spectator") {
2967                 SpectatorThink();
2968         }
2969
2970         if(!zoomstate_set)
2971                 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));
2972
2973         float oldspectatee_status;
2974         oldspectatee_status = self.spectatee_status;
2975         if(self.classname == "spectator")
2976                 self.spectatee_status = num_for_edict(self.enemy);
2977         else if(self.classname == "observer")
2978                 self.spectatee_status = num_for_edict(self);
2979         else
2980                 self.spectatee_status = 0;
2981         if(self.spectatee_status != oldspectatee_status)
2982         {
2983                 ClientData_Touch(self);
2984                 if(g_race || g_cts)
2985                         race_InitSpectator();
2986         }
2987
2988         if(self.teamkill_soundtime)
2989         if(time > self.teamkill_soundtime)
2990         {
2991                 self.teamkill_soundtime = 0;
2992
2993                 entity oldpusher, oldself;
2994
2995                 oldself = self; self = self.teamkill_soundsource;
2996                 oldpusher = self.pusher; self.pusher = oldself;
2997
2998                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2999
3000                 self.pusher = oldpusher;
3001                 self = oldself;
3002         }
3003
3004         if(self.taunt_soundtime)
3005         if(time > self.taunt_soundtime)
3006         {
3007                 self.taunt_soundtime = 0;
3008                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
3009         }
3010
3011         target_voicescript_next(self);
3012
3013         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
3014         if(!self.weapon)
3015                 self.clip_load = self.clip_size = 0;
3016 }
3017
3018 float isInvisibleString(string s)
3019 {
3020         float i, n, c;
3021         s = strdecolorize(s);
3022         for((i = 0), (n = strlen(s)); i < n; ++i)
3023         {
3024                 c = str2chr(s, i);
3025                 switch(c)
3026                 {
3027                         case 0:
3028                         case 32: // space
3029                                 break;
3030                         case 192: // charmap space
3031                                 if (!autocvar_utf8_enable)
3032                                         break;
3033                                 return FALSE;
3034                         case 160: // space in unicode fonts
3035                         case 0xE000 + 192: // utf8 charmap space
3036                                 if (autocvar_utf8_enable)
3037                                         break;
3038                         default:
3039                                 return FALSE;
3040                 }
3041         }
3042         return TRUE;
3043 }
3044
3045 /*
3046 =============
3047 PlayerPostThink
3048
3049 Called every frame for each client after the physics are run
3050 =============
3051 */
3052 .float idlekick_lasttimeleft;
3053 .entity showheadshotbbox;
3054 void showheadshotbbox_think()
3055 {
3056         if(self.owner.showheadshotbbox != self)
3057         {
3058                 remove(self);
3059                 return;
3060         }
3061         self.nextthink = time;
3062         setorigin(self, self.owner.origin);
3063         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3064 }
3065 void PlayerPostThink (void)
3066 {
3067         // Savage: Check for nameless players
3068         if (isInvisibleString(self.netname)) {
3069                 self.netname = "Player";
3070                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3071         }
3072
3073         if(sv_maxidle && frametime)
3074         {
3075                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3076                 float timeleft;
3077                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
3078                 {
3079                         if(self.idlekick_lasttimeleft)
3080                         {
3081                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
3082                                 self.idlekick_lasttimeleft = 0;
3083                         }
3084                         return;
3085                 }
3086                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3087                 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
3088                 {
3089                         if(!self.idlekick_lasttimeleft)
3090                                 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
3091                 }
3092                 if(timeleft <= 0)
3093                 {
3094                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3095                         AnnounceTo(self, "terminated");
3096                         dropclient(self);
3097                         return;
3098                 }
3099                 else if(timeleft <= 10)
3100                 {
3101                         if(timeleft != self.idlekick_lasttimeleft)
3102                                 AnnounceTo(self, ftos(timeleft));
3103                         self.idlekick_lasttimeleft = timeleft;
3104                 }
3105         }
3106
3107 #ifdef TETRIS
3108         if(self.impulse == 100)
3109                 ImpulseCommands();
3110         if (TetrisPostFrame())
3111                 return;
3112 #endif
3113
3114         CheatFrame();
3115
3116         //CheckPlayerJump();
3117
3118         if(self.classname == "player") {
3119                 CheckRules_Player();
3120                 UpdateChatBubble();
3121                 if (self.impulse)
3122                         ImpulseCommands();
3123                 if (intermission_running)
3124                         return;         // intermission or finale
3125                 GetPressedKeys();
3126         } else if (self.classname == "observer") {
3127                 //do nothing
3128         } else if (self.classname == "spectator") {
3129                 //do nothing
3130         }
3131         
3132         /*
3133         float i;
3134         for(i = 0; i < 1000; ++i)
3135         {
3136                 vector end;
3137                 end = self.origin + '0 0 1024' + 512 * randomvec();
3138                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3139                 if(trace_fraction < 1)
3140                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3141                 {
3142                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3143                         break;
3144                 }
3145         }
3146         */
3147
3148         Arena_Warmup();
3149
3150         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3151
3152         if(self.waypointsprite_attachedforcarrier)
3153                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3154
3155         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3156         {
3157                 if(!self.showheadshotbbox)
3158                 {
3159                         self.showheadshotbbox = spawn();
3160                         self.showheadshotbbox.classname = "headshotbbox";
3161                         self.showheadshotbbox.owner = self;
3162                         self.showheadshotbbox.think = showheadshotbbox_think;
3163                         self.showheadshotbbox.nextthink = time;
3164                         self = self.showheadshotbbox;
3165                         self.think();
3166                         self = self.owner;
3167                 }
3168         }
3169         else
3170         {
3171                 if(self.showheadshotbbox)
3172                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3173                 remove(self.showheadshotbbox);
3174         }
3175
3176         playerdemo_write();
3177
3178         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3179         {
3180                 if(!self.stored_netname)
3181                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3182                 if(self.stored_netname != self.netname)
3183                 {
3184                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3185                         strunzone(self.stored_netname);
3186                         self.stored_netname = strzone(self.netname);
3187                 }
3188         }
3189
3190         /*
3191         if(g_race)
3192                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3193         */
3194 }