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Centralize the argument list
[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_BROADCAST, SVC_TEMPENTITY);
11         WriteByte(MSG_BROADCAST, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_BROADCAST, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         shortest = vlen(world.maxs - world.mins);
155         FOR_EACH_PLAYER(player) if (player != self)
156         {
157                 thisdist = vlen(player.origin - spot.origin);
158                 if (thisdist < shortest)
159                         shortest = thisdist;
160         }
161         if(shortest > mindist)
162                 prio += SPAWN_PRIO_GOOD_DISTANCE;
163
164         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
165         spawn_spot = spot;
166
167         // filter out spots for assault
168         if(spot.target != "") {
169                 entity ent;
170                 float found;
171
172                 found = 0;
173                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
174                 {
175                         ++found;
176                         if(ent.spawn_evalfunc)
177                         {
178                                 entity oldself = self;
179                                 self = ent;
180                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
181                                 self = oldself;
182                                 if(spawn_score_x < 0)
183                                         return spawn_score;
184                         }
185                 }
186
187                 if(!found)
188                 {
189                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
190                         return '-1 0 0';
191                 }
192         }
193
194         MUTATOR_CALLHOOK(Spawn_Score);
195         return spawn_score;
196 }
197
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
199 {
200         entity spot;
201         for(spot = firstspot; spot; spot = spot.chain)
202                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
203 }
204
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
206 {
207         entity spot, spotlist, spotlistend;
208
209         spotlist = world;
210         spotlistend = world;
211
212         Spawn_ScoreAll(firstspot, mindist, teamcheck);
213
214         for(spot = firstspot; spot; spot = spot.chain)
215         {
216                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
217                 {
218                         if(spotlistend)
219                                 spotlistend.chain = spot;
220                         spotlistend = spot;
221                         if(!spotlist)
222                                 spotlist = spot;
223                 }
224         }
225         if(spotlistend)
226                 spotlistend.chain = world;
227
228         return spotlist;
229 }
230
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
232 {
233         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
235         entity spot;
236
237         RandomSelection_Init();
238         for(spot = firstspot; spot; spot = spot.chain)
239                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
240
241         return RandomSelection_chosen_ent;
242 }
243
244 /*
245 =============
246 SelectSpawnPoint
247
248 Finds a point to respawn
249 =============
250 */
251 entity SelectSpawnPoint (float anypoint)
252 {
253         float teamcheck;
254         entity spot, firstspot;
255
256         spot = find (world, classname, "testplayerstart");
257         if (spot)
258                 return spot;
259
260         if(anypoint || autocvar_g_spawn_useallspawns)
261                 teamcheck = -1;
262         else if(have_team_spawns > 0)
263         {
264                 if(have_team_spawns_forteam[self.team] == 0)
265                 {
266                         // we request a spawn for a team, and we have team
267                         // spawns, but that team has no spawns?
268                         if(have_team_spawns_forteam[0])
269                                 // try noteam spawns
270                                 teamcheck = 0;
271                         else
272                                 // if not, any spawn has to do
273                                 teamcheck = -1;
274                 }
275                 else
276                         teamcheck = self.team; // MUST be team
277         }
278         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279                 teamcheck = 0; // MUST be noteam
280         else
281                 teamcheck = -1;
282                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
283
284
285         // get the entire list of spots
286         firstspot = findchain(classname, "info_player_deathmatch");
287         // filter out the bad ones
288         // (note this returns the original list if none survived)
289         if(anypoint)
290         {
291                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
292         }
293         else
294         {
295                 float mindist;
296                 if (arena_roundbased && !g_ca)
297                         mindist = 800;
298                 else
299                         mindist = 100;
300                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
301
302                 // there is 50/50 chance of choosing a random spot or the furthest spot
303                 // (this means that roughly every other spawn will be furthest, so you
304                 // usually won't get fragged at spawn twice in a row)
305                 if (random() > autocvar_g_spawn_furthest)
306                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
307                 else
308                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
309         }
310
311         if (!spot)
312         {
313                 if(autocvar_spawn_debug)
314                         GotoNextMap(0);
315                 else
316                 {
317                         if(some_spawn_has_been_used)
318                                 return world; // team can't spawn any more, because of actions of other team
319                         else
320                                 error("Cannot find a spawn point - please fix the map!");
321                 }
322         }
323
324         return spot;
325 }
326
327 /*
328 =============
329 CheckPlayerModel
330
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
333 =============
334 */
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
338         {
339                 // note: we cannot summon Don Strunzone here, some player may
340                 // still have the model string set. In case anyone manages how
341                 // to change a cvar default, we'll have a small leak here.
342                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
343         }
344         // only in right path
345         if( substring(plyermodel,0,14) != "models/player/")
346                 return FallbackPlayerModel;
347         // only good file extensions
348         if(substring(plyermodel,-4,4) != ".zym")
349         if(substring(plyermodel,-4,4) != ".dpm")
350         if(substring(plyermodel,-4,4) != ".iqm")
351         if(substring(plyermodel,-4,4) != ".md3")
352         if(substring(plyermodel,-4,4) != ".psk")
353                 return FallbackPlayerModel;
354         // forbid the LOD models
355         if(substring(plyermodel, -9,5) == "_lod1")
356                 return FallbackPlayerModel;
357         if(substring(plyermodel, -9,5) == "_lod2")
358                 return FallbackPlayerModel;
359         if(plyermodel != strtolower(plyermodel))
360                 return FallbackPlayerModel;
361         // also, restrict to server models
362         if(autocvar_sv_servermodelsonly)
363         {
364                 if(!fexists(plyermodel))
365                         return FallbackPlayerModel;
366         }
367         return plyermodel;
368 }
369
370 void setplayermodel(entity e, string modelname)
371 {
372         precache_model(modelname);
373         setmodel(e, modelname);
374         player_setupanimsformodel();
375         UpdatePlayerSounds();
376 }
377
378 /*
379 =============
380 PutObserverInServer
381
382 putting a client as observer in the server
383 =============
384 */
385 void FixPlayermodel();
386 void PutObserverInServer (void)
387 {
388         entity  spot;
389     self.hud = HUD_NORMAL;
390         race_PreSpawnObserver();
391
392         spot = SelectSpawnPoint (TRUE);
393         if(!spot)
394                 error("No spawnpoints for observers?!?\n");
395         RemoveGrapplingHook(self); // Wazat's Grappling Hook
396
397         if(clienttype(self) == CLIENTTYPE_REAL)
398         {
399                 msg_entity = self;
400                 WriteByte(MSG_ONE, SVC_SETVIEW);
401                 WriteEntity(MSG_ONE, self);
402         }
403
404         DropAllRunes(self);
405         MUTATOR_CALLHOOK(MakePlayerObserver);
406
407         minstagib_stop_countdown(self);
408
409         Portal_ClearAll(self);
410         
411         if(self.alivetime)
412         {
413                 if(!inWarmupStage)
414                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
415                 self.alivetime = 0;
416         }
417
418         if(self.vehicle)
419                 vehicles_exit(VHEF_RELESE);         
420
421         WaypointSprite_PlayerDead();
422
423         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
424                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
425
426         if(self.killcount != -666) {
427                 if(g_lms) {
428                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
429                                 Send_Notification_Legacy_Wrapper(NOTIF_ANY, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname, "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
430                         else
431                                 Send_Notification_Legacy_Wrapper(NOTIF_ANY, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname, "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
432                 } else { Send_Notification_Legacy_Wrapper(NOTIF_ANY, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname, "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG); }
433
434                 if(self.just_joined == FALSE) {
435                         LogTeamchange(self.playerid, -1, 4);
436                 } else
437                         self.just_joined = FALSE;
438         }
439
440         PlayerScore_Clear(self); // clear scores when needed
441
442         accuracy_resend(self);
443
444         self.spectatortime = time;
445         
446         self.classname = "observer";
447         self.iscreature = FALSE;
448         self.teleportable = TELEPORT_SIMPLE;
449         self.damagedbycontents = FALSE;
450         self.health = -666;
451         self.takedamage = DAMAGE_NO;
452         self.solid = SOLID_NOT;
453         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
454         self.flags = FL_CLIENT | FL_NOTARGET;
455         self.armorvalue = 666;
456         self.effects = 0;
457         self.armorvalue = autocvar_g_balance_armor_start;
458         self.pauserotarmor_finished = 0;
459         self.pauserothealth_finished = 0;
460         self.pauseregen_finished = 0;
461         self.damageforcescale = 0;
462         self.death_time = 0;
463         self.respawn_time = 0;
464         self.alpha = 0;
465         self.scale = 0;
466         self.fade_time = 0;
467         self.pain_frame = 0;
468         self.pain_finished = 0;
469         self.strength_finished = 0;
470         self.invincible_finished = 0;
471         self.superweapons_finished = 0;
472         self.pushltime = 0;
473         self.istypefrag = 0;
474         self.think = func_null;
475         self.nextthink = 0;
476         self.hook_time = 0;
477         self.runes = 0;
478         self.deadflag = DEAD_NO;
479         self.angles = spot.angles;
480         self.angles_z = 0;
481         self.fixangle = TRUE;
482         self.crouch = FALSE;
483
484         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
485         self.prevorigin = self.origin;
486         self.items = 0;
487         WEPSET_CLEAR_E(self);
488         self.model = "";
489         FixPlayermodel();
490         setmodel(self, "null");
491         self.drawonlytoclient = self;
492
493         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
494         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
495
496         self.weapon = 0;
497         self.weaponname = "";
498         self.switchingweapon = 0;
499         self.weaponmodel = "";
500         self.weaponentity = world;
501         self.exteriorweaponentity = world;
502         self.killcount = -666;
503         self.velocity = '0 0 0';
504         self.avelocity = '0 0 0';
505         self.punchangle = '0 0 0';
506         self.punchvector = '0 0 0';
507         self.oldvelocity = self.velocity;
508         self.fire_endtime = -1;
509
510         if(g_arena)
511         {
512                 if(self.version_mismatch)
513                 {
514                         self.frags = FRAGS_SPECTATOR;
515                         Spawnqueue_Unmark(self);
516                         Spawnqueue_Remove(self);
517                 }
518                 else
519                 {
520                         self.frags = FRAGS_LMS_LOSER;
521                         Spawnqueue_Insert(self);
522                 }
523         }
524         else if(g_lms)
525         {
526                 // Only if the player cannot play at all
527                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
528                         self.frags = FRAGS_SPECTATOR;
529                 else
530                         self.frags = FRAGS_LMS_LOSER;
531         }
532         else if(g_ca)
533         {
534                 if(self.caplayer)
535                         self.frags = FRAGS_LMS_LOSER;
536                 else
537                         self.frags = FRAGS_SPECTATOR;
538         }
539         else if((g_race && g_race_qualifying) || g_cts)
540         {
541                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
542                         self.frags = FRAGS_LMS_LOSER;
543                 else
544                         self.frags = FRAGS_SPECTATOR;
545         }
546         else
547                 self.frags = FRAGS_SPECTATOR;
548 }
549
550 .float model_randomizer;
551 void FixPlayermodel()
552 {
553         string defaultmodel;
554         float defaultskin, chmdl, oldskin, n, i;
555         vector m1, m2;
556
557         defaultmodel = "";
558         defaultskin = 0;
559         chmdl = FALSE;
560
561         if(autocvar_sv_defaultcharacter == 1)
562         {
563                 if(teamplay)
564                 {
565                         string s;
566                         s = Team_ColorName_Lower(self.team);
567                         if(s != "neutral")
568                         {
569                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
570                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
571                         }
572                 }
573
574                 if(defaultmodel == "")
575                 {
576                         defaultmodel = autocvar_sv_defaultplayermodel;
577                         defaultskin = autocvar_sv_defaultplayerskin;
578                 }
579
580                 n = tokenize_console(defaultmodel);
581                 if(n > 0)
582                         defaultmodel = argv(floor(n * self.model_randomizer));
583
584                 i = strstrofs(defaultmodel, ":", 0);
585                 if(i >= 0)
586                 {
587                         defaultskin = stof(substring(defaultmodel, i+1, -1));
588                         defaultmodel = substring(defaultmodel, 0, i);
589                 }
590         }
591
592         if(defaultmodel != "")
593         {
594                 if (defaultmodel != self.model)
595                 {
596                         m1 = self.mins;
597                         m2 = self.maxs;
598                         setplayermodel (self, defaultmodel);
599                         setsize (self, m1, m2);
600                         chmdl = TRUE;
601                 }
602
603                 oldskin = self.skin;
604                 self.skin = defaultskin;
605         } else {
606                 if (self.playermodel != self.model || self.playermodel == "")
607                 {
608                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
609                         m1 = self.mins;
610                         m2 = self.maxs;
611                         setplayermodel (self, self.playermodel);
612                         setsize (self, m1, m2);
613                         chmdl = TRUE;
614                 }
615
616                 oldskin = self.skin;
617                 self.skin = stof(self.playerskin);
618         }
619
620         if(chmdl || oldskin != self.skin)
621                 self.species = player_getspecies(); // model or skin has changed
622
623         if(!teamplay)
624                 if(strlen(autocvar_sv_defaultplayercolors))
625                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
626                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
627 }
628
629 void PlayerTouchExplode(entity p1, entity p2)
630 {
631         vector org;
632         org = (p1.origin + p2.origin) * 0.5;
633         org_z += (p1.mins_z + p2.mins_z) * 0.5;
634
635         te_explosion(org);
636
637         entity e;
638         e = spawn();
639         setorigin(e, org);
640         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
641         remove(e);
642 }
643
644 /*
645 =============
646 PutClientInServer
647
648 Called when a client spawns in the server
649 =============
650 */
651
652 void PutClientInServer (void)
653 {
654         if(clienttype(self) == CLIENTTYPE_BOT)
655         {
656                 self.classname = "player";
657                 if(g_ca)
658                         self.caplayer = 1;
659         }
660         else if(clienttype(self) == CLIENTTYPE_REAL)
661         {
662                 msg_entity = self;
663                 WriteByte(MSG_ONE, SVC_SETVIEW);
664                 WriteEntity(MSG_ONE, self);
665         }
666
667         // reset player keys
668         self.itemkeys = 0;
669
670         // player is dead and becomes observer
671         // FIXME fix LMS scoring for new system
672         if(g_lms)
673         {
674                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
675                         self.classname = "observer";
676         }
677
678         if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
679                 self.classname = "observer";
680
681         if(gameover)
682                 self.classname = "observer";
683
684         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
685                 entity spot, oldself;
686                 float j;
687
688                 accuracy_resend(self);
689
690                 if(self.team < 0)
691                         JoinBestTeam(self, FALSE, TRUE);
692
693                 race_PreSpawn();
694
695                 spot = SelectSpawnPoint (FALSE);
696                 if(!spot)
697                 {
698                         Send_Notification_Legacy_Wrapper(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
699                         return; // spawn failed
700                 }
701
702                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
703
704                 self.classname = "player";
705                 self.wasplayer = TRUE;
706                 self.iscreature = TRUE;
707                 self.teleportable = TELEPORT_NORMAL;
708                 self.damagedbycontents = TRUE;
709                 self.movetype = MOVETYPE_WALK;
710                 self.solid = SOLID_SLIDEBOX;
711                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
712                 if(autocvar_g_playerclip_collisions)
713                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
714                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
715                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
716                 self.frags = FRAGS_PLAYER;
717                 if(INDEPENDENT_PLAYERS)
718                         MAKE_INDEPENDENT_PLAYER(self);
719                 self.flags = FL_CLIENT;
720                 if(autocvar__notarget)
721                         self.flags |= FL_NOTARGET;
722                 self.takedamage = DAMAGE_AIM;
723                 if(g_minstagib)
724                         self.effects = EF_FULLBRIGHT;
725                 else
726                         self.effects = 0;
727                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
728                 self.air_finished = time + 12;
729                 self.dmg = 2;
730                 if(autocvar_g_balance_nex_charge)
731                 {
732                         if(autocvar_g_balance_nex_secondary_chargepool)
733                                 self.nex_chargepool_ammo = 1;
734                         self.nex_charge = autocvar_g_balance_nex_charge_start;
735                 }
736
737                 if(inWarmupStage)
738                 {
739                         self.ammo_shells = warmup_start_ammo_shells;
740                         self.ammo_nails = warmup_start_ammo_nails;
741                         self.ammo_rockets = warmup_start_ammo_rockets;
742                         self.ammo_cells = warmup_start_ammo_cells;
743                         self.ammo_fuel = warmup_start_ammo_fuel;
744                         self.health = warmup_start_health;
745                         self.armorvalue = warmup_start_armorvalue;
746                         WEPSET_COPY_EA(self, warmup_start_weapons);
747                 }
748                 else
749                 {
750                         self.ammo_shells = start_ammo_shells;
751                         self.ammo_nails = start_ammo_nails;
752                         self.ammo_rockets = start_ammo_rockets;
753                         self.ammo_cells = start_ammo_cells;
754                         self.ammo_fuel = start_ammo_fuel;
755                         self.health = start_health;
756                         self.armorvalue = start_armorvalue;
757                         WEPSET_COPY_EA(self, start_weapons);
758                 }
759
760                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
761                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
762                 else
763                         self.superweapons_finished = 0;
764
765                 if(g_weaponarena_random)
766                 {
767                         if(g_weaponarena_random_with_laser)
768                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
769                         W_RandomWeapons(self, g_weaponarena_random);
770                         if(g_weaponarena_random_with_laser)
771                                 WEPSET_OR_EW(self, WEP_LASER);
772                 }
773
774                 self.items = start_items;
775
776                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
777                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
778                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
779                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
780                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
781                 //extend the pause of rotting if client was reset at the beginning of the countdown
782                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
783                         self.spawnshieldtime += game_starttime - time;
784                         self.pauserotarmor_finished += game_starttime - time;
785                         self.pauserothealth_finished += game_starttime - time;
786                         self.pauseregen_finished += game_starttime - time;
787                 }
788                 self.damageforcescale = 2;
789                 self.death_time = 0;
790                 self.respawn_time = 0;
791                 self.scale = 0;
792                 self.fade_time = 0;
793                 self.pain_frame = 0;
794                 self.pain_finished = 0;
795                 self.strength_finished = 0;
796                 self.invincible_finished = 0;
797                 self.pushltime = 0;
798                 // players have no think function
799                 self.think = func_null;
800                 self.nextthink = 0;
801                 self.hook_time = 0;
802                 self.dmg_team = 0;
803                 self.ballistics_density = autocvar_g_ballistics_density_player;
804
805                 self.metertime = 0;
806
807                 self.runes = 0;
808
809                 self.deadflag = DEAD_NO;
810
811                 self.angles = spot.angles;
812
813                 self.angles_z = 0; // never spawn tilted even if the spot says to
814                 self.fixangle = TRUE; // turn this way immediately
815                 self.velocity = '0 0 0';
816                 self.avelocity = '0 0 0';
817                 self.punchangle = '0 0 0';
818                 self.punchvector = '0 0 0';
819                 self.oldvelocity = self.velocity;
820                 self.fire_endtime = -1;
821
822                 msg_entity = self;
823                 WRITESPECTATABLE_MSG_ONE({
824                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
825                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
826                 });
827
828                 self.model = "";
829                 FixPlayermodel();
830                 self.drawonlytoclient = world;
831
832                 self.crouch = FALSE;
833                 self.view_ofs = PL_VIEW_OFS;
834                 setsize (self, PL_MIN, PL_MAX);
835                 self.spawnorigin = spot.origin;
836                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
837                 // don't reset back to last position, even if new position is stuck in solid
838                 self.oldorigin = self.origin;
839                 self.prevorigin = self.origin;
840                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
841                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
842         self.hud = HUD_NORMAL;
843
844                 if(g_arena)
845                 {
846                         Spawnqueue_Remove(self);
847                         Spawnqueue_Mark(self);
848                 }
849                 else if(g_ca)
850                         self.caplayer = 1;
851
852                 self.event_damage = PlayerDamage;
853
854                 self.bot_attack = TRUE;
855
856                 self.statdraintime = time + 5;
857                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
858
859                 if(self.killcount == -666) {
860                         PlayerScore_Clear(self);
861                         self.killcount = 0;
862                 }
863
864                 CL_SpawnWeaponentity();
865                 self.alpha = default_player_alpha;
866                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
867                 self.exteriorweaponentity.alpha = default_weapon_alpha;
868
869                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
870                 self.lms_traveled_distance = 0;
871                 self.speedrunning = FALSE;
872
873                 race_PostSpawn(spot);
874
875                 //stuffcmd(self, "chase_active 0");
876                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
877
878                 if(g_assault) {
879                         if(self.team == assault_attacker_team)
880                                 Send_Notification_Legacy_Wrapper(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
881                         else
882                                 Send_Notification_Legacy_Wrapper(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
883                 }
884
885                 target_voicescript_clear(self);
886
887                 // reset fields the weapons may use
888                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
889                 {
890                         weapon_action(j, WR_RESETPLAYER);
891
892                         // all weapons must be fully loaded when we spawn
893                         entity e;
894                         e = get_weaponinfo(j);
895                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
896                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
897                 }
898
899                 oldself = self;
900                 self = spot;
901                         activator = oldself;
902                                 string s;
903                                 s = self.target;
904                                 self.target = string_null;
905                                 SUB_UseTargets();
906                                 self.target = s;
907                         activator = world;
908                 self = oldself;
909
910                 spawn_spot = spot;
911                 MUTATOR_CALLHOOK(PlayerSpawn);
912
913                 if(autocvar_spawn_debug)
914                 {
915                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
916                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
917                 }
918
919                 self.switchweapon = w_getbestweapon(self);
920                 self.cnt = -1; // W_LastWeapon will not complain
921                 self.weapon = 0;
922                 self.weaponname = "";
923                 self.switchingweapon = 0;
924
925                 if(!inWarmupStage)
926                         if(!self.alivetime)
927                                 self.alivetime = time;
928
929                 antilag_clear(self);
930
931                 if (autocvar_g_spawnsound)
932                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
933         } else if(self.classname == "observer") {
934                 PutObserverInServer ();
935         }
936 }
937
938 .float ebouncefactor, ebouncestop; // electro's values
939 // TODO do we need all these fields, or should we stop autodetecting runtime
940 // changes and just have a console command to update this?
941 float ClientInit_SendEntity(entity to, float sf)
942 {
943         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
944         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
945         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
946         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
947         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
948         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
949         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
950         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
951         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
952         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
953         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
954         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
955         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
956         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
957         if(sv_foginterval && world.fog != "")
958                 WriteString(MSG_ENTITY, world.fog);
959         else
960                 WriteString(MSG_ENTITY, "");
961         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
962         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
963         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
964         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
965         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
966         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
967         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
968         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
969         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
970         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
971         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
972         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
973         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
974         return TRUE;
975 }
976
977 void ClientInit_CheckUpdate()
978 {
979         self.nextthink = time;
980         if(self.count != autocvar_g_balance_armor_blockpercent)
981         {
982                 self.count = autocvar_g_balance_armor_blockpercent;
983                 self.SendFlags |= 1;
984         }
985         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
986         {
987                 self.cnt = autocvar_g_balance_weaponswitchdelay;
988                 self.SendFlags |= 1;
989         }
990         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
991         {
992                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
993                 self.SendFlags |= 1;
994         }
995         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
996         {
997                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
998                 self.SendFlags |= 1;
999         }
1000         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1001         {
1002                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1003                 self.SendFlags |= 1;
1004         }
1005         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1006         {
1007                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1008                 self.SendFlags |= 1;
1009         }
1010 }
1011
1012 void ClientInit_Spawn()
1013 {
1014         entity o;
1015         entity e;
1016         e = spawn();
1017         e.classname = "clientinit";
1018         e.think = ClientInit_CheckUpdate;
1019         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1020
1021         o = self;
1022         self = e;
1023         ClientInit_CheckUpdate();
1024         self = o;
1025 }
1026
1027 /*
1028 =============
1029 SetNewParms
1030 =============
1031 */
1032 void SetNewParms (void)
1033 {
1034         // initialize parms for a new player
1035         parm1 = -(86400 * 366);
1036 }
1037
1038 /*
1039 =============
1040 SetChangeParms
1041 =============
1042 */
1043 void SetChangeParms (void)
1044 {
1045         // save parms for level change
1046         parm1 = self.parm_idlesince - time;
1047 }
1048
1049 /*
1050 =============
1051 DecodeLevelParms
1052 =============
1053 */
1054 void DecodeLevelParms (void)
1055 {
1056         // load parms
1057         self.parm_idlesince = parm1;
1058         if(self.parm_idlesince == -(86400 * 366))
1059                 self.parm_idlesince = time;
1060
1061         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1062         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1063 }
1064
1065 /*
1066 =============
1067 ClientKill
1068
1069 Called when a client types 'kill' in the console
1070 =============
1071 */
1072
1073 .float clientkill_nexttime;
1074 void ClientKill_Now_TeamChange()
1075 {
1076         if(self.killindicator_teamchange == -1)
1077         {
1078                 JoinBestTeam( self, FALSE, TRUE );
1079         }
1080         else if(self.killindicator_teamchange == -2)
1081         {
1082                 if(g_ca)
1083                         self.caplayer = 0;
1084                 if(blockSpectators)
1085                         Send_Notification_Legacy_Wrapper(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, "", "", autocvar_g_maxplayers_spectator_blocktime, NO_FL_ARG, NO_FL_ARG);
1086                 PutObserverInServer();
1087         }
1088         else
1089                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1090 }
1091
1092 void ClientKill_Now()
1093 {
1094         if(self.vehicle)
1095         {
1096             vehicles_exit(VHEF_RELESE);
1097             if(!self.killindicator_teamchange)
1098             {
1099             self.vehicle_health = -1;
1100             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1101             }
1102         }
1103
1104         if(self.killindicator && !wasfreed(self.killindicator))
1105                 remove(self.killindicator);
1106
1107         self.killindicator = world;
1108
1109         if(self.killindicator_teamchange)
1110                 ClientKill_Now_TeamChange();
1111
1112         // in any case:
1113         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1114
1115         // now I am sure the player IS dead
1116 }
1117 void KillIndicator_Think()
1118 {
1119         if (gameover)
1120         {
1121                 self.owner.killindicator = world;
1122                 remove(self);
1123                 return;
1124         }
1125
1126         if (self.owner.alpha < 0 && !self.owner.vehicle)
1127         {
1128                 self.owner.killindicator = world;
1129                 remove(self);
1130                 return;
1131         }
1132
1133         if(self.cnt <= 0)
1134         {
1135                 self = self.owner;
1136                 ClientKill_Now(); // no oldself needed
1137                 return;
1138         }
1139     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1140     {
1141         self.nextthink = time + 1;
1142         self.cnt -= 1;
1143     }
1144         else
1145         {
1146                 if(self.cnt <= 10)
1147                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1148                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1149                 {
1150                         if(self.cnt <= 10)
1151                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1152                 }
1153                 self.nextthink = time + 1;
1154                 self.cnt -= 1;
1155         }
1156 }
1157
1158 float clientkilltime;
1159 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1160 {
1161         float killtime;
1162         float starttime;
1163         entity e;
1164
1165         if (gameover)
1166                 return;
1167
1168         killtime = autocvar_g_balance_kill_delay;
1169
1170         if(g_race_qualifying || g_cts)
1171                 killtime = 0;
1172
1173     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1174     {
1175                 remove(self.killindicator);
1176                 self.killindicator = world;
1177
1178         ClientKill_Now(); // allow instant kill in this case
1179         return;
1180     }
1181
1182         self.killindicator_teamchange = targetteam;
1183
1184     if(!self.killindicator)
1185         {
1186                 if(self.deadflag == DEAD_NO)
1187                 {
1188                         killtime = max(killtime, self.clientkill_nexttime - time);
1189                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1190                 }
1191
1192                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1193                 {
1194                         ClientKill_Now();
1195                 }
1196                 else
1197                 {
1198                         starttime = max(time, clientkilltime);
1199
1200                         self.killindicator = spawn();
1201                         self.killindicator.owner = self;
1202                         self.killindicator.scale = 0.5;
1203                         setattachment(self.killindicator, self, "");
1204                         setorigin(self.killindicator, '0 0 52');
1205                         self.killindicator.think = KillIndicator_Think;
1206                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1207                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1208                         self.killindicator.cnt = ceil(killtime);
1209                         self.killindicator.count = bound(0, ceil(killtime), 10);
1210                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1211
1212                         for(e = world; (e = find(e, classname, "body")) != world; )
1213                         {
1214                                 if(e.enemy != self)
1215                                         continue;
1216                                 e.killindicator = spawn();
1217                                 e.killindicator.owner = e;
1218                                 e.killindicator.scale = 0.5;
1219                                 setattachment(e.killindicator, e, "");
1220                                 setorigin(e.killindicator, '0 0 52');
1221                                 e.killindicator.think = KillIndicator_Think;
1222                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1223                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1224                                 e.killindicator.cnt = ceil(killtime);
1225                         }
1226                         self.lip = 0;
1227                 }
1228         }
1229         if(self.killindicator)
1230         {
1231                 if(targetteam == 0) // just die
1232                 {
1233                         self.killindicator.colormod = '0 0 0';
1234                         if(clienttype(self) == CLIENTTYPE_REAL)
1235                         if(self.killindicator.cnt > 0)
1236                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, "", "", self.killindicator.cnt, NO_FL_ARG, NO_FL_ARG);
1237                 }
1238                 else if(targetteam == -1) // auto
1239                 {
1240                         self.killindicator.colormod = '0 1 0';
1241                         if(clienttype(self) == CLIENTTYPE_REAL)
1242                         if(self.killindicator.cnt > 0)
1243                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, "", "", self.killindicator.cnt, NO_FL_ARG, NO_FL_ARG);
1244                 }
1245                 else if(targetteam == -2) // spectate
1246                 {
1247                         self.killindicator.colormod = '0.5 0.5 0.5';
1248                         if(clienttype(self) == CLIENTTYPE_REAL)
1249                         if(self.killindicator.cnt > 0)
1250                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, "", "", self.killindicator.cnt, NO_FL_ARG, NO_FL_ARG);
1251                 }
1252                 else
1253                 {
1254                         self.killindicator.colormod = Team_ColorRGB(targetteam);
1255                         if(clienttype(self) == CLIENTTYPE_REAL)
1256                         if(self.killindicator.cnt > 0)
1257                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), "", "", self.killindicator.cnt, NO_FL_ARG, NO_FL_ARG);
1258                 }
1259         }
1260
1261 }
1262
1263 void ClientKill (void)
1264 {
1265         if (gameover)
1266                 return;
1267
1268         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1269         {
1270                 // do nothing
1271         }
1272     else if(self.freezetag_frozen)
1273     {
1274         // do nothing
1275     }
1276         else
1277                 ClientKill_TeamChange(0);
1278 }
1279
1280 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
1281 {
1282     e.killindicator = spawn();
1283     e.killindicator.owner = e;
1284     e.killindicator.think = KillIndicator_Think;
1285     e.killindicator.nextthink = time + (e.lip) * 0.05;
1286     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1287     e.killindicator.health = 1; // this is used to indicate that it should be silent
1288     e.lip = 0;
1289 }
1290
1291 void FixClientCvars(entity e)
1292 {
1293         // send prediction settings to the client
1294         stuffcmd(e, "\nin_bindmap 0 0\n");
1295         if(g_race || g_cts)
1296                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1297         if(autocvar_g_antilag == 3) // client side hitscan
1298                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1299         if(autocvar_sv_gentle)
1300                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1301         /*
1302          * we no longer need to stuff this. Remove this comment block if you feel
1303          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1304         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1305         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1306         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1307         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1308         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1309         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1310         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1311         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1312         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1313         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1314         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1315         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1316         stuffcmd(e, "cl_movement_edgefriction 1\n");
1317          */
1318 }
1319
1320 float PlayerInIDList(entity p, string idlist)
1321 {
1322         float n, i;
1323         string s;
1324
1325         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1326         if not(p.crypto_idfp)
1327                 return 0;
1328
1329         // this function allows abbreviated player IDs too!
1330         n = tokenize_console(idlist);
1331         for(i = 0; i < n; ++i)
1332         {
1333                 s = argv(i);
1334                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1335                         return 1;
1336         }
1337
1338         return 0;
1339 }
1340
1341 /*
1342 =============
1343 ClientConnect
1344
1345 Called when a client connects to the server
1346 =============
1347 */
1348 void DecodeLevelParms (void);
1349 //void dom_player_join_team(entity pl);
1350 void set_dom_state(entity e);
1351 void ClientConnect (void)
1352 {
1353         float t;
1354
1355         if(self.flags & FL_CLIENT)
1356         {
1357                 print("Warning: ClientConnect, but already connected!\n");
1358                 return;
1359         }
1360
1361         if(Ban_MaybeEnforceBanOnce(self))
1362                 return;
1363
1364         DecodeLevelParms();
1365
1366 #ifdef WATERMARK
1367         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1368 #endif
1369
1370         self.classname = "player_joining";
1371
1372         self.flags = FL_CLIENT;
1373         self.version_nagtime = time + 10 + random() * 10;
1374
1375         if(self.netaddress == "local")
1376         {
1377                 //print("^3server is local!\n");
1378
1379                 if(server_is_local)
1380                         error("Multiple local clients???");
1381                 else
1382                         server_is_local = TRUE;
1383         }
1384
1385         if(player_count<0)
1386         {
1387                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1388                 player_count = 0;
1389         }
1390
1391         PlayerScore_Attach(self);
1392         ClientData_Attach();
1393         accuracy_init(self);
1394
1395         bot_clientconnect();
1396
1397         playerdemo_init();
1398
1399         anticheat_init();
1400
1401         race_PreSpawnObserver();
1402
1403         // identify the right forced team
1404         if(autocvar_g_campaign)
1405         {
1406                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1407                 {
1408                         switch(autocvar_g_campaign_forceteam)
1409                         {
1410                                 case 1: self.team_forced = FL_TEAM_1; break;
1411                                 case 2: self.team_forced = FL_TEAM_2; break;
1412                                 case 3: self.team_forced = FL_TEAM_3; break;
1413                                 case 4: self.team_forced = FL_TEAM_4; break;
1414                                 default: self.team_forced = 0;
1415                         }
1416                 }
1417         }
1418         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1419                 self.team_forced = FL_TEAM_1;
1420         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1421                 self.team_forced = FL_TEAM_2;
1422         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1423                 self.team_forced = FL_TEAM_3;
1424         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1425                 self.team_forced = FL_TEAM_4;
1426         else if(autocvar_g_forced_team_otherwise == "red")
1427                 self.team_forced = FL_TEAM_1;
1428         else if(autocvar_g_forced_team_otherwise == "blue")
1429                 self.team_forced = FL_TEAM_2;
1430         else if(autocvar_g_forced_team_otherwise == "yellow")
1431                 self.team_forced = FL_TEAM_3;
1432         else if(autocvar_g_forced_team_otherwise == "pink")
1433                 self.team_forced = FL_TEAM_4;
1434         else if(autocvar_g_forced_team_otherwise == "spectate")
1435                 self.team_forced = -1;
1436         else if(autocvar_g_forced_team_otherwise == "spectator")
1437                 self.team_forced = -1;
1438         else
1439                 self.team_forced = 0;
1440
1441         if(!teamplay)
1442                 if(self.team_forced > 0)
1443                         self.team_forced = 0;
1444
1445         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1446
1447         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1448                 self.classname = "observer";
1449         } else {
1450                 if(teamplay)
1451                 {
1452                         if(autocvar_g_balance_teams)
1453                         {
1454                                 self.classname = "player";
1455                                 campaign_bots_may_start = 1;
1456                         }
1457                         else
1458                         {
1459                                 self.classname = "observer"; // do it anyway
1460                         }
1461                 }
1462                 else
1463                 {
1464                         self.classname = "player";
1465                         campaign_bots_may_start = 1;
1466                 }
1467         }
1468
1469         self.playerid = (playerid_last = playerid_last + 1);
1470
1471         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1472
1473     if(clienttype(self) == CLIENTTYPE_BOT)
1474         PlayerStats_AddPlayer(self);
1475
1476         if(autocvar_sv_eventlog)
1477                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1478
1479         LogTeamchange(self.playerid, self.team, 1);
1480
1481         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1482
1483         self.netname_previous = strzone(self.netname);
1484
1485         if((self.classname == STR_PLAYER && teamplay))
1486                 Send_Notification_Legacy_Wrapper(NOTIF_ANY, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname, "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1487         else
1488                 Send_Notification_Legacy_Wrapper(NOTIF_ANY, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname, "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1489
1490         stuffcmd(self, strcat(clientstuff, "\n"));
1491         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1492
1493         FixClientCvars(self);
1494
1495         // spawnfunc_waypoint sprites
1496         WaypointSprite_InitClient(self);
1497
1498         // Wazat's grappling hook
1499         SetGrappleHookBindings();
1500
1501         // get version info from player
1502         stuffcmd(self, "cmd clientversion $gameversion\n");
1503
1504         // get other cvars from player
1505         GetCvars(0);
1506
1507         // notify about available teams
1508         if(teamplay)
1509         {
1510                 CheckAllowedTeams(self);
1511                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1512                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1513         }
1514         else
1515                 stuffcmd(self, "set _teams_available 0\n");
1516
1517         if(g_arena || g_ca)
1518         {
1519                 self.classname = "observer";
1520                 if(g_arena)
1521                         Spawnqueue_Insert(self);
1522         }
1523
1524         attach_entcs();
1525
1526         bot_relinkplayerlist();
1527
1528         self.spectatortime = time;
1529         if(blockSpectators)
1530         {
1531                 Send_Notification_Legacy_Wrapper(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, "", "", autocvar_g_maxplayers_spectator_blocktime, NO_FL_ARG, NO_FL_ARG);
1532         }
1533
1534         self.jointime = time;
1535         self.allowed_timeouts = autocvar_sv_timeout_number;
1536
1537         if(clienttype(self) == CLIENTTYPE_REAL)
1538         {
1539                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1540                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1541         }
1542
1543         if(g_lms)
1544         {
1545                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1546                 {
1547                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1548                         self.frags = FRAGS_SPECTATOR;
1549                 }
1550         }
1551
1552         if(!sv_foginterval && world.fog != "")
1553                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1554
1555         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1556         {
1557                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1558                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1559         }
1560         else
1561                 self.hitplotfh = -1;
1562
1563         if(g_race || g_cts) {
1564                 string rr;
1565                 if(g_cts)
1566                         rr = CTS_RECORD;
1567                 else
1568                         rr = RACE_RECORD;
1569
1570                 msg_entity = self;
1571                 race_send_recordtime(MSG_ONE);
1572                 race_send_speedaward(MSG_ONE);
1573
1574                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1575                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1576                 race_send_speedaward_alltimebest(MSG_ONE);
1577
1578                 float i;
1579                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1580                         race_SendRankings(i, 0, 0, MSG_ONE);
1581                 }
1582         }
1583         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1584                 send_CSQC_teamnagger();
1585
1586         CheatInitClient();
1587
1588         if(!autocvar_g_campaign)
1589                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1590
1591         CSQCMODEL_AUTOINIT();
1592
1593         self.model_randomizer = random();
1594     
1595     if(clienttype(self) != CLIENTTYPE_REAL)
1596         return;
1597         
1598     sv_notice_join();
1599     
1600     MUTATOR_CALLHOOK(ClientConnect);
1601 }
1602 /*
1603 =============
1604 ClientDisconnect
1605
1606 Called when a client disconnects from the server
1607 =============
1608 */
1609 .entity chatbubbleentity;
1610 void ReadyCount();
1611 void ClientDisconnect (void)
1612 {
1613         if(self.vehicle)
1614             vehicles_exit(VHEF_RELESE);
1615
1616         if not(self.flags & FL_CLIENT)
1617         {
1618                 print("Warning: ClientDisconnect without ClientConnect\n");
1619                 return;
1620         }
1621
1622         PlayerStats_AddGlobalInfo(self);
1623
1624         CheatShutdownClient();
1625
1626         if(self.hitplotfh >= 0)
1627         {
1628                 fclose(self.hitplotfh);
1629                 self.hitplotfh = -1;
1630         }
1631
1632         anticheat_report();
1633         anticheat_shutdown();
1634
1635         playerdemo_shutdown();
1636
1637         bot_clientdisconnect();
1638
1639         if(self.entcs)
1640                 detach_entcs();
1641
1642         if(autocvar_sv_eventlog)
1643                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1644                 
1645         Send_Notification_Legacy_Wrapper(NOTIF_ANY, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname, "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1646
1647         DropAllRunes(self);
1648         MUTATOR_CALLHOOK(ClientDisconnect);
1649
1650         Portal_ClearAll(self);
1651
1652         RemoveGrapplingHook(self);
1653
1654         // Here, everything has been done that requires this player to be a client.
1655
1656         self.flags &~= FL_CLIENT;
1657
1658         if (self.chatbubbleentity)
1659                 remove (self.chatbubbleentity);
1660
1661         if (self.killindicator)
1662                 remove (self.killindicator);
1663
1664         WaypointSprite_PlayerGone();
1665
1666         bot_relinkplayerlist();
1667
1668         if(g_arena)
1669         {
1670                 Spawnqueue_Unmark(self);
1671                 Spawnqueue_Remove(self);
1672         }
1673
1674         accuracy_free(self);
1675         ClientData_Detach();
1676         PlayerScore_Detach(self);
1677
1678         if(self.netname_previous)
1679                 strunzone(self.netname_previous);
1680         if(self.clientstatus)
1681                 strunzone(self.clientstatus);
1682         if(self.weaponorder_byimpulse)
1683                 strunzone(self.weaponorder_byimpulse);
1684
1685         ClearPlayerSounds();
1686
1687         if(self.personal)
1688                 remove(self.personal);
1689
1690         self.playerid = 0;
1691         ReadyCount();
1692
1693         // free cvars
1694         GetCvars(-1);
1695 }
1696
1697 .float BUTTON_CHAT;
1698 void ChatBubbleThink()
1699 {
1700         self.nextthink = time;
1701         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1702         {
1703                 if(self.owner) // but why can that ever be world?
1704                         self.owner.chatbubbleentity = world;
1705                 remove(self);
1706                 return;
1707         }
1708         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1709 #ifdef TETRIS
1710                 || self.owner.tetris_on
1711 #endif
1712         )
1713                 self.model = self.mdl;
1714         else
1715                 self.model = "";
1716 }
1717
1718 void UpdateChatBubble()
1719 {
1720         if (self.alpha < 0)
1721                 return;
1722         // spawn a chatbubble entity if needed
1723         if (!self.chatbubbleentity)
1724         {
1725                 self.chatbubbleentity = spawn();
1726                 self.chatbubbleentity.owner = self;
1727                 self.chatbubbleentity.exteriormodeltoclient = self;
1728                 self.chatbubbleentity.think = ChatBubbleThink;
1729                 self.chatbubbleentity.nextthink = time;
1730                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1731                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1732                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1733                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1734                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1735                 self.chatbubbleentity.model = "";
1736                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1737         }
1738 }
1739
1740
1741 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1742 // added to the model skins
1743 /*void UpdateColorModHack()
1744 {
1745         float c;
1746         c = self.clientcolors & 15;
1747         // LordHavoc: only bothering to support white, green, red, yellow, blue
1748              if (!teamplay) self.colormod = '0 0 0';
1749         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1750         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1751         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1752         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1753         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1754         else self.colormod = '1 1 1';
1755 }*/
1756
1757 void respawn(void)
1758 {
1759         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1760         {
1761                 self.solid = SOLID_NOT;
1762                 self.takedamage = DAMAGE_NO;
1763                 self.movetype = MOVETYPE_FLY;
1764                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1765                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1766                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1767                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1768                 if(autocvar_g_respawn_ghosts_maxtime)
1769                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1770         }
1771
1772         CopyBody(1);
1773
1774         self.effects |= EF_NODRAW; // prevent another CopyBody
1775         PutClientInServer();
1776 }
1777
1778 void play_countdown(float finished, string samp)
1779 {
1780         if(clienttype(self) == CLIENTTYPE_REAL)
1781                 if(floor(finished - time - frametime) != floor(finished - time))
1782                         if(finished - time < 6)
1783                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1784 }
1785
1786 void player_powerups (void)
1787 {
1788         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1789         olditems = self.items;
1790
1791         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1792                 self.modelflags |= MF_ROCKET;
1793         else
1794                 self.modelflags &~= MF_ROCKET;
1795
1796         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1797
1798         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1799                 return;
1800
1801         Fire_ApplyDamage(self);
1802         Fire_ApplyEffect(self);
1803
1804         if (g_minstagib)
1805         {
1806                 self.effects |= EF_FULLBRIGHT;
1807
1808                 if (self.items & IT_STRENGTH)
1809                 {
1810                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1811                         if (time > self.strength_finished)
1812                         {
1813                                 self.alpha = default_player_alpha;
1814                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1815                                 self.items &~= IT_STRENGTH;
1816                                 Send_Notification_Legacy_Wrapper(NOTIF_ONE, self, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1817                         }
1818                 }
1819                 else
1820                 {
1821                         if (time < self.strength_finished)
1822                         {
1823                                 self.alpha = g_minstagib_invis_alpha;
1824                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1825                                 self.items |= IT_STRENGTH;
1826                                 Send_Notification_Legacy_Wrapper(NOTIF_ONE, self, MSG_INFO, INFO_POWERUP_INVISIBILITY, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1827                         }
1828                 }
1829
1830                 if (self.items & IT_INVINCIBLE)
1831                 {
1832                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1833                         if (time > self.invincible_finished)
1834                         {
1835                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1836                                 Send_Notification_Legacy_Wrapper(NOTIF_ONE, self, MSG_INFO, INFO_POWERDOWN_SPEED, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1837                         }
1838                 }
1839                 else
1840                 {
1841                         if (time < self.invincible_finished)
1842                         {
1843                                 self.items = self.items | IT_INVINCIBLE;
1844                                 Send_Notification_Legacy_Wrapper(NOTIF_ONE, self, MSG_INFO, INFO_POWERUP_SPEED, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1845                         }
1846                 }
1847         }
1848         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.
1849         {
1850                 if (self.items & IT_STRENGTH)
1851                 {
1852                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1853                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1854                         if (time > self.strength_finished)
1855                         {
1856                                 self.items = self.items - (self.items & IT_STRENGTH);
1857                                 Send_Notification_Legacy_Wrapper(NOTIF_ONE, self, MSG_INFO, INFO_POWERDOWN_STRENGTH, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1858                         }
1859                 }
1860                 else
1861                 {
1862                         if (time < self.strength_finished)
1863                         {
1864                                 self.items = self.items | IT_STRENGTH;
1865                                 Send_Notification_Legacy_Wrapper(NOTIF_ONE, self, MSG_INFO, INFO_POWERUP_STRENGTH, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1866                         }
1867                 }
1868                 if (self.items & IT_INVINCIBLE)
1869                 {
1870                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1871                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1872                         if (time > self.invincible_finished)
1873                         {
1874                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1875                                 Send_Notification_Legacy_Wrapper(NOTIF_ONE, self, MSG_INFO, INFO_POWERDOWN_SHIELD, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1876                         }
1877                 }
1878                 else
1879                 {
1880                         if (time < self.invincible_finished)
1881                         {
1882                                 self.items = self.items | IT_INVINCIBLE;
1883                                 Send_Notification_Legacy_Wrapper(NOTIF_ONE, self, MSG_INFO, INFO_POWERUP_SHIELD, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1884                         }
1885                 }
1886                 if (self.items & IT_SUPERWEAPON)
1887                 {
1888                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1889                         {
1890                                 self.superweapons_finished = 0;
1891                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1892                                 Send_Notification_Legacy_Wrapper(NOTIF_ONE, self, MSG_INFO, INFO_SUPERWEAPON_LOST, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1893                         }
1894                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1895                         {
1896                                 // don't let them run out
1897                         }
1898                         else
1899                         {
1900                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1901                                 if (time > self.superweapons_finished)
1902                                 {
1903                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1904                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1905                                         Send_Notification_Legacy_Wrapper(NOTIF_ONE, self, MSG_INFO, INFO_SUPERWEAPON_BROKEN, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1906                                 }
1907                         }
1908                 }
1909                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1910                 {
1911                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1912                         {
1913                                 self.items = self.items | IT_SUPERWEAPON;
1914                                 Send_Notification_Legacy_Wrapper(NOTIF_ONE, self, MSG_INFO, INFO_SUPERWEAPON_PICKUP, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
1915                         }
1916                         else
1917                         {
1918                                 self.superweapons_finished = 0;
1919                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1920                         }
1921                 }
1922                 else
1923                 {
1924                         self.superweapons_finished = 0;
1925                 }
1926         }
1927         
1928         if(autocvar_g_nodepthtestplayers)
1929                 self.effects = self.effects | EF_NODEPTHTEST;
1930
1931         if(autocvar_g_fullbrightplayers)
1932                 self.effects = self.effects | EF_FULLBRIGHT;
1933
1934         // midair gamemode: damage only while in the air
1935         // if in midair mode, being on ground grants temporary invulnerability
1936         // (this is so that multishot weapon don't clear the ground flag on the
1937         // first damage in the frame, leaving the player vulnerable to the
1938         // remaining hits in the same frame)
1939         if (self.flags & FL_ONGROUND)
1940         if (g_midair)
1941                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1942
1943         if (time >= game_starttime)
1944         if (time < self.spawnshieldtime)
1945                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1946
1947         MUTATOR_CALLHOOK(PlayerPowerups);
1948 }
1949
1950 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1951 {
1952         if(current > stable)
1953                 return current;
1954         else if(current > stable - 0.25) // when close enough, "snap"
1955                 return stable;
1956         else
1957                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1958 }
1959
1960 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1961 {
1962         if(current < stable)
1963                 return current;
1964         else if(current < stable + 0.25) // when close enough, "snap"
1965                 return stable;
1966         else
1967                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1968 }
1969
1970 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1971 {
1972         if(current > rotstable)
1973         {
1974                 if(rotframetime > 0)
1975                 {
1976                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1977                         current = max(rotstable, current - rotlinear * rotframetime);
1978                 }
1979         }
1980         else if(current < regenstable)
1981         {
1982                 if(regenframetime > 0)
1983                 {
1984                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1985                         current = min(regenstable, current + regenlinear * regenframetime);
1986                 }
1987         }
1988
1989         if(current > limit)
1990                 current = limit;
1991
1992         return current;
1993 }
1994
1995 void player_regen (void)
1996 {
1997         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1998         maxh = autocvar_g_balance_health_rotstable;
1999         maxa = autocvar_g_balance_armor_rotstable;
2000         maxf = autocvar_g_balance_fuel_rotstable;
2001         minh = autocvar_g_balance_health_regenstable;
2002         mina = autocvar_g_balance_armor_regenstable;
2003         minf = autocvar_g_balance_fuel_regenstable;
2004         limith = autocvar_g_balance_health_limit;
2005         limita = autocvar_g_balance_armor_limit;
2006         limitf = autocvar_g_balance_fuel_limit;
2007
2008         max_mod = regen_mod = rot_mod = limit_mod = 1;
2009
2010         if (self.runes & RUNE_REGEN)
2011         {
2012                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2013                 {
2014                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2015                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2016                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2017                 }
2018                 else
2019                 {
2020                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2021                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2022                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2023                 }
2024         }
2025         else if (self.runes & CURSE_VENOM)
2026         {
2027                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2028                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2029                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2030                 else
2031                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2032                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2033                 //if (!self.runes & RUNE_REGEN)
2034                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2035         }
2036         maxh = maxh * max_mod;
2037         //maxa = maxa * max_mod;
2038         //maxf = maxf * max_mod;
2039         minh = minh * max_mod;
2040         //mina = mina * max_mod;
2041         //minf = minf * max_mod;
2042         limith = limith * limit_mod;
2043         limita = limita * limit_mod;
2044         //limitf = limitf * limit_mod;
2045
2046         if(g_lms && g_ca)
2047                 rot_mod = 0;
2048
2049         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2050         {
2051                 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);
2052                 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);
2053
2054                 // if player rotted to death...  die!
2055                 if(self.health < 1)
2056                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2057         }
2058
2059         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2060                 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);
2061 }
2062
2063 float zoomstate_set;
2064 void SetZoomState(float z)
2065 {
2066         if(z != self.zoomstate)
2067         {
2068                 self.zoomstate = z;
2069                 ClientData_Touch(self);
2070         }
2071         zoomstate_set = 1;
2072 }
2073
2074 void GetPressedKeys(void) {
2075         MUTATOR_CALLHOOK(GetPressedKeys);
2076         if (self.movement_x > 0) // get if movement keys are pressed
2077         {       // forward key pressed
2078                 self.pressedkeys |= KEY_FORWARD;
2079                 self.pressedkeys &~= KEY_BACKWARD;
2080         }
2081         else if (self.movement_x < 0)
2082         {       // backward key pressed
2083                 self.pressedkeys |= KEY_BACKWARD;
2084                 self.pressedkeys &~= KEY_FORWARD;
2085         }
2086         else
2087         {       // no x input
2088                 self.pressedkeys &~= KEY_FORWARD;
2089                 self.pressedkeys &~= KEY_BACKWARD;
2090         }
2091
2092         if (self.movement_y > 0)
2093         {       // right key pressed
2094                 self.pressedkeys |= KEY_RIGHT;
2095                 self.pressedkeys &~= KEY_LEFT;
2096         }
2097         else if (self.movement_y < 0)
2098         {       // left key pressed
2099                 self.pressedkeys |= KEY_LEFT;
2100                 self.pressedkeys &~= KEY_RIGHT;
2101         }
2102         else
2103         {       // no y input
2104                 self.pressedkeys &~= KEY_RIGHT;
2105                 self.pressedkeys &~= KEY_LEFT;
2106         }
2107
2108         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2109                 self.pressedkeys |= KEY_JUMP;
2110         else
2111                 self.pressedkeys &~= KEY_JUMP;
2112         if (self.BUTTON_CROUCH)
2113                 self.pressedkeys |= KEY_CROUCH;
2114         else
2115                 self.pressedkeys &~= KEY_CROUCH;
2116
2117         if (self.BUTTON_ATCK)
2118                 self.pressedkeys |= KEY_ATCK;
2119         else
2120                 self.pressedkeys &~= KEY_ATCK;
2121         if (self.BUTTON_ATCK2)
2122                 self.pressedkeys |= KEY_ATCK2;
2123         else
2124                 self.pressedkeys &~= KEY_ATCK2;
2125 }
2126
2127 /*
2128 ======================
2129 spectate mode routines
2130 ======================
2131 */
2132
2133 void SpectateCopy(entity spectatee) {
2134         other = spectatee;
2135         MUTATOR_CALLHOOK(SpectateCopy);
2136         self.armortype = spectatee.armortype;
2137         self.armorvalue = spectatee.armorvalue;
2138         self.ammo_cells = spectatee.ammo_cells;
2139         self.ammo_shells = spectatee.ammo_shells;
2140         self.ammo_nails = spectatee.ammo_nails;
2141         self.ammo_rockets = spectatee.ammo_rockets;
2142         self.ammo_fuel = spectatee.ammo_fuel;
2143         self.clip_load = spectatee.clip_load;
2144         self.clip_size = spectatee.clip_size;
2145         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2146         self.health = spectatee.health;
2147         self.impulse = 0;
2148         self.items = spectatee.items;
2149         self.last_pickup = spectatee.last_pickup;
2150         self.hit_time = spectatee.hit_time;
2151         self.metertime = spectatee.metertime;
2152         self.strength_finished = spectatee.strength_finished;
2153         self.invincible_finished = spectatee.invincible_finished;
2154         self.pressedkeys = spectatee.pressedkeys;
2155         WEPSET_COPY_EE(self, spectatee);
2156         self.switchweapon = spectatee.switchweapon;
2157         self.switchingweapon = spectatee.switchingweapon;
2158         self.weapon = spectatee.weapon;
2159         self.nex_charge = spectatee.nex_charge;
2160         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2161         self.hagar_load = spectatee.hagar_load;
2162         self.minelayer_mines = spectatee.minelayer_mines;
2163         self.punchangle = spectatee.punchangle;
2164         self.view_ofs = spectatee.view_ofs;
2165         self.velocity = spectatee.velocity;
2166         self.dmg_take = spectatee.dmg_take;
2167         self.dmg_save = spectatee.dmg_save;
2168         self.dmg_inflictor = spectatee.dmg_inflictor;
2169         self.v_angle = spectatee.v_angle;
2170         self.angles = spectatee.v_angle;
2171         self.stat_respawn_time = spectatee.stat_respawn_time;
2172         if(!self.BUTTON_USE)
2173                 self.fixangle = TRUE;
2174         setorigin(self, spectatee.origin);
2175         setsize(self, spectatee.mins, spectatee.maxs);
2176         SetZoomState(spectatee.zoomstate);
2177     
2178     anticheat_spectatecopy(spectatee);
2179         self.hud = spectatee.hud;
2180         if(spectatee.vehicle)
2181     {
2182         self.fixangle = FALSE;
2183         //self.velocity = spectatee.vehicle.velocity;
2184         self.vehicle_health = spectatee.vehicle_health;
2185         self.vehicle_shield = spectatee.vehicle_shield;
2186         self.vehicle_energy = spectatee.vehicle_energy;
2187         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2188         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2189         self.vehicle_reload1 = spectatee.vehicle_reload1;
2190         self.vehicle_reload2 = spectatee.vehicle_reload2;
2191
2192         msg_entity = self;
2193         
2194         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2195             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
2196             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
2197             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
2198
2199         //WriteByte (MSG_ONE, SVC_SETVIEW);
2200         //    WriteEntity(MSG_ONE, self);            
2201         //makevectors(spectatee.v_angle);
2202         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
2203     }
2204 }
2205
2206 float SpectateUpdate() {
2207         if(!self.enemy)
2208             return 0;           
2209
2210         if (self == self.enemy)
2211                 return 0;
2212
2213         if(self.enemy.classname != "player")
2214                 return 0;
2215
2216         SpectateCopy(self.enemy);
2217
2218         return 1;
2219 }
2220
2221
2222 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2223 entity CA_SpectateNext(entity start) {
2224         if (start.team == self.team) {
2225                 return start;
2226         }
2227         
2228         other = start;
2229         // continue from current player
2230         while(other && other.team != self.team) {
2231                 other = find(other, classname, "player");
2232         }
2233         
2234         if (!other) {
2235                 // restart from begining
2236                 other = find(other, classname, "player");
2237                 while(other && other.team != self.team) {
2238                         other = find(other, classname, "player");
2239                 }
2240         }
2241         
2242         return other;
2243 }
2244
2245 float SpectateNext(entity _prefer) {
2246         
2247         if(_prefer)
2248                 other = _prefer;        
2249         else
2250                 other = find(self.enemy, classname, "player");
2251         
2252         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2253                 // CA and ca players when spectating enemies is forbidden
2254                 other = CA_SpectateNext(other);
2255         } else {
2256                 // other modes and ca spectators or spectating enemies is allowed
2257                 if (!other)
2258                         other = find(other, classname, "player");
2259         }
2260         
2261         if (other)
2262                 self.enemy = other;
2263
2264         if(self.enemy.classname == "player") {
2265             /*if(self.enemy.vehicle)
2266             {      
2267             
2268             msg_entity = self;
2269             WriteByte(MSG_ONE, SVC_SETVIEW);
2270             WriteEntity(MSG_ONE, self.enemy);
2271             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2272             
2273             self.movetype = MOVETYPE_NONE;
2274             accuracy_resend(self);
2275             }
2276             else 
2277             {*/         
2278             msg_entity = self;
2279             WriteByte(MSG_ONE, SVC_SETVIEW);
2280             WriteEntity(MSG_ONE, self.enemy);
2281             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2282             self.movetype = MOVETYPE_NONE;
2283             accuracy_resend(self);
2284
2285             if(!SpectateUpdate())
2286                 PutObserverInServer();
2287         //}
2288         return 1;
2289         } else {
2290                 return 0;
2291         }
2292 }
2293
2294 /*
2295 =============
2296 ShowRespawnCountdown()
2297
2298 Update a respawn countdown display.
2299 =============
2300 */
2301 void ShowRespawnCountdown()
2302 {
2303         float number;
2304         if(self.deadflag == DEAD_NO) // just respawned?
2305                 return;
2306         else
2307         {
2308                 number = ceil(self.respawn_time - time);
2309                 if(number <= 0)
2310                         return;
2311                 if(number <= self.respawn_countdown)
2312                 {
2313                         self.respawn_countdown = number - 1;
2314                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2315                                 AnnounceTo(self, strcat(ftos(number), ""));
2316                 }
2317         }
2318 }
2319
2320 .float prevent_join_msgtime;
2321 void LeaveSpectatorMode()
2322 {
2323         if(nJoinAllowed(self)) {
2324                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2325                         self.classname = "player";
2326
2327                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2328                                 JoinBestTeam(self, FALSE, TRUE);
2329
2330                         if(autocvar_g_campaign)
2331                                 campaign_bots_may_start = 1;
2332
2333                         PutClientInServer();
2334
2335                         if(self.classname == STR_PLAYER)
2336                                 Send_Notification_Legacy_Wrapper(NOTIF_ANY, world, MSG_INFO, INFO_JOIN_PLAY, self.netname, "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
2337
2338                         if(!autocvar_g_campaign)
2339                         if (time < self.jointime + autocvar_welcome_message_time)
2340                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2341
2342                         if (self.prevent_join_msgtime)
2343                         {
2344                                 Send_Notification_Legacy_Wrapper(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
2345                                 self.prevent_join_msgtime = 0;
2346                         }
2347
2348                         return;
2349                 } else {
2350                         if (g_ca && self.caplayer) {
2351                         }       // do nothing
2352                         else
2353                                 stuffcmd(self,"menu_showteamselect\n");
2354                         return;
2355                 }
2356         }
2357         else {
2358                 //player may not join because of g_maxplayers is set
2359                 if (time - self.prevent_join_msgtime > 2)
2360                 {
2361                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2362                         self.prevent_join_msgtime = time;
2363                 }
2364         }
2365 }
2366
2367 /**
2368  * Determines whether the player is allowed to join. This depends on cvar
2369  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2370  * it checks whether the number of currently playing players exceeds g_maxplayers.
2371  * @return int number of free slots for players, 0 if none
2372  */
2373 float nJoinAllowed(entity ignore) {
2374         if(!ignore)
2375         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2376         // so report 0 free slots if restricted
2377         {
2378                 if(autocvar_g_forced_team_otherwise == "spectate")
2379                         return 0;
2380                 if(autocvar_g_forced_team_otherwise == "spectator")
2381                         return 0;
2382         }
2383
2384         if(self.team_forced < 0)
2385                 return 0; // forced spectators can never join
2386
2387         // TODO simplify this
2388         entity e;
2389         float totalClients = 0;
2390         FOR_EACH_CLIENT(e)
2391                 if(e != ignore)
2392                         totalClients += 1;
2393
2394         if (!autocvar_g_maxplayers)
2395                 return maxclients - totalClients;
2396
2397         float currentlyPlaying = 0;
2398         FOR_EACH_REALPLAYER(e)
2399                 currentlyPlaying += 1;
2400
2401         if(currentlyPlaying < autocvar_g_maxplayers)
2402                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2403
2404         return 0;
2405 }
2406
2407 /**
2408  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2409  * g_maxplayers_spectator_blocktime seconds
2410  */
2411 void checkSpectatorBlock() {
2412         if(self.classname == "spectator" || self.classname == "observer") {
2413                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2414                         Send_Notification_Legacy_Wrapper(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
2415                         dropclient(self);
2416                 }
2417         }
2418 }
2419
2420 .float motd_actived_time; // used for both motd and campaign_message
2421 void PrintWelcomeMessage()
2422 {
2423         if (self.motd_actived_time == 0) { // is there already a message showing?
2424                 if (autocvar_g_campaign) {
2425                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2426                                 self.motd_actived_time = time;
2427                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2428                         }
2429                 } else {
2430                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2431                                 self.motd_actived_time = time;
2432                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2433                         }
2434                 }
2435         } else { // showing MOTD or campaign message
2436                 if (autocvar_g_campaign) {
2437                         if (self.BUTTON_INFO)
2438                                 self.motd_actived_time = time;
2439                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2440                                 self.motd_actived_time = 0;
2441                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2442                         }
2443                 } else {
2444                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2445                                 if (self.BUTTON_INFO)
2446                                         self.motd_actived_time = time;
2447                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2448                                         self.motd_actived_time = 0;
2449                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2450                                 }
2451                         }
2452                 }
2453         }
2454 }
2455
2456 void ObserverThink()
2457 {
2458         float prefered_movetype;
2459         if (self.flags & FL_JUMPRELEASED) {
2460                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2461                         self.flags &~= FL_JUMPRELEASED;
2462                         self.flags |= FL_SPAWNING;
2463                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2464                         self.flags &~= FL_JUMPRELEASED;
2465                         if(SpectateNext(world) == 1) {
2466                                 self.classname = "spectator";
2467                         }
2468                 } else {
2469                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2470                         if (self.movetype != prefered_movetype)
2471                                 self.movetype = prefered_movetype;
2472                 }
2473         } else {
2474                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2475                         self.flags |= FL_JUMPRELEASED;
2476                         if(self.flags & FL_SPAWNING)
2477                         {
2478                                 self.flags &~= FL_SPAWNING;
2479                                 LeaveSpectatorMode();
2480                                 return;
2481                         }
2482                 }
2483         }
2484
2485         PrintWelcomeMessage();
2486 }
2487
2488 void SpectatorThink()
2489 {
2490         if (self.flags & FL_JUMPRELEASED) {
2491                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2492                         self.flags &~= FL_JUMPRELEASED;
2493                         self.flags |= FL_SPAWNING;
2494                 } else if(self.BUTTON_ATCK) {
2495                         self.flags &~= FL_JUMPRELEASED;
2496                         if(SpectateNext(world) == 1) {
2497                                 self.classname = "spectator";
2498                         } else {
2499                                 self.classname = "observer";
2500                                 PutClientInServer();
2501                         }
2502                 } else if (self.BUTTON_ATCK2) {
2503                         self.flags &~= FL_JUMPRELEASED;
2504                         self.classname = "observer";
2505                         PutClientInServer();
2506                 } else {
2507                         if(!SpectateUpdate())
2508                                 PutObserverInServer();
2509                 }
2510         } else {
2511                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2512                         self.flags |= FL_JUMPRELEASED;
2513                         if(self.flags & FL_SPAWNING)
2514                         {
2515                                 self.flags &~= FL_SPAWNING;
2516                                 LeaveSpectatorMode();
2517                                 return;
2518                         }
2519                 }
2520                 if(!SpectateUpdate())
2521                         PutObserverInServer();
2522         }
2523
2524         PrintWelcomeMessage();
2525         self.flags |= FL_CLIENT | FL_NOTARGET;
2526 }
2527
2528 void PlayerUseKey()
2529 {
2530         if(self.classname != "player")
2531                 return;
2532
2533         if(self.vehicle)
2534         {
2535         vehicles_exit(VHEF_NORMAL);
2536         return;
2537         }
2538         
2539         // a use key was pressed; call handlers
2540         MUTATOR_CALLHOOK(PlayerUseKey);
2541 }
2542
2543 .float touchexplode_time;
2544
2545 /*
2546 =============
2547 PlayerPreThink
2548
2549 Called every frame for each client before the physics are run
2550 =============
2551 */
2552 .float usekeypressed;
2553 void() nexball_setstatus;
2554 .float items_added;
2555 void PlayerPreThink (void)
2556 {
2557         WarpZone_PlayerPhysics_FixVAngle();
2558
2559         self.stat_game_starttime = game_starttime;
2560         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2561         self.stat_leadlimit = autocvar_leadlimit;
2562
2563         if(g_arena || (g_ca && !allowed_to_spawn))
2564                 self.stat_respawn_time = 0;
2565         else
2566                 self.stat_respawn_time = self.respawn_time;
2567
2568         if(frametime)
2569         {
2570                 // physics frames: update anticheat stuff
2571                 anticheat_prethink();
2572         }
2573
2574         if(blockSpectators && frametime)
2575                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2576                 checkSpectatorBlock();
2577
2578         zoomstate_set = 0;
2579
2580         if(self.netname_previous != self.netname)
2581         {
2582                 if(autocvar_sv_eventlog)
2583                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2584                 if(self.netname_previous)
2585                         strunzone(self.netname_previous);
2586                 self.netname_previous = strzone(self.netname);
2587         }
2588
2589         // version nagging
2590         if(self.version_nagtime)
2591                 if(self.cvar_g_xonoticversion)
2592                         if(time > self.version_nagtime)
2593                         {
2594                                 // don't notify git users
2595                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2596                                 {
2597                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2598                                         {
2599                                                 // notify release users if connecting to git
2600                                                 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");
2601                                                 Send_Notification_Legacy_Wrapper(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
2602                                         }
2603                                         else
2604                                         {
2605                                                 float r;
2606                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2607                                                 if(r < 0)
2608                                                 {
2609                                                         // give users new version
2610                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2611                                                         Send_Notification_Legacy_Wrapper(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
2612                                                 }
2613                                                 else if(r > 0)
2614                                                 {
2615                                                         // notify users about old server version
2616                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2617                                                         Send_Notification_Legacy_Wrapper(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
2618                                                 }
2619                                         }
2620                                 }
2621                                 self.version_nagtime = 0;
2622                         }
2623
2624         // GOD MODE info
2625         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2626         {
2627                 Send_Notification_Legacy_Wrapper(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, "", "", self.max_armorvalue, NO_FL_ARG, NO_FL_ARG);
2628                 self.max_armorvalue = 0;
2629         }
2630
2631 #ifdef TETRIS
2632         if (TetrisPreFrame())
2633                 return;
2634 #endif
2635
2636         MUTATOR_CALLHOOK(PlayerPreThink);
2637
2638         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2639         {
2640                 if(self.BUTTON_USE && !self.usekeypressed)
2641                         PlayerUseKey();
2642                 self.usekeypressed = self.BUTTON_USE;
2643         }
2644
2645         PrintWelcomeMessage();
2646
2647         if(self.classname == "player") {
2648 //              if(self.netname == "Wazat")
2649 //                      bprint(self.classname, "\n");
2650
2651                 CheckRules_Player();
2652
2653                 if (intermission_running)
2654                 {
2655                         IntermissionThink ();   // otherwise a button could be missed between
2656                         return;                                 // the think tics
2657                 }
2658
2659                 //don't allow the player to turn around while game is paused!
2660                 if(timeout_status == TIMEOUT_ACTIVE) {
2661                         // FIXME turn this into CSQC stuff
2662                         self.v_angle = self.lastV_angle;
2663                         self.angles = self.lastV_angle;
2664                         self.fixangle = TRUE;
2665                 }
2666
2667                 if(frametime)
2668                 {
2669                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2670                         {
2671                                 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);
2672                                 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);
2673                                 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);
2674
2675                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2676                                 {
2677                                         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);
2678                                         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);
2679                                         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);
2680                                 }
2681                         }
2682                         else
2683                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2684
2685                         player_powerups();
2686                 }
2687
2688                 if (g_minstagib)
2689                         minstagib_ammocheck();
2690
2691                 if (self.deadflag != DEAD_NO)
2692                 {
2693                         float button_pressed, force_respawn;
2694                         if(self.personal && g_race_qualifying)
2695                         {
2696                                 if(time > self.respawn_time)
2697                                 {
2698                                         self.respawn_time = time + 1; // only retry once a second
2699                                         respawn();
2700                                         self.impulse = 141;
2701                                 }
2702                         }
2703                         else
2704                         {
2705                                 if(frametime)
2706                                         player_anim();
2707                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2708                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2709                                 if (self.deadflag == DEAD_DYING)
2710                                 {
2711                                         if(force_respawn)
2712                                                 self.deadflag = DEAD_RESPAWNING;
2713                                         else if(!button_pressed)
2714                                                 self.deadflag = DEAD_DEAD;
2715                                 }
2716                                 else if (self.deadflag == DEAD_DEAD)
2717                                 {
2718                                         if(button_pressed)
2719                                                 self.deadflag = DEAD_RESPAWNABLE;
2720                                 }
2721                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2722                                 {
2723                                         if(!button_pressed)
2724                                                 self.deadflag = DEAD_RESPAWNING;
2725                                 }
2726                                 else if (self.deadflag == DEAD_RESPAWNING)
2727                                 {
2728                                         if(time > self.respawn_time)
2729                                         {
2730                                                 self.respawn_time = time + 1; // only retry once a second
2731                                                 respawn();
2732                                         }
2733                                 }
2734                                 ShowRespawnCountdown();
2735                         }
2736
2737                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2738                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2739                                 self.stat_respawn_time *= -1;
2740
2741                         return;
2742                 }
2743                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2744                 // so (self.deadflag == DEAD_NO) is always true in the code below
2745
2746                 if(g_touchexplode)
2747                 if(time > self.touchexplode_time)
2748                 if(self.classname == "player")
2749                 if(self.deadflag == DEAD_NO)
2750                 if not(IS_INDEPENDENT_PLAYER(self))
2751                 FOR_EACH_PLAYER(other) if(self != other)
2752                 {
2753                         if(time > other.touchexplode_time)
2754                         if(other.deadflag == DEAD_NO)
2755                         if not(IS_INDEPENDENT_PLAYER(other))
2756                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2757                         {
2758                                 PlayerTouchExplode(self, other);
2759                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2760                         }
2761                 }
2762
2763                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2764                 {
2765                         vector dist;
2766
2767                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2768                         dist = self.prevorigin - self.origin;
2769                         dist_z = 0;
2770                         self.lms_traveled_distance += fabs(vlen(dist));
2771
2772                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2773                         {
2774                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2775                                 self.lms_traveled_distance = 0;
2776                         }
2777
2778                         if(time > self.lms_nextcheck)
2779                         {
2780                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2781                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2782                                 {
2783                                         Send_Notification_Legacy_Wrapper(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK, "", "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
2784                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2785                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2786                                         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');
2787                                 }
2788                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2789                                 self.lms_traveled_distance = 0;
2790                         }
2791                 }
2792
2793                 self.prevorigin = self.origin;
2794
2795                 float do_crouch = self.BUTTON_CROUCH;
2796                 if(self.hook.state)
2797                         do_crouch = 0;
2798                 if(self.health <= g_bloodloss)
2799                         do_crouch = 1;
2800                 if(self.vehicle)
2801                         do_crouch = 0;
2802                 if(self.freezetag_frozen)
2803                         do_crouch = 0;
2804                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2805                         do_crouch = 0;
2806
2807                 if (do_crouch)
2808                 {
2809                         if (!self.crouch)
2810                         {
2811                                 self.crouch = TRUE;
2812                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2813                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2814                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2815                         }
2816                 }
2817                 else
2818                 {
2819                         if (self.crouch)
2820                         {
2821                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2822                                 if (!trace_startsolid)
2823                                 {
2824                                         self.crouch = FALSE;
2825                                         self.view_ofs = PL_VIEW_OFS;
2826                                         setsize (self, PL_MIN, PL_MAX);
2827                                 }
2828                         }
2829                 }
2830
2831                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2832                 {
2833                         if(self.bloodloss_timer < time)
2834                         {
2835                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2836                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2837                         }
2838                 }
2839
2840                 FixPlayermodel();
2841
2842                 GrapplingHookFrame();
2843
2844                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2845                 //if(frametime)
2846                 {
2847                         self.items &~= self.items_added;
2848
2849                         W_WeaponFrame();
2850
2851                         self.items_added = 0;
2852                         if(self.items & IT_JETPACK)
2853                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2854                                         self.items_added |= IT_FUEL;
2855
2856                         self.items |= self.items_added;
2857                 }
2858
2859                 player_regen();
2860
2861                 // rot nex charge to the charge limit
2862                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2863                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2864
2865                 if(frametime)
2866                         player_anim();
2867
2868                 if(g_nexball)
2869                         nexball_setstatus();
2870                 
2871                 // secret status
2872                 secrets_setstatus();
2873                 
2874                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2875
2876                 //self.angles_y=self.v_angle_y + 90;   // temp
2877         } else if(gameover) {
2878                 if (intermission_running)
2879                         IntermissionThink ();   // otherwise a button could be missed between
2880                 return;
2881         } else if(self.classname == "observer") {
2882                 ObserverThink();
2883         } else if(self.classname == "spectator") {
2884                 SpectatorThink();
2885         }
2886
2887         if(!zoomstate_set)
2888                 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));
2889
2890         float oldspectatee_status;
2891         oldspectatee_status = self.spectatee_status;
2892         if(self.classname == "spectator")
2893                 self.spectatee_status = num_for_edict(self.enemy);
2894         else if(self.classname == "observer")
2895                 self.spectatee_status = num_for_edict(self);
2896         else
2897                 self.spectatee_status = 0;
2898         if(self.spectatee_status != oldspectatee_status)
2899         {
2900                 ClientData_Touch(self);
2901                 if(g_race || g_cts)
2902                         race_InitSpectator();
2903         }
2904
2905         if(self.teamkill_soundtime)
2906         if(time > self.teamkill_soundtime)
2907         {
2908                 self.teamkill_soundtime = 0;
2909
2910                 entity oldpusher, oldself;
2911
2912                 oldself = self; self = self.teamkill_soundsource;
2913                 oldpusher = self.pusher; self.pusher = oldself;
2914
2915                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2916
2917                 self.pusher = oldpusher;
2918                 self = oldself;
2919         }
2920
2921         if(self.taunt_soundtime)
2922         if(time > self.taunt_soundtime)
2923         {
2924                 self.taunt_soundtime = 0;
2925                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2926         }
2927
2928         target_voicescript_next(self);
2929
2930         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2931         if(!self.weapon)
2932                 self.clip_load = self.clip_size = 0;
2933 }
2934
2935 float isInvisibleString(string s)
2936 {
2937         float i, n, c;
2938         s = strdecolorize(s);
2939         for((i = 0), (n = strlen(s)); i < n; ++i)
2940         {
2941                 c = str2chr(s, i);
2942                 switch(c)
2943                 {
2944                         case 0:
2945                         case 32: // space
2946                                 break;
2947                         case 192: // charmap space
2948                                 if (!autocvar_utf8_enable)
2949                                         break;
2950                                 return FALSE;
2951                         case 160: // space in unicode fonts
2952                         case 0xE000 + 192: // utf8 charmap space
2953                                 if (autocvar_utf8_enable)
2954                                         break;
2955                         default:
2956                                 return FALSE;
2957                 }
2958         }
2959         return TRUE;
2960 }
2961
2962 /*
2963 =============
2964 PlayerPostThink
2965
2966 Called every frame for each client after the physics are run
2967 =============
2968 */
2969 .float idlekick_lasttimeleft;
2970 void PlayerPostThink (void)
2971 {
2972         // Savage: Check for nameless players
2973         if (isInvisibleString(self.netname)) {
2974                 self.netname = "Player";
2975                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2976         }
2977
2978         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2979         {
2980                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2981                 {
2982                         if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2983                 }
2984                 else
2985                 {
2986                         float timeleft;
2987                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2988                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2989                         {
2990                                 if(!self.idlekick_lasttimeleft)
2991                                         Send_Notification_Legacy_Wrapper(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, "", "", timeleft, NO_FL_ARG, NO_FL_ARG);
2992                         }
2993                         if(timeleft <= 0)
2994                         {
2995                                 Send_Notification_Legacy_Wrapper(NOTIF_ANY, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname, "", NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
2996                                 dropclient(self);
2997                                 return;
2998                         }
2999                         else if(timeleft <= 10)
3000                         {
3001                                 if(timeleft != self.idlekick_lasttimeleft)
3002                                         AnnounceTo(self, ftos(timeleft));
3003                                 self.idlekick_lasttimeleft = timeleft;
3004                         }
3005                 }
3006         }
3007
3008 #ifdef TETRIS
3009         if(self.impulse == 100)
3010                 ImpulseCommands();
3011         if (!TetrisPostFrame())
3012         {
3013 #endif
3014
3015         CheatFrame();
3016
3017         //CheckPlayerJump();
3018
3019         if(self.classname == "player") {
3020                 CheckRules_Player();
3021                 UpdateChatBubble();
3022                 if (self.impulse)
3023                         ImpulseCommands();
3024                 if (intermission_running)
3025                         return;         // intermission or finale
3026                 GetPressedKeys();
3027         }
3028         
3029 #ifdef TETRIS
3030         }
3031 #endif
3032
3033         /*
3034         float i;
3035         for(i = 0; i < 1000; ++i)
3036         {
3037                 vector end;
3038                 end = self.origin + '0 0 1024' + 512 * randomvec();
3039                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3040                 if(trace_fraction < 1)
3041                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3042                 {
3043                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3044                         break;
3045                 }
3046         }
3047         */
3048
3049         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3050
3051         if(self.waypointsprite_attachedforcarrier)
3052                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3053
3054         playerdemo_write();
3055
3056         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3057         {
3058                 if not(self.stored_netname)
3059                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3060                 if(self.stored_netname != self.netname)
3061                 {
3062                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3063                         strunzone(self.stored_netname);
3064                         self.stored_netname = strzone(self.netname);
3065                 }
3066         }
3067
3068         /*
3069         if(g_race)
3070                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3071         */
3072
3073         CSQCMODEL_AUTOUPDATE();
3074 }