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1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         shortest = vlen(world.maxs - world.mins);
155         FOR_EACH_PLAYER(player) if (player != self)
156         {
157                 thisdist = vlen(player.origin - spot.origin);
158                 if (thisdist < shortest)
159                         shortest = thisdist;
160         }
161         if(shortest > mindist)
162                 prio += SPAWN_PRIO_GOOD_DISTANCE;
163
164         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
165         spawn_spot = spot;
166
167         // filter out spots for assault
168         if(spot.target != "") {
169                 entity ent;
170                 float found;
171
172                 found = 0;
173                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
174                 {
175                         ++found;
176                         if(ent.spawn_evalfunc)
177                         {
178                                 entity oldself = self;
179                                 self = ent;
180                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
181                                 self = oldself;
182                                 if(spawn_score_x < 0)
183                                         return spawn_score;
184                         }
185                 }
186
187                 if(!found)
188                 {
189                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
190                         return '-1 0 0';
191                 }
192         }
193
194         MUTATOR_CALLHOOK(Spawn_Score);
195         return spawn_score;
196 }
197
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
199 {
200         entity spot;
201         for(spot = firstspot; spot; spot = spot.chain)
202                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
203 }
204
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
206 {
207         entity spot, spotlist, spotlistend;
208
209         spotlist = world;
210         spotlistend = world;
211
212         Spawn_ScoreAll(firstspot, mindist, teamcheck);
213
214         for(spot = firstspot; spot; spot = spot.chain)
215         {
216                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
217                 {
218                         if(spotlistend)
219                                 spotlistend.chain = spot;
220                         spotlistend = spot;
221                         if(!spotlist)
222                                 spotlist = spot;
223                 }
224         }
225         if(spotlistend)
226                 spotlistend.chain = world;
227
228         return spotlist;
229 }
230
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
232 {
233         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
235         entity spot;
236
237         RandomSelection_Init();
238         for(spot = firstspot; spot; spot = spot.chain)
239                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
240
241         return RandomSelection_chosen_ent;
242 }
243
244 /*
245 =============
246 SelectSpawnPoint
247
248 Finds a point to respawn
249 =============
250 */
251 entity SelectSpawnPoint (float anypoint)
252 {
253         float teamcheck;
254         entity spot, firstspot;
255
256         spot = find (world, classname, "testplayerstart");
257         if (spot)
258                 return spot;
259
260         if(anypoint || autocvar_g_spawn_useallspawns)
261                 teamcheck = -1;
262         else if(have_team_spawns > 0)
263         {
264                 if(have_team_spawns_forteam[self.team] == 0)
265                 {
266                         // we request a spawn for a team, and we have team
267                         // spawns, but that team has no spawns?
268                         if(have_team_spawns_forteam[0])
269                                 // try noteam spawns
270                                 teamcheck = 0;
271                         else
272                                 // if not, any spawn has to do
273                                 teamcheck = -1;
274                 }
275                 else
276                         teamcheck = self.team; // MUST be team
277         }
278         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279                 teamcheck = 0; // MUST be noteam
280         else
281                 teamcheck = -1;
282                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
283
284
285         // get the entire list of spots
286         firstspot = findchain(classname, "info_player_deathmatch");
287         // filter out the bad ones
288         // (note this returns the original list if none survived)
289         if(anypoint)
290         {
291                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
292         }
293         else
294         {
295                 float mindist;
296                 if (arena_roundbased && !g_ca)
297                         mindist = 800;
298                 else
299                         mindist = 100;
300                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
301
302                 // there is 50/50 chance of choosing a random spot or the furthest spot
303                 // (this means that roughly every other spawn will be furthest, so you
304                 // usually won't get fragged at spawn twice in a row)
305                 if (random() > autocvar_g_spawn_furthest)
306                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
307                 else
308                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
309         }
310
311         if (!spot)
312         {
313                 if(autocvar_spawn_debug)
314                         GotoNextMap(0);
315                 else
316                 {
317                         if(some_spawn_has_been_used)
318                                 return world; // team can't spawn any more, because of actions of other team
319                         else
320                                 error("Cannot find a spawn point - please fix the map!");
321                 }
322         }
323
324         return spot;
325 }
326
327 /*
328 =============
329 CheckPlayerModel
330
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
333 =============
334 */
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
338         {
339                 // note: we cannot summon Don Strunzone here, some player may
340                 // still have the model string set. In case anyone manages how
341                 // to change a cvar default, we'll have a small leak here.
342                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
343         }
344         // only in right path
345         if( substring(plyermodel,0,14) != "models/player/")
346                 return FallbackPlayerModel;
347         // only good file extensions
348         if(substring(plyermodel,-4,4) != ".zym")
349         if(substring(plyermodel,-4,4) != ".dpm")
350         if(substring(plyermodel,-4,4) != ".iqm")
351         if(substring(plyermodel,-4,4) != ".md3")
352         if(substring(plyermodel,-4,4) != ".psk")
353                 return FallbackPlayerModel;
354         // forbid the LOD models
355         if(substring(plyermodel, -9,5) == "_lod1")
356                 return FallbackPlayerModel;
357         if(substring(plyermodel, -9,5) == "_lod2")
358                 return FallbackPlayerModel;
359         if(plyermodel != strtolower(plyermodel))
360                 return FallbackPlayerModel;
361         // also, restrict to server models
362         if(autocvar_sv_servermodelsonly)
363         {
364                 if(!fexists(plyermodel))
365                         return FallbackPlayerModel;
366         }
367         return plyermodel;
368 }
369
370 void setplayermodel(entity e, string modelname)
371 {
372         precache_model(modelname);
373         setmodel(e, modelname);
374         player_setupanimsformodel();
375         UpdatePlayerSounds();
376 }
377
378 /*
379 =============
380 PutObserverInServer
381
382 putting a client as observer in the server
383 =============
384 */
385 void FixPlayermodel();
386 void PutObserverInServer (void)
387 {
388         entity  spot;
389     self.hud = HUD_NORMAL;
390         race_PreSpawnObserver();
391
392         spot = SelectSpawnPoint (TRUE);
393         if(!spot)
394                 error("No spawnpoints for observers?!?\n");
395         RemoveGrapplingHook(self); // Wazat's Grappling Hook
396
397         if(clienttype(self) == CLIENTTYPE_REAL)
398         {
399                 msg_entity = self;
400                 WriteByte(MSG_ONE, SVC_SETVIEW);
401                 WriteEntity(MSG_ONE, self);
402         }
403
404         DropAllRunes(self);
405         MUTATOR_CALLHOOK(MakePlayerObserver);
406
407         Portal_ClearAll(self);
408
409         if(self.alivetime)
410         {
411                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
412                 self.alivetime = 0;
413         }
414
415         if(self.vehicle)
416                 vehicles_exit(VHEF_RELESE);         
417
418         WaypointSprite_PlayerDead();
419
420         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
421                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
422
423         if(self.killcount != -666) {
424                 if(g_lms) {
425                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
426                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
427                         else
428                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
429                 } else
430                         bprint ("^4", self.netname, "^4 is spectating now\n");
431
432                 if(self.just_joined == FALSE) {
433                         LogTeamchange(self.playerid, -1, 4);
434                 } else
435                         self.just_joined = FALSE;
436         }
437
438         PlayerScore_Clear(self); // clear scores when needed
439
440         accuracy_resend(self);
441
442         self.spectatortime = time;
443         
444         self.classname = "observer";
445         self.iscreature = FALSE;
446         self.teleportable = TELEPORT_SIMPLE;
447         self.damagedbycontents = FALSE;
448         self.health = -666;
449         self.takedamage = DAMAGE_NO;
450         self.solid = SOLID_NOT;
451         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
452         self.flags = FL_CLIENT | FL_NOTARGET;
453         self.armorvalue = 666;
454         self.effects = 0;
455         self.armorvalue = autocvar_g_balance_armor_start;
456         self.pauserotarmor_finished = 0;
457         self.pauserothealth_finished = 0;
458         self.pauseregen_finished = 0;
459         self.damageforcescale = 0;
460         self.death_time = 0;
461         self.respawn_time = 0;
462         self.alpha = 0;
463         self.scale = 0;
464         self.fade_time = 0;
465         self.pain_frame = 0;
466         self.pain_finished = 0;
467         self.strength_finished = 0;
468         self.invincible_finished = 0;
469         self.superweapons_finished = 0;
470         self.pushltime = 0;
471         self.istypefrag = 0;
472         self.think = SUB_Null;
473         self.nextthink = 0;
474         self.hook_time = 0;
475         self.runes = 0;
476         self.deadflag = DEAD_NO;
477         self.angles = spot.angles;
478         self.angles_z = 0;
479         self.fixangle = TRUE;
480         self.crouch = FALSE;
481
482         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
483         self.prevorigin = self.origin;
484         self.items = 0;
485         WEPSET_CLEAR_E(self);
486         self.model = "";
487         FixPlayermodel();
488         setmodel(self, "null");
489         self.drawonlytoclient = self;
490
491         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
492         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
493
494         self.weapon = 0;
495         self.weaponname = "";
496         self.switchingweapon = 0;
497         self.weaponmodel = "";
498         self.weaponentity = world;
499         self.exteriorweaponentity = world;
500         self.killcount = -666;
501         self.velocity = '0 0 0';
502         self.avelocity = '0 0 0';
503         self.punchangle = '0 0 0';
504         self.punchvector = '0 0 0';
505         self.oldvelocity = self.velocity;
506         self.fire_endtime = -1;
507
508         if(g_arena)
509         {
510                 if(self.version_mismatch)
511                 {
512                         Spawnqueue_Unmark(self);
513                         Spawnqueue_Remove(self);
514                 }
515                 else
516                 {
517                         Spawnqueue_Insert(self);
518                 }
519         }
520         else if(g_lms)
521         {
522                 // Only if the player cannot play at all
523                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
524                         self.frags = FRAGS_SPECTATOR;
525                 else
526                         self.frags = FRAGS_LMS_LOSER;
527         }
528         else if(g_ca)
529         {
530                 if(self.caplayer)
531                         self.frags = FRAGS_LMS_LOSER;
532                 else
533                         self.frags = FRAGS_SPECTATOR;
534         }
535         else
536                 self.frags = FRAGS_SPECTATOR;
537 }
538
539 .float model_randomizer;
540 void FixPlayermodel()
541 {
542         string defaultmodel;
543         float defaultskin, chmdl, oldskin, n, i;
544         vector m1, m2;
545
546         defaultmodel = "";
547         defaultskin = 0;
548         chmdl = FALSE;
549
550         if(autocvar_sv_defaultcharacter == 1)
551         {
552                 if(teamplay)
553                 {
554                         string s;
555                         s = Team_ColorNameLowerCase(self.team);
556                         if(s != "neutral")
557                         {
558                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
559                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
560                         }
561                 }
562
563                 if(defaultmodel == "")
564                 {
565                         defaultmodel = autocvar_sv_defaultplayermodel;
566                         defaultskin = autocvar_sv_defaultplayerskin;
567                 }
568
569                 n = tokenize_console(defaultmodel);
570                 if(n > 0)
571                         defaultmodel = argv(floor(n * self.model_randomizer));
572
573                 i = strstrofs(defaultmodel, ":", 0);
574                 if(i >= 0)
575                 {
576                         defaultskin = stof(substring(defaultmodel, i+1, -1));
577                         defaultmodel = substring(defaultmodel, 0, i);
578                 }
579         }
580
581         if(defaultmodel != "")
582         {
583                 if (defaultmodel != self.model)
584                 {
585                         m1 = self.mins;
586                         m2 = self.maxs;
587                         setplayermodel (self, defaultmodel);
588                         setsize (self, m1, m2);
589                         chmdl = TRUE;
590                 }
591
592                 oldskin = self.skin;
593                 self.skin = defaultskin;
594         } else {
595                 if (self.playermodel != self.model || self.playermodel == "")
596                 {
597                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
598                         m1 = self.mins;
599                         m2 = self.maxs;
600                         setplayermodel (self, self.playermodel);
601                         setsize (self, m1, m2);
602                         chmdl = TRUE;
603                 }
604
605                 oldskin = self.skin;
606                 self.skin = stof(self.playerskin);
607         }
608
609         if(chmdl || oldskin != self.skin)
610                 self.species = player_getspecies(); // model or skin has changed
611
612         if(!teamplay)
613                 if(strlen(autocvar_sv_defaultplayercolors))
614                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
615                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
616 }
617
618 void PlayerTouchExplode(entity p1, entity p2)
619 {
620         vector org;
621         org = (p1.origin + p2.origin) * 0.5;
622         org_z += (p1.mins_z + p2.mins_z) * 0.5;
623
624         te_explosion(org);
625
626         entity e;
627         e = spawn();
628         setorigin(e, org);
629         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
630         remove(e);
631 }
632
633 /*
634 =============
635 PutClientInServer
636
637 Called when a client spawns in the server
638 =============
639 */
640
641 void PutClientInServer (void)
642 {
643         if(clienttype(self) == CLIENTTYPE_BOT)
644         {
645                 self.classname = "player";
646                 if(g_ca)
647                         self.caplayer = 1;
648         }
649         else if(clienttype(self) == CLIENTTYPE_REAL)
650         {
651                 msg_entity = self;
652                 WriteByte(MSG_ONE, SVC_SETVIEW);
653                 WriteEntity(MSG_ONE, self);
654         }
655
656         // reset player keys
657         self.itemkeys = 0;
658
659         // player is dead and becomes observer
660         // FIXME fix LMS scoring for new system
661         if(g_lms)
662         {
663                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
664                         self.classname = "observer";
665         }
666
667         if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
668                 self.classname = "observer";
669
670         if(gameover)
671                 self.classname = "observer";
672
673         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
674                 entity spot, oldself;
675                 float j;
676
677                 accuracy_resend(self);
678
679                 if(self.team < 0)
680                         JoinBestTeam(self, FALSE, TRUE);
681
682                 race_PreSpawn();
683
684                 spot = SelectSpawnPoint (FALSE);
685                 if(!spot)
686                 {
687                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
688                         return; // spawn failed
689                 }
690
691                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
692
693                 self.classname = "player";
694                 self.wasplayer = TRUE;
695                 self.iscreature = TRUE;
696                 self.teleportable = TELEPORT_NORMAL;
697                 self.damagedbycontents = TRUE;
698                 self.movetype = MOVETYPE_WALK;
699                 self.solid = SOLID_SLIDEBOX;
700                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
701                 if(autocvar_g_playerclip_collisions)
702                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
703                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
704                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
705                 self.frags = FRAGS_PLAYER;
706                 if(INDEPENDENT_PLAYERS)
707                         MAKE_INDEPENDENT_PLAYER(self);
708                 self.flags = FL_CLIENT;
709                 if(autocvar__notarget)
710                         self.flags |= FL_NOTARGET;
711                 self.takedamage = DAMAGE_AIM;
712                 self.effects = 0;
713                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
714                 self.air_finished = time + 12;
715                 self.dmg = 2;
716                 if(autocvar_g_balance_nex_charge)
717                 {
718                         if(autocvar_g_balance_nex_secondary_chargepool)
719                                 self.nex_chargepool_ammo = 1;
720                         self.nex_charge = autocvar_g_balance_nex_charge_start;
721                 }
722
723                 if(inWarmupStage)
724                 {
725                         self.ammo_shells = warmup_start_ammo_shells;
726                         self.ammo_nails = warmup_start_ammo_nails;
727                         self.ammo_rockets = warmup_start_ammo_rockets;
728                         self.ammo_cells = warmup_start_ammo_cells;
729                         self.ammo_fuel = warmup_start_ammo_fuel;
730                         self.health = warmup_start_health;
731                         self.armorvalue = warmup_start_armorvalue;
732                         WEPSET_COPY_EA(self, warmup_start_weapons);
733                 }
734                 else
735                 {
736                         self.ammo_shells = start_ammo_shells;
737                         self.ammo_nails = start_ammo_nails;
738                         self.ammo_rockets = start_ammo_rockets;
739                         self.ammo_cells = start_ammo_cells;
740                         self.ammo_fuel = start_ammo_fuel;
741                         self.health = start_health;
742                         self.armorvalue = start_armorvalue;
743                         WEPSET_COPY_EA(self, start_weapons);
744                 }
745
746                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
747                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
748                 else
749                         self.superweapons_finished = 0;
750
751                 if(g_weaponarena_random)
752                 {
753                         if(g_weaponarena_random_with_laser)
754                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
755                         W_RandomWeapons(self, g_weaponarena_random);
756                         if(g_weaponarena_random_with_laser)
757                                 WEPSET_OR_EW(self, WEP_LASER);
758                 }
759
760                 self.items = start_items;
761
762                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
763                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
764                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
765                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
766                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
767                 //extend the pause of rotting if client was reset at the beginning of the countdown
768                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
769                         self.spawnshieldtime += game_starttime - time;
770                         self.pauserotarmor_finished += game_starttime - time;
771                         self.pauserothealth_finished += game_starttime - time;
772                         self.pauseregen_finished += game_starttime - time;
773                 }
774                 self.damageforcescale = 2;
775                 self.death_time = 0;
776                 self.respawn_time = 0;
777                 self.scale = 0;
778                 self.fade_time = 0;
779                 self.pain_frame = 0;
780                 self.pain_finished = 0;
781                 self.strength_finished = 0;
782                 self.invincible_finished = 0;
783                 self.pushltime = 0;
784                 // players have no think function
785                 self.think = SUB_Null;
786                 self.nextthink = 0;
787                 self.hook_time = 0;
788                 self.dmg_team = 0;
789                 self.ballistics_density = autocvar_g_ballistics_density_player;
790
791                 self.metertime = 0;
792
793                 self.runes = 0;
794
795                 self.deadflag = DEAD_NO;
796
797                 self.angles = spot.angles;
798
799                 self.angles_z = 0; // never spawn tilted even if the spot says to
800                 self.fixangle = TRUE; // turn this way immediately
801                 self.velocity = '0 0 0';
802                 self.avelocity = '0 0 0';
803                 self.punchangle = '0 0 0';
804                 self.punchvector = '0 0 0';
805                 self.oldvelocity = self.velocity;
806                 self.fire_endtime = -1;
807
808                 msg_entity = self;
809                 WRITESPECTATABLE_MSG_ONE({
810                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
811                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
812                 });
813
814                 self.model = "";
815                 FixPlayermodel();
816                 self.drawonlytoclient = world;
817
818                 self.crouch = FALSE;
819                 self.view_ofs = PL_VIEW_OFS;
820                 setsize (self, PL_MIN, PL_MAX);
821                 self.spawnorigin = spot.origin;
822                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
823                 // don't reset back to last position, even if new position is stuck in solid
824                 self.oldorigin = self.origin;
825                 self.prevorigin = self.origin;
826                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
827                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
828         self.hud = HUD_NORMAL;
829
830                 if(g_arena)
831                 {
832                         Spawnqueue_Remove(self);
833                         Spawnqueue_Mark(self);
834                 }
835                 else if(g_ca)
836                         self.caplayer = 1;
837
838                 self.event_damage = PlayerDamage;
839
840                 self.bot_attack = TRUE;
841
842                 self.statdraintime = time + 5;
843                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
844
845                 if(self.killcount == -666) {
846                         PlayerScore_Clear(self);
847                         self.killcount = 0;
848                 }
849
850                 CL_SpawnWeaponentity();
851                 self.alpha = default_player_alpha;
852                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
853                 self.exteriorweaponentity.alpha = default_weapon_alpha;
854
855                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
856                 self.lms_traveled_distance = 0;
857                 self.speedrunning = FALSE;
858
859                 race_PostSpawn(spot);
860
861                 //stuffcmd(self, "chase_active 0");
862                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
863
864                 if(g_assault) {
865                         if(self.team == assault_attacker_team)
866                                 centerprint(self, "You are attacking!");
867                         else
868                                 centerprint(self, "You are defending!");
869                 }
870
871                 target_voicescript_clear(self);
872
873                 // reset fields the weapons may use
874                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
875                 {
876                         weapon_action(j, WR_RESETPLAYER);
877
878                         // all weapons must be fully loaded when we spawn
879                         entity e;
880                         e = get_weaponinfo(j);
881                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
882                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
883                 }
884
885                 oldself = self;
886                 self = spot;
887                         activator = oldself;
888                                 string s;
889                                 s = self.target;
890                                 self.target = string_null;
891                                 SUB_UseTargets();
892                                 self.target = s;
893                         activator = world;
894                 self = oldself;
895
896                 spawn_spot = spot;
897                 MUTATOR_CALLHOOK(PlayerSpawn);
898
899                 if(autocvar_spawn_debug)
900                 {
901                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
902                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
903                 }
904
905                 self.switchweapon = w_getbestweapon(self);
906                 self.cnt = -1; // W_LastWeapon will not complain
907                 self.weapon = 0;
908                 self.weaponname = "";
909                 self.switchingweapon = 0;
910
911                 if(!self.alivetime)
912                         self.alivetime = time;
913
914                 antilag_clear(self);
915
916                 if (autocvar_g_spawnsound)
917                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
918         } else if(self.classname == "observer") {
919                 PutObserverInServer ();
920         }
921 }
922
923 .float ebouncefactor, ebouncestop; // electro's values
924 // TODO do we need all these fields, or should we stop autodetecting runtime
925 // changes and just have a console command to update this?
926 float ClientInit_SendEntity(entity to, float sf)
927 {
928         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
929         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
930         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
931         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
932         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
933         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
934         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
935         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
936         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
937         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
938         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
939         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
940         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
941         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
942         if(sv_foginterval && world.fog != "")
943                 WriteString(MSG_ENTITY, world.fog);
944         else
945                 WriteString(MSG_ENTITY, "");
946         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
947         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
948         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
949         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
950         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
951         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
952         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
953         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
954         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
955         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
956         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
957         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
958         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
959         return TRUE;
960 }
961
962 void ClientInit_CheckUpdate()
963 {
964         self.nextthink = time;
965         if(self.count != autocvar_g_balance_armor_blockpercent)
966         {
967                 self.count = autocvar_g_balance_armor_blockpercent;
968                 self.SendFlags |= 1;
969         }
970         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
971         {
972                 self.cnt = autocvar_g_balance_weaponswitchdelay;
973                 self.SendFlags |= 1;
974         }
975         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
976         {
977                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
978                 self.SendFlags |= 1;
979         }
980         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
981         {
982                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
983                 self.SendFlags |= 1;
984         }
985         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
986         {
987                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
988                 self.SendFlags |= 1;
989         }
990         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
991         {
992                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
993                 self.SendFlags |= 1;
994         }
995 }
996
997 void ClientInit_Spawn()
998 {
999         entity o;
1000         entity e;
1001         e = spawn();
1002         e.classname = "clientinit";
1003         e.think = ClientInit_CheckUpdate;
1004         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1005
1006         o = self;
1007         self = e;
1008         ClientInit_CheckUpdate();
1009         self = o;
1010 }
1011
1012 /*
1013 =============
1014 SetNewParms
1015 =============
1016 */
1017 void SetNewParms (void)
1018 {
1019         // initialize parms for a new player
1020         parm1 = -(86400 * 366);
1021 }
1022
1023 /*
1024 =============
1025 SetChangeParms
1026 =============
1027 */
1028 void SetChangeParms (void)
1029 {
1030         // save parms for level change
1031         parm1 = self.parm_idlesince - time;
1032 }
1033
1034 /*
1035 =============
1036 DecodeLevelParms
1037 =============
1038 */
1039 void DecodeLevelParms (void)
1040 {
1041         // load parms
1042         self.parm_idlesince = parm1;
1043         if(self.parm_idlesince == -(86400 * 366))
1044                 self.parm_idlesince = time;
1045
1046         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1047         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1048 }
1049
1050 /*
1051 =============
1052 ClientKill
1053
1054 Called when a client types 'kill' in the console
1055 =============
1056 */
1057
1058 .float clientkill_nexttime;
1059 void ClientKill_Now_TeamChange()
1060 {
1061         if(self.killindicator_teamchange == -1)
1062         {
1063                 JoinBestTeam( self, FALSE, TRUE );
1064         }
1065         else if(self.killindicator_teamchange == -2)
1066         {
1067                 if(g_ca)
1068                         self.caplayer = 0;
1069                 if(blockSpectators)
1070                         sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1071                 PutObserverInServer();
1072         }
1073         else
1074                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1075 }
1076
1077 void ClientKill_Now()
1078 {
1079         if(self.vehicle)
1080         {
1081             vehicles_exit(VHEF_RELESE);
1082             if(!self.killindicator_teamchange)
1083             {
1084             self.vehicle_health = -1;
1085             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1086             }
1087         }
1088
1089         if(self.killindicator && !wasfreed(self.killindicator))
1090                 remove(self.killindicator);
1091
1092         self.killindicator = world;
1093
1094         if(self.killindicator_teamchange)
1095                 ClientKill_Now_TeamChange();
1096
1097         // in any case:
1098         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1099
1100         // now I am sure the player IS dead
1101 }
1102 void KillIndicator_Think()
1103 {
1104         if (gameover)
1105         {
1106                 self.owner.killindicator = world;
1107                 remove(self);
1108                 return;
1109         }
1110
1111         if (self.owner.alpha < 0 && !self.owner.vehicle)
1112         {
1113                 self.owner.killindicator = world;
1114                 remove(self);
1115                 return;
1116         }
1117
1118         if(self.cnt <= 0)
1119         {
1120                 self = self.owner;
1121                 ClientKill_Now(); // no oldself needed
1122                 return;
1123         }
1124     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1125     {
1126         self.nextthink = time + 1;
1127         self.cnt -= 1;
1128     }
1129         else
1130         {
1131                 if(self.cnt <= 10)
1132                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1133                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1134                 {
1135                         if(self.cnt <= 10)
1136                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1137                 }
1138                 self.nextthink = time + 1;
1139                 self.cnt -= 1;
1140         }
1141 }
1142
1143 float clientkilltime;
1144 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1145 {
1146         float killtime;
1147         float starttime;
1148         entity e;
1149
1150         if (gameover)
1151                 return;
1152
1153         killtime = autocvar_g_balance_kill_delay;
1154
1155         if(g_race_qualifying || g_cts)
1156                 killtime = 0;
1157
1158     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1159     {
1160                 remove(self.killindicator);
1161                 self.killindicator = world;
1162
1163         ClientKill_Now(); // allow instant kill in this case
1164         return;
1165     }
1166
1167         self.killindicator_teamchange = targetteam;
1168
1169     if(!self.killindicator)
1170         {
1171                 if(self.deadflag == DEAD_NO)
1172                 {
1173                         killtime = max(killtime, self.clientkill_nexttime - time);
1174                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1175                 }
1176
1177                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1178                 {
1179                         ClientKill_Now();
1180                 }
1181                 else
1182                 {
1183                         starttime = max(time, clientkilltime);
1184
1185                         self.killindicator = spawn();
1186                         self.killindicator.owner = self;
1187                         self.killindicator.scale = 0.5;
1188                         setattachment(self.killindicator, self, "");
1189                         setorigin(self.killindicator, '0 0 52');
1190                         self.killindicator.think = KillIndicator_Think;
1191                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1192                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1193                         self.killindicator.cnt = ceil(killtime);
1194                         self.killindicator.count = bound(0, ceil(killtime), 10);
1195                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1196
1197                         for(e = world; (e = find(e, classname, "body")) != world; )
1198                         {
1199                                 if(e.enemy != self)
1200                                         continue;
1201                                 e.killindicator = spawn();
1202                                 e.killindicator.owner = e;
1203                                 e.killindicator.scale = 0.5;
1204                                 setattachment(e.killindicator, e, "");
1205                                 setorigin(e.killindicator, '0 0 52');
1206                                 e.killindicator.think = KillIndicator_Think;
1207                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1208                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1209                                 e.killindicator.cnt = ceil(killtime);
1210                         }
1211                         self.lip = 0;
1212                 }
1213         }
1214         if(self.killindicator)
1215         {
1216                 if(targetteam == 0) // just die
1217                 {
1218                         self.killindicator.colormod = '0 0 0';
1219                         if(clienttype(self) == CLIENTTYPE_REAL)
1220                         if(self.killindicator.cnt > 0)
1221                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1222                 }
1223                 else if(targetteam == -1) // auto
1224                 {
1225                         self.killindicator.colormod = '0 1 0';
1226                         if(clienttype(self) == CLIENTTYPE_REAL)
1227                         if(self.killindicator.cnt > 0)
1228                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1229                 }
1230                 else if(targetteam == -2) // spectate
1231                 {
1232                         self.killindicator.colormod = '0.5 0.5 0.5';
1233                         if(clienttype(self) == CLIENTTYPE_REAL)
1234                         if(self.killindicator.cnt > 0)
1235                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1236                 }
1237                 else
1238                 {
1239                         self.killindicator.colormod = TeamColor(targetteam);
1240                         if(clienttype(self) == CLIENTTYPE_REAL)
1241                         if(self.killindicator.cnt > 0)
1242                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1243                 }
1244         }
1245
1246 }
1247
1248 void ClientKill (void)
1249 {
1250         if (gameover)
1251                 return;
1252
1253         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1254         {
1255                 // do nothing
1256         }
1257     else if(self.freezetag_frozen)
1258     {
1259         // do nothing
1260     }
1261         else
1262                 ClientKill_TeamChange(0);
1263 }
1264
1265 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
1266 {
1267     e.killindicator = spawn();
1268     e.killindicator.owner = e;
1269     e.killindicator.think = KillIndicator_Think;
1270     e.killindicator.nextthink = time + (e.lip) * 0.05;
1271     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1272     e.killindicator.health = 1; // this is used to indicate that it should be silent
1273     e.lip = 0;
1274 }
1275
1276 void FixClientCvars(entity e)
1277 {
1278         // send prediction settings to the client
1279         stuffcmd(e, "\nin_bindmap 0 0\n");
1280         if(g_race || g_cts)
1281                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1282         if(autocvar_g_antilag == 3) // client side hitscan
1283                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1284         if(sv_gentle)
1285                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1286         /*
1287          * we no longer need to stuff this. Remove this comment block if you feel
1288          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1289         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1290         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1291         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1292         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1293         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1294         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1295         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1296         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1297         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1298         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1299         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1300         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1301         stuffcmd(e, "cl_movement_edgefriction 1\n");
1302          */
1303 }
1304
1305 float PlayerInIDList(entity p, string idlist)
1306 {
1307         float n, i;
1308         string s;
1309
1310         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1311         if not(p.crypto_idfp)
1312                 return 0;
1313
1314         // this function allows abbreviated player IDs too!
1315         n = tokenize_console(idlist);
1316         for(i = 0; i < n; ++i)
1317         {
1318                 s = argv(i);
1319                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1320                         return 1;
1321         }
1322
1323         return 0;
1324 }
1325
1326 /*
1327 =============
1328 ClientConnect
1329
1330 Called when a client connects to the server
1331 =============
1332 */
1333 string ColoredTeamName(float t);
1334 void DecodeLevelParms (void);
1335 //void dom_player_join_team(entity pl);
1336 void set_dom_state(entity e);
1337 void ClientConnect (void)
1338 {
1339         float t;
1340
1341         if(self.flags & FL_CLIENT)
1342         {
1343                 print("Warning: ClientConnect, but already connected!\n");
1344                 return;
1345         }
1346
1347         if(Ban_MaybeEnforceBanOnce(self))
1348                 return;
1349
1350         DecodeLevelParms();
1351
1352 #ifdef WATERMARK
1353         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1354 #endif
1355
1356         self.classname = "player_joining";
1357
1358         self.flags = FL_CLIENT;
1359         self.version_nagtime = time + 10 + random() * 10;
1360
1361         if(player_count<0)
1362         {
1363                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1364                 player_count = 0;
1365         }
1366
1367         PlayerScore_Attach(self);
1368         ClientData_Attach();
1369         accuracy_init(self);
1370
1371         bot_clientconnect();
1372
1373         playerdemo_init();
1374
1375         anticheat_init();
1376
1377         race_PreSpawnObserver();
1378
1379         //if(g_domination)
1380         //      dom_player_join_team(self);
1381
1382         // identify the right forced team
1383         if(autocvar_g_campaign)
1384         {
1385                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1386                 {
1387                         switch(autocvar_g_campaign_forceteam)
1388                         {
1389                                 case 1: self.team_forced = COLOR_TEAM1; break;
1390                                 case 2: self.team_forced = COLOR_TEAM2; break;
1391                                 case 3: self.team_forced = COLOR_TEAM3; break;
1392                                 case 4: self.team_forced = COLOR_TEAM4; break;
1393                                 default: self.team_forced = 0;
1394                         }
1395                 }
1396         }
1397         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1398                 self.team_forced = COLOR_TEAM1;
1399         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1400                 self.team_forced = COLOR_TEAM2;
1401         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1402                 self.team_forced = COLOR_TEAM3;
1403         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1404                 self.team_forced = COLOR_TEAM4;
1405         else if(autocvar_g_forced_team_otherwise == "red")
1406                 self.team_forced = COLOR_TEAM1;
1407         else if(autocvar_g_forced_team_otherwise == "blue")
1408                 self.team_forced = COLOR_TEAM2;
1409         else if(autocvar_g_forced_team_otherwise == "yellow")
1410                 self.team_forced = COLOR_TEAM3;
1411         else if(autocvar_g_forced_team_otherwise == "pink")
1412                 self.team_forced = COLOR_TEAM4;
1413         else if(autocvar_g_forced_team_otherwise == "spectate")
1414                 self.team_forced = -1;
1415         else if(autocvar_g_forced_team_otherwise == "spectator")
1416                 self.team_forced = -1;
1417         else
1418                 self.team_forced = 0;
1419
1420         if(!teamplay)
1421                 if(self.team_forced > 0)
1422                         self.team_forced = 0;
1423
1424         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1425
1426         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1427                 self.classname = "observer";
1428         } else {
1429                 if(teamplay)
1430                 {
1431                         if(autocvar_g_balance_teams)
1432                         {
1433                                 self.classname = "player";
1434                                 campaign_bots_may_start = 1;
1435                         }
1436                         else
1437                         {
1438                                 self.classname = "observer"; // do it anyway
1439                         }
1440                 }
1441                 else
1442                 {
1443                         self.classname = "player";
1444                         campaign_bots_may_start = 1;
1445                 }
1446         }
1447
1448         self.playerid = (playerid_last = playerid_last + 1);
1449
1450         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1451
1452     if(clienttype(self) == CLIENTTYPE_BOT)
1453         PlayerStats_AddPlayer(self);
1454
1455         if(autocvar_sv_eventlog)
1456                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1457
1458         LogTeamchange(self.playerid, self.team, 1);
1459
1460         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1461
1462         self.netname_previous = strzone(self.netname);
1463
1464         bprint("^4", self.netname, "^4 connected");
1465
1466         if(self.classname != "observer" && (g_domination || g_ctf))
1467                 bprint(" and joined the ", ColoredTeamName(self.team));
1468
1469         bprint("\n");
1470
1471         stuffcmd(self, strcat(clientstuff, "\n"));
1472         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1473
1474         FixClientCvars(self);
1475
1476         // spawnfunc_waypoint sprites
1477         WaypointSprite_InitClient(self);
1478
1479         // Wazat's grappling hook
1480         SetGrappleHookBindings();
1481
1482         // get version info from player
1483         stuffcmd(self, "cmd clientversion $gameversion\n");
1484
1485         // get other cvars from player
1486         GetCvars(0);
1487
1488         // notify about available teams
1489         if(teamplay)
1490         {
1491                 CheckAllowedTeams(self);
1492                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1493                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1494         }
1495         else
1496                 stuffcmd(self, "set _teams_available 0\n");
1497
1498         if(g_arena || g_ca)
1499         {
1500                 self.classname = "observer";
1501                 if(g_arena)
1502                         Spawnqueue_Insert(self);
1503         }
1504
1505         attach_entcs();
1506
1507         bot_relinkplayerlist();
1508
1509         self.spectatortime = time;
1510         if(blockSpectators)
1511         {
1512                 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1513         }
1514
1515         self.jointime = time;
1516         self.allowed_timeouts = autocvar_sv_timeout_number;
1517
1518         if(clienttype(self) == CLIENTTYPE_REAL)
1519         {
1520                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1521                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1522         }
1523
1524         if(g_lms)
1525         {
1526                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1527                 {
1528                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1529                         self.frags = FRAGS_SPECTATOR;
1530                 }
1531         }
1532
1533         if(!sv_foginterval && world.fog != "")
1534                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1535
1536         SoundEntity_Attach(self);
1537
1538         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1539         {
1540                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1541                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1542         }
1543         else
1544                 self.hitplotfh = -1;
1545
1546         if(g_race || g_cts) {
1547                 string rr;
1548                 if(g_cts)
1549                         rr = CTS_RECORD;
1550                 else
1551                         rr = RACE_RECORD;
1552
1553                 msg_entity = self;
1554                 race_send_recordtime(MSG_ONE);
1555                 race_send_speedaward(MSG_ONE);
1556
1557                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1558                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1559                 race_send_speedaward_alltimebest(MSG_ONE);
1560
1561                 float i;
1562                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1563                         race_SendRankings(i, 0, 0, MSG_ONE);
1564                 }
1565         }
1566         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1567                 send_CSQC_teamnagger();
1568
1569         if (g_domination)
1570                 set_dom_state(self);
1571
1572         CheatInitClient();
1573
1574         if(!autocvar_g_campaign)
1575                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1576
1577         CSQCMODEL_AUTOINIT();
1578
1579         self.model_randomizer = random();
1580     
1581     if(clienttype(self) != CLIENTTYPE_REAL)
1582         return;
1583         
1584     sv_notice_join();
1585     
1586     MUTATOR_CALLHOOK(ClientConnect);
1587 }
1588 /*
1589 =============
1590 ClientDisconnect
1591
1592 Called when a client disconnects from the server
1593 =============
1594 */
1595 .entity chatbubbleentity;
1596 void ReadyCount();
1597 void ClientDisconnect (void)
1598 {
1599         if(self.vehicle)
1600             vehicles_exit(VHEF_RELESE);
1601
1602         if not(self.flags & FL_CLIENT)
1603         {
1604                 print("Warning: ClientDisconnect without ClientConnect\n");
1605                 return;
1606         }
1607
1608         PlayerStats_AddGlobalInfo(self);
1609
1610         CheatShutdownClient();
1611
1612         if(self.hitplotfh >= 0)
1613         {
1614                 fclose(self.hitplotfh);
1615                 self.hitplotfh = -1;
1616         }
1617
1618         anticheat_report();
1619         anticheat_shutdown();
1620
1621         playerdemo_shutdown();
1622
1623         bot_clientdisconnect();
1624
1625         if(self.entcs)
1626                 detach_entcs();
1627
1628         if(autocvar_sv_eventlog)
1629                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1630         bprint ("^4",self.netname);
1631         bprint ("^4 disconnected\n");
1632
1633         SoundEntity_Detach(self);
1634
1635         DropAllRunes(self);
1636         MUTATOR_CALLHOOK(ClientDisconnect);
1637
1638         Portal_ClearAll(self);
1639
1640         RemoveGrapplingHook(self);
1641
1642         // Here, everything has been done that requires this player to be a client.
1643
1644         self.flags &~= FL_CLIENT;
1645
1646         if (self.chatbubbleentity)
1647                 remove (self.chatbubbleentity);
1648
1649         if (self.killindicator)
1650                 remove (self.killindicator);
1651
1652         WaypointSprite_PlayerGone();
1653
1654         bot_relinkplayerlist();
1655
1656         if(g_arena)
1657         {
1658                 Spawnqueue_Unmark(self);
1659                 Spawnqueue_Remove(self);
1660         }
1661
1662         accuracy_free(self);
1663         ClientData_Detach();
1664         PlayerScore_Detach(self);
1665
1666         if(self.netname_previous)
1667                 strunzone(self.netname_previous);
1668         if(self.clientstatus)
1669                 strunzone(self.clientstatus);
1670         if(self.weaponorder_byimpulse)
1671                 strunzone(self.weaponorder_byimpulse);
1672
1673         ClearPlayerSounds();
1674
1675         if(self.personal)
1676                 remove(self.personal);
1677
1678         self.playerid = 0;
1679         ReadyCount();
1680
1681         // free cvars
1682         GetCvars(-1);
1683 }
1684
1685 .float BUTTON_CHAT;
1686 void ChatBubbleThink()
1687 {
1688         self.nextthink = time;
1689         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1690         {
1691                 if(self.owner) // but why can that ever be world?
1692                         self.owner.chatbubbleentity = world;
1693                 remove(self);
1694                 return;
1695         }
1696         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1697 #ifdef TETRIS
1698                 || self.owner.tetris_on
1699 #endif
1700         )
1701                 self.model = self.mdl;
1702         else
1703                 self.model = "";
1704 }
1705
1706 void UpdateChatBubble()
1707 {
1708         if (self.alpha < 0)
1709                 return;
1710         // spawn a chatbubble entity if needed
1711         if (!self.chatbubbleentity)
1712         {
1713                 self.chatbubbleentity = spawn();
1714                 self.chatbubbleentity.owner = self;
1715                 self.chatbubbleentity.exteriormodeltoclient = self;
1716                 self.chatbubbleentity.think = ChatBubbleThink;
1717                 self.chatbubbleentity.nextthink = time;
1718                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1719                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1720                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1721                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1722                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1723                 self.chatbubbleentity.model = "";
1724                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1725         }
1726 }
1727
1728
1729 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1730 // added to the model skins
1731 /*void UpdateColorModHack()
1732 {
1733         float c;
1734         c = self.clientcolors & 15;
1735         // LordHavoc: only bothering to support white, green, red, yellow, blue
1736              if (!teamplay) self.colormod = '0 0 0';
1737         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1738         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1739         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1740         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1741         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1742         else self.colormod = '1 1 1';
1743 }*/
1744
1745 void respawn(void)
1746 {
1747         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1748         {
1749                 self.solid = SOLID_NOT;
1750                 self.takedamage = DAMAGE_NO;
1751                 self.movetype = MOVETYPE_FLY;
1752                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1753                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1754                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1755                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1756                 if(autocvar_g_respawn_ghosts_maxtime)
1757                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1758         }
1759
1760         CopyBody(1);
1761
1762         self.effects |= EF_NODRAW; // prevent another CopyBody
1763         PutClientInServer();
1764 }
1765
1766 void play_countdown(float finished, string samp)
1767 {
1768         if(clienttype(self) == CLIENTTYPE_REAL)
1769                 if(floor(finished - time - frametime) != floor(finished - time))
1770                         if(finished - time < 6)
1771                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1772 }
1773
1774 void player_powerups (void)
1775 {
1776         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1777         olditems = self.items;
1778
1779         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1780         {
1781                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1782                 self.modelflags |= MF_ROCKET;
1783         }
1784         else
1785         {
1786                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1787                 self.modelflags &~= MF_ROCKET;
1788         }
1789
1790         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1791
1792         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1793                 return;
1794
1795         Fire_ApplyDamage(self);
1796         Fire_ApplyEffect(self);
1797
1798         if not(g_minstagib)
1799         {
1800                 if (self.items & IT_STRENGTH)
1801                 {
1802                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1803                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1804                         if (time > self.strength_finished)
1805                         {
1806                                 self.items = self.items - (self.items & IT_STRENGTH);
1807                                 sprint(self, "^3Strength has worn off\n");
1808                         }
1809                 }
1810                 else
1811                 {
1812                         if (time < self.strength_finished)
1813                         {
1814                                 self.items = self.items | IT_STRENGTH;
1815                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1816                         }
1817                 }
1818                 if (self.items & IT_INVINCIBLE)
1819                 {
1820                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1821                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1822                         if (time > self.invincible_finished)
1823                         {
1824                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1825                                 sprint(self, "^3Shield has worn off\n");
1826                         }
1827                 }
1828                 else
1829                 {
1830                         if (time < self.invincible_finished)
1831                         {
1832                                 self.items = self.items | IT_INVINCIBLE;
1833                                 sprint(self, "^3Shield surrounds you\n");
1834                         }
1835                 }
1836                 if (self.items & IT_SUPERWEAPON)
1837                 {
1838                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1839                         {
1840                                 self.superweapons_finished = 0;
1841                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1842                                 sprint(self, "^3Superweapons have been lost\n");
1843                         }
1844                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1845                         {
1846                                 // don't let them run out
1847                         }
1848                         else
1849                         {
1850                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1851                                 if (time > self.superweapons_finished)
1852                                 {
1853                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1854                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1855                                         sprint(self, "^3Superweapons have broken down\n");
1856                                 }
1857                         }
1858                 }
1859                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1860                 {
1861                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1862                         {
1863                                 self.items = self.items | IT_SUPERWEAPON;
1864                                 sprint(self, "^3You now have a superweapon\n");
1865                         }
1866                         else
1867                         {
1868                                 self.superweapons_finished = 0;
1869                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1870                         }
1871                 }
1872                 else
1873                 {
1874                         self.superweapons_finished = 0;
1875                 }
1876         }
1877         
1878         if(autocvar_g_nodepthtestplayers)
1879                 self.effects = self.effects | EF_NODEPTHTEST;
1880
1881         if(autocvar_g_fullbrightplayers)
1882                 self.effects = self.effects | EF_FULLBRIGHT;
1883
1884         // midair gamemode: damage only while in the air
1885         // if in midair mode, being on ground grants temporary invulnerability
1886         // (this is so that multishot weapon don't clear the ground flag on the
1887         // first damage in the frame, leaving the player vulnerable to the
1888         // remaining hits in the same frame)
1889         if (self.flags & FL_ONGROUND)
1890         if (g_midair)
1891                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1892
1893         if (time >= game_starttime)
1894         if (time < self.spawnshieldtime)
1895                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1896
1897         MUTATOR_CALLHOOK(PlayerPowerups);
1898 }
1899
1900 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1901 {
1902         if(current > stable)
1903                 return current;
1904         else if(current > stable - 0.25) // when close enough, "snap"
1905                 return stable;
1906         else
1907                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1908 }
1909
1910 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1911 {
1912         if(current < stable)
1913                 return current;
1914         else if(current < stable + 0.25) // when close enough, "snap"
1915                 return stable;
1916         else
1917                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1918 }
1919
1920 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1921 {
1922         if(current > rotstable)
1923         {
1924                 if(rotframetime > 0)
1925                 {
1926                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1927                         current = max(rotstable, current - rotlinear * rotframetime);
1928                 }
1929         }
1930         else if(current < regenstable)
1931         {
1932                 if(regenframetime > 0)
1933                 {
1934                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1935                         current = min(regenstable, current + regenlinear * regenframetime);
1936                 }
1937         }
1938
1939         if(current > limit)
1940                 current = limit;
1941
1942         return current;
1943 }
1944
1945 void player_regen (void)
1946 {
1947         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1948         maxh = autocvar_g_balance_health_rotstable;
1949         maxa = autocvar_g_balance_armor_rotstable;
1950         maxf = autocvar_g_balance_fuel_rotstable;
1951         minh = autocvar_g_balance_health_regenstable;
1952         mina = autocvar_g_balance_armor_regenstable;
1953         minf = autocvar_g_balance_fuel_regenstable;
1954         limith = autocvar_g_balance_health_limit;
1955         limita = autocvar_g_balance_armor_limit;
1956         limitf = autocvar_g_balance_fuel_limit;
1957
1958         max_mod = regen_mod = rot_mod = limit_mod = 1;
1959
1960         if (self.runes & RUNE_REGEN)
1961         {
1962                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1963                 {
1964                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1965                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1966                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
1967                 }
1968                 else
1969                 {
1970                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
1971                         max_mod = autocvar_g_balance_rune_regen_hpmod;
1972                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
1973                 }
1974         }
1975         else if (self.runes & CURSE_VENOM)
1976         {
1977                 max_mod = autocvar_g_balance_curse_venom_hpmod;
1978                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1979                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
1980                 else
1981                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
1982                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
1983                 //if (!self.runes & RUNE_REGEN)
1984                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
1985         }
1986         maxh = maxh * max_mod;
1987         //maxa = maxa * max_mod;
1988         //maxf = maxf * max_mod;
1989         minh = minh * max_mod;
1990         //mina = mina * max_mod;
1991         //minf = minf * max_mod;
1992         limith = limith * limit_mod;
1993         limita = limita * limit_mod;
1994         //limitf = limitf * limit_mod;
1995
1996         if(g_lms && g_ca)
1997                 rot_mod = 0;
1998
1999         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2000         {
2001                 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);
2002                 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);
2003
2004                 // if player rotted to death...  die!
2005                 if(self.health < 1)
2006                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2007         }
2008
2009         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2010                 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);
2011 }
2012
2013 float zoomstate_set;
2014 void SetZoomState(float z)
2015 {
2016         if(z != self.zoomstate)
2017         {
2018                 self.zoomstate = z;
2019                 ClientData_Touch(self);
2020         }
2021         zoomstate_set = 1;
2022 }
2023
2024 void GetPressedKeys(void) {
2025         MUTATOR_CALLHOOK(GetPressedKeys);
2026         if (self.movement_x > 0) // get if movement keys are pressed
2027         {       // forward key pressed
2028                 self.pressedkeys |= KEY_FORWARD;
2029                 self.pressedkeys &~= KEY_BACKWARD;
2030         }
2031         else if (self.movement_x < 0)
2032         {       // backward key pressed
2033                 self.pressedkeys |= KEY_BACKWARD;
2034                 self.pressedkeys &~= KEY_FORWARD;
2035         }
2036         else
2037         {       // no x input
2038                 self.pressedkeys &~= KEY_FORWARD;
2039                 self.pressedkeys &~= KEY_BACKWARD;
2040         }
2041
2042         if (self.movement_y > 0)
2043         {       // right key pressed
2044                 self.pressedkeys |= KEY_RIGHT;
2045                 self.pressedkeys &~= KEY_LEFT;
2046         }
2047         else if (self.movement_y < 0)
2048         {       // left key pressed
2049                 self.pressedkeys |= KEY_LEFT;
2050                 self.pressedkeys &~= KEY_RIGHT;
2051         }
2052         else
2053         {       // no y input
2054                 self.pressedkeys &~= KEY_RIGHT;
2055                 self.pressedkeys &~= KEY_LEFT;
2056         }
2057
2058         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2059                 self.pressedkeys |= KEY_JUMP;
2060         else
2061                 self.pressedkeys &~= KEY_JUMP;
2062         if (self.BUTTON_CROUCH)
2063                 self.pressedkeys |= KEY_CROUCH;
2064         else
2065                 self.pressedkeys &~= KEY_CROUCH;
2066
2067         if (self.BUTTON_ATCK)
2068                 self.pressedkeys |= KEY_ATCK;
2069         else
2070                 self.pressedkeys &~= KEY_ATCK;
2071         if (self.BUTTON_ATCK2)
2072                 self.pressedkeys |= KEY_ATCK2;
2073         else
2074                 self.pressedkeys &~= KEY_ATCK2;
2075 }
2076
2077 /*
2078 ======================
2079 spectate mode routines
2080 ======================
2081 */
2082
2083 void SpectateCopy(entity spectatee) {
2084         other = spectatee;
2085         MUTATOR_CALLHOOK(SpectateCopy);
2086         self.armortype = spectatee.armortype;
2087         self.armorvalue = spectatee.armorvalue;
2088         self.ammo_cells = spectatee.ammo_cells;
2089         self.ammo_shells = spectatee.ammo_shells;
2090         self.ammo_nails = spectatee.ammo_nails;
2091         self.ammo_rockets = spectatee.ammo_rockets;
2092         self.ammo_fuel = spectatee.ammo_fuel;
2093         self.clip_load = spectatee.clip_load;
2094         self.clip_size = spectatee.clip_size;
2095         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2096         self.health = spectatee.health;
2097         self.impulse = 0;
2098         self.items = spectatee.items;
2099         self.last_pickup = spectatee.last_pickup;
2100         self.hit_time = spectatee.hit_time;
2101         self.metertime = spectatee.metertime;
2102         self.strength_finished = spectatee.strength_finished;
2103         self.invincible_finished = spectatee.invincible_finished;
2104         self.pressedkeys = spectatee.pressedkeys;
2105         WEPSET_COPY_EE(self, spectatee);
2106         self.switchweapon = spectatee.switchweapon;
2107         self.switchingweapon = spectatee.switchingweapon;
2108         self.weapon = spectatee.weapon;
2109         self.nex_charge = spectatee.nex_charge;
2110         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2111         self.hagar_load = spectatee.hagar_load;
2112         self.minelayer_mines = spectatee.minelayer_mines;
2113         self.punchangle = spectatee.punchangle;
2114         self.view_ofs = spectatee.view_ofs;
2115         self.velocity = spectatee.velocity;
2116         self.dmg_take = spectatee.dmg_take;
2117         self.dmg_save = spectatee.dmg_save;
2118         self.dmg_inflictor = spectatee.dmg_inflictor;
2119         self.v_angle = spectatee.v_angle;
2120         self.angles = spectatee.v_angle;
2121         self.stat_respawn_time = spectatee.stat_respawn_time;
2122         if(!self.BUTTON_USE)
2123                 self.fixangle = TRUE;
2124         setorigin(self, spectatee.origin);
2125         setsize(self, spectatee.mins, spectatee.maxs);
2126         SetZoomState(spectatee.zoomstate);
2127     
2128     anticheat_spectatecopy(spectatee);
2129         self.hud = spectatee.hud;
2130         if(spectatee.vehicle)
2131     {
2132         self.fixangle = FALSE;
2133         //self.velocity = spectatee.vehicle.velocity;
2134         self.vehicle_health = spectatee.vehicle_health;
2135         self.vehicle_shield = spectatee.vehicle_shield;
2136         self.vehicle_energy = spectatee.vehicle_energy;
2137         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2138         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2139         self.vehicle_reload1 = spectatee.vehicle_reload1;
2140         self.vehicle_reload2 = spectatee.vehicle_reload2;
2141
2142         msg_entity = self;
2143         
2144         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2145             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
2146             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
2147             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
2148
2149         //WriteByte (MSG_ONE, SVC_SETVIEW);
2150         //    WriteEntity(MSG_ONE, self);            
2151         //makevectors(spectatee.v_angle);
2152         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
2153     }
2154 }
2155
2156 float SpectateUpdate() {
2157         if(!self.enemy)
2158             return 0;           
2159
2160         if (self == self.enemy)
2161                 return 0;
2162
2163         if(self.enemy.classname != "player")
2164                 return 0;
2165
2166         SpectateCopy(self.enemy);
2167
2168         return 1;
2169 }
2170
2171
2172 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2173 entity CA_SpectateNext(entity start) {
2174         if (start.team == self.team) {
2175                 return start;
2176         }
2177         
2178         other = start;
2179         // continue from current player
2180         while(other && other.team != self.team) {
2181                 other = find(other, classname, "player");
2182         }
2183         
2184         if (!other) {
2185                 // restart from begining
2186                 other = find(other, classname, "player");
2187                 while(other && other.team != self.team) {
2188                         other = find(other, classname, "player");
2189                 }
2190         }
2191         
2192         return other;
2193 }
2194
2195 float SpectateNext(entity _prefer) {
2196         
2197         if(_prefer)
2198                 other = _prefer;        
2199         else
2200                 other = find(self.enemy, classname, "player");
2201         
2202         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2203                 // CA and ca players when spectating enemies is forbidden
2204                 other = CA_SpectateNext(other);
2205         } else {
2206                 // other modes and ca spectators or spectating enemies is allowed
2207                 if (!other)
2208                         other = find(other, classname, "player");
2209         }
2210         
2211         if (other)
2212                 self.enemy = other;
2213
2214         if(self.enemy.classname == "player") {
2215             /*if(self.enemy.vehicle)
2216             {      
2217             
2218             msg_entity = self;
2219             WriteByte(MSG_ONE, SVC_SETVIEW);
2220             WriteEntity(MSG_ONE, self.enemy);
2221             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2222             
2223             self.movetype = MOVETYPE_NONE;
2224             accuracy_resend(self);
2225             }
2226             else 
2227             {*/         
2228             msg_entity = self;
2229             WriteByte(MSG_ONE, SVC_SETVIEW);
2230             WriteEntity(MSG_ONE, self.enemy);
2231             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2232             self.movetype = MOVETYPE_NONE;
2233             accuracy_resend(self);
2234
2235             if(!SpectateUpdate())
2236                 PutObserverInServer();
2237         //}
2238         return 1;
2239         } else {
2240                 return 0;
2241         }
2242 }
2243
2244 /*
2245 =============
2246 ShowRespawnCountdown()
2247
2248 Update a respawn countdown display.
2249 =============
2250 */
2251 void ShowRespawnCountdown()
2252 {
2253         float number;
2254         if(self.deadflag == DEAD_NO) // just respawned?
2255                 return;
2256         else
2257         {
2258                 number = ceil(self.respawn_time - time);
2259                 if(number <= 0)
2260                         return;
2261                 if(number <= self.respawn_countdown)
2262                 {
2263                         self.respawn_countdown = number - 1;
2264                         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
2265                                 AnnounceTo(self, strcat(ftos(number), ""));
2266                 }
2267         }
2268 }
2269
2270 .float prevent_join_msgtime;
2271 void LeaveSpectatorMode()
2272 {
2273         if(nJoinAllowed(self)) {
2274                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2275                         self.classname = "player";
2276
2277                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2278                                 JoinBestTeam(self, FALSE, TRUE);
2279
2280                         if(autocvar_g_campaign)
2281                                 campaign_bots_may_start = 1;
2282
2283                         PutClientInServer();
2284
2285                         if(self.classname == "player")
2286                                 bprint ("^4", self.netname, "^4 is playing now\n");
2287
2288                         if(!autocvar_g_campaign)
2289                         if (time < self.jointime + autocvar_welcome_message_time)
2290                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2291
2292                         if (self.prevent_join_msgtime)
2293                         {
2294                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2295                                 self.prevent_join_msgtime = 0;
2296                         }
2297
2298                         return;
2299                 } else {
2300                         if (g_ca && self.caplayer) {
2301                         }       // do nothing
2302                         else
2303                                 stuffcmd(self,"menu_showteamselect\n");
2304                         return;
2305                 }
2306         }
2307         else {
2308                 //player may not join because of g_maxplayers is set
2309                 if (time - self.prevent_join_msgtime > 2)
2310                 {
2311                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2312                         self.prevent_join_msgtime = time;
2313                 }
2314         }
2315 }
2316
2317 /**
2318  * Determines whether the player is allowed to join. This depends on cvar
2319  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2320  * it checks whether the number of currently playing players exceeds g_maxplayers.
2321  * @return int number of free slots for players, 0 if none
2322  */
2323 float nJoinAllowed(entity ignore) {
2324         if(!ignore)
2325         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2326         // so report 0 free slots if restricted
2327         {
2328                 if(autocvar_g_forced_team_otherwise == "spectate")
2329                         return 0;
2330                 if(autocvar_g_forced_team_otherwise == "spectator")
2331                         return 0;
2332         }
2333
2334         if(self.team_forced < 0)
2335                 return 0; // forced spectators can never join
2336
2337         // TODO simplify this
2338         entity e;
2339         float totalClients = 0;
2340         FOR_EACH_CLIENT(e)
2341                 if(e != ignore)
2342                         totalClients += 1;
2343
2344         if (!autocvar_g_maxplayers)
2345                 return maxclients - totalClients;
2346
2347         float currentlyPlaying = 0;
2348         FOR_EACH_REALPLAYER(e)
2349                 currentlyPlaying += 1;
2350
2351         if(currentlyPlaying < autocvar_g_maxplayers)
2352                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2353
2354         return 0;
2355 }
2356
2357 /**
2358  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2359  * g_maxplayers_spectator_blocktime seconds
2360  */
2361 void checkSpectatorBlock() {
2362         if(self.classname == "spectator" || self.classname == "observer") {
2363                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2364                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2365                         dropclient(self);
2366                 }
2367         }
2368 }
2369
2370 .float motd_actived_time; // used for both motd and campaign_message
2371 void PrintWelcomeMessage()
2372 {
2373         if (self.motd_actived_time == 0) { // is there already a message showing?
2374                 if (autocvar_g_campaign) {
2375                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2376                                 self.motd_actived_time = time;
2377                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2378                         }
2379                 } else {
2380                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2381                                 self.motd_actived_time = time;
2382                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2383                         }
2384                 }
2385         } else { // showing MOTD or campaign message
2386                 if (autocvar_g_campaign) {
2387                         if (self.BUTTON_INFO)
2388                                 self.motd_actived_time = time;
2389                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2390                                 self.motd_actived_time = 0;
2391                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2392                         }
2393                 } else {
2394                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2395                                 if (self.BUTTON_INFO)
2396                                         self.motd_actived_time = time;
2397                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2398                                         self.motd_actived_time = 0;
2399                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2400                                 }
2401                         }
2402                 }
2403         }
2404 }
2405
2406 void ObserverThink()
2407 {
2408         float prefered_movetype;
2409         if (self.flags & FL_JUMPRELEASED) {
2410                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2411                         self.flags &~= FL_JUMPRELEASED;
2412                         self.flags |= FL_SPAWNING;
2413                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2414                         self.flags &~= FL_JUMPRELEASED;
2415                         if(SpectateNext(world) == 1) {
2416                                 self.classname = "spectator";
2417                         }
2418                 } else {
2419                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2420                         if (self.movetype != prefered_movetype)
2421                                 self.movetype = prefered_movetype;
2422                 }
2423         } else {
2424                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2425                         self.flags |= FL_JUMPRELEASED;
2426                         if(self.flags & FL_SPAWNING)
2427                         {
2428                                 self.flags &~= FL_SPAWNING;
2429                                 LeaveSpectatorMode();
2430                                 return;
2431                         }
2432                 }
2433         }
2434
2435         PrintWelcomeMessage();
2436 }
2437
2438 void SpectatorThink()
2439 {
2440         if (self.flags & FL_JUMPRELEASED) {
2441                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2442                         self.flags &~= FL_JUMPRELEASED;
2443                         self.flags |= FL_SPAWNING;
2444                 } else if(self.BUTTON_ATCK) {
2445                         self.flags &~= FL_JUMPRELEASED;
2446                         if(SpectateNext(world) == 1) {
2447                                 self.classname = "spectator";
2448                         } else {
2449                                 self.classname = "observer";
2450                                 PutClientInServer();
2451                         }
2452                 } else if (self.BUTTON_ATCK2) {
2453                         self.flags &~= FL_JUMPRELEASED;
2454                         self.classname = "observer";
2455                         PutClientInServer();
2456                 } else {
2457                         if(!SpectateUpdate())
2458                                 PutObserverInServer();
2459                 }
2460         } else {
2461                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2462                         self.flags |= FL_JUMPRELEASED;
2463                         if(self.flags & FL_SPAWNING)
2464                         {
2465                                 self.flags &~= FL_SPAWNING;
2466                                 LeaveSpectatorMode();
2467                                 return;
2468                         }
2469                 }
2470                 if(!SpectateUpdate())
2471                         PutObserverInServer();
2472         }
2473
2474         PrintWelcomeMessage();
2475         self.flags |= FL_CLIENT | FL_NOTARGET;
2476 }
2477
2478 void PlayerUseKey()
2479 {
2480         if(self.classname != "player")
2481                 return;
2482
2483         if(self.vehicle)
2484         {
2485         vehicles_exit(VHEF_NORMAL);
2486         return;
2487         }
2488         
2489         // a use key was pressed; call handlers
2490         MUTATOR_CALLHOOK(PlayerUseKey);
2491 }
2492
2493 .float touchexplode_time;
2494
2495 /*
2496 =============
2497 PlayerPreThink
2498
2499 Called every frame for each client before the physics are run
2500 =============
2501 */
2502 .float usekeypressed;
2503 void() nexball_setstatus;
2504 .float items_added;
2505 void PlayerPreThink (void)
2506 {
2507         WarpZone_PlayerPhysics_FixVAngle();
2508
2509         self.stat_game_starttime = game_starttime;
2510         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2511         self.stat_leadlimit = autocvar_leadlimit;
2512
2513         if(g_arena || (g_ca && !allowed_to_spawn))
2514                 self.stat_respawn_time = 0;
2515         else
2516                 self.stat_respawn_time = self.respawn_time;
2517
2518         if(frametime)
2519         {
2520                 // physics frames: update anticheat stuff
2521                 anticheat_prethink();
2522         }
2523
2524         if(blockSpectators && frametime)
2525                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2526                 checkSpectatorBlock();
2527
2528         zoomstate_set = 0;
2529
2530         if(self.netname_previous != self.netname)
2531         {
2532                 if(autocvar_sv_eventlog)
2533                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2534                 if(self.netname_previous)
2535                         strunzone(self.netname_previous);
2536                 self.netname_previous = strzone(self.netname);
2537         }
2538
2539         // version nagging
2540         if(self.version_nagtime)
2541                 if(self.cvar_g_xonoticversion)
2542                         if(time > self.version_nagtime)
2543                         {
2544                                 // don't notify git users
2545                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2546                                 {
2547                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2548                                         {
2549                                                 // notify release users if connecting to git
2550                                                 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");
2551                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2552                                         }
2553                                         else
2554                                         {
2555                                                 float r;
2556                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2557                                                 if(r < 0)
2558                                                 {
2559                                                         // give users new version
2560                                                         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");
2561                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n"));
2562                                                 }
2563                                                 else if(r > 0)
2564                                                 {
2565                                                         // notify users about old server version
2566                                                         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");
2567                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2568                                                 }
2569                                         }
2570                                 }
2571                                 self.version_nagtime = 0;
2572                         }
2573
2574         // GOD MODE info
2575         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2576         {
2577                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2578                 self.max_armorvalue = 0;
2579         }
2580
2581 #ifdef TETRIS
2582         if (TetrisPreFrame())
2583                 return;
2584 #endif
2585
2586         MUTATOR_CALLHOOK(PlayerPreThink);
2587
2588         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2589         {
2590                 if(self.BUTTON_USE && !self.usekeypressed)
2591                         PlayerUseKey();
2592                 self.usekeypressed = self.BUTTON_USE;
2593         }
2594
2595         PrintWelcomeMessage();
2596
2597         if(self.classname == "player") {
2598 //              if(self.netname == "Wazat")
2599 //                      bprint(self.classname, "\n");
2600
2601                 CheckRules_Player();
2602
2603                 if (intermission_running)
2604                 {
2605                         IntermissionThink ();   // otherwise a button could be missed between
2606                         return;                                 // the think tics
2607                 }
2608
2609                 //don't allow the player to turn around while game is paused!
2610                 if(timeout_status == TIMEOUT_ACTIVE) {
2611                         // FIXME turn this into CSQC stuff
2612                         self.v_angle = self.lastV_angle;
2613                         self.angles = self.lastV_angle;
2614                         self.fixangle = TRUE;
2615                 }
2616
2617                 if(frametime)
2618                 {
2619 #ifndef NO_LEGACY_NETWORKING
2620                         self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2621 #endif
2622
2623                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2624                         {
2625                                 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);
2626                                 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);
2627                                 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);
2628
2629                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2630                                 {
2631                                         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);
2632                                         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);
2633                                         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);
2634                                 }
2635                         }
2636                         else
2637                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2638
2639                         player_powerups();
2640                 }
2641
2642                 if (self.deadflag != DEAD_NO)
2643                 {
2644                         float button_pressed, force_respawn;
2645                         if(self.personal && g_race_qualifying)
2646                         {
2647                                 if(time > self.respawn_time)
2648                                 {
2649                                         self.respawn_time = time + 1; // only retry once a second
2650                                         respawn();
2651                                         self.impulse = 141;
2652                                 }
2653                         }
2654                         else
2655                         {
2656                                 if(frametime)
2657                                         player_anim();
2658                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2659                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2660                                 if (self.deadflag == DEAD_DYING)
2661                                 {
2662                                         if(force_respawn)
2663                                                 self.deadflag = DEAD_RESPAWNING;
2664                                         else if(!button_pressed)
2665                                                 self.deadflag = DEAD_DEAD;
2666                                 }
2667                                 else if (self.deadflag == DEAD_DEAD)
2668                                 {
2669                                         if(button_pressed)
2670                                                 self.deadflag = DEAD_RESPAWNABLE;
2671                                 }
2672                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2673                                 {
2674                                         if(!button_pressed)
2675                                                 self.deadflag = DEAD_RESPAWNING;
2676                                 }
2677                                 else if (self.deadflag == DEAD_RESPAWNING)
2678                                 {
2679                                         if(time > self.respawn_time)
2680                                         {
2681                                                 self.respawn_time = time + 1; // only retry once a second
2682                                                 respawn();
2683                                         }
2684                                 }
2685                                 ShowRespawnCountdown();
2686                         }
2687
2688                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2689                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2690                                 self.stat_respawn_time *= -1;
2691
2692                         return;
2693                 }
2694                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2695                 // so (self.deadflag == DEAD_NO) is always true in the code below
2696
2697                 if(g_touchexplode)
2698                 if(time > self.touchexplode_time)
2699                 if(self.classname == "player")
2700                 if(self.deadflag == DEAD_NO)
2701                 if not(IS_INDEPENDENT_PLAYER(self))
2702                 FOR_EACH_PLAYER(other) if(self != other)
2703                 {
2704                         if(time > other.touchexplode_time)
2705                         if(other.deadflag == DEAD_NO)
2706                         if not(IS_INDEPENDENT_PLAYER(other))
2707                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2708                         {
2709                                 PlayerTouchExplode(self, other);
2710                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2711                         }
2712                 }
2713
2714                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2715                 {
2716                         vector dist;
2717
2718                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2719                         dist = self.prevorigin - self.origin;
2720                         dist_z = 0;
2721                         self.lms_traveled_distance += fabs(vlen(dist));
2722
2723                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2724                         {
2725                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2726                                 self.lms_traveled_distance = 0;
2727                         }
2728
2729                         if(time > self.lms_nextcheck)
2730                         {
2731                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2732                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2733                                 {
2734                                         centerprint(self, autocvar_g_lms_campcheck_message);
2735                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2736                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2737                                         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');
2738                                 }
2739                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2740                                 self.lms_traveled_distance = 0;
2741                         }
2742                 }
2743
2744                 self.prevorigin = self.origin;
2745
2746                 if (!self.vehicle)
2747                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x && !self.freezetag_frozen) // prevent crouching if using melee attack
2748                 {
2749                         if (!self.crouch)
2750                         {
2751                                 self.crouch = TRUE;
2752                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2753                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2754                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2755                         }
2756                 }
2757                 else
2758                 {
2759                         if (self.crouch)
2760                         {
2761                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2762                                 if (!trace_startsolid)
2763                                 {
2764                                         self.crouch = FALSE;
2765                                         self.view_ofs = PL_VIEW_OFS;
2766                                         setsize (self, PL_MIN, PL_MAX);
2767                                 }
2768                         }
2769                 }
2770
2771                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2772                 {
2773                         if(self.bloodloss_timer < time)
2774                         {
2775                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2776                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2777                         }
2778                 }
2779
2780                 FixPlayermodel();
2781
2782                 GrapplingHookFrame();
2783
2784                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2785                 //if(frametime)
2786                 {
2787                         self.items &~= self.items_added;
2788
2789                         W_WeaponFrame();
2790
2791                         self.items_added = 0;
2792                         if(self.items & IT_JETPACK)
2793                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2794                                         self.items_added |= IT_FUEL;
2795
2796                         self.items |= self.items_added;
2797                 }
2798
2799                 player_regen();
2800
2801                 // rot nex charge to the charge limit
2802                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2803                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2804
2805                 if(frametime)
2806                         player_anim();
2807
2808                 if(g_nexball)
2809                         nexball_setstatus();
2810                 
2811                 // secret status
2812                 secrets_setstatus();
2813                 
2814                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2815
2816                 //self.angles_y=self.v_angle_y + 90;   // temp
2817         } else if(gameover) {
2818                 if (intermission_running)
2819                         IntermissionThink ();   // otherwise a button could be missed between
2820                 return;
2821         } else if(self.classname == "observer") {
2822                 ObserverThink();
2823         } else if(self.classname == "spectator") {
2824                 SpectatorThink();
2825         }
2826
2827         if(!zoomstate_set)
2828                 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));
2829
2830         float oldspectatee_status;
2831         oldspectatee_status = self.spectatee_status;
2832         if(self.classname == "spectator")
2833                 self.spectatee_status = num_for_edict(self.enemy);
2834         else if(self.classname == "observer")
2835                 self.spectatee_status = num_for_edict(self);
2836         else
2837                 self.spectatee_status = 0;
2838         if(self.spectatee_status != oldspectatee_status)
2839         {
2840                 ClientData_Touch(self);
2841                 if(g_race || g_cts)
2842                         race_InitSpectator();
2843         }
2844
2845         if(self.teamkill_soundtime)
2846         if(time > self.teamkill_soundtime)
2847         {
2848                 self.teamkill_soundtime = 0;
2849
2850                 entity oldpusher, oldself;
2851
2852                 oldself = self; self = self.teamkill_soundsource;
2853                 oldpusher = self.pusher; self.pusher = oldself;
2854
2855                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2856
2857                 self.pusher = oldpusher;
2858                 self = oldself;
2859         }
2860
2861         if(self.taunt_soundtime)
2862         if(time > self.taunt_soundtime)
2863         {
2864                 self.taunt_soundtime = 0;
2865                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2866         }
2867
2868         target_voicescript_next(self);
2869
2870         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2871         if(!self.weapon)
2872                 self.clip_load = self.clip_size = 0;
2873 }
2874
2875 float isInvisibleString(string s)
2876 {
2877         float i, n, c;
2878         s = strdecolorize(s);
2879         for((i = 0), (n = strlen(s)); i < n; ++i)
2880         {
2881                 c = str2chr(s, i);
2882                 switch(c)
2883                 {
2884                         case 0:
2885                         case 32: // space
2886                                 break;
2887                         case 192: // charmap space
2888                                 if (!autocvar_utf8_enable)
2889                                         break;
2890                                 return FALSE;
2891                         case 160: // space in unicode fonts
2892                         case 0xE000 + 192: // utf8 charmap space
2893                                 if (autocvar_utf8_enable)
2894                                         break;
2895                         default:
2896                                 return FALSE;
2897                 }
2898         }
2899         return TRUE;
2900 }
2901
2902 /*
2903 =============
2904 PlayerPostThink
2905
2906 Called every frame for each client after the physics are run
2907 =============
2908 */
2909 .float idlekick_lasttimeleft;
2910 .entity showheadshotbbox;
2911 void showheadshotbbox_think()
2912 {
2913         if(self.owner.showheadshotbbox != self)
2914         {
2915                 remove(self);
2916                 return;
2917         }
2918         self.nextthink = time;
2919         setorigin(self, self.owner.origin);
2920         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2921 }
2922 void PlayerPostThink (void)
2923 {
2924         // Savage: Check for nameless players
2925         if (isInvisibleString(self.netname)) {
2926                 self.netname = "Player";
2927                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2928         }
2929
2930         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2931         {
2932                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2933                 {
2934                         if(self.idlekick_lasttimeleft)
2935                         {
2936                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2937                                 self.idlekick_lasttimeleft = 0;
2938                         }
2939                 }
2940                 else
2941                 {
2942                         float timeleft;
2943                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2944                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2945                         {
2946                                 if(!self.idlekick_lasttimeleft)
2947                                         Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2948                         }
2949                         if(timeleft <= 0)
2950                         {
2951                                 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2952                                 AnnounceTo(self, "terminated");
2953                                 dropclient(self);
2954                                 return;
2955                         }
2956                         else if(timeleft <= 10)
2957                         {
2958                                 if(timeleft != self.idlekick_lasttimeleft)
2959                                         AnnounceTo(self, ftos(timeleft));
2960                                 self.idlekick_lasttimeleft = timeleft;
2961                         }
2962                 }
2963         }
2964
2965 #ifdef TETRIS
2966         if(self.impulse == 100)
2967                 ImpulseCommands();
2968         if (!TetrisPostFrame())
2969         {
2970 #endif
2971
2972         CheatFrame();
2973
2974         //CheckPlayerJump();
2975
2976         if(self.classname == "player") {
2977                 CheckRules_Player();
2978                 UpdateChatBubble();
2979                 if (self.impulse)
2980                         ImpulseCommands();
2981                 if (intermission_running)
2982                         return;         // intermission or finale
2983                 GetPressedKeys();
2984         } else if (self.classname == "observer") {
2985                 //do nothing
2986         } else if (self.classname == "spectator") {
2987                 //do nothing
2988         }
2989         
2990 #ifdef TETRIS
2991         }
2992 #endif
2993
2994         /*
2995         float i;
2996         for(i = 0; i < 1000; ++i)
2997         {
2998                 vector end;
2999                 end = self.origin + '0 0 1024' + 512 * randomvec();
3000                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3001                 if(trace_fraction < 1)
3002                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3003                 {
3004                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3005                         break;
3006                 }
3007         }
3008         */
3009
3010         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3011
3012         if(self.waypointsprite_attachedforcarrier)
3013                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3014
3015         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3016         {
3017                 if(!self.showheadshotbbox)
3018                 {
3019                         self.showheadshotbbox = spawn();
3020                         self.showheadshotbbox.classname = "headshotbbox";
3021                         self.showheadshotbbox.owner = self;
3022                         self.showheadshotbbox.think = showheadshotbbox_think;
3023                         self.showheadshotbbox.nextthink = time;
3024                         self = self.showheadshotbbox;
3025                         self.think();
3026                         self = self.owner;
3027                 }
3028         }
3029         else
3030         {
3031                 if(self.showheadshotbbox)
3032                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3033                 remove(self.showheadshotbbox);
3034         }
3035
3036         playerdemo_write();
3037
3038         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3039         {
3040                 if(!self.stored_netname)
3041                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3042                 if(self.stored_netname != self.netname)
3043                 {
3044                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3045                         strunzone(self.stored_netname);
3046                         self.stored_netname = strzone(self.netname);
3047                 }
3048         }
3049
3050         /*
3051         if(g_race)
3052                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3053         */
3054
3055         CSQCMODEL_AUTOUPDATE();
3056 }