]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge remote branch 'origin/master' into samual/grenadelauncher_lifetime_bounce
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 };
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         // filter out spots for assault
155         if(spot.target != "") {
156                 local entity ent;
157                 float good, found;
158                 ent = find(world, targetname, spot.target);
159
160                 while(ent) {
161                         if(ent.classname == "target_objective")
162                         {
163                                 found = 1;
164                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
165                                         return '-1 0 0';
166                                 good = 1;
167                         }
168                         else if(ent.classname == "trigger_race_checkpoint")
169                         {
170                                 found = 1;
171                                 if(!anypoint) // spectators may spawn everywhere
172
173                                 {
174                                         if(g_race_qualifying)
175                                         {
176                                                 // spawn at first
177                                                 if(ent.race_checkpoint != 0)
178                                                         return '-1 0 0';
179                                                 if(spot.race_place != race_lowest_place_spawn)
180                                                         return '-1 0 0';
181                                         }
182                                         else
183                                         {
184                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
185                                                         return '-1 0 0';
186                                                 // try reusing the previous spawn
187                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
188                                                         prio += 1;
189                                                 if(ent.race_checkpoint == 0)
190                                                 {
191                                                         float pl;
192                                                         pl = self.race_place;
193                                                         if(pl > race_highest_place_spawn)
194                                                                 pl = 0;
195                                                         if(pl == 0 && !self.race_started)
196                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197                                                         if(spot.race_place != pl)
198                                                                 return '-1 0 0';
199                                                 }
200                                         }
201                                 }
202                                 good = 1;
203                         }
204                         ent = find(ent, targetname, spot.target);
205                 }
206
207                 if(found && !good)
208                         return '-1 0 0';
209         }
210
211         player = playerlist;
212         shortest = vlen(world.maxs - world.mins);
213         for(player = playerlist; player; player = player.chain)
214                 if (player != self)
215                 {
216                         thisdist = vlen(player.origin - spot.origin);
217                         if (thisdist < shortest)
218                                 shortest = thisdist;
219                 }
220         return prio * '1 0 0' + shortest * '0 1 0';
221 }
222
223 float spawn_allbad;
224 float spawn_allgood;
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
226 {
227         local entity spot, spotlist, spotlistend;
228         spawn_allgood = TRUE;
229         spawn_allbad = TRUE;
230
231         spotlist = world;
232         spotlistend = world;
233
234         for(spot = firstspot; spot; spot = spot.chain)
235         {
236                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
237
238                 if(autocvar_spawn_debugview)
239                 {
240                         setmodel(spot, "models/runematch/rune.mdl");
241                         if(spot.spawnpoint_score_y < mindist)
242                         {
243                                 spot.colormod = '1 0 0';
244                                 spot.scale = 1;
245                         }
246                         else
247                         {
248                                 spot.colormod = '0 1 0';
249                                 spot.scale = spot.spawnpoint_score_y / mindist;
250                         }
251                 }
252
253                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
254                 {
255                         if(spot.spawnpoint_score_y < mindist)
256                         {
257                                 // too short distance
258                                 spawn_allgood = FALSE;
259                         }
260                         else
261                         {
262                                 // perfect
263                                 spawn_allbad = FALSE;
264
265                                 if(spotlistend)
266                                         spotlistend.chain = spot;
267                                 spotlistend = spot;
268                                 if(!spotlist)
269                                         spotlist = spot;
270
271                                 /*
272                                 if(teamcheck >= 0)
273                                 if(spot.team != teamcheck)
274                                         error("invalid spawn added");
275
276                                 print("added ", etos(spot), "\n");
277                                 */
278                         }
279                 }
280         }
281         if(spotlistend)
282                 spotlistend.chain = world;
283
284         /*
285                 entity e;
286                 if(teamcheck >= 0)
287                         for(e = spotlist; e; e = e.chain)
288                         {
289                                 print("seen ", etos(e), "\n");
290                                 if(e.team != teamcheck)
291                                         error("invalid spawn found");
292                         }
293         */
294
295         return spotlist;
296 }
297
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
299 {
300         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
302         local entity spot;
303
304         RandomSelection_Init();
305         for(spot = firstspot; spot; spot = spot.chain)
306                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
307
308         return RandomSelection_chosen_ent;
309 }
310
311 /*
312 =============
313 SelectSpawnPoint
314
315 Finds a point to respawn
316 =============
317 */
318 entity SelectSpawnPoint (float anypoint)
319 {
320         local float teamcheck;
321         local entity firstspot_new;
322         local entity spot, firstspot, playerlist;
323
324         spot = find (world, classname, "testplayerstart");
325         if (spot)
326                 return spot;
327
328         if(anypoint)
329                 teamcheck = -1;
330         else if(have_team_spawns > 0)
331         {
332                 if(have_team_spawns_forteam[self.team] == 0)
333                 {
334                         // we request a spawn for a team, and we have team
335                         // spawns, but that team has no spawns?
336                         if(have_team_spawns_forteam[0])
337                                 // try noteam spawns
338                                 teamcheck = 0;
339                         else
340                                 // if not, any spawn has to do
341                                 teamcheck = -1;
342                 }
343                 else
344                         teamcheck = self.team; // MUST be team
345         }
346         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
347                 teamcheck = 0; // MUST be noteam
348         else
349                 teamcheck = -1;
350                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
351
352
353         // get the list of players
354         playerlist = findchain(classname, "player");
355         // get the entire list of spots
356         firstspot = findchain(classname, "info_player_deathmatch");
357         // filter out the bad ones
358         // (note this returns the original list if none survived)
359         if(anypoint)
360         {
361                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
362         }
363         else
364         {
365                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
366                 if(!firstspot_new)
367                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
368                 firstspot = firstspot_new;
369
370                 // there is 50/50 chance of choosing a random spot or the furthest spot
371                 // (this means that roughly every other spawn will be furthest, so you
372                 // usually won't get fragged at spawn twice in a row)
373                 if (arena_roundbased && !g_ca)
374                 {
375                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
376                         if(firstspot_new)
377                                 firstspot = firstspot_new;
378                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
379                 }
380                 else if (random() > autocvar_g_spawn_furthest)
381                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
382                 else
383                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
384         }
385
386         if(autocvar_spawn_debugview)
387         {
388                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
389
390                 entity e;
391                 if(teamcheck >= 0)
392                         for(e = firstspot; e; e = e.chain)
393                                 if(e.team != teamcheck)
394                                         error("invalid spawn found");
395         }
396
397         if (!spot)
398         {
399                 if(autocvar_spawn_debug)
400                         GotoNextMap();
401                 else
402                 {
403                         if(some_spawn_has_been_used)
404                                 return world; // team can't spawn any more, because of actions of other team
405                         else
406                                 error("Cannot find a spawn point - please fix the map!");
407                 }
408         }
409
410         return spot;
411 }
412
413 /*
414 =============
415 CheckPlayerModel
416
417 Checks if the argument string can be a valid playermodel.
418 Returns a valid one in doubt.
419 =============
420 */
421 string FallbackPlayerModel;
422 string CheckPlayerModel(string plyermodel) {
423         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
424         {
425                 // note: we cannot summon Don Strunzone here, some player may
426                 // still have the model string set. In case anyone manages how
427                 // to change a cvar default, we'll have a small leak here.
428                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
429         }
430         if(strlen(plyermodel) < 4)
431                 return FallbackPlayerModel;
432         if( substring(plyermodel,0,14) != "models/player/")
433                 return FallbackPlayerModel;
434         else if(autocvar_sv_servermodelsonly)
435         {
436                 if(substring(plyermodel,-4,4) != ".zym")
437                 if(substring(plyermodel,-4,4) != ".dpm")
438                 if(substring(plyermodel,-4,4) != ".iqm")
439                 if(substring(plyermodel,-4,4) != ".md3")
440                 if(substring(plyermodel,-4,4) != ".psk")
441                         return FallbackPlayerModel;
442                 // forbid the LOD models
443                 if(substring(plyermodel, -9,5) == "_lod1")
444                         return FallbackPlayerModel;
445                 if(substring(plyermodel, -9,5) == "_lod2")
446                         return FallbackPlayerModel;
447                 if(plyermodel != strtolower(plyermodel))
448                         return FallbackPlayerModel;
449                 if(!fexists(plyermodel))
450                         return FallbackPlayerModel;
451         }
452         return plyermodel;
453 }
454
455 /*
456 =============
457 Client_customizeentityforclient
458
459 LOD reduction
460 =============
461 */
462 void Client_uncustomizeentityforclient()
463 {
464         if(self.modelindex == 0) // no need to uncustomize then
465                 return;
466         self.modelindex = self.modelindex_lod0;
467         self.skin = self.skinindex;
468 }
469
470 float Client_customizeentityforclient()
471 {
472         entity modelsource;
473
474         if(self.modelindex == 0)
475                 return TRUE;
476
477         // forcemodel stuff
478
479 #ifdef PROFILING
480         float t0;
481         t0 = gettime(GETTIME_HIRES); // reference
482 #endif
483
484         modelsource = self;
485
486 #ifdef ALLOW_FORCEMODELS
487         if(other.cvar_cl_forceplayermodelsfromxonotic)
488                 if not(self.modelindex_lod0_from_xonotic)
489                         modelsource = other;
490         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
491                 modelsource = other;
492 #endif
493
494         self.skin = modelsource.skinindex;
495
496 #if 0
497         if(modelsource == self)
498                 self.skin = modelsource.skinindex;
499         else
500                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
501 #endif
502
503         // self: me
504         // other: the player viewing me
505         float distance;
506         float f;
507
508         if(other.cvar_cl_playerdetailreduction <= 0)
509         {
510                 if(other.cvar_cl_playerdetailreduction <= -2)
511                         self.modelindex = modelsource.modelindex_lod2;
512                 else if(other.cvar_cl_playerdetailreduction <= -1)
513                         self.modelindex = modelsource.modelindex_lod1;
514                 else
515                         self.modelindex = modelsource.modelindex_lod0;
516         }
517         else
518         {
519                 distance = vlen(self.origin - other.origin);
520                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
521                 if(f > sv_loddistance2)
522                         self.modelindex = modelsource.modelindex_lod2;
523                 else if(f > sv_loddistance1)
524                         self.modelindex = modelsource.modelindex_lod1;
525                 else
526                         self.modelindex = modelsource.modelindex_lod0;
527         }
528
529 #ifdef PROFILING
530         float t1;
531         t1 = gettime(GETTIME_HIRES); // reference
532         client_cefc_accumulator += (t1 - t0);
533 #endif
534
535         return TRUE;
536 }
537
538 void setmodel_lod(entity e, string modelname)
539 {
540         string s;
541
542         if(sv_loddistance1)
543         {
544                 // FIXME: this only supports 3-letter extensions
545                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
546                 if(fexists(s))
547                 {
548                         setmodel(e, s); // players have high precision
549                         self.modelindex_lod1 = self.modelindex;
550                 }
551                 else
552                         self.modelindex_lod1 = -1;
553
554                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
555                 if(fexists(s))
556                 {
557                         setmodel(e, s); // players have high precision
558                         self.modelindex_lod2 = self.modelindex;
559                 }
560                 else
561                         self.modelindex_lod2 = -1;
562
563                 precache_model(modelname);
564                 setmodel(e, modelname); // players have high precision
565                 self.modelindex_lod0 = self.modelindex;
566
567                 if(self.modelindex_lod1 < 0)
568                         self.modelindex_lod1 = self.modelindex;
569
570                 if(self.modelindex_lod2 < 0)
571                         self.modelindex_lod2 = self.modelindex;
572         }
573         else
574         {
575                 precache_model(modelname);
576                 setmodel(e, modelname); // players have high precision
577                 self.modelindex_lod0 = self.modelindex;
578                         // save it for possible player model forcing
579         }
580
581         s = whichpack(self.model);
582         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
583
584         player_setupanimsformodel();
585         UpdatePlayerSounds();
586 }
587
588 /*
589 =============
590 PutObserverInServer
591
592 putting a client as observer in the server
593 =============
594 */
595 void FixPlayermodel();
596 void PutObserverInServer (void)
597 {
598         entity  spot;
599
600         race_PreSpawnObserver();
601
602         spot = SelectSpawnPoint (TRUE);
603         if(!spot)
604                 error("No spawnpoints for observers?!?\n");
605         RemoveGrapplingHook(self); // Wazat's Grappling Hook
606
607         if(clienttype(self) == CLIENTTYPE_REAL)
608         {
609                 msg_entity = self;
610                 WriteByte(MSG_ONE, SVC_SETVIEW);
611                 WriteEntity(MSG_ONE, self);
612         }
613
614         DropAllRunes(self);
615         MUTATOR_CALLHOOK(MakePlayerObserver);
616
617         Portal_ClearAll(self);
618
619         if(self.alivetime)
620         {
621                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
622                 self.alivetime = 0;
623         }
624
625         if(self.flagcarried)
626                 DropFlag(self.flagcarried, world, world);
627
628         if(self.ballcarried && g_nexball)
629                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
630
631         WaypointSprite_PlayerDead();
632
633         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
634                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
635
636         if(self.killcount != -666) {
637                 if(g_lms) {
638                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
639                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
640                         else
641                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
642                 } else
643                         bprint ("^4", self.netname, "^4 is spectating now\n");
644
645                 if(self.just_joined == FALSE) {
646                         LogTeamchange(self.playerid, -1, 4);
647                 } else
648                         self.just_joined = FALSE;
649         }
650
651         PlayerScore_Clear(self); // clear scores when needed
652
653         accuracy_resend(self);
654
655         self.spectatortime = time;
656
657         self.classname = "observer";
658         self.iscreature = FALSE;
659         self.health = -666;
660         self.takedamage = DAMAGE_NO;
661         self.solid = SOLID_NOT;
662         self.movetype = MOVETYPE_NOCLIP;
663         self.flags = FL_CLIENT | FL_NOTARGET;
664         self.armorvalue = 666;
665         self.effects = 0;
666         self.armorvalue = autocvar_g_balance_armor_start;
667         self.pauserotarmor_finished = 0;
668         self.pauserothealth_finished = 0;
669         self.pauseregen_finished = 0;
670         self.damageforcescale = 0;
671         self.death_time = 0;
672         self.dead_frame = 0;
673         self.alpha = 0;
674         self.scale = 0;
675         self.fade_time = 0;
676         self.pain_frame = 0;
677         self.pain_finished = 0;
678         self.strength_finished = 0;
679         self.invincible_finished = 0;
680         self.pushltime = 0;
681         self.think = SUB_Null;
682         self.nextthink = 0;
683         self.hook_time = 0;
684         self.runes = 0;
685         self.deadflag = DEAD_NO;
686         self.angles = spot.angles;
687         self.angles_z = 0;
688         self.fixangle = TRUE;
689         self.crouch = FALSE;
690
691         self.view_ofs = PL_VIEW_OFS;
692         setorigin (self, spot.origin);
693         setsize (self, '0 0 0', '0 0 0');
694         self.prevorigin = self.origin;
695         self.items = 0;
696         self.weapons = 0;
697         self.model = "";
698         FixPlayermodel();
699         self.model = "";
700         self.modelindex = 0;
701         self.weapon = 0;
702         self.weaponmodel = "";
703         self.weaponentity = world;
704         self.exteriorweaponentity = world;
705         self.killcount = -666;
706         self.velocity = '0 0 0';
707         self.avelocity = '0 0 0';
708         self.punchangle = '0 0 0';
709         self.punchvector = '0 0 0';
710         self.oldvelocity = self.velocity;
711         self.fire_endtime = -1;
712
713         if(sv_loddistance1)
714                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
715
716         if(g_arena)
717         {
718                 if(self.version_mismatch)
719                 {
720                         Spawnqueue_Unmark(self);
721                         Spawnqueue_Remove(self);
722                 }
723                 else
724                 {
725                         Spawnqueue_Insert(self);
726                 }
727         }
728         else if(g_lms)
729         {
730                 // Only if the player cannot play at all
731                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
732                         self.frags = FRAGS_SPECTATOR;
733                 else
734                         self.frags = FRAGS_LMS_LOSER;
735         }
736         else
737                 self.frags = FRAGS_SPECTATOR;
738 }
739
740 void FixPlayermodel()
741 {
742         local string defaultmodel;
743         local float defaultskin, chmdl, oldskin;
744         local vector m1, m2;
745
746         defaultmodel = "";
747
748         if(autocvar_sv_defaultcharacter == 1) {
749                 defaultskin = 0;
750
751                 if(teamplay)
752                 {
753                         string s;
754                         s = Team_ColorNameLowerCase(self.team);
755                         if(s != "neutral")
756                         {
757                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
758                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
759                         }
760                 }
761
762                 if(defaultmodel == "")
763                 {
764                         defaultmodel = autocvar_sv_defaultplayermodel;
765                         defaultskin = autocvar_sv_defaultplayerskin;
766                 }
767         }
768
769         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
770         {
771                 if(self.model != "")
772                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
773                 self.model = ""; // force the != checks to return true
774         }
775
776         if(defaultmodel != "")
777         {
778                 if (defaultmodel != self.model)
779                 {
780                         m1 = self.mins;
781                         m2 = self.maxs;
782                         setmodel_lod (self, defaultmodel);
783                         setsize (self, m1, m2);
784                         chmdl = TRUE;
785                 }
786
787                 oldskin = self.skinindex;
788                 self.skinindex = defaultskin;
789         } else {
790                 if (self.playermodel != self.model || self.playermodel == "")
791                 {
792                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
793                         m1 = self.mins;
794                         m2 = self.maxs;
795                         setmodel_lod (self, self.playermodel);
796                         setsize (self, m1, m2);
797                         chmdl = TRUE;
798                 }
799
800                 oldskin = self.skinindex;
801                 self.skinindex = stof(self.playerskin);
802         }
803
804         if(chmdl || oldskin != self.skinindex)
805                 self.species = player_getspecies(); // model or skin has changed
806
807         if(!teamplay)
808                 if(strlen(autocvar_sv_defaultplayercolors))
809                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
810                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
811 }
812
813 void PlayerTouchExplode(entity p1, entity p2)
814 {
815         vector org;
816         org = (p1.origin + p2.origin) * 0.5;
817         org_z += (p1.mins_z + p2.mins_z) * 0.5;
818
819         te_explosion(org);
820
821         entity e;
822         e = spawn();
823         setorigin(e, org);
824         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
825         remove(e);
826 }
827
828 /*
829 =============
830 PutClientInServer
831
832 Called when a client spawns in the server
833 =============
834 */
835 //void() ctf_playerchanged;
836 void PutClientInServer (void)
837 {
838         if(clienttype(self) == CLIENTTYPE_BOT)
839         {
840                 self.classname = "player";
841         }
842         else if(clienttype(self) == CLIENTTYPE_REAL)
843         {
844                 msg_entity = self;
845                 WriteByte(MSG_ONE, SVC_SETVIEW);
846                 WriteEntity(MSG_ONE, self);
847         }
848
849         // player is dead and becomes observer
850         // FIXME fix LMS scoring for new system
851         if(g_lms)
852         {
853                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
854                         self.classname = "observer";
855         }
856
857         if(g_arena || (g_ca && !allowed_to_spawn))
858         if(!self.spawned)
859                 self.classname = "observer";
860
861         if(gameover)
862                 self.classname = "observer";
863
864         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
865                 entity spot, oldself;
866                 float j;
867
868                 accuracy_resend(self);
869
870                 if(self.team < 0)
871                         JoinBestTeam(self, FALSE, TRUE);
872
873                 race_PreSpawn();
874
875                 spot = SelectSpawnPoint (FALSE);
876                 if(!spot)
877                 {
878                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
879                         return; // spawn failed
880                 }
881
882                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
883
884                 self.classname = "player";
885                 self.wasplayer = TRUE;
886                 self.iscreature = TRUE;
887                 self.movetype = MOVETYPE_WALK;
888                 self.solid = SOLID_SLIDEBOX;
889                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
890                 if(autocvar_g_playerclip_collisions)
891                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
892                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
893                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
894                 self.frags = FRAGS_PLAYER;
895                 if(independent_players)
896                         MAKE_INDEPENDENT_PLAYER(self);
897                 self.flags = FL_CLIENT;
898                 self.takedamage = DAMAGE_AIM;
899                 if(g_minstagib)
900                         self.effects = EF_FULLBRIGHT;
901                 else
902                         self.effects = 0;
903                 self.air_finished = time + 12;
904                 self.dmg = 2;
905                 if(autocvar_g_balance_nex_charge)
906                 {
907                         if(autocvar_g_balance_nex_secondary_chargepool)
908                                 self.nex_chargepool_ammo = 1;
909                         self.nex_charge = autocvar_g_balance_nex_charge_start;
910                 }
911
912                 if(inWarmupStage)
913                 {
914                         self.ammo_shells = warmup_start_ammo_shells;
915                         self.ammo_nails = warmup_start_ammo_nails;
916                         self.ammo_rockets = warmup_start_ammo_rockets;
917                         self.ammo_cells = warmup_start_ammo_cells;
918                         self.ammo_fuel = warmup_start_ammo_fuel;
919                         self.health = warmup_start_health;
920                         self.armorvalue = warmup_start_armorvalue;
921                         self.weapons = warmup_start_weapons;
922                 }
923                 else
924                 {
925                         self.ammo_shells = start_ammo_shells;
926                         self.ammo_nails = start_ammo_nails;
927                         self.ammo_rockets = start_ammo_rockets;
928                         self.ammo_cells = start_ammo_cells;
929                         self.ammo_fuel = start_ammo_fuel;
930                         self.health = start_health;
931                         self.armorvalue = start_armorvalue;
932                         self.weapons = start_weapons;
933                 }
934
935                 if(g_weaponarena_random)
936                 {
937                         if(g_weaponarena_random_with_laser)
938                                 self.weapons &~= WEPBIT_LASER;
939                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
940                         if(g_weaponarena_random_with_laser)
941                                 self.weapons |= WEPBIT_LASER;
942                 }
943
944                 self.items = start_items;
945                 self.jump_interval = time;
946
947                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
948                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
949                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
950                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
951                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
952                 //extend the pause of rotting if client was reset at the beginning of the countdown
953                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
954                         self.spawnshieldtime += game_starttime - time;
955                         self.pauserotarmor_finished += game_starttime - time;
956                         self.pauserothealth_finished += game_starttime - time;
957                         self.pauseregen_finished += game_starttime - time;
958                 }
959                 self.damageforcescale = 2;
960                 self.death_time = 0;
961                 self.dead_frame = 0;
962                 self.alpha = 0;
963                 self.scale = 0;
964                 self.fade_time = 0;
965                 self.pain_frame = 0;
966                 self.pain_finished = 0;
967                 self.strength_finished = 0;
968                 self.invincible_finished = 0;
969                 self.pushltime = 0;
970                 // players have no think function
971                 self.think = SUB_Null;
972                 self.nextthink = 0;
973                 self.hook_time = 0;
974                 self.dmg_team = 0;
975                 self.ballistics_density = autocvar_g_ballistics_density_player;
976
977                 self.metertime = 0;
978
979                 self.runes = 0;
980
981                 self.deadflag = DEAD_NO;
982
983                 self.angles = spot.angles;
984
985                 self.angles_z = 0; // never spawn tilted even if the spot says to
986                 self.fixangle = TRUE; // turn this way immediately
987                 self.velocity = '0 0 0';
988                 self.avelocity = '0 0 0';
989                 self.punchangle = '0 0 0';
990                 self.punchvector = '0 0 0';
991                 self.oldvelocity = self.velocity;
992                 self.fire_endtime = -1;
993
994                 msg_entity = self;
995                 WRITESPECTATABLE_MSG_ONE({
996                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
997                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
998                 });
999
1000                 if(sv_loddistance1)
1001                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1002
1003                 self.model = "";
1004                 FixPlayermodel();
1005
1006                 self.crouch = FALSE;
1007                 self.view_ofs = PL_VIEW_OFS;
1008                 setsize (self, PL_MIN, PL_MAX);
1009                 self.spawnorigin = spot.origin;
1010                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1011                 // don't reset back to last position, even if new position is stuck in solid
1012                 self.oldorigin = self.origin;
1013                 self.prevorigin = self.origin;
1014                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1015
1016                 if(g_arena)
1017                 {
1018                         Spawnqueue_Remove(self);
1019                         Spawnqueue_Mark(self);
1020                 }
1021
1022                 else if(g_ca)
1023                         self.caplayer = 1;
1024
1025                 self.event_damage = PlayerDamage;
1026
1027                 self.bot_attack = TRUE;
1028
1029                 self.statdraintime = time + 5;
1030                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1031
1032                 if(self.killcount == -666) {
1033                         PlayerScore_Clear(self);
1034                         self.killcount = 0;
1035                 }
1036
1037                 self.cnt = WEP_LASER;
1038
1039                 CL_SpawnWeaponentity();
1040                 self.alpha = default_player_alpha;
1041                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1042                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1043
1044                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1045                 self.lms_traveled_distance = 0;
1046                 self.speedrunning = FALSE;
1047
1048                 race_PostSpawn(spot);
1049
1050                 if(autocvar_spawn_debug)
1051                 {
1052                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1053                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1054                 }
1055
1056                 //stuffcmd(self, "chase_active 0");
1057                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1058
1059                 if (autocvar_g_spawnsound)
1060                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1061
1062                 if(g_assault) {
1063                         if(self.team == assault_attacker_team)
1064                                 centerprint(self, "You are attacking!");
1065                         else
1066                                 centerprint(self, "You are defending!");
1067                 }
1068
1069                 target_voicescript_clear(self);
1070
1071                 // reset fields the weapons may use
1072                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1073                 {
1074                         weapon_action(j, WR_RESETPLAYER);
1075
1076                         // all weapons must be fully loaded when we spawn
1077                         entity e;
1078                         e = get_weaponinfo(j);
1079                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1080                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1081                 }
1082                 self.weapon_forbidchange = FALSE;
1083
1084                 oldself = self;
1085                 self = spot;
1086                         activator = oldself;
1087                                 string s;
1088                                 s = self.target;
1089                                 self.target = string_null;
1090                                 SUB_UseTargets();
1091                                 self.target = s;
1092                         activator = world;
1093                 self = oldself;
1094
1095                 MUTATOR_CALLHOOK(PlayerSpawn);
1096
1097                 self.switchweapon = w_getbestweapon(self);
1098                 self.cnt = self.switchweapon;
1099                 self.weapon = 0;
1100
1101                 if(!self.alivetime)
1102                         self.alivetime = time;
1103         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1104                 PutObserverInServer ();
1105         }
1106
1107         //if(g_ctf)
1108         //      ctf_playerchanged();
1109 }
1110
1111 .float ebouncefactor, ebouncestop; // electro's values
1112 // TODO do we need all these fields, or should we stop autodetecting runtime
1113 // changes and just have a console command to update this?
1114 float ClientInit_SendEntity(entity to, float sf)
1115 {
1116         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1117         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1118         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1119         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1120         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1121         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1122         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1123         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1124         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1125         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1126         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1127         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1128         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1129         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1130         if(sv_foginterval && world.fog != "")
1131                 WriteString(MSG_ENTITY, world.fog);
1132         else
1133                 WriteString(MSG_ENTITY, "");
1134         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1135         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1136         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1137         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1138         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1139         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1140         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1141         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
1142         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1143         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1144         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1145         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1146         return TRUE;
1147 }
1148
1149 void ClientInit_CheckUpdate()
1150 {
1151         self.nextthink = time;
1152         if(self.count != autocvar_g_balance_armor_blockpercent)
1153         {
1154                 self.count = autocvar_g_balance_armor_blockpercent;
1155                 self.SendFlags |= 1;
1156         }
1157         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1158         {
1159                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1160                 self.SendFlags |= 1;
1161         }
1162         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1163         {
1164                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1165                 self.SendFlags |= 1;
1166         }
1167         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1168         {
1169                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1170                 self.SendFlags |= 1;
1171         }
1172         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1173         {
1174                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1175                 self.SendFlags |= 1;
1176         }
1177         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1178         {
1179                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1180                 self.SendFlags |= 1;
1181         }
1182 }
1183
1184 void ClientInit_Spawn()
1185 {
1186         entity o;
1187         entity e;
1188         e = spawn();
1189         e.classname = "clientinit";
1190         e.think = ClientInit_CheckUpdate;
1191         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1192
1193         o = self;
1194         self = e;
1195         ClientInit_CheckUpdate();
1196         self = o;
1197 }
1198
1199 /*
1200 =============
1201 SetNewParms
1202 =============
1203 */
1204 void SetNewParms (void)
1205 {
1206         // initialize parms for a new player
1207         parm1 = -(86400 * 366);
1208 }
1209
1210 /*
1211 =============
1212 SetChangeParms
1213 =============
1214 */
1215 void SetChangeParms (void)
1216 {
1217         // save parms for level change
1218         parm1 = self.parm_idlesince - time;
1219 }
1220
1221 /*
1222 =============
1223 DecodeLevelParms
1224 =============
1225 */
1226 void DecodeLevelParms (void)
1227 {
1228         // load parms
1229         self.parm_idlesince = parm1;
1230         if(self.parm_idlesince == -(86400 * 366))
1231                 self.parm_idlesince = time;
1232
1233         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1234         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1235 }
1236
1237 /*
1238 =============
1239 ClientKill
1240
1241 Called when a client types 'kill' in the console
1242 =============
1243 */
1244
1245 .float clientkill_nexttime;
1246 void ClientKill_Now_TeamChange()
1247 {
1248         if(self.killindicator_teamchange == -1)
1249         {
1250                 self.team = -1;
1251                 JoinBestTeam( self, FALSE, FALSE );
1252         }
1253         else if(self.killindicator_teamchange == -2)
1254         {
1255                 if(g_ca)
1256                         self.caplayer = 0;
1257                 if(blockSpectators)
1258                         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"));
1259                 PutObserverInServer();
1260         }
1261         else
1262                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1263 }
1264
1265 void ClientKill_Now()
1266 {
1267         remove(self.killindicator);
1268         self.killindicator = world;
1269
1270         if(self.killindicator_teamchange)
1271                 ClientKill_Now_TeamChange();
1272
1273         // in any case:
1274         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1275
1276         // now I am sure the player IS dead
1277 }
1278 void KillIndicator_Think()
1279 {
1280         if (!self.owner.modelindex)
1281         {
1282                 self.owner.killindicator = world;
1283                 remove(self);
1284                 return;
1285         }
1286
1287         if(self.cnt <= 0)
1288         {
1289                 self = self.owner;
1290                 ClientKill_Now(); // no oldself needed
1291                 return;
1292         }
1293     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1294     {
1295         self.nextthink = time + 1;
1296         self.cnt -= 1;
1297     }
1298         else
1299         {
1300                 if(self.cnt <= 10)
1301                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1302                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1303                 {
1304                         if(self.cnt <= 10)
1305                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1306                         if(self.owner.killindicator_teamchange)
1307                         {
1308                                 if(self.owner.killindicator_teamchange == -1)
1309                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1310                                 else if(self.owner.killindicator_teamchange == -2)
1311                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
1312                                 else
1313                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1314                         }
1315                         else
1316                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1317                 }
1318                 self.nextthink = time + 1;
1319                 self.cnt -= 1;
1320         }
1321 }
1322
1323 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1324 {
1325         float killtime;
1326         entity e;
1327         killtime = autocvar_g_balance_kill_delay;
1328
1329         if(g_race_qualifying || g_cts)
1330                 killtime = 0;
1331
1332     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1333     {
1334                 remove(self.killindicator);
1335                 self.killindicator = world;
1336
1337         ClientKill_Now(); // allow instant kill in this case
1338         return;
1339     }
1340
1341         self.killindicator_teamchange = targetteam;
1342
1343     if(!self.killindicator)
1344         {
1345                 if(self.modelindex && self.deadflag == DEAD_NO)
1346                 {
1347                         killtime = max(killtime, self.clientkill_nexttime - time);
1348                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1349                 }
1350
1351                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1352                 {
1353                         ClientKill_Now();
1354                 }
1355                 else
1356                 {
1357                         self.killindicator = spawn();
1358                         self.killindicator.owner = self;
1359                         self.killindicator.scale = 0.5;
1360                         setattachment(self.killindicator, self, "");
1361                         setorigin(self.killindicator, '0 0 52');
1362                         self.killindicator.think = KillIndicator_Think;
1363                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1364                         self.killindicator.cnt = ceil(killtime);
1365                         self.killindicator.count = bound(0, ceil(killtime), 10);
1366                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1367
1368                         for(e = world; (e = find(e, classname, "body")) != world; )
1369                         {
1370                                 if(e.enemy != self)
1371                                         continue;
1372                                 e.killindicator = spawn();
1373                                 e.killindicator.owner = e;
1374                                 e.killindicator.scale = 0.5;
1375                                 setattachment(e.killindicator, e, "");
1376                                 setorigin(e.killindicator, '0 0 52');
1377                                 e.killindicator.think = KillIndicator_Think;
1378                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1379                                 e.killindicator.cnt = ceil(killtime);
1380                         }
1381                         self.lip = 0;
1382                 }
1383         }
1384         if(self.killindicator)
1385         {
1386                 if(targetteam == 0) // just die
1387                         self.killindicator.colormod = '0 0 0';
1388                 else if(targetteam == -1) // auto
1389                         self.killindicator.colormod = '0 1 0';
1390                 else if(targetteam == -2) // spectate
1391                         self.killindicator.colormod = '0.5 0.5 0.5';
1392                 else
1393                         self.killindicator.colormod = TeamColor(targetteam);
1394         }
1395 }
1396
1397 void ClientKill (void)
1398 {
1399         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1400         {
1401                 // do nothing
1402         }
1403     else if(self.freezetag_frozen)
1404     {
1405         // do nothing
1406     }
1407         else
1408                 ClientKill_TeamChange(0);
1409 }
1410
1411 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
1412 {
1413     e.killindicator = spawn();
1414     e.killindicator.owner = e;
1415     e.killindicator.think = KillIndicator_Think;
1416     e.killindicator.nextthink = time + (e.lip) * 0.05;
1417     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1418     e.killindicator.health = 1; // this is used to indicate that it should be silent
1419     e.lip = 0;
1420 }
1421
1422 void DoTeamChange(float destteam)
1423 {
1424         float t, c0;
1425         if(!teamplay)
1426         {
1427                 if(destteam >= 0)
1428                         SetPlayerColors(self, destteam);
1429                 return;
1430         }
1431         if(self.classname == "player")
1432         if(destteam == -1)
1433         {
1434                 CheckAllowedTeams(self);
1435                 t = FindSmallestTeam(self, TRUE);
1436                 switch(self.team)
1437                 {
1438                         case COLOR_TEAM1: c0 = c1; break;
1439                         case COLOR_TEAM2: c0 = c2; break;
1440                         case COLOR_TEAM3: c0 = c3; break;
1441                         case COLOR_TEAM4: c0 = c4; break;
1442                         default:          c0 = 999;
1443                 }
1444                 switch(t)
1445                 {
1446                         case 1:
1447                                 if(c0 > c1)
1448                                         destteam = COLOR_TEAM1;
1449                                 break;
1450                         case 2:
1451                                 if(c0 > c2)
1452                                         destteam = COLOR_TEAM2;
1453                                 break;
1454                         case 3:
1455                                 if(c0 > c3)
1456                                         destteam = COLOR_TEAM3;
1457                                 break;
1458                         case 4:
1459                                 if(c0 > c4)
1460                                         destteam = COLOR_TEAM4;
1461                                 break;
1462                 }
1463                 if(destteam == -1)
1464                         return;
1465         }
1466         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1467                 return;
1468         ClientKill_TeamChange(destteam);
1469 }
1470
1471 void FixClientCvars(entity e)
1472 {
1473         // send prediction settings to the client
1474         stuffcmd(e, "\nin_bindmap 0 0\n");
1475         if(g_race || g_cts)
1476                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1477         if(autocvar_g_antilag == 3) // client side hitscan
1478                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1479         if(sv_gentle)
1480                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1481         /*
1482          * we no longer need to stuff this. Remove this comment block if you feel
1483          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1484         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1485         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1486         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1487         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1488         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1489         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1490         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1491         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1492         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1493         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1494         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1495         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1496         stuffcmd(e, "cl_movement_edgefriction 1\n");
1497          */
1498 }
1499
1500 float PlayerInIDList(entity p, string idlist)
1501 {
1502         float n, i;
1503         string s;
1504
1505         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1506         if not(p.crypto_idfp)
1507                 return 0;
1508
1509         // this function allows abbreviated player IDs too!
1510         n = tokenize_console(idlist);
1511         for(i = 0; i < n; ++i)
1512         {
1513                 s = argv(i);
1514                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1515                         return 1;
1516         }
1517
1518         return 0;
1519 }
1520
1521 /*
1522 =============
1523 ClientConnect
1524
1525 Called when a client connects to the server
1526 =============
1527 */
1528 //void ctf_clientconnect();
1529 string ColoredTeamName(float t);
1530 void DecodeLevelParms (void);
1531 //void dom_player_join_team(entity pl);
1532 void set_dom_state(entity e);
1533 void ClientConnect (void)
1534 {
1535         float t;
1536
1537         if(self.flags & FL_CLIENT)
1538         {
1539                 print("Warning: ClientConnect, but already connected!\n");
1540                 return;
1541         }
1542
1543         if(Ban_MaybeEnforceBan(self))
1544                 return;
1545
1546         DecodeLevelParms();
1547
1548 #ifdef WATERMARK
1549         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1550 #endif
1551
1552         self.classname = "player_joining";
1553
1554         self.flags = FL_CLIENT;
1555         self.version_nagtime = time + 10 + random() * 10;
1556
1557         if(player_count<0)
1558         {
1559                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1560                 player_count = 0;
1561         }
1562
1563         PlayerScore_Attach(self);
1564         ClientData_Attach();
1565         accuracy_init(self);
1566
1567         bot_clientconnect();
1568
1569         playerdemo_init();
1570
1571         anticheat_init();
1572         
1573         race_PreSpawnObserver();
1574
1575         //if(g_domination)
1576         //      dom_player_join_team(self);
1577
1578         // identify the right forced team
1579         if(autocvar_g_campaign)
1580         {
1581                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1582                 {
1583                         switch(autocvar_g_campaign_forceteam)
1584                         {
1585                                 case 1: self.team_forced = COLOR_TEAM1; break;
1586                                 case 2: self.team_forced = COLOR_TEAM2; break;
1587                                 case 3: self.team_forced = COLOR_TEAM3; break;
1588                                 case 4: self.team_forced = COLOR_TEAM4; break;
1589                                 default: self.team_forced = 0;
1590                         }
1591                 }
1592         }
1593         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1594                 self.team_forced = COLOR_TEAM1;
1595         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1596                 self.team_forced = COLOR_TEAM2;
1597         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1598                 self.team_forced = COLOR_TEAM3;
1599         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1600                 self.team_forced = COLOR_TEAM4;
1601         else if(autocvar_g_forced_team_otherwise == "red")
1602                 self.team_forced = COLOR_TEAM1;
1603         else if(autocvar_g_forced_team_otherwise == "blue")
1604                 self.team_forced = COLOR_TEAM2;
1605         else if(autocvar_g_forced_team_otherwise == "yellow")
1606                 self.team_forced = COLOR_TEAM3;
1607         else if(autocvar_g_forced_team_otherwise == "pink")
1608                 self.team_forced = COLOR_TEAM4;
1609         else if(autocvar_g_forced_team_otherwise == "spectate")
1610                 self.team_forced = -1;
1611         else if(autocvar_g_forced_team_otherwise == "spectator")
1612                 self.team_forced = -1;
1613         else
1614                 self.team_forced = 0;
1615
1616         if(!teamplay)
1617                 if(self.team_forced > 0)
1618                         self.team_forced = 0;
1619
1620         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1621
1622         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1623                 self.classname = "observer";
1624         } else {
1625                 if(teamplay)
1626                 {
1627                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1628                         {
1629                                 self.classname = "player";
1630                                 campaign_bots_may_start = 1;
1631                         }
1632                         else
1633                         {
1634                                 self.classname = "observer"; // do it anyway
1635                         }
1636                 }
1637                 else
1638                 {
1639                         self.classname = "player";
1640                         campaign_bots_may_start = 1;
1641                 }
1642         }
1643
1644         self.playerid = (playerid_last = playerid_last + 1);
1645
1646     if(clienttype(self) == CLIENTTYPE_BOT)
1647         PlayerStats_AddPlayer(self);
1648
1649         if(autocvar_sv_eventlog)
1650                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1651
1652         LogTeamchange(self.playerid, self.team, 1);
1653
1654         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1655
1656         self.netname_previous = strzone(self.netname);
1657
1658         bprint("^4", self.netname, "^4 connected");
1659
1660         if(self.classname != "observer" && (g_domination || g_ctf))
1661                 bprint(" and joined the ", ColoredTeamName(self.team));
1662
1663         bprint("\n");
1664
1665         self.welcomemessage_time = 0;
1666
1667         stuffcmd(self, strcat(clientstuff, "\n"));
1668         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1669         stuffcmd(self, "cl_particles_reloadeffects\n");
1670
1671         FixClientCvars(self);
1672
1673         // spawnfunc_waypoint sprites
1674         WaypointSprite_InitClient(self);
1675
1676         // Wazat's grappling hook
1677         SetGrappleHookBindings();
1678
1679         // get autoswitch state from player when he toggles it
1680         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1681
1682         // get version info from player
1683         stuffcmd(self, "cmd clientversion $gameversion\n");
1684
1685         // get other cvars from player
1686         GetCvars(0);
1687
1688         // notify about available teams
1689         if(teamplay)
1690         {
1691                 CheckAllowedTeams(self);
1692                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1693                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1694         }
1695         else
1696                 stuffcmd(self, "set _teams_available 0\n");
1697
1698         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1699
1700         if(g_arena || g_ca)
1701         {
1702                 self.classname = "observer";
1703                 if(g_arena)
1704                         Spawnqueue_Insert(self);
1705         }
1706         /*else if(g_ctf)
1707         {
1708                 ctf_clientconnect();
1709         }*/
1710
1711         attach_entcs();
1712
1713         bot_relinkplayerlist();
1714
1715         self.spectatortime = time;
1716         if(blockSpectators)
1717         {
1718                 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"));
1719         }
1720
1721         self.jointime = time;
1722         self.allowedTimeouts = autocvar_sv_timeout_number;
1723
1724         if(clienttype(self) == CLIENTTYPE_REAL)
1725         {
1726                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1727                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1728         }
1729
1730         if(g_lms)
1731         {
1732                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1733                 {
1734                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1735                         self.frags = FRAGS_SPECTATOR;
1736                 }
1737         }
1738
1739         if(!sv_foginterval && world.fog != "")
1740                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1741
1742         SoundEntity_Attach(self);
1743
1744         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1745         {
1746                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1747                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1748         }
1749         else
1750                 self.hitplotfh = -1;
1751
1752         if(g_race || g_cts) {
1753                 string rr;
1754                 if(g_cts)
1755                         rr = CTS_RECORD;
1756                 else
1757                         rr = RACE_RECORD;
1758                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1759
1760                 msg_entity = self;
1761                 race_send_recordtime(MSG_ONE);
1762                 race_send_speedaward(MSG_ONE);
1763
1764                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1765                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1766                 race_send_speedaward_alltimebest(MSG_ONE);
1767
1768                 float i;
1769                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1770                         race_SendRankings(i, 0, 0, MSG_ONE);
1771                 }
1772         }
1773         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1774                 send_CSQC_teamnagger();
1775
1776         if (g_domination)
1777                 set_dom_state(self);
1778
1779         CheatInitClient();
1780 }
1781
1782 /*
1783 =============
1784 ClientDisconnect
1785
1786 Called when a client disconnects from the server
1787 =============
1788 */
1789 .entity chatbubbleentity;
1790 void ReadyCount();
1791 void ClientDisconnect (void)
1792 {
1793         if not(self.flags & FL_CLIENT)
1794         {
1795                 print("Warning: ClientDisconnect without ClientConnect\n");
1796                 return;
1797         }
1798
1799         PlayerStats_AddGlobalInfo(self);
1800
1801         CheatShutdownClient();
1802
1803         if(self.hitplotfh >= 0)
1804         {
1805                 fclose(self.hitplotfh);
1806                 self.hitplotfh = -1;
1807         }
1808
1809         anticheat_report();
1810         anticheat_shutdown();
1811
1812         playerdemo_shutdown();
1813
1814         bot_clientdisconnect();
1815
1816         if(self.entcs)
1817                 detach_entcs();
1818
1819         if(autocvar_sv_eventlog)
1820                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1821         bprint ("^4",self.netname);
1822         bprint ("^4 disconnected\n");
1823
1824         SoundEntity_Detach(self);
1825
1826         DropAllRunes(self);
1827         MUTATOR_CALLHOOK(ClientDisconnect);
1828
1829         Portal_ClearAll(self);
1830
1831         if(self.flagcarried)
1832                 DropFlag(self.flagcarried, world, world);
1833         if(self.ballcarried && g_nexball)
1834                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1835
1836         // Here, everything has been done that requires this player to be a client.
1837
1838         self.flags &~= FL_CLIENT;
1839
1840         if (self.chatbubbleentity)
1841                 remove (self.chatbubbleentity);
1842
1843         if (self.killindicator)
1844                 remove (self.killindicator);
1845
1846         WaypointSprite_PlayerGone();
1847
1848         bot_relinkplayerlist();
1849
1850         if(g_arena)
1851         {
1852                 Spawnqueue_Unmark(self);
1853                 Spawnqueue_Remove(self);
1854         }
1855
1856         accuracy_free(self);
1857         ClientData_Detach();
1858         PlayerScore_Detach(self);
1859
1860         if(self.netname_previous)
1861                 strunzone(self.netname_previous);
1862         if(self.clientstatus)
1863                 strunzone(self.clientstatus);
1864         if(self.weaponorder_byimpulse)
1865                 strunzone(self.weaponorder_byimpulse);
1866
1867         ClearPlayerSounds();
1868
1869         if(self.personal)
1870                 remove(self.personal);
1871
1872         self.playerid = 0;
1873         ReadyCount();
1874
1875         // free cvars
1876         GetCvars(-1);
1877 }
1878
1879 .float BUTTON_CHAT;
1880 void ChatBubbleThink()
1881 {
1882         self.nextthink = time;
1883         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1884         {
1885                 if(self.owner) // but why can that ever be world?
1886                         self.owner.chatbubbleentity = world;
1887                 remove(self);
1888                 return;
1889         }
1890         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1891 #ifdef TETRIS
1892                 || self.owner.tetris_on
1893 #endif
1894         )
1895                 self.model = self.mdl;
1896         else
1897                 self.model = "";
1898 };
1899
1900 void UpdateChatBubble()
1901 {
1902         if (!self.modelindex)
1903                 return;
1904         // spawn a chatbubble entity if needed
1905         if (!self.chatbubbleentity)
1906         {
1907                 self.chatbubbleentity = spawn();
1908                 self.chatbubbleentity.owner = self;
1909                 self.chatbubbleentity.exteriormodeltoclient = self;
1910                 self.chatbubbleentity.think = ChatBubbleThink;
1911                 self.chatbubbleentity.nextthink = time;
1912                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1913                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1914                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1915                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1916                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1917                 self.chatbubbleentity.model = "";
1918                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1919         }
1920 }
1921
1922
1923 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1924 // added to the model skins
1925 /*void UpdateColorModHack()
1926 {
1927         local float c;
1928         c = self.clientcolors & 15;
1929         // LordHavoc: only bothering to support white, green, red, yellow, blue
1930              if (!teamplay) self.colormod = '0 0 0';
1931         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1932         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1933         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1934         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1935         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1936         else self.colormod = '1 1 1';
1937 };*/
1938
1939 .float oldcolormap;
1940 void respawn(void)
1941 {
1942         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1943         {
1944                 self.solid = SOLID_NOT;
1945                 self.takedamage = DAMAGE_NO;
1946                 self.movetype = MOVETYPE_FLY;
1947                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1948                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1949                 self.effects |= EF_ADDITIVE;
1950                 self.oldcolormap = self.colormap;
1951                 self.colormap = 512;
1952                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1953                 if(autocvar_g_respawn_ghosts_maxtime)
1954                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1955         }
1956
1957         CopyBody(1);
1958         self.effects |= EF_NODRAW; // prevent another CopyBody
1959         if(self.oldcolormap)
1960         {
1961                 self.colormap = self.oldcolormap;
1962                 self.oldcolormap = 0;
1963         }
1964         PutClientInServer();
1965 }
1966
1967 void play_countdown(float finished, string samp)
1968 {
1969         if(clienttype(self) == CLIENTTYPE_REAL)
1970                 if(floor(finished - time - frametime) != floor(finished - time))
1971                         if(finished - time < 6)
1972                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1973 }
1974
1975 /**
1976  * When sv_timeout is used this function returs strings like
1977  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1978  * Called by centerprint functions
1979  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1980  */
1981 string getTimeoutText(float addOneSecond) {
1982         if (!autocvar_sv_timeout || !timeoutStatus)
1983                 return "";
1984
1985         local string retStr;
1986         if (timeoutStatus == 1) {
1987                 if (addOneSecond == 1) {
1988                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1989                 }
1990                 else {
1991                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1992                 }
1993                 return retStr;
1994         }
1995         else if (timeoutStatus == 2) {
1996                 if (addOneSecond) {
1997                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1998                         //don't show messages like "Timeout ends in 0 seconds"...
1999                         if ((remainingTimeoutTime + 1) > 0)
2000                                 return retStr;
2001                         else
2002                                 return "";
2003                 }
2004                 else {
2005                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2006                         //don't show messages like "Timeout ends in 0 seconds"...
2007                         if (remainingTimeoutTime > 0)
2008                                 return retStr;
2009                         else
2010                                 return "";
2011                 }
2012         }
2013         else return "";
2014 }
2015
2016 void player_powerups (void)
2017 {
2018         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2019         olditems = self.items;
2020         
2021         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2022         {
2023                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2024                 self.modelflags |= MF_ROCKET;
2025         }
2026         else
2027         {
2028                 SoundEntity_StopSound(self, CHAN_PLAYER);
2029                 self.modelflags &~= MF_ROCKET;
2030         }
2031
2032         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2033
2034         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2035                 return;
2036         
2037         Fire_ApplyDamage(self);
2038         Fire_ApplyEffect(self);
2039
2040         if (g_minstagib)
2041         {
2042                 self.effects |= EF_FULLBRIGHT;
2043
2044                 if (self.items & IT_STRENGTH)
2045                 {
2046                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2047                         if (time > self.strength_finished)
2048                         {
2049                                 self.alpha = default_player_alpha;
2050                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2051                                 self.items &~= IT_STRENGTH;
2052                                 sprint(self, "^3Invisibility has worn off\n");
2053                         }
2054                 }
2055                 else
2056                 {
2057                         if (time < self.strength_finished)
2058                         {
2059                                 self.alpha = g_minstagib_invis_alpha;
2060                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2061                                 self.items |= IT_STRENGTH;
2062                                 sprint(self, "^3You are invisible\n");
2063                         }
2064                 }
2065
2066                 if (self.items & IT_INVINCIBLE)
2067                 {
2068                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2069                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2070                         {
2071                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2072                                 sprint(self, "^3Speed has worn off\n");
2073                         }
2074                 }
2075                 else
2076                 {
2077                         if (time < self.invincible_finished)
2078                         {
2079                                 self.items = self.items | IT_INVINCIBLE;
2080                                 sprint(self, "^3You are on speed\n");
2081                         }
2082                 }
2083         }
2084         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.
2085         {
2086                 if (self.items & IT_STRENGTH)
2087                 {
2088                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2089                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2090                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2091                         {
2092                                 self.items = self.items - (self.items & IT_STRENGTH);
2093                                 sprint(self, "^3Strength has worn off\n");
2094                         }
2095                 }
2096                 else
2097                 {
2098                         if (time < self.strength_finished)
2099                         {
2100                                 self.items = self.items | IT_STRENGTH;
2101                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2102                         }
2103                 }
2104                 if (self.items & IT_INVINCIBLE)
2105                 {
2106                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2107                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2108                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2109                         {
2110                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2111                                 sprint(self, "^3Shield has worn off\n");
2112                         }
2113                 }
2114                 else
2115                 {
2116                         if (time < self.invincible_finished)
2117                         {
2118                                 self.items = self.items | IT_INVINCIBLE;
2119                                 sprint(self, "^3Shield surrounds you\n");
2120                         }
2121                 }
2122
2123                 if(autocvar_g_nodepthtestplayers)
2124                         self.effects = self.effects | EF_NODEPTHTEST;
2125
2126                 if(autocvar_g_fullbrightplayers)
2127                         self.effects = self.effects | EF_FULLBRIGHT;
2128
2129                 // midair gamemode: damage only while in the air
2130                 // if in midair mode, being on ground grants temporary invulnerability
2131                 // (this is so that multishot weapon don't clear the ground flag on the
2132                 // first damage in the frame, leaving the player vulnerable to the
2133                 // remaining hits in the same frame)
2134                 if (self.flags & FL_ONGROUND)
2135                 if (g_midair)
2136                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2137
2138                 if (time >= game_starttime)
2139                 if (time < self.spawnshieldtime)
2140                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2141         }
2142         
2143         MUTATOR_CALLHOOK(PlayerPowerups);
2144 }
2145
2146 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2147 {
2148         if(current > stable)
2149                 return current;
2150         else if(current > stable - 0.25) // when close enough, "snap"
2151                 return stable;
2152         else
2153                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2154 }
2155
2156 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2157 {
2158         if(current < stable)
2159                 return current;
2160         else if(current < stable + 0.25) // when close enough, "snap"
2161                 return stable;
2162         else
2163                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2164 }
2165
2166 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2167 {
2168         if(current > rotstable)
2169         {
2170                 if(rotframetime > 0)
2171                 {
2172                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2173                         current = max(rotstable, current - rotlinear * rotframetime);
2174                 }
2175         }
2176         else if(current < regenstable)
2177         {
2178                 if(regenframetime > 0)
2179                 {
2180                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2181                         current = min(regenstable, current + regenlinear * regenframetime);
2182                 }
2183         }
2184
2185         if(current > limit)
2186                 current = limit;
2187
2188         return current;
2189 }
2190
2191 void player_regen (void)
2192 {
2193         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2194         maxh = autocvar_g_balance_health_rotstable;
2195         maxa = autocvar_g_balance_armor_rotstable;
2196         maxf = autocvar_g_balance_fuel_rotstable;
2197         minh = autocvar_g_balance_health_regenstable;
2198         mina = autocvar_g_balance_armor_regenstable;
2199         minf = autocvar_g_balance_fuel_regenstable;
2200         limith = autocvar_g_balance_health_limit;
2201         limita = autocvar_g_balance_armor_limit;
2202         limitf = autocvar_g_balance_fuel_limit;
2203
2204         max_mod = regen_mod = rot_mod = limit_mod = 1;
2205
2206         if (self.runes & RUNE_REGEN)
2207         {
2208                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2209                 {
2210                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2211                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2212                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2213                 }
2214                 else
2215                 {
2216                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2217                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2218                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2219                 }
2220         }
2221         else if (self.runes & CURSE_VENOM)
2222         {
2223                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2224                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2225                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2226                 else
2227                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2228                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2229                 //if (!self.runes & RUNE_REGEN)
2230                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2231         }
2232         maxh = maxh * max_mod;
2233         //maxa = maxa * max_mod;
2234         //maxf = maxf * max_mod;
2235         minh = minh * max_mod;
2236         //mina = mina * max_mod;
2237         //minf = minf * max_mod;
2238         limith = limith * limit_mod;
2239         limita = limita * limit_mod;
2240         //limitf = limitf * limit_mod;
2241
2242         if(g_lms && g_ca)
2243                 rot_mod = 0;
2244
2245         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2246         {
2247                 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);
2248                 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);
2249
2250                 // if player rotted to death...  die!
2251                 if(self.health < 1)
2252                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2253         }
2254
2255         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2256                 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);
2257 }
2258
2259 float zoomstate_set;
2260 void SetZoomState(float z)
2261 {
2262         if(z != self.zoomstate)
2263         {
2264                 self.zoomstate = z;
2265                 ClientData_Touch(self);
2266         }
2267         zoomstate_set = 1;
2268 }
2269
2270 void GetPressedKeys(void) {
2271         MUTATOR_CALLHOOK(GetPressedKeys);
2272         if (self.movement_x > 0) // get if movement keys are pressed
2273         {       // forward key pressed
2274                 self.pressedkeys |= KEY_FORWARD;
2275                 self.pressedkeys &~= KEY_BACKWARD;
2276         }
2277         else if (self.movement_x < 0)
2278         {       // backward key pressed
2279                 self.pressedkeys |= KEY_BACKWARD;
2280                 self.pressedkeys &~= KEY_FORWARD;
2281         }
2282         else
2283         {       // no x input
2284                 self.pressedkeys &~= KEY_FORWARD;
2285                 self.pressedkeys &~= KEY_BACKWARD;
2286         }
2287
2288         if (self.movement_y > 0)
2289         {       // right key pressed
2290                 self.pressedkeys |= KEY_RIGHT;
2291                 self.pressedkeys &~= KEY_LEFT;
2292         }
2293         else if (self.movement_y < 0)
2294         {       // left key pressed
2295                 self.pressedkeys |= KEY_LEFT;
2296                 self.pressedkeys &~= KEY_RIGHT;
2297         }
2298         else
2299         {       // no y input
2300                 self.pressedkeys &~= KEY_RIGHT;
2301                 self.pressedkeys &~= KEY_LEFT;
2302         }
2303
2304         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2305                 self.pressedkeys |= KEY_JUMP;
2306         else
2307                 self.pressedkeys &~= KEY_JUMP;
2308         if (self.BUTTON_CROUCH)
2309                 self.pressedkeys |= KEY_CROUCH;
2310         else
2311                 self.pressedkeys &~= KEY_CROUCH;
2312 }
2313
2314 /*
2315 ======================
2316 spectate mode routines
2317 ======================
2318 */
2319
2320 void SpectateCopy(entity spectatee) {
2321         other = spectatee;
2322         MUTATOR_CALLHOOK(SpectateCopy);
2323         self.armortype = spectatee.armortype;
2324         self.armorvalue = spectatee.armorvalue;
2325         self.ammo_cells = spectatee.ammo_cells;
2326         self.ammo_shells = spectatee.ammo_shells;
2327         self.ammo_nails = spectatee.ammo_nails;
2328         self.ammo_rockets = spectatee.ammo_rockets;
2329         self.ammo_fuel = spectatee.ammo_fuel;
2330         self.clip_load = spectatee.clip_load;
2331         self.clip_size = spectatee.clip_size;
2332         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2333         self.health = spectatee.health;
2334         self.impulse = 0;
2335         self.items = spectatee.items;
2336         self.last_pickup = spectatee.last_pickup;
2337         self.hit_time = spectatee.hit_time;
2338         self.metertime = spectatee.metertime;
2339         self.strength_finished = spectatee.strength_finished;
2340         self.invincible_finished = spectatee.invincible_finished;
2341         self.pressedkeys = spectatee.pressedkeys;
2342         self.weapons = spectatee.weapons;
2343         self.switchweapon = spectatee.switchweapon;
2344         self.weapon = spectatee.weapon;
2345         self.nex_charge = spectatee.nex_charge;
2346         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2347         self.hagar_load = spectatee.hagar_load;
2348         self.minelayer_mines = spectatee.minelayer_mines;
2349         self.punchangle = spectatee.punchangle;
2350         self.view_ofs = spectatee.view_ofs;
2351         self.v_angle = spectatee.v_angle;
2352         self.velocity = spectatee.velocity;
2353         self.dmg_take = spectatee.dmg_take;
2354         self.dmg_save = spectatee.dmg_save;
2355         self.dmg_inflictor = spectatee.dmg_inflictor;
2356         self.angles = spectatee.v_angle;
2357         self.fixangle = TRUE;
2358         setorigin(self, spectatee.origin);
2359         setsize(self, spectatee.mins, spectatee.maxs);
2360         SetZoomState(spectatee.zoomstate);
2361
2362         anticheat_spectatecopy(spectatee);
2363 }
2364
2365 float SpectateUpdate() {
2366         if(!self.enemy)
2367                 return 0;
2368
2369         if (self == self.enemy)
2370                 return 0;
2371
2372         if(self.enemy.classname != "player")
2373                 return 0;
2374
2375         SpectateCopy(self.enemy);
2376
2377         return 1;
2378 }
2379
2380 float SpectateNext() {
2381         other = find(self.enemy, classname, "player");
2382
2383         if (!other)
2384                 other = find(other, classname, "player");
2385
2386         if (other)
2387                 self.enemy = other;
2388
2389         if(self.enemy.classname == "player") {
2390                 msg_entity = self;
2391                 WriteByte(MSG_ONE, SVC_SETVIEW);
2392                 WriteEntity(MSG_ONE, self.enemy);
2393                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2394                 self.movetype = MOVETYPE_NONE;
2395                 accuracy_resend(self);
2396
2397                 if(!SpectateUpdate())
2398                         PutObserverInServer();
2399
2400                 return 1;
2401         } else {
2402                 return 0;
2403         }
2404 }
2405
2406 /*
2407 =============
2408 ShowRespawnCountdown()
2409
2410 Update a respawn countdown display.
2411 =============
2412 */
2413 void ShowRespawnCountdown()
2414 {
2415         float number;
2416         if(self.deadflag == DEAD_NO) // just respawned?
2417                 return;
2418         else
2419         {
2420                 number = ceil(self.death_time - time);
2421                 if(number <= 0)
2422                         return;
2423                 if(number <= self.respawn_countdown)
2424                 {
2425                         self.respawn_countdown = number - 1;
2426                         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
2427                                 AnnounceTo(self, strcat(ftos(number), ""));
2428                 }
2429         }
2430 }
2431
2432 void LeaveSpectatorMode()
2433 {
2434         if(nJoinAllowed(1)) {
2435                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2436                         self.classname = "player";
2437
2438                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2439                                 JoinBestTeam(self, FALSE, TRUE);
2440
2441                         if(autocvar_g_campaign)
2442                                 campaign_bots_may_start = 1;
2443
2444                         PutClientInServer();
2445
2446                         if(self.classname == "player")
2447                                 bprint ("^4", self.netname, "^4 is playing now\n");
2448
2449                         if(!autocvar_g_campaign)
2450                                 centerprint(self,""); // clear MOTD
2451
2452                         return;
2453                 } else {
2454                         if (g_ca && self.caplayer) {
2455                         }       // do nothing
2456                         else
2457                                 stuffcmd(self,"menu_showteamselect\n");
2458                         return;
2459                 }
2460         }
2461         else {
2462                 //player may not join because of g_maxplayers is set
2463                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2464         }
2465 }
2466
2467 /**
2468  * Determines whether the player is allowed to join. This depends on cvar
2469  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2470  * it checks whether the number of currently playing players exceeds g_maxplayers.
2471  * @return int number of free slots for players, 0 if none
2472  */
2473 float nJoinAllowed(float includeMe) {
2474         if(self.team_forced < 0)
2475                 return FALSE; // forced spectators can never join
2476
2477         // TODO simplify this
2478         local entity e;
2479
2480         local float totalClients;
2481         FOR_EACH_CLIENT(e)
2482                 totalClients += 1;
2483
2484         if (!autocvar_g_maxplayers)
2485                 return maxclients - totalClients + includeMe;
2486
2487         local float currentlyPlaying;
2488         FOR_EACH_REALPLAYER(e)
2489                 currentlyPlaying += 1;
2490
2491         if(currentlyPlaying < autocvar_g_maxplayers)
2492                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2493
2494         return 0;
2495 }
2496
2497 /**
2498  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2499  * g_maxplayers_spectator_blocktime seconds
2500  */
2501 void checkSpectatorBlock() {
2502         if(self.classname == "spectator" || self.classname == "observer") {
2503                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2504                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2505                         dropclient(self);
2506                 }
2507         }
2508 }
2509
2510 void ObserverThink()
2511 {
2512         if (self.flags & FL_JUMPRELEASED) {
2513                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2514                         self.welcomemessage_time = 0;
2515                         self.flags &~= FL_JUMPRELEASED;
2516                         self.flags |= FL_SPAWNING;
2517                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2518                         self.welcomemessage_time = 0;
2519                         self.flags &~= FL_JUMPRELEASED;
2520                         if(SpectateNext() == 1) {
2521                                 self.classname = "spectator";
2522                         }
2523                 }
2524         } else {
2525                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2526                         self.flags |= FL_JUMPRELEASED;
2527                         if(self.flags & FL_SPAWNING)
2528                         {
2529                                 self.flags &~= FL_SPAWNING;
2530                                 LeaveSpectatorMode();
2531                                 return;
2532                         }
2533                 }
2534         }
2535         PrintWelcomeMessage(self);
2536 }
2537
2538 void SpectatorThink()
2539 {
2540         if (self.flags & FL_JUMPRELEASED) {
2541                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2542                         self.welcomemessage_time = 0;
2543                         self.flags &~= FL_JUMPRELEASED;
2544                         self.flags |= FL_SPAWNING;
2545                 } else if(self.BUTTON_ATCK) {
2546                         self.welcomemessage_time = 0;
2547                         self.flags &~= FL_JUMPRELEASED;
2548                         if(SpectateNext() == 1) {
2549                                 self.classname = "spectator";
2550                         } else {
2551                                 self.classname = "observer";
2552                                 PutClientInServer();
2553                         }
2554                 } else if (self.BUTTON_ATCK2) {
2555                         self.welcomemessage_time = 0;
2556                         self.flags &~= FL_JUMPRELEASED;
2557                         self.classname = "observer";
2558                         PutClientInServer();
2559                 } else {
2560                         if(!SpectateUpdate())
2561                                 PutObserverInServer();
2562                 }
2563         } else {
2564                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2565                         self.flags |= FL_JUMPRELEASED;
2566                         if(self.flags & FL_SPAWNING)
2567                         {
2568                                 self.flags &~= FL_SPAWNING;
2569                                 LeaveSpectatorMode();
2570                                 return;
2571                         }
2572                 }
2573         }
2574
2575         PrintWelcomeMessage(self);
2576         self.flags |= FL_CLIENT | FL_NOTARGET;
2577 }
2578
2579 float ctf_usekey();
2580 void PlayerUseKey()
2581 {
2582         if(self.classname != "player")
2583                 return;
2584
2585         // a use key was pressed; call handlers
2586         if(ctf_usekey())
2587                 return;
2588
2589         MUTATOR_CALLHOOK(PlayerUseKey);
2590 }
2591
2592 .float touchexplode_time;
2593
2594 /*
2595 =============
2596 PlayerPreThink
2597
2598 Called every frame for each client before the physics are run
2599 =============
2600 */
2601 .float usekeypressed;
2602 void() ctf_setstatus;
2603 void() nexball_setstatus;
2604 .float items_added;
2605 void PlayerPreThink (void)
2606 {
2607         WarpZone_PlayerPhysics_FixVAngle();
2608
2609         self.stat_game_starttime = game_starttime;
2610         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2611         self.stat_leadlimit = autocvar_leadlimit;
2612
2613         if(frametime)
2614         {
2615                 // physics frames: update anticheat stuff
2616                 anticheat_prethink();
2617         }
2618
2619         if(blockSpectators && frametime)
2620                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2621                 checkSpectatorBlock();
2622
2623         zoomstate_set = 0;
2624
2625         if(self.netname_previous != self.netname)
2626         {
2627                 if(autocvar_sv_eventlog)
2628                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2629                 if(self.netname_previous)
2630                         strunzone(self.netname_previous);
2631                 self.netname_previous = strzone(self.netname);
2632         }
2633
2634         // version nagging
2635         if(self.version_nagtime)
2636                 if(self.cvar_g_xonoticversion)
2637                         if(time > self.version_nagtime)
2638                         {
2639                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2640                                 {
2641                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2642                                         {
2643                                                 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");
2644                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2645                                         }
2646                                         else
2647                                         {
2648                                                 float r;
2649                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2650                                                 if(r < 0)
2651                                                 {
2652                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2653                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2654                                                 }
2655                                                 else if(r > 0)
2656                                                 {
2657                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2658                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2659                                                 }
2660                                         }
2661                                 }
2662                                 self.version_nagtime = 0;
2663                         }
2664
2665         // GOD MODE info
2666         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2667         {
2668                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2669                 self.max_armorvalue = 0;
2670         }
2671
2672 #ifdef TETRIS
2673         if (TetrisPreFrame())
2674                 return;
2675 #endif
2676
2677         MUTATOR_CALLHOOK(PlayerPreThink);
2678
2679         if(self.BUTTON_USE && !self.usekeypressed)
2680                 PlayerUseKey();
2681         self.usekeypressed = self.BUTTON_USE;
2682
2683         if(self.classname == "player") {
2684 //              if(self.netname == "Wazat")
2685 //                      bprint(self.classname, "\n");
2686
2687                 CheckRules_Player();
2688
2689                 PrintWelcomeMessage(self);
2690
2691                 if (intermission_running)
2692                 {
2693                         IntermissionThink ();   // otherwise a button could be missed between
2694                         return;                                 // the think tics
2695                 }
2696
2697                 //don't allow the player to turn around while game is paused!
2698                 if(timeoutStatus == 2) {
2699                         // FIXME turn this into CSQC stuff
2700                         self.v_angle = self.lastV_angle;
2701                         self.angles = self.lastV_angle;
2702                         self.fixangle = TRUE;
2703                 }
2704
2705                 if(frametime)
2706                 {
2707                         if(self.health <= 0 && autocvar_g_deathglow)
2708                         {
2709                                 if(self.glowmod_x > 0)
2710                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2711                                 else
2712                                         self.glowmod_x = -1;
2713                                 if(self.glowmod_y > 0)
2714                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2715                                 else
2716                                         self.glowmod_y = -1;
2717                                 if(self.glowmod_z > 0)
2718                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2719                                 else
2720                                         self.glowmod_z = -1;
2721                         }
2722                         else
2723                         {
2724                                 // set weapon and player glowmod
2725                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2726
2727                                 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2728                                 {
2729                                         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);
2730                                         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);
2731                                         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);
2732
2733                                         if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2734                                         {
2735                                                 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);
2736                                                 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);
2737                                                 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);
2738                                         }
2739                                 }
2740                                 else
2741                                         self.weaponentity_glowmod = self.glowmod;
2742                         }
2743                         player_powerups();
2744                 }
2745
2746                 if (self.deadflag != DEAD_NO)
2747                 {
2748                         float button_pressed, force_respawn;
2749                         if(self.personal && g_race_qualifying)
2750                         {
2751                                 if(time > self.death_time)
2752                                 {
2753                                         self.death_time = time + 1; // only retry once a second
2754                                         respawn();
2755                                         self.impulse = 141;
2756                                 }
2757                         }
2758                         else
2759                         {
2760                                 if(frametime)
2761                                         player_anim();
2762                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2763                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2764                                 if (self.deadflag == DEAD_DYING)
2765                                 {
2766                                         if(force_respawn)
2767                                                 self.deadflag = DEAD_RESPAWNING;
2768                                         else if(!button_pressed)
2769                                                 self.deadflag = DEAD_DEAD;
2770                                 }
2771                                 else if (self.deadflag == DEAD_DEAD)
2772                                 {
2773                                         if(button_pressed)
2774                                                 self.deadflag = DEAD_RESPAWNABLE;
2775                                 }
2776                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2777                                 {
2778                                         if(!button_pressed)
2779                                                 self.deadflag = DEAD_RESPAWNING;
2780                                 }
2781                                 else if (self.deadflag == DEAD_RESPAWNING)
2782                                 {
2783                                         if(time > self.death_time)
2784                                         {
2785                                                 self.death_time = time + 1; // only retry once a second
2786                                                 respawn();
2787                                         }
2788                                 }
2789                                 ShowRespawnCountdown();
2790                         }
2791                         return;
2792                 }
2793
2794                 if(g_touchexplode)
2795                 if(time > self.touchexplode_time)
2796                 if(self.classname == "player")
2797                 if(self.deadflag == DEAD_NO)
2798                 if not(IS_INDEPENDENT_PLAYER(self))
2799                 FOR_EACH_PLAYER(other) if(self != other)
2800                 {
2801                         if(time > other.touchexplode_time)
2802                         if(other.deadflag == DEAD_NO)
2803                         if not(IS_INDEPENDENT_PLAYER(other))
2804                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2805                         {
2806                                 PlayerTouchExplode(self, other);
2807                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2808                         }
2809                 }
2810
2811                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2812                 {
2813                         vector dist;
2814
2815                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2816                         dist = self.prevorigin - self.origin;
2817                         dist_z = 0;
2818                         self.lms_traveled_distance += fabs(vlen(dist));
2819
2820                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2821                         {
2822                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2823                                 self.lms_traveled_distance = 0;
2824                         }
2825
2826                         if(time > self.lms_nextcheck)
2827                         {
2828                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2829                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2830                                 {
2831                                         centerprint(self, autocvar_g_lms_campcheck_message);
2832                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2833                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2834                                         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');
2835                                 }
2836                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2837                                 self.lms_traveled_distance = 0;
2838                         }
2839                 }
2840
2841                 self.prevorigin = self.origin;
2842
2843                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2844                 {
2845                         if (!self.crouch)
2846                         {
2847                                 self.crouch = TRUE;
2848                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2849                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2850                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2851                         }
2852                 }
2853                 else
2854                 {
2855                         if (self.crouch)
2856                         {
2857                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2858                                 if (!trace_startsolid)
2859                                 {
2860                                         self.crouch = FALSE;
2861                                         self.view_ofs = PL_VIEW_OFS;
2862                                         setsize (self, PL_MIN, PL_MAX);
2863                                 }
2864                         }
2865                 }
2866
2867                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2868                 {
2869                         if(self.bloodloss_timer < time)
2870                         {
2871                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2872                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2873                         }
2874                 }
2875
2876                 FixPlayermodel();
2877
2878                 GrapplingHookFrame();
2879
2880                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2881                 //if(frametime)
2882                 {
2883                         self.items &~= self.items_added;
2884
2885                         W_WeaponFrame();
2886
2887                         self.items_added = 0;
2888                         if(self.items & IT_JETPACK)
2889                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2890                                         self.items_added |= IT_FUEL;
2891
2892                         self.items |= self.items_added;
2893                 }
2894
2895                 player_regen();
2896
2897                 // rot nex charge to the charge limit
2898                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2899                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2900
2901                 if(frametime)
2902                         player_anim();
2903
2904                 if (g_minstagib)
2905                         minstagib_ammocheck();
2906
2907                 if(g_ctf)
2908                         ctf_setstatus();
2909
2910                 if(g_nexball)
2911                         nexball_setstatus();
2912
2913                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2914
2915                 //self.angles_y=self.v_angle_y + 90;   // temp
2916         } else if(gameover) {
2917                 if (intermission_running)
2918                         IntermissionThink ();   // otherwise a button could be missed between
2919                 return;
2920         } else if(self.classname == "observer") {
2921                 ObserverThink();
2922         } else if(self.classname == "spectator") {
2923                 SpectatorThink();
2924         }
2925
2926         if(!zoomstate_set)
2927                 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));
2928
2929         float oldspectatee_status;
2930         oldspectatee_status = self.spectatee_status;
2931         if(self.classname == "spectator")
2932                 self.spectatee_status = num_for_edict(self.enemy);
2933         else if(self.classname == "observer")
2934                 self.spectatee_status = num_for_edict(self);
2935         else
2936                 self.spectatee_status = 0;
2937         if(self.spectatee_status != oldspectatee_status)
2938         {
2939                 ClientData_Touch(self);
2940                 if(g_race || g_cts)
2941                         race_InitSpectator();
2942         }
2943
2944         if(self.teamkill_soundtime)
2945         if(time > self.teamkill_soundtime)
2946         {
2947                 self.teamkill_soundtime = 0;
2948
2949                 entity oldpusher, oldself;
2950
2951                 oldself = self; self = self.teamkill_soundsource;
2952                 oldpusher = self.pusher; self.pusher = oldself;
2953
2954                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2955
2956                 self.pusher = oldpusher;
2957                 self = oldself;
2958         }
2959
2960         if(self.taunt_soundtime)
2961         if(time > self.taunt_soundtime)
2962         {
2963                 self.taunt_soundtime = 0;
2964                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2965         }
2966
2967         target_voicescript_next(self);
2968
2969         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2970         if(!self.weapon)
2971                 self.clip_load = self.clip_size = 0;
2972 }
2973
2974 float isInvisibleString(string s)
2975 {
2976         float i, n, c;
2977         s = strdecolorize(s);
2978         for((i = 0), (n = strlen(s)); i < n; ++i)
2979         {
2980                 c = str2chr(s, i);
2981                 switch(c)
2982                 {
2983                         case 0:
2984                         case 32: // space
2985                                 break;
2986                         case 192: // charmap space
2987                                 if (!autocvar_utf8_enable)
2988                                         break;
2989                                 return FALSE;
2990                         case 160: // space in unicode fonts
2991                         case 0xE000 + 192: // utf8 charmap space
2992                                 if (autocvar_utf8_enable)
2993                                         break;
2994                         default:
2995                                 return FALSE;
2996                 }
2997         }
2998         return TRUE;
2999 }
3000
3001 /*
3002 =============
3003 PlayerPostThink
3004
3005 Called every frame for each client after the physics are run
3006 =============
3007 */
3008 .float idlekick_lasttimeleft;
3009 .entity showheadshotbbox;
3010 void showheadshotbbox_think()
3011 {
3012         if(self.owner.showheadshotbbox != self)
3013         {
3014                 remove(self);
3015                 return;
3016         }
3017         self.nextthink = time;
3018         setorigin(self, self.owner.origin);
3019         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3020 }
3021 void PlayerPostThink (void)
3022 {
3023         // Savage: Check for nameless players
3024         if (isInvisibleString(self.netname)) {
3025                 self.netname = "Player";
3026                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3027         }
3028
3029         if(sv_maxidle && frametime)
3030         {
3031                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3032                 float timeleft;
3033                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3034                 if(timeleft <= 0)
3035                 {
3036                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3037                         AnnounceTo(self, "terminated");
3038                         dropclient(self);
3039                         return;
3040                 }
3041                 else if(timeleft <= 10)
3042                 {
3043                         if(timeleft != self.idlekick_lasttimeleft)
3044                         {
3045                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3046                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
3047                         }
3048                 }
3049                 else
3050                 {
3051                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
3052                 }
3053                 self.idlekick_lasttimeleft = timeleft;
3054         }
3055
3056 #ifdef TETRIS
3057         if(self.impulse == 100)
3058                 ImpulseCommands();
3059         if (TetrisPostFrame())
3060                 return;
3061 #endif
3062
3063         CheatFrame();
3064
3065         if(self.classname == "player") {
3066                 CheckRules_Player();
3067                 UpdateChatBubble();
3068                 if (self.impulse)
3069                         ImpulseCommands();
3070                 if (intermission_running)
3071                         return;         // intermission or finale
3072                 GetPressedKeys();
3073         } else if (self.classname == "observer") {
3074                 //do nothing
3075         } else if (self.classname == "spectator") {
3076                 //do nothing
3077         }
3078
3079         /*
3080         float i;
3081         for(i = 0; i < 1000; ++i)
3082         {
3083                 vector end;
3084                 end = self.origin + '0 0 1024' + 512 * randomvec();
3085                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3086                 if(trace_fraction < 1)
3087                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3088                 {
3089                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3090                         break;
3091                 }
3092         }
3093         */
3094
3095         Arena_Warmup();
3096
3097         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3098
3099         if(self.waypointsprite_attachedforcarrier)
3100                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3101         
3102         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3103         {
3104                 if(!self.showheadshotbbox)
3105                 {
3106                         self.showheadshotbbox = spawn();
3107                         self.showheadshotbbox.classname = "headshotbbox";
3108                         self.showheadshotbbox.owner = self;
3109                         self.showheadshotbbox.think = showheadshotbbox_think;
3110                         self.showheadshotbbox.nextthink = time;
3111                         self = self.showheadshotbbox;
3112                         self.think();
3113                         self = self.owner;
3114                 }
3115         }
3116         else
3117         {
3118                 if(self.showheadshotbbox)
3119                         remove(self.showheadshotbbox);
3120         }
3121
3122         playerdemo_write();
3123
3124         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3125         {
3126                 if(!self.stored_netname)
3127                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3128                 if(self.stored_netname != self.netname)
3129                 {
3130                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3131                         strunzone(self.stored_netname);
3132                         self.stored_netname = strzone(self.netname);
3133                 }
3134         }
3135
3136         /*
3137         if(g_race)
3138                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3139         */
3140 }