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fix die-after-spawn bug in CTF
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         // filter out spots for assault
155         if(spot.target != "") {
156                 entity ent;
157                 float good, found;
158                 ent = find(world, targetname, spot.target);
159
160                 while(ent) {
161                         if(ent.classname == "target_objective")
162                         {
163                                 found = 1;
164                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
165                                         return '-1 0 0';
166                                 good = 1;
167                         }
168                         else if(ent.classname == "trigger_race_checkpoint")
169                         {
170                                 found = 1;
171                                 if(!anypoint) // spectators may spawn everywhere
172
173                                 {
174                                         if(g_race_qualifying)
175                                         {
176                                                 // spawn at first
177                                                 if(ent.race_checkpoint != 0)
178                                                         return '-1 0 0';
179                                                 if(spot.race_place != race_lowest_place_spawn)
180                                                         return '-1 0 0';
181                                         }
182                                         else
183                                         {
184                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
185                                                         return '-1 0 0';
186                                                 // try reusing the previous spawn
187                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
188                                                         prio += 1;
189                                                 if(ent.race_checkpoint == 0)
190                                                 {
191                                                         float pl;
192                                                         pl = self.race_place;
193                                                         if(pl > race_highest_place_spawn)
194                                                                 pl = 0;
195                                                         if(pl == 0 && !self.race_started)
196                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197                                                         if(spot.race_place != pl)
198                                                                 return '-1 0 0';
199                                                 }
200                                         }
201                                 }
202                                 good = 1;
203                         }
204                         ent = find(ent, targetname, spot.target);
205                 }
206
207                 if(found && !good)
208                         return '-1 0 0';
209         }
210
211         player = playerlist;
212         shortest = vlen(world.maxs - world.mins);
213         for(player = playerlist; player; player = player.chain)
214                 if (player != self)
215                 {
216                         thisdist = vlen(player.origin - spot.origin);
217                         if (thisdist < shortest)
218                                 shortest = thisdist;
219                 }
220         return prio * '1 0 0' + shortest * '0 1 0';
221 }
222
223 float spawn_allbad;
224 float spawn_allgood;
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
226 {
227         entity spot, spotlist, spotlistend;
228         spawn_allgood = TRUE;
229         spawn_allbad = TRUE;
230
231         spotlist = world;
232         spotlistend = world;
233
234         for(spot = firstspot; spot; spot = spot.chain)
235         {
236                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
237
238                 if(autocvar_spawn_debugview)
239                 {
240                         setmodel(spot, "models/runematch/rune.mdl");
241                         if(spot.spawnpoint_score_y < mindist)
242                         {
243                                 spot.colormod = '1 0 0';
244                                 spot.scale = 1;
245                         }
246                         else
247                         {
248                                 spot.colormod = '0 1 0';
249                                 spot.scale = spot.spawnpoint_score_y / mindist;
250                         }
251                 }
252
253                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
254                 {
255                         if(spot.spawnpoint_score_y < mindist)
256                         {
257                                 // too short distance
258                                 spawn_allgood = FALSE;
259                         }
260                         else
261                         {
262                                 // perfect
263                                 spawn_allbad = FALSE;
264
265                                 if(spotlistend)
266                                         spotlistend.chain = spot;
267                                 spotlistend = spot;
268                                 if(!spotlist)
269                                         spotlist = spot;
270
271                                 /*
272                                 if(teamcheck >= 0)
273                                 if(spot.team != teamcheck)
274                                         error("invalid spawn added");
275
276                                 print("added ", etos(spot), "\n");
277                                 */
278                         }
279                 }
280         }
281         if(spotlistend)
282                 spotlistend.chain = world;
283
284         /*
285                 entity e;
286                 if(teamcheck >= 0)
287                         for(e = spotlist; e; e = e.chain)
288                         {
289                                 print("seen ", etos(e), "\n");
290                                 if(e.team != teamcheck)
291                                         error("invalid spawn found");
292                         }
293         */
294
295         return spotlist;
296 }
297
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
299 {
300         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
302         entity spot;
303
304         RandomSelection_Init();
305         for(spot = firstspot; spot; spot = spot.chain)
306                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
307
308         return RandomSelection_chosen_ent;
309 }
310
311 /*
312 =============
313 SelectSpawnPoint
314
315 Finds a point to respawn
316 =============
317 */
318 entity SelectSpawnPoint (float anypoint)
319 {
320         float teamcheck;
321         entity firstspot_new;
322         entity spot, firstspot, playerlist;
323
324         spot = find (world, classname, "testplayerstart");
325         if (spot)
326                 return spot;
327
328         if(anypoint)
329                 teamcheck = -1;
330         else if(have_team_spawns > 0)
331         {
332                 if(have_team_spawns_forteam[self.team] == 0)
333                 {
334                         // we request a spawn for a team, and we have team
335                         // spawns, but that team has no spawns?
336                         if(have_team_spawns_forteam[0])
337                                 // try noteam spawns
338                                 teamcheck = 0;
339                         else
340                                 // if not, any spawn has to do
341                                 teamcheck = -1;
342                 }
343                 else
344                         teamcheck = self.team; // MUST be team
345         }
346         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
347                 teamcheck = 0; // MUST be noteam
348         else
349                 teamcheck = -1;
350                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
351
352
353         // get the list of players
354         playerlist = findchain(classname, "player");
355         // get the entire list of spots
356         firstspot = findchain(classname, "info_player_deathmatch");
357         // filter out the bad ones
358         // (note this returns the original list if none survived)
359         if(anypoint)
360         {
361                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
362         }
363         else
364         {
365                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
366                 if(!firstspot_new)
367                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
368                 firstspot = firstspot_new;
369
370                 // there is 50/50 chance of choosing a random spot or the furthest spot
371                 // (this means that roughly every other spawn will be furthest, so you
372                 // usually won't get fragged at spawn twice in a row)
373                 if (arena_roundbased && !g_ca)
374                 {
375                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
376                         if(firstspot_new)
377                                 firstspot = firstspot_new;
378                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
379                 }
380                 else if (random() > autocvar_g_spawn_furthest)
381                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
382                 else
383                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
384         }
385
386         if(autocvar_spawn_debugview)
387         {
388                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
389
390                 entity e;
391                 if(teamcheck >= 0)
392                         for(e = firstspot; e; e = e.chain)
393                                 if(e.team != teamcheck)
394                                         error("invalid spawn found");
395         }
396
397         if (!spot)
398         {
399                 if(autocvar_spawn_debug)
400                         GotoNextMap();
401                 else
402                 {
403                         if(some_spawn_has_been_used)
404                                 return world; // team can't spawn any more, because of actions of other team
405                         else
406                                 error("Cannot find a spawn point - please fix the map!");
407                 }
408         }
409
410         return spot;
411 }
412
413 /*
414 =============
415 CheckPlayerModel
416
417 Checks if the argument string can be a valid playermodel.
418 Returns a valid one in doubt.
419 =============
420 */
421 string FallbackPlayerModel;
422 string CheckPlayerModel(string plyermodel) {
423         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
424         {
425                 // note: we cannot summon Don Strunzone here, some player may
426                 // still have the model string set. In case anyone manages how
427                 // to change a cvar default, we'll have a small leak here.
428                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
429         }
430         if(strlen(plyermodel) < 4)
431                 return FallbackPlayerModel;
432         if( substring(plyermodel,0,14) != "models/player/")
433                 return FallbackPlayerModel;
434         else if(autocvar_sv_servermodelsonly)
435         {
436                 if(substring(plyermodel,-4,4) != ".zym")
437                 if(substring(plyermodel,-4,4) != ".dpm")
438                 if(substring(plyermodel,-4,4) != ".iqm")
439                 if(substring(plyermodel,-4,4) != ".md3")
440                 if(substring(plyermodel,-4,4) != ".psk")
441                         return FallbackPlayerModel;
442                 // forbid the LOD models
443                 if(substring(plyermodel, -9,5) == "_lod1")
444                         return FallbackPlayerModel;
445                 if(substring(plyermodel, -9,5) == "_lod2")
446                         return FallbackPlayerModel;
447                 if(plyermodel != strtolower(plyermodel))
448                         return FallbackPlayerModel;
449                 if(!fexists(plyermodel))
450                         return FallbackPlayerModel;
451         }
452         return plyermodel;
453 }
454
455 void setplayermodel(entity e, string modelname)
456 {
457         precache_model(modelname);
458         setmodel(e, modelname);
459         player_setupanimsformodel();
460         UpdatePlayerSounds();
461 }
462
463 /*
464 =============
465 PutObserverInServer
466
467 putting a client as observer in the server
468 =============
469 */
470 void FixPlayermodel();
471 void PutObserverInServer (void)
472 {
473         entity  spot;
474     self.hud = HUD_NORMAL;
475         race_PreSpawnObserver();
476
477         spot = SelectSpawnPoint (TRUE);
478         if(!spot)
479                 error("No spawnpoints for observers?!?\n");
480         RemoveGrapplingHook(self); // Wazat's Grappling Hook
481
482         if(clienttype(self) == CLIENTTYPE_REAL)
483         {
484                 msg_entity = self;
485                 WriteByte(MSG_ONE, SVC_SETVIEW);
486                 WriteEntity(MSG_ONE, self);
487         }
488
489         DropAllRunes(self);
490         MUTATOR_CALLHOOK(MakePlayerObserver);
491
492         if (g_minstagib)
493                 minstagib_stop_countdown();
494
495         Portal_ClearAll(self);
496
497         if(self.alivetime)
498         {
499                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
500                 self.alivetime = 0;
501         }
502
503         if(self.vehicle)
504             vehicles_exit(VHEF_RELESE);
505
506         if(self.flagcarried)
507                 DropFlag(self.flagcarried, world, world);
508
509         if(self.ballcarried && g_nexball)
510                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
511
512         WaypointSprite_PlayerDead();
513
514         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
515                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
516
517         if(self.killcount != -666) {
518                 if(g_lms) {
519                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
520                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
521                         else
522                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
523                 } else
524                         bprint ("^4", self.netname, "^4 is spectating now\n");
525
526                 if(self.just_joined == FALSE) {
527                         LogTeamchange(self.playerid, -1, 4);
528                 } else
529                         self.just_joined = FALSE;
530         }
531
532         PlayerScore_Clear(self); // clear scores when needed
533
534         accuracy_resend(self);
535
536         self.spectatortime = time;
537         
538         self.classname = "observer";
539         self.iscreature = FALSE;
540         self.damagedbycontents = FALSE;
541         self.health = -666;
542         self.takedamage = DAMAGE_NO;
543         self.solid = SOLID_NOT;
544         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
545         self.flags = FL_CLIENT | FL_NOTARGET;
546         self.armorvalue = 666;
547         self.effects = 0;
548         self.armorvalue = autocvar_g_balance_armor_start;
549         self.pauserotarmor_finished = 0;
550         self.pauserothealth_finished = 0;
551         self.pauseregen_finished = 0;
552         self.damageforcescale = 0;
553         self.death_time = 0;
554         self.dead_frame = 0;
555         self.alpha = 0;
556         self.scale = 0;
557         self.fade_time = 0;
558         self.pain_frame = 0;
559         self.pain_finished = 0;
560         self.strength_finished = 0;
561         self.invincible_finished = 0;
562         self.pushltime = 0;
563         self.think = SUB_Null;
564         self.nextthink = 0;
565         self.hook_time = 0;
566         self.runes = 0;
567         self.deadflag = DEAD_NO;
568         self.angles = spot.angles;
569         self.angles_z = 0;
570         self.fixangle = TRUE;
571         self.crouch = FALSE;
572
573         setorigin (self, spot.origin);
574         self.prevorigin = self.origin;
575         self.items = 0;
576         self.weapons = 0;
577         self.model = "";
578         FixPlayermodel();
579         setmodel(self, "null");
580         self.drawonlytoclient = self;
581
582         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
583         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
584
585         self.weapon = 0;
586         self.weaponname = "";
587         self.switchingweapon = 0;
588         self.weaponmodel = "";
589         self.weaponentity = world;
590         self.exteriorweaponentity = world;
591         self.killcount = -666;
592         self.velocity = '0 0 0';
593         self.avelocity = '0 0 0';
594         self.punchangle = '0 0 0';
595         self.punchvector = '0 0 0';
596         self.oldvelocity = self.velocity;
597         self.fire_endtime = -1;
598
599         if(g_arena)
600         {
601                 if(self.version_mismatch)
602                 {
603                         Spawnqueue_Unmark(self);
604                         Spawnqueue_Remove(self);
605                 }
606                 else
607                 {
608                         Spawnqueue_Insert(self);
609                 }
610         }
611         else if(g_lms)
612         {
613                 // Only if the player cannot play at all
614                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
615                         self.frags = FRAGS_SPECTATOR;
616                 else
617                         self.frags = FRAGS_LMS_LOSER;
618         }
619         else if(g_ca)
620         {
621                 if(self.caplayer)
622                         self.frags = FRAGS_LMS_LOSER;
623                 else
624                         self.frags = FRAGS_SPECTATOR;
625         }
626         else
627                 self.frags = FRAGS_SPECTATOR;
628 }
629
630 void FixPlayermodel()
631 {
632         string defaultmodel;
633         float defaultskin, chmdl, oldskin;
634         vector m1, m2;
635
636         defaultmodel = "";
637
638         if(autocvar_sv_defaultcharacter == 1) {
639                 defaultskin = 0;
640
641                 if(teamplay)
642                 {
643                         string s;
644                         s = Team_ColorNameLowerCase(self.team);
645                         if(s != "neutral")
646                         {
647                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
648                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
649                         }
650                 }
651
652                 if(defaultmodel == "")
653                 {
654                         defaultmodel = autocvar_sv_defaultplayermodel;
655                         defaultskin = autocvar_sv_defaultplayerskin;
656                 }
657         }
658
659         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
660         {
661                 if(self.model != "")
662                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
663                 self.model = ""; // force the != checks to return true
664         }
665
666         if(defaultmodel != "")
667         {
668                 if (defaultmodel != self.model)
669                 {
670                         m1 = self.mins;
671                         m2 = self.maxs;
672                         setplayermodel (self, defaultmodel);
673                         setsize (self, m1, m2);
674                         chmdl = TRUE;
675                 }
676
677                 oldskin = self.skin;
678                 self.skin = defaultskin;
679         } else {
680                 if (self.playermodel != self.model || self.playermodel == "")
681                 {
682                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
683                         m1 = self.mins;
684                         m2 = self.maxs;
685                         setplayermodel (self, self.playermodel);
686                         setsize (self, m1, m2);
687                         chmdl = TRUE;
688                 }
689
690                 oldskin = self.skin;
691                 self.skin = stof(self.playerskin);
692         }
693
694         if(chmdl || oldskin != self.skin)
695                 self.species = player_getspecies(); // model or skin has changed
696
697         if(!teamplay)
698                 if(strlen(autocvar_sv_defaultplayercolors))
699                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
700                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
701 }
702
703 void PlayerTouchExplode(entity p1, entity p2)
704 {
705         vector org;
706         org = (p1.origin + p2.origin) * 0.5;
707         org_z += (p1.mins_z + p2.mins_z) * 0.5;
708
709         te_explosion(org);
710
711         entity e;
712         e = spawn();
713         setorigin(e, org);
714         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
715         remove(e);
716 }
717
718 /*
719 =============
720 PutClientInServer
721
722 Called when a client spawns in the server
723 =============
724 */
725 //void() ctf_playerchanged;
726 void PutClientInServer (void)
727 {
728         if(clienttype(self) == CLIENTTYPE_BOT)
729         {
730                 self.classname = "player";
731         }
732         else if(clienttype(self) == CLIENTTYPE_REAL)
733         {
734                 msg_entity = self;
735                 WriteByte(MSG_ONE, SVC_SETVIEW);
736                 WriteEntity(MSG_ONE, self);
737         }
738         
739         // reset player keys
740         self.itemkeys = 0;
741
742         // player is dead and becomes observer
743         // FIXME fix LMS scoring for new system
744         if(g_lms)
745         {
746                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
747                         self.classname = "observer";
748         }
749
750         if(g_arena || (g_ca && !allowed_to_spawn))
751         if(!self.spawned)
752                 self.classname = "observer";
753
754         if(gameover)
755                 self.classname = "observer";
756
757         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
758                 entity spot, oldself;
759                 float j;
760
761                 accuracy_resend(self);
762
763                 if(self.team < 0)
764                         JoinBestTeam(self, FALSE, TRUE);
765
766                 race_PreSpawn();
767
768                 spot = SelectSpawnPoint (FALSE);
769                 if(!spot)
770                 {
771                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
772                         return; // spawn failed
773                 }
774
775                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
776
777                 self.classname = "player";
778                 self.wasplayer = TRUE;
779                 self.iscreature = TRUE;
780                 self.damagedbycontents = TRUE;
781                 self.movetype = MOVETYPE_WALK;
782                 self.solid = SOLID_SLIDEBOX;
783                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
784                 if(autocvar_g_playerclip_collisions)
785                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
786                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
787                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
788                 self.frags = FRAGS_PLAYER;
789                 if(INDEPENDENT_PLAYERS)
790                         MAKE_INDEPENDENT_PLAYER(self);
791                 self.flags = FL_CLIENT;
792                 if(autocvar__notarget)
793                         self.flags |= FL_NOTARGET;
794                 self.takedamage = DAMAGE_AIM;
795                 if(g_minstagib)
796                         self.effects = EF_FULLBRIGHT;
797                 else
798                         self.effects = 0;
799                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
800                 self.air_finished = time + 12;
801                 self.dmg = 2;
802                 if(autocvar_g_balance_nex_charge)
803                 {
804                         if(autocvar_g_balance_nex_secondary_chargepool)
805                                 self.nex_chargepool_ammo = 1;
806                         self.nex_charge = autocvar_g_balance_nex_charge_start;
807                 }
808
809                 if(inWarmupStage)
810                 {
811                         self.ammo_shells = warmup_start_ammo_shells;
812                         self.ammo_nails = warmup_start_ammo_nails;
813                         self.ammo_rockets = warmup_start_ammo_rockets;
814                         self.ammo_cells = warmup_start_ammo_cells;
815                         self.ammo_fuel = warmup_start_ammo_fuel;
816                         self.health = warmup_start_health;
817                         self.armorvalue = warmup_start_armorvalue;
818                         self.weapons = warmup_start_weapons;
819                 }
820                 else
821                 {
822                         self.ammo_shells = start_ammo_shells;
823                         self.ammo_nails = start_ammo_nails;
824                         self.ammo_rockets = start_ammo_rockets;
825                         self.ammo_cells = start_ammo_cells;
826                         self.ammo_fuel = start_ammo_fuel;
827                         self.health = start_health;
828                         self.armorvalue = start_armorvalue;
829                         self.weapons = start_weapons;
830                 }
831
832                 if(g_weaponarena_random)
833                 {
834                         if(g_weaponarena_random_with_laser)
835                                 self.weapons &~= WEPBIT_LASER;
836                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
837                         if(g_weaponarena_random_with_laser)
838                                 self.weapons |= WEPBIT_LASER;
839                 }
840
841                 self.items = start_items;
842                 self.jump_interval = time;
843
844                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
845                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
846                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
847                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
848                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
849                 //extend the pause of rotting if client was reset at the beginning of the countdown
850                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
851                         self.spawnshieldtime += game_starttime - time;
852                         self.pauserotarmor_finished += game_starttime - time;
853                         self.pauserothealth_finished += game_starttime - time;
854                         self.pauseregen_finished += game_starttime - time;
855                 }
856                 self.damageforcescale = 2;
857                 self.death_time = 0;
858                 self.dead_frame = 0;
859                 self.alpha = 0;
860                 self.scale = 0;
861                 self.fade_time = 0;
862                 self.pain_frame = 0;
863                 self.pain_finished = 0;
864                 self.strength_finished = 0;
865                 self.invincible_finished = 0;
866                 self.pushltime = 0;
867                 // players have no think function
868                 self.think = SUB_Null;
869                 self.nextthink = 0;
870                 self.hook_time = 0;
871                 self.dmg_team = 0;
872                 self.ballistics_density = autocvar_g_ballistics_density_player;
873
874                 self.metertime = 0;
875
876                 self.runes = 0;
877
878                 self.deadflag = DEAD_NO;
879
880                 self.angles = spot.angles;
881
882                 self.angles_z = 0; // never spawn tilted even if the spot says to
883                 self.fixangle = TRUE; // turn this way immediately
884                 self.velocity = '0 0 0';
885                 self.avelocity = '0 0 0';
886                 self.punchangle = '0 0 0';
887                 self.punchvector = '0 0 0';
888                 self.oldvelocity = self.velocity;
889                 self.fire_endtime = -1;
890
891                 msg_entity = self;
892                 WRITESPECTATABLE_MSG_ONE({
893                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
894                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
895                 });
896
897                 self.model = "";
898                 FixPlayermodel();
899                 self.drawonlytoclient = world;
900
901                 self.crouch = FALSE;
902                 self.view_ofs = PL_VIEW_OFS;
903                 setsize (self, PL_MIN, PL_MAX);
904                 self.spawnorigin = spot.origin;
905                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
906                 // don't reset back to last position, even if new position is stuck in solid
907                 self.oldorigin = self.origin;
908                 self.prevorigin = self.origin;
909                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
910                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
911         self.hud = HUD_NORMAL;
912         
913                 if(g_arena)
914                 {
915                         Spawnqueue_Remove(self);
916                         Spawnqueue_Mark(self);
917                 }
918
919                 else if(g_ca)
920                         self.caplayer = 1;
921
922                 self.event_damage = PlayerDamage;
923
924                 self.bot_attack = TRUE;
925
926                 self.statdraintime = time + 5;
927                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
928
929                 if(self.killcount == -666) {
930                         PlayerScore_Clear(self);
931                         self.killcount = 0;
932                 }
933
934                 CL_SpawnWeaponentity();
935                 self.alpha = default_player_alpha;
936                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
937                 self.exteriorweaponentity.alpha = default_weapon_alpha;
938
939                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
940                 self.lms_traveled_distance = 0;
941                 self.speedrunning = FALSE;
942
943                 race_PostSpawn(spot);
944
945                 if(autocvar_spawn_debug)
946                 {
947                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
948                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
949                 }
950
951                 //stuffcmd(self, "chase_active 0");
952                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
953
954                 if (autocvar_g_spawnsound)
955                         sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
956
957                 if(g_assault) {
958                         if(self.team == assault_attacker_team)
959                                 centerprint(self, "You are attacking!");
960                         else
961                                 centerprint(self, "You are defending!");
962                 }
963
964                 target_voicescript_clear(self);
965
966                 // reset fields the weapons may use
967                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
968                 {
969                         weapon_action(j, WR_RESETPLAYER);
970
971                         // all weapons must be fully loaded when we spawn
972                         entity e;
973                         e = get_weaponinfo(j);
974                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
975                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
976                 }
977
978                 oldself = self;
979                 self = spot;
980                         activator = oldself;
981                                 string s;
982                                 s = self.target;
983                                 self.target = string_null;
984                                 SUB_UseTargets();
985                                 self.target = s;
986                         activator = world;
987                 self = oldself;
988
989                 MUTATOR_CALLHOOK(PlayerSpawn);
990
991                 self.switchweapon = w_getbestweapon(self);
992                 self.cnt = -1; // W_LastWeapon will not complain
993                 self.weapon = 0;
994                 self.weaponname = "";
995                 self.switchingweapon = 0;
996
997                 if(!self.alivetime)
998                         self.alivetime = time;
999         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1000                 PutObserverInServer ();
1001         }
1002
1003         //if(g_ctf)
1004         //      ctf_playerchanged();
1005 }
1006
1007 .float ebouncefactor, ebouncestop; // electro's values
1008 // TODO do we need all these fields, or should we stop autodetecting runtime
1009 // changes and just have a console command to update this?
1010 float ClientInit_SendEntity(entity to, float sf)
1011 {
1012         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1013         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1014         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1015         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1016         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1017         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1018         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1019         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1020         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1021         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1022         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1023         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1024         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1025         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1026         if(sv_foginterval && world.fog != "")
1027                 WriteString(MSG_ENTITY, world.fog);
1028         else
1029                 WriteString(MSG_ENTITY, "");
1030         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1031         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1032         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1033         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1034         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1035         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1036         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1037         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
1038         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1039         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1040         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1041         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1042         return TRUE;
1043 }
1044
1045 void ClientInit_CheckUpdate()
1046 {
1047         self.nextthink = time;
1048         if(self.count != autocvar_g_balance_armor_blockpercent)
1049         {
1050                 self.count = autocvar_g_balance_armor_blockpercent;
1051                 self.SendFlags |= 1;
1052         }
1053         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1054         {
1055                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1056                 self.SendFlags |= 1;
1057         }
1058         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1059         {
1060                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1061                 self.SendFlags |= 1;
1062         }
1063         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1064         {
1065                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1066                 self.SendFlags |= 1;
1067         }
1068         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1069         {
1070                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1071                 self.SendFlags |= 1;
1072         }
1073         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1074         {
1075                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1076                 self.SendFlags |= 1;
1077         }
1078 }
1079
1080 void ClientInit_Spawn()
1081 {
1082         entity o;
1083         entity e;
1084         e = spawn();
1085         e.classname = "clientinit";
1086         e.think = ClientInit_CheckUpdate;
1087         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1088
1089         o = self;
1090         self = e;
1091         ClientInit_CheckUpdate();
1092         self = o;
1093 }
1094
1095 /*
1096 =============
1097 SetNewParms
1098 =============
1099 */
1100 void SetNewParms (void)
1101 {
1102         // initialize parms for a new player
1103         parm1 = -(86400 * 366);
1104 }
1105
1106 /*
1107 =============
1108 SetChangeParms
1109 =============
1110 */
1111 void SetChangeParms (void)
1112 {
1113         // save parms for level change
1114         parm1 = self.parm_idlesince - time;
1115 }
1116
1117 /*
1118 =============
1119 DecodeLevelParms
1120 =============
1121 */
1122 void DecodeLevelParms (void)
1123 {
1124         // load parms
1125         self.parm_idlesince = parm1;
1126         if(self.parm_idlesince == -(86400 * 366))
1127                 self.parm_idlesince = time;
1128
1129         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1130         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1131 }
1132
1133 /*
1134 =============
1135 ClientKill
1136
1137 Called when a client types 'kill' in the console
1138 =============
1139 */
1140
1141 .float clientkill_nexttime;
1142 void ClientKill_Now_TeamChange()
1143 {
1144         if(self.killindicator_teamchange == -1)
1145         {
1146                 self.team = -1;
1147                 JoinBestTeam( self, FALSE, FALSE );
1148         }
1149         else if(self.killindicator_teamchange == -2)
1150         {
1151                 if(g_ca)
1152                         self.caplayer = 0;
1153                 if(blockSpectators)
1154                         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"));
1155                 PutObserverInServer();
1156         }
1157         else
1158                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1159 }
1160
1161 void ClientKill_Now()
1162 {
1163         if(self.vehicle)
1164         {
1165             vehicles_exit(VHEF_RELESE);
1166             if(!self.killindicator_teamchange)
1167             {
1168             self.vehicle_health = -1;
1169             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1170             }
1171         }
1172
1173         if(self.killindicator && !wasfreed(self.killindicator))
1174                 remove(self.killindicator);
1175
1176         self.killindicator = world;
1177
1178         if(self.killindicator_teamchange)
1179                 ClientKill_Now_TeamChange();
1180
1181         // in any case:
1182         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1183
1184         // now I am sure the player IS dead
1185 }
1186 void KillIndicator_Think()
1187 {
1188         if (gameover)
1189         {
1190                 self.owner.killindicator = world;
1191                 remove(self);
1192                 return;
1193         }
1194
1195         if (!self.owner.modelindex)
1196         {
1197                 self.owner.killindicator = world;
1198                 remove(self);
1199                 return;
1200         }
1201
1202         if(self.cnt <= 0)
1203         {
1204                 self = self.owner;
1205                 ClientKill_Now(); // no oldself needed
1206                 return;
1207         }
1208     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1209     {
1210         self.nextthink = time + 1;
1211         self.cnt -= 1;
1212     }
1213         else
1214         {
1215                 if(self.cnt <= 10)
1216                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1217                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1218                 {
1219                         if(self.cnt <= 10)
1220                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1221                 }
1222                 self.nextthink = time + 1;
1223                 self.cnt -= 1;
1224         }
1225 }
1226
1227 float clientkilltime;
1228 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1229 {
1230         float killtime;
1231         float starttime;
1232         entity e;
1233
1234         if (gameover)
1235                 return;
1236
1237         killtime = autocvar_g_balance_kill_delay;
1238
1239         if(g_race_qualifying || g_cts)
1240                 killtime = 0;
1241
1242     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1243     {
1244                 remove(self.killindicator);
1245                 self.killindicator = world;
1246
1247         ClientKill_Now(); // allow instant kill in this case
1248         return;
1249     }
1250
1251         self.killindicator_teamchange = targetteam;
1252
1253     if(!self.killindicator)
1254         {
1255                 if(self.modelindex && self.deadflag == DEAD_NO)
1256                 {
1257                         killtime = max(killtime, self.clientkill_nexttime - time);
1258                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1259                 }
1260
1261                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1262                 {
1263                         ClientKill_Now();
1264                 }
1265                 else
1266                 {
1267                         starttime = max(time, clientkilltime);
1268
1269                         self.killindicator = spawn();
1270                         self.killindicator.owner = self;
1271                         self.killindicator.scale = 0.5;
1272                         setattachment(self.killindicator, self, "");
1273                         setorigin(self.killindicator, '0 0 52');
1274                         self.killindicator.think = KillIndicator_Think;
1275                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1276                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1277                         self.killindicator.cnt = ceil(killtime);
1278                         self.killindicator.count = bound(0, ceil(killtime), 10);
1279                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1280
1281                         for(e = world; (e = find(e, classname, "body")) != world; )
1282                         {
1283                                 if(e.enemy != self)
1284                                         continue;
1285                                 e.killindicator = spawn();
1286                                 e.killindicator.owner = e;
1287                                 e.killindicator.scale = 0.5;
1288                                 setattachment(e.killindicator, e, "");
1289                                 setorigin(e.killindicator, '0 0 52');
1290                                 e.killindicator.think = KillIndicator_Think;
1291                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1292                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1293                                 e.killindicator.cnt = ceil(killtime);
1294                         }
1295                         self.lip = 0;
1296                 }
1297         }
1298         if(self.killindicator)
1299         {
1300                 if(targetteam == 0) // just die
1301                 {
1302                         self.killindicator.colormod = '0 0 0';
1303                         if(clienttype(self) == CLIENTTYPE_REAL)
1304                         if(self.killindicator.cnt > 0)
1305                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1306                 }
1307                 else if(targetteam == -1) // auto
1308                 {
1309                         self.killindicator.colormod = '0 1 0';
1310                         if(clienttype(self) == CLIENTTYPE_REAL)
1311                         if(self.killindicator.cnt > 0)
1312                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1313                 }
1314                 else if(targetteam == -2) // spectate
1315                 {
1316                         self.killindicator.colormod = '0.5 0.5 0.5';
1317                         if(clienttype(self) == CLIENTTYPE_REAL)
1318                         if(self.killindicator.cnt > 0)
1319                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1320                 }
1321                 else
1322                 {
1323                         self.killindicator.colormod = TeamColor(targetteam);
1324                         if(clienttype(self) == CLIENTTYPE_REAL)
1325                         if(self.killindicator.cnt > 0)
1326                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1327                 }
1328         }
1329
1330 }
1331
1332 void ClientKill (void)
1333 {
1334         if (gameover)
1335                 return;
1336
1337         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1338         {
1339                 // do nothing
1340         }
1341     else if(self.freezetag_frozen)
1342     {
1343         // do nothing
1344     }
1345         else
1346                 ClientKill_TeamChange(0);
1347 }
1348
1349 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
1350 {
1351     e.killindicator = spawn();
1352     e.killindicator.owner = e;
1353     e.killindicator.think = KillIndicator_Think;
1354     e.killindicator.nextthink = time + (e.lip) * 0.05;
1355     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1356     e.killindicator.health = 1; // this is used to indicate that it should be silent
1357     e.lip = 0;
1358 }
1359
1360 void FixClientCvars(entity e)
1361 {
1362         // send prediction settings to the client
1363         stuffcmd(e, "\nin_bindmap 0 0\n");
1364         if(g_race || g_cts)
1365                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1366         if(autocvar_g_antilag == 3) // client side hitscan
1367                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1368         if(sv_gentle)
1369                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1370         /*
1371          * we no longer need to stuff this. Remove this comment block if you feel
1372          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1373         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1374         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1375         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1376         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1377         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1378         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1379         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1380         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1381         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1382         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1383         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1384         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1385         stuffcmd(e, "cl_movement_edgefriction 1\n");
1386          */
1387 }
1388
1389 float PlayerInIDList(entity p, string idlist)
1390 {
1391         float n, i;
1392         string s;
1393
1394         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1395         if not(p.crypto_idfp)
1396                 return 0;
1397
1398         // this function allows abbreviated player IDs too!
1399         n = tokenize_console(idlist);
1400         for(i = 0; i < n; ++i)
1401         {
1402                 s = argv(i);
1403                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1404                         return 1;
1405         }
1406
1407         return 0;
1408 }
1409
1410 #ifndef NO_LEGACY_NETWORKING
1411 .float iscsqcmodel;
1412 #endif
1413
1414 /*
1415 =============
1416 ClientConnect
1417
1418 Called when a client connects to the server
1419 =============
1420 */
1421 //void ctf_clientconnect();
1422 string ColoredTeamName(float t);
1423 void DecodeLevelParms (void);
1424 //void dom_player_join_team(entity pl);
1425 void set_dom_state(entity e);
1426 void ClientConnect (void)
1427 {
1428         float t;
1429
1430         if(self.flags & FL_CLIENT)
1431         {
1432                 print("Warning: ClientConnect, but already connected!\n");
1433                 return;
1434         }
1435
1436         if(Ban_MaybeEnforceBan(self))
1437                 return;
1438
1439         DecodeLevelParms();
1440
1441 #ifdef WATERMARK
1442         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1443 #endif
1444
1445         self.classname = "player_joining";
1446
1447         self.flags = FL_CLIENT;
1448         self.version_nagtime = time + 10 + random() * 10;
1449
1450         if(player_count<0)
1451         {
1452                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1453                 player_count = 0;
1454         }
1455
1456         PlayerScore_Attach(self);
1457         ClientData_Attach();
1458         accuracy_init(self);
1459
1460         bot_clientconnect();
1461
1462         playerdemo_init();
1463
1464         anticheat_init();
1465
1466         race_PreSpawnObserver();
1467
1468         //if(g_domination)
1469         //      dom_player_join_team(self);
1470
1471         // identify the right forced team
1472         if(autocvar_g_campaign)
1473         {
1474                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1475                 {
1476                         switch(autocvar_g_campaign_forceteam)
1477                         {
1478                                 case 1: self.team_forced = COLOR_TEAM1; break;
1479                                 case 2: self.team_forced = COLOR_TEAM2; break;
1480                                 case 3: self.team_forced = COLOR_TEAM3; break;
1481                                 case 4: self.team_forced = COLOR_TEAM4; break;
1482                                 default: self.team_forced = 0;
1483                         }
1484                 }
1485         }
1486         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1487                 self.team_forced = COLOR_TEAM1;
1488         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1489                 self.team_forced = COLOR_TEAM2;
1490         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1491                 self.team_forced = COLOR_TEAM3;
1492         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1493                 self.team_forced = COLOR_TEAM4;
1494         else if(autocvar_g_forced_team_otherwise == "red")
1495                 self.team_forced = COLOR_TEAM1;
1496         else if(autocvar_g_forced_team_otherwise == "blue")
1497                 self.team_forced = COLOR_TEAM2;
1498         else if(autocvar_g_forced_team_otherwise == "yellow")
1499                 self.team_forced = COLOR_TEAM3;
1500         else if(autocvar_g_forced_team_otherwise == "pink")
1501                 self.team_forced = COLOR_TEAM4;
1502         else if(autocvar_g_forced_team_otherwise == "spectate")
1503                 self.team_forced = -1;
1504         else if(autocvar_g_forced_team_otherwise == "spectator")
1505                 self.team_forced = -1;
1506         else
1507                 self.team_forced = 0;
1508
1509         if(!teamplay)
1510                 if(self.team_forced > 0)
1511                         self.team_forced = 0;
1512
1513         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1514
1515         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1516                 self.classname = "observer";
1517         } else {
1518                 if(teamplay)
1519                 {
1520                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1521                         {
1522                                 self.classname = "player";
1523                                 campaign_bots_may_start = 1;
1524                         }
1525                         else
1526                         {
1527                                 self.classname = "observer"; // do it anyway
1528                         }
1529                 }
1530                 else
1531                 {
1532                         self.classname = "player";
1533                         campaign_bots_may_start = 1;
1534                 }
1535         }
1536
1537         self.playerid = (playerid_last = playerid_last + 1);
1538
1539         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1540
1541     if(clienttype(self) == CLIENTTYPE_BOT)
1542         PlayerStats_AddPlayer(self);
1543
1544         if(autocvar_sv_eventlog)
1545                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1546
1547         LogTeamchange(self.playerid, self.team, 1);
1548
1549         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1550
1551         self.netname_previous = strzone(self.netname);
1552
1553         bprint("^4", self.netname, "^4 connected");
1554
1555         if(self.classname != "observer" && (g_domination || g_ctf))
1556                 bprint(" and joined the ", ColoredTeamName(self.team));
1557
1558         bprint("\n");
1559
1560         stuffcmd(self, strcat(clientstuff, "\n"));
1561         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1562
1563         FixClientCvars(self);
1564
1565         // spawnfunc_waypoint sprites
1566         WaypointSprite_InitClient(self);
1567
1568         // Wazat's grappling hook
1569         SetGrappleHookBindings();
1570
1571         // get autoswitch state from player when he toggles it
1572         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1573
1574         // get version info from player
1575         stuffcmd(self, "cmd clientversion $gameversion\n");
1576
1577         // get other cvars from player
1578         GetCvars(0);
1579
1580         // notify about available teams
1581         if(teamplay)
1582         {
1583                 CheckAllowedTeams(self);
1584                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1585                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1586         }
1587         else
1588                 stuffcmd(self, "set _teams_available 0\n");
1589
1590         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1591
1592         if(g_arena || g_ca)
1593         {
1594                 self.classname = "observer";
1595                 if(g_arena)
1596                         Spawnqueue_Insert(self);
1597         }
1598         /*else if(g_ctf)
1599         {
1600                 ctf_clientconnect();
1601         }*/
1602
1603         attach_entcs();
1604
1605         bot_relinkplayerlist();
1606
1607         self.spectatortime = time;
1608         if(blockSpectators)
1609         {
1610                 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"));
1611         }
1612
1613         self.jointime = time;
1614         self.allowedTimeouts = autocvar_sv_timeout_number;
1615
1616         if(clienttype(self) == CLIENTTYPE_REAL)
1617         {
1618                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1619                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1620         }
1621
1622         if(g_lms)
1623         {
1624                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1625                 {
1626                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1627                         self.frags = FRAGS_SPECTATOR;
1628                 }
1629         }
1630
1631         if(!sv_foginterval && world.fog != "")
1632                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1633
1634         SoundEntity_Attach(self);
1635
1636         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1637         {
1638                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1639                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1640         }
1641         else
1642                 self.hitplotfh = -1;
1643
1644         if(g_race || g_cts) {
1645                 string rr;
1646                 if(g_cts)
1647                         rr = CTS_RECORD;
1648                 else
1649                         rr = RACE_RECORD;
1650                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1651
1652                 msg_entity = self;
1653                 race_send_recordtime(MSG_ONE);
1654                 race_send_speedaward(MSG_ONE);
1655
1656                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1657                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1658                 race_send_speedaward_alltimebest(MSG_ONE);
1659
1660                 float i;
1661                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1662                         race_SendRankings(i, 0, 0, MSG_ONE);
1663                 }
1664         }
1665         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1666                 send_CSQC_teamnagger();
1667
1668         if (g_domination)
1669                 set_dom_state(self);
1670
1671         CheatInitClient();
1672
1673         if(!autocvar_g_campaign)
1674                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1675
1676 #ifndef NO_LEGACY_NETWORKING
1677         if(autocvar_sv_use_csqc_players)
1678         {
1679                 CSQCModel_LinkEntity();
1680                 self.iscsqcmodel = 1;
1681         }
1682 #else
1683         CSQCModel_LinkEntity();
1684 #endif
1685 }
1686
1687 /*
1688 =============
1689 ClientDisconnect
1690
1691 Called when a client disconnects from the server
1692 =============
1693 */
1694 .entity chatbubbleentity;
1695 void ReadyCount();
1696 void ClientDisconnect (void)
1697 {
1698         if(self.vehicle)
1699             vehicles_exit(VHEF_RELESE);
1700
1701         if not(self.flags & FL_CLIENT)
1702         {
1703                 print("Warning: ClientDisconnect without ClientConnect\n");
1704                 return;
1705         }
1706
1707         PlayerStats_AddGlobalInfo(self);
1708
1709         CheatShutdownClient();
1710
1711         if(self.hitplotfh >= 0)
1712         {
1713                 fclose(self.hitplotfh);
1714                 self.hitplotfh = -1;
1715         }
1716
1717         anticheat_report();
1718         anticheat_shutdown();
1719
1720         playerdemo_shutdown();
1721
1722         bot_clientdisconnect();
1723
1724         if(self.entcs)
1725                 detach_entcs();
1726
1727         if(autocvar_sv_eventlog)
1728                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1729         bprint ("^4",self.netname);
1730         bprint ("^4 disconnected\n");
1731
1732         SoundEntity_Detach(self);
1733
1734         DropAllRunes(self);
1735         MUTATOR_CALLHOOK(ClientDisconnect);
1736
1737         Portal_ClearAll(self);
1738
1739         RemoveGrapplingHook(self);
1740         if(self.flagcarried)
1741                 DropFlag(self.flagcarried, world, world);
1742         if(self.ballcarried && g_nexball)
1743                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1744
1745         // Here, everything has been done that requires this player to be a client.
1746
1747         self.flags &~= FL_CLIENT;
1748
1749         if (self.chatbubbleentity)
1750                 remove (self.chatbubbleentity);
1751
1752         if (self.killindicator)
1753                 remove (self.killindicator);
1754
1755         WaypointSprite_PlayerGone();
1756
1757         bot_relinkplayerlist();
1758
1759         if(g_arena)
1760         {
1761                 Spawnqueue_Unmark(self);
1762                 Spawnqueue_Remove(self);
1763         }
1764
1765         accuracy_free(self);
1766         ClientData_Detach();
1767         PlayerScore_Detach(self);
1768
1769         if(self.netname_previous)
1770                 strunzone(self.netname_previous);
1771         if(self.clientstatus)
1772                 strunzone(self.clientstatus);
1773         if(self.weaponorder_byimpulse)
1774                 strunzone(self.weaponorder_byimpulse);
1775
1776         ClearPlayerSounds();
1777
1778         if(self.personal)
1779                 remove(self.personal);
1780
1781         self.playerid = 0;
1782         ReadyCount();
1783
1784         // free cvars
1785         GetCvars(-1);
1786 }
1787
1788 .float BUTTON_CHAT;
1789 void ChatBubbleThink()
1790 {
1791         self.nextthink = time;
1792         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1793         {
1794                 if(self.owner) // but why can that ever be world?
1795                         self.owner.chatbubbleentity = world;
1796                 remove(self);
1797                 return;
1798         }
1799         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1800 #ifdef TETRIS
1801                 || self.owner.tetris_on
1802 #endif
1803         )
1804                 self.model = self.mdl;
1805         else
1806                 self.model = "";
1807 }
1808
1809 void UpdateChatBubble()
1810 {
1811         if (!self.modelindex)
1812                 return;
1813         // spawn a chatbubble entity if needed
1814         if (!self.chatbubbleentity)
1815         {
1816                 self.chatbubbleentity = spawn();
1817                 self.chatbubbleentity.owner = self;
1818                 self.chatbubbleentity.exteriormodeltoclient = self;
1819                 self.chatbubbleentity.think = ChatBubbleThink;
1820                 self.chatbubbleentity.nextthink = time;
1821                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1822                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1823                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1824                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1825                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1826                 self.chatbubbleentity.model = "";
1827                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1828         }
1829 }
1830
1831
1832 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1833 // added to the model skins
1834 /*void UpdateColorModHack()
1835 {
1836         float c;
1837         c = self.clientcolors & 15;
1838         // LordHavoc: only bothering to support white, green, red, yellow, blue
1839              if (!teamplay) self.colormod = '0 0 0';
1840         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1841         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1842         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1843         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1844         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1845         else self.colormod = '1 1 1';
1846 }*/
1847
1848 .float oldcolormap;
1849 void respawn(void)
1850 {
1851         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1852         {
1853                 self.solid = SOLID_NOT;
1854                 self.takedamage = DAMAGE_NO;
1855                 self.movetype = MOVETYPE_FLY;
1856                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1857                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1858                 self.effects |= EF_ADDITIVE;
1859                 self.oldcolormap = self.colormap;
1860                 self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it
1861                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1862                 if(autocvar_g_respawn_ghosts_maxtime)
1863                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1864         }
1865
1866         CopyBody(1);
1867         self.effects |= EF_NODRAW; // prevent another CopyBody
1868         if(self.oldcolormap)
1869         {
1870                 self.colormap = self.oldcolormap;
1871                 self.oldcolormap = 0;
1872         }
1873         PutClientInServer();
1874 }
1875
1876 void play_countdown(float finished, string samp)
1877 {
1878         if(clienttype(self) == CLIENTTYPE_REAL)
1879                 if(floor(finished - time - frametime) != floor(finished - time))
1880                         if(finished - time < 6)
1881                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1882 }
1883
1884 void player_powerups (void)
1885 {
1886         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1887         olditems = self.items;
1888
1889         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1890         {
1891                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1892                 self.modelflags |= MF_ROCKET;
1893         }
1894         else
1895         {
1896                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1897                 self.modelflags &~= MF_ROCKET;
1898         }
1899
1900         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1901
1902         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1903                 return;
1904
1905         Fire_ApplyDamage(self);
1906         Fire_ApplyEffect(self);
1907
1908         if (g_minstagib)
1909         {
1910                 self.effects |= EF_FULLBRIGHT;
1911
1912                 if (self.items & IT_STRENGTH)
1913                 {
1914                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1915                         if (time > self.strength_finished)
1916                         {
1917                                 self.alpha = default_player_alpha;
1918                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1919                                 self.items &~= IT_STRENGTH;
1920                                 sprint(self, "^3Invisibility has worn off\n");
1921                         }
1922                 }
1923                 else
1924                 {
1925                         if (time < self.strength_finished)
1926                         {
1927                                 self.alpha = g_minstagib_invis_alpha;
1928                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1929                                 self.items |= IT_STRENGTH;
1930                                 sprint(self, "^3You are invisible\n");
1931                         }
1932                 }
1933
1934                 if (self.items & IT_INVINCIBLE)
1935                 {
1936                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1937                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
1938                         {
1939                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1940                                 sprint(self, "^3Speed has worn off\n");
1941                         }
1942                 }
1943                 else
1944                 {
1945                         if (time < self.invincible_finished)
1946                         {
1947                                 self.items = self.items | IT_INVINCIBLE;
1948                                 sprint(self, "^3You are on speed\n");
1949                         }
1950                 }
1951         }
1952         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.
1953         {
1954                 if (self.items & IT_STRENGTH)
1955                 {
1956                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1957                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1958                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
1959                         {
1960                                 self.items = self.items - (self.items & IT_STRENGTH);
1961                                 sprint(self, "^3Strength has worn off\n");
1962                         }
1963                 }
1964                 else
1965                 {
1966                         if (time < self.strength_finished)
1967                         {
1968                                 self.items = self.items | IT_STRENGTH;
1969                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1970                         }
1971                 }
1972                 if (self.items & IT_INVINCIBLE)
1973                 {
1974                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1975                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1976                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
1977                         {
1978                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1979                                 sprint(self, "^3Shield has worn off\n");
1980                         }
1981                 }
1982                 else
1983                 {
1984                         if (time < self.invincible_finished)
1985                         {
1986                                 self.items = self.items | IT_INVINCIBLE;
1987                                 sprint(self, "^3Shield surrounds you\n");
1988                         }
1989                 }
1990
1991                 if(autocvar_g_nodepthtestplayers)
1992                         self.effects = self.effects | EF_NODEPTHTEST;
1993
1994                 if(autocvar_g_fullbrightplayers)
1995                         self.effects = self.effects | EF_FULLBRIGHT;
1996
1997                 // midair gamemode: damage only while in the air
1998                 // if in midair mode, being on ground grants temporary invulnerability
1999                 // (this is so that multishot weapon don't clear the ground flag on the
2000                 // first damage in the frame, leaving the player vulnerable to the
2001                 // remaining hits in the same frame)
2002                 if (self.flags & FL_ONGROUND)
2003                 if (g_midair)
2004                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2005
2006                 if (time >= game_starttime)
2007                 if (time < self.spawnshieldtime)
2008                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2009         }
2010
2011         MUTATOR_CALLHOOK(PlayerPowerups);
2012 }
2013
2014 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2015 {
2016         if(current > stable)
2017                 return current;
2018         else if(current > stable - 0.25) // when close enough, "snap"
2019                 return stable;
2020         else
2021                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2022 }
2023
2024 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2025 {
2026         if(current < stable)
2027                 return current;
2028         else if(current < stable + 0.25) // when close enough, "snap"
2029                 return stable;
2030         else
2031                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2032 }
2033
2034 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2035 {
2036         if(current > rotstable)
2037         {
2038                 if(rotframetime > 0)
2039                 {
2040                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2041                         current = max(rotstable, current - rotlinear * rotframetime);
2042                 }
2043         }
2044         else if(current < regenstable)
2045         {
2046                 if(regenframetime > 0)
2047                 {
2048                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2049                         current = min(regenstable, current + regenlinear * regenframetime);
2050                 }
2051         }
2052
2053         if(current > limit)
2054                 current = limit;
2055
2056         return current;
2057 }
2058
2059 void player_regen (void)
2060 {
2061         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2062         maxh = autocvar_g_balance_health_rotstable;
2063         maxa = autocvar_g_balance_armor_rotstable;
2064         maxf = autocvar_g_balance_fuel_rotstable;
2065         minh = autocvar_g_balance_health_regenstable;
2066         mina = autocvar_g_balance_armor_regenstable;
2067         minf = autocvar_g_balance_fuel_regenstable;
2068         limith = autocvar_g_balance_health_limit;
2069         limita = autocvar_g_balance_armor_limit;
2070         limitf = autocvar_g_balance_fuel_limit;
2071
2072         max_mod = regen_mod = rot_mod = limit_mod = 1;
2073
2074         if (self.runes & RUNE_REGEN)
2075         {
2076                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2077                 {
2078                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2079                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2080                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2081                 }
2082                 else
2083                 {
2084                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2085                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2086                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2087                 }
2088         }
2089         else if (self.runes & CURSE_VENOM)
2090         {
2091                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2092                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2093                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2094                 else
2095                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2096                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2097                 //if (!self.runes & RUNE_REGEN)
2098                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2099         }
2100         maxh = maxh * max_mod;
2101         //maxa = maxa * max_mod;
2102         //maxf = maxf * max_mod;
2103         minh = minh * max_mod;
2104         //mina = mina * max_mod;
2105         //minf = minf * max_mod;
2106         limith = limith * limit_mod;
2107         limita = limita * limit_mod;
2108         //limitf = limitf * limit_mod;
2109
2110         if(g_lms && g_ca)
2111                 rot_mod = 0;
2112
2113         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2114         {
2115                 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);
2116                 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);
2117
2118                 // if player rotted to death...  die!
2119                 if(self.health < 1)
2120                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2121         }
2122
2123         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2124                 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);
2125 }
2126
2127 float zoomstate_set;
2128 void SetZoomState(float z)
2129 {
2130         if(z != self.zoomstate)
2131         {
2132                 self.zoomstate = z;
2133                 ClientData_Touch(self);
2134         }
2135         zoomstate_set = 1;
2136 }
2137
2138 void GetPressedKeys(void) {
2139         MUTATOR_CALLHOOK(GetPressedKeys);
2140         if (self.movement_x > 0) // get if movement keys are pressed
2141         {       // forward key pressed
2142                 self.pressedkeys |= KEY_FORWARD;
2143                 self.pressedkeys &~= KEY_BACKWARD;
2144         }
2145         else if (self.movement_x < 0)
2146         {       // backward key pressed
2147                 self.pressedkeys |= KEY_BACKWARD;
2148                 self.pressedkeys &~= KEY_FORWARD;
2149         }
2150         else
2151         {       // no x input
2152                 self.pressedkeys &~= KEY_FORWARD;
2153                 self.pressedkeys &~= KEY_BACKWARD;
2154         }
2155
2156         if (self.movement_y > 0)
2157         {       // right key pressed
2158                 self.pressedkeys |= KEY_RIGHT;
2159                 self.pressedkeys &~= KEY_LEFT;
2160         }
2161         else if (self.movement_y < 0)
2162         {       // left key pressed
2163                 self.pressedkeys |= KEY_LEFT;
2164                 self.pressedkeys &~= KEY_RIGHT;
2165         }
2166         else
2167         {       // no y input
2168                 self.pressedkeys &~= KEY_RIGHT;
2169                 self.pressedkeys &~= KEY_LEFT;
2170         }
2171
2172         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2173                 self.pressedkeys |= KEY_JUMP;
2174         else
2175                 self.pressedkeys &~= KEY_JUMP;
2176         if (self.BUTTON_CROUCH)
2177                 self.pressedkeys |= KEY_CROUCH;
2178         else
2179                 self.pressedkeys &~= KEY_CROUCH;
2180 }
2181
2182 /*
2183 ======================
2184 spectate mode routines
2185 ======================
2186 */
2187
2188 void SpectateCopy(entity spectatee) {
2189         other = spectatee;
2190         MUTATOR_CALLHOOK(SpectateCopy);
2191         self.armortype = spectatee.armortype;
2192         self.armorvalue = spectatee.armorvalue;
2193         self.ammo_cells = spectatee.ammo_cells;
2194         self.ammo_shells = spectatee.ammo_shells;
2195         self.ammo_nails = spectatee.ammo_nails;
2196         self.ammo_rockets = spectatee.ammo_rockets;
2197         self.ammo_fuel = spectatee.ammo_fuel;
2198         self.clip_load = spectatee.clip_load;
2199         self.clip_size = spectatee.clip_size;
2200         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2201         self.health = spectatee.health;
2202         self.impulse = 0;
2203         self.items = spectatee.items;
2204         self.last_pickup = spectatee.last_pickup;
2205         self.hit_time = spectatee.hit_time;
2206         self.metertime = spectatee.metertime;
2207         self.strength_finished = spectatee.strength_finished;
2208         self.invincible_finished = spectatee.invincible_finished;
2209         self.pressedkeys = spectatee.pressedkeys;
2210         self.weapons = spectatee.weapons;
2211         self.switchweapon = spectatee.switchweapon;
2212         self.switchingweapon = spectatee.switchingweapon;
2213         self.weapon = spectatee.weapon;
2214         self.nex_charge = spectatee.nex_charge;
2215         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2216         self.hagar_load = spectatee.hagar_load;
2217         self.minelayer_mines = spectatee.minelayer_mines;
2218         self.punchangle = spectatee.punchangle;
2219         self.view_ofs = spectatee.view_ofs;
2220         self.v_angle = spectatee.v_angle;
2221         self.velocity = spectatee.velocity;
2222         self.dmg_take = spectatee.dmg_take;
2223         self.dmg_save = spectatee.dmg_save;
2224         self.dmg_inflictor = spectatee.dmg_inflictor;
2225         self.angles = spectatee.v_angle;
2226         if(!self.BUTTON_USE)
2227                 self.fixangle = TRUE;
2228         setorigin(self, spectatee.origin);
2229         setsize(self, spectatee.mins, spectatee.maxs);
2230         SetZoomState(spectatee.zoomstate);
2231
2232         anticheat_spectatecopy(spectatee);
2233
2234         //self.vehicle = spectatee.vehicle;
2235
2236         self.hud = spectatee.hud;
2237         if(spectatee.vehicle)
2238     {
2239         setorigin(self, spectatee.origin);
2240         self.velocity = spectatee.vehicle.velocity;
2241         self.v_angle += spectatee.vehicle.angles;
2242         //self.v_angle_x *= -1;
2243         self.vehicle_health = spectatee.vehicle_health;
2244         self.vehicle_shield = spectatee.vehicle_shield;
2245         self.vehicle_energy = spectatee.vehicle_energy;
2246         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2247         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2248         self.vehicle_reload1 = spectatee.vehicle_reload1;
2249         self.vehicle_reload2 = spectatee.vehicle_reload2;
2250         
2251         msg_entity = self;
2252         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2253         WriteEntity(MSG_ONE, spectatee);
2254         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2255     }
2256 }
2257
2258 float SpectateUpdate() {
2259         if(!self.enemy)
2260             return 0;           
2261
2262         if (self == self.enemy)
2263                 return 0;
2264
2265         if(self.enemy.classname != "player")
2266                 return 0;
2267
2268         SpectateCopy(self.enemy);
2269
2270         return 1;
2271 }
2272
2273
2274 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2275 entity CA_SpectateNext(entity start) {
2276         if (start.team == self.team) {
2277                 return start;
2278         }
2279         
2280         other = start;
2281         // continue from current player
2282         while(other && other.team != self.team) {
2283                 other = find(other, classname, "player");
2284         }
2285         
2286         if (!other) {
2287                 // restart from begining
2288                 other = find(other, classname, "player");
2289                 while(other && other.team != self.team) {
2290                         other = find(other, classname, "player");
2291                 }
2292         }
2293         
2294         return other;
2295 }
2296
2297 float SpectateNext() {
2298         other = find(self.enemy, classname, "player");
2299         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2300                 // CA and ca players when spectating enemies is forbidden
2301                 other = CA_SpectateNext(other);
2302         } else {
2303                 // other modes and ca spectators or spectating enemies is allowed
2304                 if (!other)
2305                         other = find(other, classname, "player");
2306         }
2307         
2308         if (other)
2309                 self.enemy = other;
2310
2311         if(self.enemy.classname == "player") {
2312             if(self.enemy.vehicle)
2313             {      
2314             msg_entity = self;
2315             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2316             WriteEntity(MSG_ONE, self.enemy);
2317             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2318             self.movetype = MOVETYPE_NONE;
2319             accuracy_resend(self);
2320             }
2321             else 
2322             {           
2323             msg_entity = self;
2324             WriteByte(MSG_ONE, SVC_SETVIEW);
2325             WriteEntity(MSG_ONE, self.enemy);
2326             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2327             self.movetype = MOVETYPE_NONE;
2328             accuracy_resend(self);
2329
2330             if(!SpectateUpdate())
2331                 PutObserverInServer();
2332         }
2333         return 1;
2334         } else {
2335                 return 0;
2336         }
2337 }
2338
2339 /*
2340 =============
2341 ShowRespawnCountdown()
2342
2343 Update a respawn countdown display.
2344 =============
2345 */
2346 void ShowRespawnCountdown()
2347 {
2348         float number;
2349         if(self.deadflag == DEAD_NO) // just respawned?
2350                 return;
2351         else
2352         {
2353                 number = ceil(self.death_time - time);
2354                 if(number <= 0)
2355                         return;
2356                 if(number <= self.respawn_countdown)
2357                 {
2358                         self.respawn_countdown = number - 1;
2359                         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
2360                                 AnnounceTo(self, strcat(ftos(number), ""));
2361                 }
2362         }
2363 }
2364
2365 .float prevent_join_msgtime;
2366 void LeaveSpectatorMode()
2367 {
2368         if(nJoinAllowed(1)) {
2369                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2370                         self.classname = "player";
2371
2372                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2373                                 JoinBestTeam(self, FALSE, TRUE);
2374
2375                         if(autocvar_g_campaign)
2376                                 campaign_bots_may_start = 1;
2377
2378                         PutClientInServer();
2379
2380                         if(self.classname == "player")
2381                                 bprint ("^4", self.netname, "^4 is playing now\n");
2382
2383                         if(!autocvar_g_campaign)
2384                         if (time < self.jointime + autocvar_welcome_message_time)
2385                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2386
2387                         if (self.prevent_join_msgtime)
2388                         {
2389                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2390                                 self.prevent_join_msgtime = 0;
2391                         }
2392
2393                         return;
2394                 } else {
2395                         if (g_ca && self.caplayer) {
2396                         }       // do nothing
2397                         else
2398                                 stuffcmd(self,"menu_showteamselect\n");
2399                         return;
2400                 }
2401         }
2402         else {
2403                 //player may not join because of g_maxplayers is set
2404                 if (time - self.prevent_join_msgtime > 2)
2405                 {
2406                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2407                         self.prevent_join_msgtime = time;
2408                 }
2409         }
2410 }
2411
2412 /**
2413  * Determines whether the player is allowed to join. This depends on cvar
2414  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2415  * it checks whether the number of currently playing players exceeds g_maxplayers.
2416  * @return int number of free slots for players, 0 if none
2417  */
2418 float nJoinAllowed(float includeMe) {
2419         if(self.team_forced < 0)
2420                 return FALSE; // forced spectators can never join
2421
2422         // TODO simplify this
2423         entity e;
2424
2425         float totalClients;
2426         FOR_EACH_CLIENT(e)
2427                 totalClients += 1;
2428
2429         if (!autocvar_g_maxplayers)
2430                 return maxclients - totalClients + includeMe;
2431
2432         float currentlyPlaying;
2433         FOR_EACH_REALPLAYER(e)
2434                 currentlyPlaying += 1;
2435
2436         if(currentlyPlaying < autocvar_g_maxplayers)
2437                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2438
2439         return 0;
2440 }
2441
2442 /**
2443  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2444  * g_maxplayers_spectator_blocktime seconds
2445  */
2446 void checkSpectatorBlock() {
2447         if(self.classname == "spectator" || self.classname == "observer") {
2448                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2449                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2450                         dropclient(self);
2451                 }
2452         }
2453 }
2454
2455 .float motd_actived_time; // used for both motd and campaign_message
2456 void PrintWelcomeMessage()
2457 {
2458         if (self.motd_actived_time == 0) { // is there already a message showing?
2459                 if (autocvar_g_campaign) {
2460                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2461                                 self.motd_actived_time = time;
2462                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2463                         }
2464                 } else {
2465                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2466                                 self.motd_actived_time = time;
2467                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2468                         }
2469                 }
2470         } else { // showing MOTD or campaign message
2471                 if (autocvar_g_campaign) {
2472                         if (self.BUTTON_INFO)
2473                                 self.motd_actived_time = time;
2474                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2475                                 self.motd_actived_time = 0;
2476                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2477                         }
2478                 } else {
2479                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2480                                 if (self.BUTTON_INFO)
2481                                         self.motd_actived_time = time;
2482                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2483                                         self.motd_actived_time = 0;
2484                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2485                                 }
2486                         }
2487                 }
2488         }
2489 }
2490
2491 void ObserverThink()
2492 {
2493         float prefered_movetype;
2494         if (self.flags & FL_JUMPRELEASED) {
2495                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2496                         self.flags &~= FL_JUMPRELEASED;
2497                         self.flags |= FL_SPAWNING;
2498                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2499                         self.flags &~= FL_JUMPRELEASED;
2500                         if(SpectateNext() == 1) {
2501                                 self.classname = "spectator";
2502                         }
2503                 } else {
2504                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2505                         if (self.movetype != prefered_movetype)
2506                                 self.movetype = prefered_movetype;
2507                 }
2508         } else {
2509                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2510                         self.flags |= FL_JUMPRELEASED;
2511                         if(self.flags & FL_SPAWNING)
2512                         {
2513                                 self.flags &~= FL_SPAWNING;
2514                                 LeaveSpectatorMode();
2515                                 return;
2516                         }
2517                 }
2518         }
2519
2520         PrintWelcomeMessage();
2521 }
2522
2523 void SpectatorThink()
2524 {
2525         if (self.flags & FL_JUMPRELEASED) {
2526                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2527                         self.flags &~= FL_JUMPRELEASED;
2528                         self.flags |= FL_SPAWNING;
2529                 } else if(self.BUTTON_ATCK) {
2530                         self.flags &~= FL_JUMPRELEASED;
2531                         if(SpectateNext() == 1) {
2532                                 self.classname = "spectator";
2533                         } else {
2534                                 self.classname = "observer";
2535                                 PutClientInServer();
2536                         }
2537                 } else if (self.BUTTON_ATCK2) {
2538                         self.flags &~= FL_JUMPRELEASED;
2539                         self.classname = "observer";
2540                         PutClientInServer();
2541                 } else {
2542                         if(!SpectateUpdate())
2543                                 PutObserverInServer();
2544                 }
2545         } else {
2546                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2547                         self.flags |= FL_JUMPRELEASED;
2548                         if(self.flags & FL_SPAWNING)
2549                         {
2550                                 self.flags &~= FL_SPAWNING;
2551                                 LeaveSpectatorMode();
2552                                 return;
2553                         }
2554                 }
2555                 if(!SpectateUpdate())
2556                         PutObserverInServer();
2557         }
2558
2559         PrintWelcomeMessage();
2560         self.flags |= FL_CLIENT | FL_NOTARGET;
2561 }
2562
2563 float ctf_usekey();
2564 void PlayerUseKey()
2565 {
2566         if(self.classname != "player")
2567                 return;
2568
2569         if(self.vehicle)
2570         {
2571         vehicles_exit(VHEF_NORMAL);
2572         return;
2573         }
2574         
2575         // a use key was pressed; call handlers
2576         if(ctf_usekey())
2577                 return;
2578
2579         MUTATOR_CALLHOOK(PlayerUseKey);
2580 }
2581
2582 .float touchexplode_time;
2583
2584 /*
2585 =============
2586 PlayerPreThink
2587
2588 Called every frame for each client before the physics are run
2589 =============
2590 */
2591 .float usekeypressed;
2592 void() ctf_setstatus;
2593 void() nexball_setstatus;
2594 .float items_added;
2595 void PlayerPreThink (void)
2596 {
2597         WarpZone_PlayerPhysics_FixVAngle();
2598
2599         self.stat_game_starttime = game_starttime;
2600         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2601         self.stat_leadlimit = autocvar_leadlimit;
2602
2603         if(frametime)
2604         {
2605                 // physics frames: update anticheat stuff
2606                 anticheat_prethink();
2607         }
2608
2609         if(blockSpectators && frametime)
2610                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2611                 checkSpectatorBlock();
2612
2613         zoomstate_set = 0;
2614
2615         if(self.netname_previous != self.netname)
2616         {
2617                 if(autocvar_sv_eventlog)
2618                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2619                 if(self.netname_previous)
2620                         strunzone(self.netname_previous);
2621                 self.netname_previous = strzone(self.netname);
2622         }
2623
2624         // version nagging
2625         if(self.version_nagtime)
2626                 if(self.cvar_g_xonoticversion)
2627                         if(time > self.version_nagtime)
2628                         {
2629                                 // don't notify git users
2630                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2631                                 {
2632                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2633                                         {
2634                                                 // notify release users if connecting to git
2635                                                 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");
2636                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2637                                         }
2638                                         else
2639                                         {
2640                                                 float r;
2641                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2642                                                 if(r < 0)
2643                                                 {
2644                                                         // give users new version
2645                                                         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");
2646                                                         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"));
2647                                                 }
2648                                                 else if(r > 0)
2649                                                 {
2650                                                         // notify users about old server version
2651                                                         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");
2652                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2653                                                 }
2654                                         }
2655                                 }
2656                                 self.version_nagtime = 0;
2657                         }
2658
2659         // GOD MODE info
2660         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2661         {
2662                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2663                 self.max_armorvalue = 0;
2664         }
2665
2666 #ifdef TETRIS
2667         if (TetrisPreFrame())
2668                 return;
2669 #endif
2670
2671         MUTATOR_CALLHOOK(PlayerPreThink);
2672
2673         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2674         {
2675                 if(self.BUTTON_USE && !self.usekeypressed)
2676                         PlayerUseKey();
2677                 self.usekeypressed = self.BUTTON_USE;
2678         }
2679
2680         PrintWelcomeMessage();
2681
2682         if(self.classname == "player") {
2683 //              if(self.netname == "Wazat")
2684 //                      bprint(self.classname, "\n");
2685
2686                 CheckRules_Player();
2687
2688                 if (intermission_running)
2689                 {
2690                         IntermissionThink ();   // otherwise a button could be missed between
2691                         return;                                 // the think tics
2692                 }
2693
2694                 //don't allow the player to turn around while game is paused!
2695                 if(timeoutStatus == 2) {
2696                         // FIXME turn this into CSQC stuff
2697                         self.v_angle = self.lastV_angle;
2698                         self.angles = self.lastV_angle;
2699                         self.fixangle = TRUE;
2700                 }
2701
2702                 if(frametime)
2703                 {
2704                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2705                         {
2706                                 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);
2707                                 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);
2708                                 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);
2709
2710                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2711                                 {
2712                                         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);
2713                                         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);
2714                                         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);
2715                                 }
2716                         }
2717                         else
2718                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2719
2720                         player_powerups();
2721                 }
2722
2723                 if (g_minstagib)
2724                         minstagib_ammocheck();
2725
2726                 if (self.deadflag != DEAD_NO)
2727                 {
2728                         float button_pressed, force_respawn;
2729                         if(self.personal && g_race_qualifying)
2730                         {
2731                                 if(time > self.death_time)
2732                                 {
2733                                         self.death_time = time + 1; // only retry once a second
2734                                         respawn();
2735                                         self.impulse = 141;
2736                                 }
2737                         }
2738                         else
2739                         {
2740                                 if(frametime)
2741                                         player_anim();
2742                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2743                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2744                                 if (self.deadflag == DEAD_DYING)
2745                                 {
2746                                         if(force_respawn)
2747                                                 self.deadflag = DEAD_RESPAWNING;
2748                                         else if(!button_pressed)
2749                                                 self.deadflag = DEAD_DEAD;
2750                                 }
2751                                 else if (self.deadflag == DEAD_DEAD)
2752                                 {
2753                                         if(button_pressed)
2754                                                 self.deadflag = DEAD_RESPAWNABLE;
2755                                 }
2756                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2757                                 {
2758                                         if(!button_pressed)
2759                                                 self.deadflag = DEAD_RESPAWNING;
2760                                 }
2761                                 else if (self.deadflag == DEAD_RESPAWNING)
2762                                 {
2763                                         if(time > self.death_time)
2764                                         {
2765                                                 self.death_time = time + 1; // only retry once a second
2766                                                 respawn();
2767                                         }
2768                                 }
2769                                 ShowRespawnCountdown();
2770                         }
2771                         return;
2772                 }
2773                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2774                 // so (self.deadflag == DEAD_NO) is always true in the code below
2775
2776                 if(g_touchexplode)
2777                 if(time > self.touchexplode_time)
2778                 if(self.classname == "player")
2779                 if(self.deadflag == DEAD_NO)
2780                 if not(IS_INDEPENDENT_PLAYER(self))
2781                 FOR_EACH_PLAYER(other) if(self != other)
2782                 {
2783                         if(time > other.touchexplode_time)
2784                         if(other.deadflag == DEAD_NO)
2785                         if not(IS_INDEPENDENT_PLAYER(other))
2786                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2787                         {
2788                                 PlayerTouchExplode(self, other);
2789                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2790                         }
2791                 }
2792
2793                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2794                 {
2795                         vector dist;
2796
2797                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2798                         dist = self.prevorigin - self.origin;
2799                         dist_z = 0;
2800                         self.lms_traveled_distance += fabs(vlen(dist));
2801
2802                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2803                         {
2804                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2805                                 self.lms_traveled_distance = 0;
2806                         }
2807
2808                         if(time > self.lms_nextcheck)
2809                         {
2810                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2811                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2812                                 {
2813                                         centerprint(self, autocvar_g_lms_campcheck_message);
2814                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2815                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2816                                         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');
2817                                 }
2818                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2819                                 self.lms_traveled_distance = 0;
2820                         }
2821                 }
2822
2823                 self.prevorigin = self.origin;
2824
2825                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
2826                 {
2827                         if (!self.crouch)
2828                         {
2829                                 self.crouch = TRUE;
2830                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2831                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2832                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2833                         }
2834                 }
2835                 else
2836                 {
2837                         if (self.crouch)
2838                         {
2839                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2840                                 if (!trace_startsolid)
2841                                 {
2842                                         self.crouch = FALSE;
2843                                         self.view_ofs = PL_VIEW_OFS;
2844                                         setsize (self, PL_MIN, PL_MAX);
2845                                 }
2846                         }
2847                 }
2848
2849                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2850                 {
2851                         if(self.bloodloss_timer < time)
2852                         {
2853                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2854                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2855                         }
2856                 }
2857
2858                 FixPlayermodel();
2859
2860                 GrapplingHookFrame();
2861
2862                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2863                 //if(frametime)
2864                 {
2865                         self.items &~= self.items_added;
2866
2867                         W_WeaponFrame();
2868
2869                         self.items_added = 0;
2870                         if(self.items & IT_JETPACK)
2871                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2872                                         self.items_added |= IT_FUEL;
2873
2874                         self.items |= self.items_added;
2875                 }
2876
2877                 player_regen();
2878
2879                 // rot nex charge to the charge limit
2880                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2881                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2882
2883                 if(frametime)
2884                         player_anim();
2885
2886                 if(g_ctf)
2887                         ctf_setstatus();
2888
2889                 if(g_nexball)
2890                         nexball_setstatus();
2891                 
2892                 // secret status
2893                 secrets_setstatus();
2894                 
2895                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2896
2897                 //self.angles_y=self.v_angle_y + 90;   // temp
2898         } else if(gameover) {
2899                 if (intermission_running)
2900                         IntermissionThink ();   // otherwise a button could be missed between
2901                 return;
2902         } else if(self.classname == "observer") {
2903                 ObserverThink();
2904         } else if(self.classname == "spectator") {
2905                 SpectatorThink();
2906         }
2907
2908         if(!zoomstate_set)
2909                 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));
2910
2911         float oldspectatee_status;
2912         oldspectatee_status = self.spectatee_status;
2913         if(self.classname == "spectator")
2914                 self.spectatee_status = num_for_edict(self.enemy);
2915         else if(self.classname == "observer")
2916                 self.spectatee_status = num_for_edict(self);
2917         else
2918                 self.spectatee_status = 0;
2919         if(self.spectatee_status != oldspectatee_status)
2920         {
2921                 ClientData_Touch(self);
2922                 if(g_race || g_cts)
2923                         race_InitSpectator();
2924         }
2925
2926         if(self.teamkill_soundtime)
2927         if(time > self.teamkill_soundtime)
2928         {
2929                 self.teamkill_soundtime = 0;
2930
2931                 entity oldpusher, oldself;
2932
2933                 oldself = self; self = self.teamkill_soundsource;
2934                 oldpusher = self.pusher; self.pusher = oldself;
2935
2936                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2937
2938                 self.pusher = oldpusher;
2939                 self = oldself;
2940         }
2941
2942         if(self.taunt_soundtime)
2943         if(time > self.taunt_soundtime)
2944         {
2945                 self.taunt_soundtime = 0;
2946                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2947         }
2948
2949         target_voicescript_next(self);
2950
2951         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2952         if(!self.weapon)
2953                 self.clip_load = self.clip_size = 0;
2954 }
2955
2956 float isInvisibleString(string s)
2957 {
2958         float i, n, c;
2959         s = strdecolorize(s);
2960         for((i = 0), (n = strlen(s)); i < n; ++i)
2961         {
2962                 c = str2chr(s, i);
2963                 switch(c)
2964                 {
2965                         case 0:
2966                         case 32: // space
2967                                 break;
2968                         case 192: // charmap space
2969                                 if (!autocvar_utf8_enable)
2970                                         break;
2971                                 return FALSE;
2972                         case 160: // space in unicode fonts
2973                         case 0xE000 + 192: // utf8 charmap space
2974                                 if (autocvar_utf8_enable)
2975                                         break;
2976                         default:
2977                                 return FALSE;
2978                 }
2979         }
2980         return TRUE;
2981 }
2982
2983 /*
2984 =============
2985 PlayerPostThink
2986
2987 Called every frame for each client after the physics are run
2988 =============
2989 */
2990 .float idlekick_lasttimeleft;
2991 .entity showheadshotbbox;
2992 void showheadshotbbox_think()
2993 {
2994         if(self.owner.showheadshotbbox != self)
2995         {
2996                 remove(self);
2997                 return;
2998         }
2999         self.nextthink = time;
3000         setorigin(self, self.owner.origin);
3001         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3002 }
3003 void PlayerPostThink (void)
3004 {
3005         // Savage: Check for nameless players
3006         if (isInvisibleString(self.netname)) {
3007                 self.netname = "Player";
3008                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3009         }
3010
3011         if(sv_maxidle && frametime)
3012         {
3013                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3014                 float timeleft;
3015                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
3016                 {
3017                         if(self.idlekick_lasttimeleft)
3018                         {
3019                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
3020                                 self.idlekick_lasttimeleft = 0;
3021                         }
3022                         return;
3023                 }
3024                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3025                 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
3026                 {
3027                         if(!self.idlekick_lasttimeleft)
3028                                 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
3029                 }
3030                 if(timeleft <= 0)
3031                 {
3032                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3033                         AnnounceTo(self, "terminated");
3034                         dropclient(self);
3035                         return;
3036                 }
3037                 else if(timeleft <= 10)
3038                 {
3039                         if(timeleft != self.idlekick_lasttimeleft)
3040                                 AnnounceTo(self, ftos(timeleft));
3041                         self.idlekick_lasttimeleft = timeleft;
3042                 }
3043         }
3044
3045 #ifdef TETRIS
3046         if(self.impulse == 100)
3047                 ImpulseCommands();
3048         if (TetrisPostFrame())
3049                 return;
3050 #endif
3051
3052         CheatFrame();
3053
3054         //CheckPlayerJump();
3055
3056         if(self.classname == "player") {
3057                 CheckRules_Player();
3058                 UpdateChatBubble();
3059                 if (self.impulse)
3060                         ImpulseCommands();
3061                 if (intermission_running)
3062                         return;         // intermission or finale
3063                 GetPressedKeys();
3064         } else if (self.classname == "observer") {
3065                 //do nothing
3066         } else if (self.classname == "spectator") {
3067                 //do nothing
3068         }
3069         
3070         /*
3071         float i;
3072         for(i = 0; i < 1000; ++i)
3073         {
3074                 vector end;
3075                 end = self.origin + '0 0 1024' + 512 * randomvec();
3076                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3077                 if(trace_fraction < 1)
3078                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3079                 {
3080                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3081                         break;
3082                 }
3083         }
3084         */
3085
3086         Arena_Warmup();
3087
3088         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3089
3090         if(self.waypointsprite_attachedforcarrier)
3091                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3092
3093         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3094         {
3095                 if(!self.showheadshotbbox)
3096                 {
3097                         self.showheadshotbbox = spawn();
3098                         self.showheadshotbbox.classname = "headshotbbox";
3099                         self.showheadshotbbox.owner = self;
3100                         self.showheadshotbbox.think = showheadshotbbox_think;
3101                         self.showheadshotbbox.nextthink = time;
3102                         self = self.showheadshotbbox;
3103                         self.think();
3104                         self = self.owner;
3105                 }
3106         }
3107         else
3108         {
3109                 if(self.showheadshotbbox)
3110                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3111                 remove(self.showheadshotbbox);
3112         }
3113
3114         playerdemo_write();
3115
3116         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3117         {
3118                 if(!self.stored_netname)
3119                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3120                 if(self.stored_netname != self.netname)
3121                 {
3122                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3123                         strunzone(self.stored_netname);
3124                         self.stored_netname = strzone(self.netname);
3125                 }
3126         }
3127
3128         /*
3129         if(g_race)
3130                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3131         */
3132
3133 #ifndef NO_LEGACY_NETWORKING
3134         if(autocvar_sv_use_csqc_players && !self.iscsqcmodel)
3135         {
3136                 CSQCModel_LinkEntity();
3137                 self.iscsqcmodel = 1;
3138         }
3139
3140         if(!autocvar_sv_use_csqc_players && self.iscsqcmodel)
3141         {
3142                 CSQCModel_UnlinkEntity();
3143                 self.iscsqcmodel = 0;
3144         }
3145
3146         if(self.iscsqcmodel)
3147                 CSQCModel_CheckUpdate();
3148 #else
3149         CSQCModel_CheckUpdate();
3150 #endif
3151 }