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