]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'master' into mirceakitsune/universal_reload_system
[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                 self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo;
897                 self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo;
898                 self.electro_load = autocvar_g_balance_electro_reload_ammo;
899                 self.crylink_load = autocvar_g_balance_crylink_reload_ammo;
900                 self.hlac_load = autocvar_g_balance_hlac_reload_ammo;
901                 self.fireball_load = autocvar_g_balance_fireball_reload_ammo;
902
903                 if(inWarmupStage)
904                 {
905                         self.ammo_shells = warmup_start_ammo_shells;
906                         self.ammo_nails = warmup_start_ammo_nails;
907                         self.ammo_rockets = warmup_start_ammo_rockets;
908                         self.ammo_cells = warmup_start_ammo_cells;
909                         self.ammo_fuel = warmup_start_ammo_fuel;
910                         self.health = warmup_start_health;
911                         self.armorvalue = warmup_start_armorvalue;
912                         self.weapons = warmup_start_weapons;
913                 }
914                 else
915                 {
916                         self.ammo_shells = start_ammo_shells;
917                         self.ammo_nails = start_ammo_nails;
918                         self.ammo_rockets = start_ammo_rockets;
919                         self.ammo_cells = start_ammo_cells;
920                         self.ammo_fuel = start_ammo_fuel;
921                         self.health = start_health;
922                         self.armorvalue = start_armorvalue;
923                         self.weapons = start_weapons;
924                 }
925
926                 if(g_weaponarena_random)
927                 {
928                         if(g_weaponarena_random_with_laser)
929                                 self.weapons &~= WEPBIT_LASER;
930                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
931                         if(g_weaponarena_random_with_laser)
932                                 self.weapons |= WEPBIT_LASER;
933                 }
934
935                 self.items = start_items;
936                 self.jump_interval = time;
937
938                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
939                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
940                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
941                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
942                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
943                 //extend the pause of rotting if client was reset at the beginning of the countdown
944                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
945                         self.spawnshieldtime += game_starttime - time;
946                         self.pauserotarmor_finished += game_starttime - time;
947                         self.pauserothealth_finished += game_starttime - time;
948                         self.pauseregen_finished += game_starttime - time;
949                 }
950                 self.damageforcescale = 2;
951                 self.death_time = 0;
952                 self.dead_frame = 0;
953                 self.alpha = 0;
954                 self.scale = 0;
955                 self.fade_time = 0;
956                 self.pain_frame = 0;
957                 self.pain_finished = 0;
958                 self.strength_finished = 0;
959                 self.invincible_finished = 0;
960                 self.pushltime = 0;
961                 // players have no think function
962                 self.think = SUB_Null;
963                 self.nextthink = 0;
964                 self.hook_time = 0;
965                 self.dmg_team = 0;
966                 self.ballistics_density = autocvar_g_ballistics_density_player;
967
968                 self.metertime = 0;
969
970                 self.runes = 0;
971
972                 self.deadflag = DEAD_NO;
973
974                 self.angles = spot.angles;
975
976                 self.angles_z = 0; // never spawn tilted even if the spot says to
977                 self.fixangle = TRUE; // turn this way immediately
978                 self.velocity = '0 0 0';
979                 self.avelocity = '0 0 0';
980                 self.punchangle = '0 0 0';
981                 self.punchvector = '0 0 0';
982                 self.oldvelocity = self.velocity;
983                 self.fire_endtime = -1;
984
985                 msg_entity = self;
986                 WRITESPECTATABLE_MSG_ONE({
987                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
988                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
989                 });
990
991                 if(sv_loddistance1)
992                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
993
994                 self.model = "";
995                 FixPlayermodel();
996
997                 self.crouch = FALSE;
998                 self.view_ofs = PL_VIEW_OFS;
999                 setsize (self, PL_MIN, PL_MAX);
1000                 self.spawnorigin = spot.origin;
1001                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1002                 // don't reset back to last position, even if new position is stuck in solid
1003                 self.oldorigin = self.origin;
1004                 self.prevorigin = self.origin;
1005                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1006
1007                 if(g_arena)
1008                 {
1009                         Spawnqueue_Remove(self);
1010                         Spawnqueue_Mark(self);
1011                 }
1012
1013                 else if(g_ca)
1014                         self.caplayer = 1;
1015
1016                 self.event_damage = PlayerDamage;
1017
1018                 self.bot_attack = TRUE;
1019
1020                 self.statdraintime = time + 5;
1021                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1022
1023                 if(self.killcount == -666) {
1024                         PlayerScore_Clear(self);
1025                         self.killcount = 0;
1026                 }
1027
1028                 self.cnt = WEP_LASER;
1029
1030                 CL_SpawnWeaponentity();
1031                 self.alpha = default_player_alpha;
1032                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1033                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1034
1035                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1036                 self.lms_traveled_distance = 0;
1037                 self.speedrunning = FALSE;
1038
1039                 race_PostSpawn(spot);
1040
1041                 if(autocvar_spawn_debug)
1042                 {
1043                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1044                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1045                 }
1046
1047                 //stuffcmd(self, "chase_active 0");
1048                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1049
1050                 if (autocvar_g_spawnsound)
1051                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1052
1053                 if(g_assault) {
1054                         if(self.team == assault_attacker_team)
1055                                 centerprint(self, "You are attacking!");
1056                         else
1057                                 centerprint(self, "You are defending!");
1058                 }
1059
1060                 target_voicescript_clear(self);
1061
1062                 // reset fields the weapons may use
1063                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1064                         weapon_action(j, WR_RESETPLAYER);
1065
1066                 oldself = self;
1067                 self = spot;
1068                         activator = oldself;
1069                                 SUB_UseTargets();
1070                         activator = world;
1071                 self = oldself;
1072
1073                 MUTATOR_CALLHOOK(PlayerSpawn);
1074
1075                 self.switchweapon = w_getbestweapon(self);
1076                 self.cnt = self.switchweapon;
1077                 self.weapon = 0;
1078
1079                 if(!self.alivetime)
1080                         self.alivetime = time;
1081         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1082                 PutObserverInServer ();
1083         }
1084
1085         //if(g_ctf)
1086         //      ctf_playerchanged();
1087 }
1088
1089 .float ebouncefactor, ebouncestop; // electro's values
1090 // TODO do we need all these fields, or should we stop autodetecting runtime
1091 // changes and just have a console command to update this?
1092 float ClientInit_SendEntity(entity to, float sf)
1093 {
1094         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1095         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1096         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1097         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1098         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1099         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1100         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1101         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1102         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1103         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1104         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1105         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1106         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1107         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1108         if(sv_foginterval && world.fog != "")
1109                 WriteString(MSG_ENTITY, world.fog);
1110         else
1111                 WriteString(MSG_ENTITY, "");
1112         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1113         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1114         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1115         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1116         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1117         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1118         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1119         WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
1120         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1121         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1122         return TRUE;
1123 }
1124
1125 void ClientInit_CheckUpdate()
1126 {
1127         self.nextthink = time;
1128         if(self.count != autocvar_g_balance_armor_blockpercent)
1129         {
1130                 self.count = autocvar_g_balance_armor_blockpercent;
1131                 self.SendFlags |= 1;
1132         }
1133         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1134         {
1135                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1136                 self.SendFlags |= 1;
1137         }
1138         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1139         {
1140                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1141                 self.SendFlags |= 1;
1142         }
1143         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1144         {
1145                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1146                 self.SendFlags |= 1;
1147         }
1148         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1149         {
1150                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1151                 self.SendFlags |= 1;
1152         }
1153         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1154         {
1155                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1156                 self.SendFlags |= 1;
1157         }
1158 }
1159
1160 void ClientInit_Spawn()
1161 {
1162         entity o;
1163         entity e;
1164         e = spawn();
1165         e.classname = "clientinit";
1166         e.think = ClientInit_CheckUpdate;
1167         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1168
1169         o = self;
1170         self = e;
1171         ClientInit_CheckUpdate();
1172         self = o;
1173 }
1174
1175 /*
1176 =============
1177 SetNewParms
1178 =============
1179 */
1180 void SetNewParms (void)
1181 {
1182         // initialize parms for a new player
1183         parm1 = -(86400 * 366);
1184 }
1185
1186 /*
1187 =============
1188 SetChangeParms
1189 =============
1190 */
1191 void SetChangeParms (void)
1192 {
1193         // save parms for level change
1194         parm1 = self.parm_idlesince - time;
1195 }
1196
1197 /*
1198 =============
1199 DecodeLevelParms
1200 =============
1201 */
1202 void DecodeLevelParms (void)
1203 {
1204         // load parms
1205         self.parm_idlesince = parm1;
1206         if(self.parm_idlesince == -(86400 * 366))
1207                 self.parm_idlesince = time;
1208
1209         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1210         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1211 }
1212
1213 /*
1214 =============
1215 ClientKill
1216
1217 Called when a client types 'kill' in the console
1218 =============
1219 */
1220
1221 .float clientkill_nexttime;
1222 void ClientKill_Now_TeamChange()
1223 {
1224         if(self.killindicator_teamchange == -1)
1225         {
1226                 self.team = -1;
1227                 JoinBestTeam( self, FALSE, FALSE );
1228         }
1229         else if(self.killindicator_teamchange == -2)
1230         {
1231                 if(g_ca)
1232                         self.caplayer = 0;
1233                 if(blockSpectators)
1234                         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"));
1235                 PutObserverInServer();
1236         }
1237         else
1238                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1239 }
1240
1241 void ClientKill_Now()
1242 {
1243         remove(self.killindicator);
1244         self.killindicator = world;
1245
1246         if(self.killindicator_teamchange)
1247                 ClientKill_Now_TeamChange();
1248
1249         // in any case:
1250         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1251
1252         // now I am sure the player IS dead
1253 }
1254 void KillIndicator_Think()
1255 {
1256         if (!self.owner.modelindex)
1257         {
1258                 self.owner.killindicator = world;
1259                 remove(self);
1260                 return;
1261         }
1262
1263         if(self.cnt <= 0)
1264         {
1265                 self = self.owner;
1266                 ClientKill_Now(); // no oldself needed
1267                 return;
1268         }
1269     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1270     {
1271         self.nextthink = time + 1;
1272         self.cnt -= 1;
1273     }
1274         else
1275         {
1276                 if(self.cnt <= 10)
1277                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1278                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1279                 {
1280                         if(self.cnt <= 10)
1281                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1282                         if(self.owner.killindicator_teamchange)
1283                         {
1284                                 if(self.owner.killindicator_teamchange == -1)
1285                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1286                                 else if(self.owner.killindicator_teamchange == -2)
1287                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
1288                                 else
1289                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1290                         }
1291                         else
1292                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1293                 }
1294                 self.nextthink = time + 1;
1295                 self.cnt -= 1;
1296         }
1297 }
1298
1299 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1300 {
1301         float killtime;
1302         entity e;
1303         killtime = autocvar_g_balance_kill_delay;
1304
1305         if(g_race_qualifying || g_cts)
1306                 killtime = 0;
1307
1308     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1309     {
1310                 remove(self.killindicator);
1311                 self.killindicator = world;
1312
1313         ClientKill_Now(); // allow instant kill in this case
1314         return;
1315     }
1316
1317         self.killindicator_teamchange = targetteam;
1318
1319     if(!self.killindicator)
1320         {
1321                 if(self.modelindex && self.deadflag == DEAD_NO)
1322                 {
1323                         killtime = max(killtime, self.clientkill_nexttime - time);
1324                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1325                 }
1326
1327                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1328                 {
1329                         ClientKill_Now();
1330                 }
1331                 else
1332                 {
1333                         self.killindicator = spawn();
1334                         self.killindicator.owner = self;
1335                         self.killindicator.scale = 0.5;
1336                         setattachment(self.killindicator, self, "");
1337                         setorigin(self.killindicator, '0 0 52');
1338                         self.killindicator.think = KillIndicator_Think;
1339                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1340                         self.killindicator.cnt = ceil(killtime);
1341                         self.killindicator.count = bound(0, ceil(killtime), 10);
1342                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1343
1344                         for(e = world; (e = find(e, classname, "body")) != world; )
1345                         {
1346                                 if(e.enemy != self)
1347                                         continue;
1348                                 e.killindicator = spawn();
1349                                 e.killindicator.owner = e;
1350                                 e.killindicator.scale = 0.5;
1351                                 setattachment(e.killindicator, e, "");
1352                                 setorigin(e.killindicator, '0 0 52');
1353                                 e.killindicator.think = KillIndicator_Think;
1354                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1355                                 e.killindicator.cnt = ceil(killtime);
1356                         }
1357                         self.lip = 0;
1358                 }
1359         }
1360         if(self.killindicator)
1361         {
1362                 if(targetteam == 0) // just die
1363                         self.killindicator.colormod = '0 0 0';
1364                 else if(targetteam == -1) // auto
1365                         self.killindicator.colormod = '0 1 0';
1366                 else if(targetteam == -2) // spectate
1367                         self.killindicator.colormod = '0.5 0.5 0.5';
1368                 else
1369                         self.killindicator.colormod = TeamColor(targetteam);
1370         }
1371 }
1372
1373 void ClientKill (void)
1374 {
1375         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1376         {
1377                 // do nothing
1378         }
1379     else if(self.freezetag_frozen)
1380     {
1381         // do nothing
1382     }
1383         else
1384                 ClientKill_TeamChange(0);
1385 }
1386
1387 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
1388 {
1389     e.killindicator = spawn();
1390     e.killindicator.owner = e;
1391     e.killindicator.think = KillIndicator_Think;
1392     e.killindicator.nextthink = time + (e.lip) * 0.05;
1393     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1394     e.killindicator.health = 1; // this is used to indicate that it should be silent
1395     e.lip = 0;
1396 }
1397
1398 void DoTeamChange(float destteam)
1399 {
1400         float t, c0;
1401         if(!teams_matter)
1402         {
1403                 if(destteam >= 0)
1404                         SetPlayerColors(self, destteam);
1405                 return;
1406         }
1407         if(self.classname == "player")
1408         if(destteam == -1)
1409         {
1410                 CheckAllowedTeams(self);
1411                 t = FindSmallestTeam(self, TRUE);
1412                 switch(self.team)
1413                 {
1414                         case COLOR_TEAM1: c0 = c1; break;
1415                         case COLOR_TEAM2: c0 = c2; break;
1416                         case COLOR_TEAM3: c0 = c3; break;
1417                         case COLOR_TEAM4: c0 = c4; break;
1418                         default:          c0 = 999;
1419                 }
1420                 switch(t)
1421                 {
1422                         case 1:
1423                                 if(c0 > c1)
1424                                         destteam = COLOR_TEAM1;
1425                                 break;
1426                         case 2:
1427                                 if(c0 > c2)
1428                                         destteam = COLOR_TEAM2;
1429                                 break;
1430                         case 3:
1431                                 if(c0 > c3)
1432                                         destteam = COLOR_TEAM3;
1433                                 break;
1434                         case 4:
1435                                 if(c0 > c4)
1436                                         destteam = COLOR_TEAM4;
1437                                 break;
1438                 }
1439                 if(destteam == -1)
1440                         return;
1441         }
1442         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1443                 return;
1444         ClientKill_TeamChange(destteam);
1445 }
1446
1447 void FixClientCvars(entity e)
1448 {
1449         // send prediction settings to the client
1450         stuffcmd(e, "\nin_bindmap 0 0\n");
1451         if(g_race || g_cts)
1452                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1453         if(autocvar_g_antilag == 3) // client side hitscan
1454                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1455         if(sv_gentle)
1456                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1457         /*
1458          * we no longer need to stuff this. Remove this comment block if you feel
1459          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1460         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1461         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1462         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1463         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1464         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1465         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1466         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1467         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1468         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1469         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1470         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1471         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1472         stuffcmd(e, "cl_movement_edgefriction 1\n");
1473          */
1474 }
1475
1476 float PlayerInIDList(entity p, string idlist)
1477 {
1478         float n, i;
1479         string s;
1480
1481         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1482         if not(p.crypto_idfp)
1483                 return 0;
1484
1485         // this function allows abbreviated player IDs too!
1486         n = tokenize_console(idlist);
1487         for(i = 0; i < n; ++i)
1488         {
1489                 s = argv(i);
1490                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1491                         return 1;
1492         }
1493
1494         return 0;
1495 }
1496
1497 /*
1498 =============
1499 ClientConnect
1500
1501 Called when a client connects to the server
1502 =============
1503 */
1504 //void ctf_clientconnect();
1505 string ColoredTeamName(float t);
1506 void DecodeLevelParms (void);
1507 //void dom_player_join_team(entity pl);
1508 void ClientConnect (void)
1509 {
1510         float t;
1511
1512         if(self.flags & FL_CLIENT)
1513         {
1514                 print("Warning: ClientConnect, but already connected!\n");
1515                 return;
1516         }
1517
1518         if(Ban_MaybeEnforceBan(self))
1519                 return;
1520
1521         DecodeLevelParms();
1522
1523 #ifdef WATERMARK
1524         sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1525 #endif
1526
1527         self.classname = "player_joining";
1528
1529         self.flags = FL_CLIENT;
1530         self.version_nagtime = time + 10 + random() * 10;
1531
1532         if(player_count<0)
1533         {
1534                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1535                 player_count = 0;
1536         }
1537
1538         PlayerScore_Attach(self);
1539         ClientData_Attach();
1540         accuracy_init(self);
1541
1542         bot_clientconnect();
1543
1544         playerdemo_init();
1545
1546         anticheat_init();
1547         
1548         race_PreSpawnObserver();
1549
1550         //if(g_domination)
1551         //      dom_player_join_team(self);
1552
1553         // identify the right forced team
1554         if(autocvar_g_campaign)
1555         {
1556                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1557                 {
1558                         switch(autocvar_g_campaign_forceteam)
1559                         {
1560                                 case 1: self.team_forced = COLOR_TEAM1; break;
1561                                 case 2: self.team_forced = COLOR_TEAM2; break;
1562                                 case 3: self.team_forced = COLOR_TEAM3; break;
1563                                 case 4: self.team_forced = COLOR_TEAM4; break;
1564                                 default: self.team_forced = 0;
1565                         }
1566                 }
1567         }
1568         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1569                 self.team_forced = COLOR_TEAM1;
1570         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1571                 self.team_forced = COLOR_TEAM2;
1572         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1573                 self.team_forced = COLOR_TEAM3;
1574         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1575                 self.team_forced = COLOR_TEAM4;
1576         else if(autocvar_g_forced_team_otherwise == "red")
1577                 self.team_forced = COLOR_TEAM1;
1578         else if(autocvar_g_forced_team_otherwise == "blue")
1579                 self.team_forced = COLOR_TEAM2;
1580         else if(autocvar_g_forced_team_otherwise == "yellow")
1581                 self.team_forced = COLOR_TEAM3;
1582         else if(autocvar_g_forced_team_otherwise == "pink")
1583                 self.team_forced = COLOR_TEAM4;
1584         else if(autocvar_g_forced_team_otherwise == "spectate")
1585                 self.team_forced = -1;
1586         else if(autocvar_g_forced_team_otherwise == "spectator")
1587                 self.team_forced = -1;
1588         else
1589                 self.team_forced = 0;
1590
1591         if(!teams_matter)
1592                 if(self.team_forced > 0)
1593                         self.team_forced = 0;
1594
1595         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1596
1597         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1598                 self.classname = "observer";
1599         } else {
1600                 if(teams_matter)
1601                 {
1602                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1603                         {
1604                                 self.classname = "player";
1605                                 campaign_bots_may_start = 1;
1606                         }
1607                         else
1608                         {
1609                                 self.classname = "observer"; // do it anyway
1610                         }
1611                 }
1612                 else
1613                 {
1614                         self.classname = "player";
1615                         campaign_bots_may_start = 1;
1616                 }
1617         }
1618
1619         self.playerid = (playerid_last = playerid_last + 1);
1620
1621         if(autocvar_sv_eventlog)
1622                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1623
1624         LogTeamchange(self.playerid, self.team, 1);
1625
1626         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1627
1628         self.netname_previous = strzone(self.netname);
1629
1630         bprint("^4", self.netname, "^4 connected");
1631
1632         if(self.classname != "observer" && (g_domination || g_ctf))
1633                 bprint(" and joined the ", ColoredTeamName(self.team));
1634
1635         bprint("\n");
1636
1637         self.welcomemessage_time = 0;
1638
1639         stuffcmd(self, strcat(clientstuff, "\n"));
1640         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1641         stuffcmd(self, "cl_particles_reloadeffects\n");
1642
1643         FixClientCvars(self);
1644
1645         // spawnfunc_waypoint sprites
1646         WaypointSprite_InitClient(self);
1647
1648         // Wazat's grappling hook
1649         SetGrappleHookBindings();
1650
1651         // get autoswitch state from player when he toggles it
1652         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1653
1654         // get version info from player
1655         stuffcmd(self, "cmd clientversion $gameversion\n");
1656
1657         // get other cvars from player
1658         GetCvars(0);
1659
1660         // notify about available teams
1661         if(teams_matter)
1662         {
1663                 CheckAllowedTeams(self);
1664                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1665                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1666         }
1667         else
1668                 stuffcmd(self, "set _teams_available 0\n");
1669
1670         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1671
1672         if(g_arena || g_ca)
1673         {
1674                 self.classname = "observer";
1675                 if(g_arena)
1676                         Spawnqueue_Insert(self);
1677         }
1678         /*else if(g_ctf)
1679         {
1680                 ctf_clientconnect();
1681         }*/
1682
1683         if(teams_matter || radar_showennemies)
1684                 attach_entcs();
1685
1686         bot_relinkplayerlist();
1687
1688         self.spectatortime = time;
1689         if(blockSpectators)
1690         {
1691                 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"));
1692         }
1693
1694         self.jointime = time;
1695         self.allowedTimeouts = autocvar_sv_timeout_number;
1696
1697         if(clienttype(self) == CLIENTTYPE_REAL)
1698         {
1699                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1700                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1701         }
1702
1703         if(g_lms)
1704         {
1705                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1706                 {
1707                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1708                         self.frags = FRAGS_SPECTATOR;
1709                 }
1710         }
1711
1712         if(!sv_foginterval && world.fog != "")
1713                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1714
1715         SoundEntity_Attach(self);
1716
1717         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1718         {
1719                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1720                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1721         }
1722         else
1723                 self.hitplotfh = -1;
1724
1725         if(g_race || g_cts) {
1726                 string rr;
1727                 if(g_cts)
1728                         rr = CTS_RECORD;
1729                 else
1730                         rr = RACE_RECORD;
1731                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1732
1733                 msg_entity = self;
1734                 race_send_recordtime(MSG_ONE);
1735                 race_send_speedaward(MSG_ONE);
1736
1737                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1738                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1739                 race_send_speedaward_alltimebest(MSG_ONE);
1740
1741                 float i;
1742                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1743                         race_SendRankings(i, 0, 0, MSG_ONE);
1744                 }
1745         }
1746         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1747                 send_CSQC_teamnagger();
1748
1749         CheatInitClient();
1750
1751         PlayerStats_AddPlayer(self);
1752 }
1753
1754 /*
1755 =============
1756 ClientDisconnect
1757
1758 Called when a client disconnects from the server
1759 =============
1760 */
1761 .entity chatbubbleentity;
1762 .entity teambubbleentity;
1763 void ReadyCount();
1764 void ClientDisconnect (void)
1765 {
1766         if not(self.flags & FL_CLIENT)
1767         {
1768                 print("Warning: ClientDisconnect without ClientConnect\n");
1769                 return;
1770         }
1771
1772         PlayerStats_AddGlobalInfo(self);
1773
1774         CheatShutdownClient();
1775
1776         if(self.hitplotfh >= 0)
1777         {
1778                 fclose(self.hitplotfh);
1779                 self.hitplotfh = -1;
1780         }
1781
1782         anticheat_report();
1783         anticheat_shutdown();
1784
1785         playerdemo_shutdown();
1786
1787         bot_clientdisconnect();
1788
1789         if(self.entcs)
1790                 detach_entcs();
1791
1792         if(autocvar_sv_eventlog)
1793                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1794         bprint ("^4",self.netname);
1795         bprint ("^4 disconnected\n");
1796
1797         SoundEntity_Detach(self);
1798
1799         DropAllRunes(self);
1800         MUTATOR_CALLHOOK(ClientDisconnect);
1801
1802         Portal_ClearAll(self);
1803
1804         if(self.flagcarried)
1805                 DropFlag(self.flagcarried, world, world);
1806         if(self.ballcarried && g_nexball)
1807                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1808
1809         // Here, everything has been done that requires this player to be a client.
1810
1811         self.flags &~= FL_CLIENT;
1812
1813         if (self.chatbubbleentity)
1814                 remove (self.chatbubbleentity);
1815
1816         if (self.teambubbleentity)
1817                 remove (self.teambubbleentity);
1818
1819         if (self.killindicator)
1820                 remove (self.killindicator);
1821
1822         WaypointSprite_PlayerGone();
1823
1824         bot_relinkplayerlist();
1825
1826         if(g_arena)
1827         {
1828                 Spawnqueue_Unmark(self);
1829                 Spawnqueue_Remove(self);
1830         }
1831
1832         accuracy_free(self);
1833         ClientData_Detach();
1834         PlayerScore_Detach(self);
1835
1836         if(self.netname_previous)
1837                 strunzone(self.netname_previous);
1838         if(self.clientstatus)
1839                 strunzone(self.clientstatus);
1840         if(self.weaponorder_byimpulse)
1841                 strunzone(self.weaponorder_byimpulse);
1842
1843         ClearPlayerSounds();
1844
1845         if(self.personal)
1846                 remove(self.personal);
1847
1848         self.playerid = 0;
1849         ReadyCount();
1850
1851         // free cvars
1852         GetCvars(-1);
1853 }
1854
1855 .float BUTTON_CHAT;
1856 void ChatBubbleThink()
1857 {
1858         self.nextthink = time;
1859         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1860         {
1861                 if(self.owner) // but why can that ever be world?
1862                         self.owner.chatbubbleentity = world;
1863                 remove(self);
1864                 return;
1865         }
1866         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1867 #ifdef TETRIS
1868                 || self.owner.tetris_on
1869 #endif
1870         )
1871                 self.model = self.mdl;
1872         else
1873                 self.model = "";
1874 };
1875
1876 void UpdateChatBubble()
1877 {
1878         if (!self.modelindex)
1879                 return;
1880         // spawn a chatbubble entity if needed
1881         if (!self.chatbubbleentity)
1882         {
1883                 self.chatbubbleentity = spawn();
1884                 self.chatbubbleentity.owner = self;
1885                 self.chatbubbleentity.exteriormodeltoclient = self;
1886                 self.chatbubbleentity.think = ChatBubbleThink;
1887                 self.chatbubbleentity.nextthink = time;
1888                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1889                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1890                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1891                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1892                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1893                 self.chatbubbleentity.model = "";
1894                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1895         }
1896 }
1897
1898
1899 void TeamBubbleThink()
1900 {
1901         self.nextthink = time;
1902         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1903         {
1904                 if(self.owner) // but why can that ever be world?
1905                         self.owner.teambubbleentity = world;
1906                 remove(self);
1907                 return;
1908         }
1909 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1910         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1911                 self.model = "";
1912         else
1913                 self.model = self.mdl;
1914
1915 };
1916
1917 float TeamBubble_customizeentityforclient()
1918 {
1919         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1920 }
1921
1922 void UpdateTeamBubble()
1923 {
1924         if (!self.modelindex || !teams_matter)
1925                 return;
1926         // spawn a teambubble entity if needed
1927         if (!self.teambubbleentity && teams_matter)
1928         {
1929                 self.teambubbleentity = spawn();
1930                 self.teambubbleentity.owner = self;
1931                 self.teambubbleentity.exteriormodeltoclient = self;
1932                 self.teambubbleentity.think = TeamBubbleThink;
1933                 self.teambubbleentity.nextthink = time;
1934                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1935 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1936                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1937                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1938                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1939                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1940                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1941                 self.teambubbleentity.effects = EF_LOWPRECISION;
1942         }
1943 }
1944
1945 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1946 // added to the model skins
1947 /*void UpdateColorModHack()
1948 {
1949         local float c;
1950         c = self.clientcolors & 15;
1951         // LordHavoc: only bothering to support white, green, red, yellow, blue
1952              if (!teams_matter) self.colormod = '0 0 0';
1953         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1954         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1955         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1956         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1957         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1958         else self.colormod = '1 1 1';
1959 };*/
1960
1961 .float oldcolormap;
1962 void respawn(void)
1963 {
1964         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1965         {
1966                 self.solid = SOLID_NOT;
1967                 self.takedamage = DAMAGE_NO;
1968                 self.movetype = MOVETYPE_FLY;
1969                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1970                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1971                 self.effects |= EF_ADDITIVE;
1972                 self.oldcolormap = self.colormap;
1973                 self.colormap = 512;
1974                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1975                 if(autocvar_g_respawn_ghosts_maxtime)
1976                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1977         }
1978
1979         CopyBody(1);
1980         self.effects |= EF_NODRAW; // prevent another CopyBody
1981         if(self.oldcolormap)
1982         {
1983                 self.colormap = self.oldcolormap;
1984                 self.oldcolormap = 0;
1985         }
1986         PutClientInServer();
1987 }
1988
1989 void play_countdown(float finished, string samp)
1990 {
1991         if(clienttype(self) == CLIENTTYPE_REAL)
1992                 if(floor(finished - time - frametime) != floor(finished - time))
1993                         if(finished - time < 6)
1994                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1995 }
1996
1997 /**
1998  * When sv_timeout is used this function returs strings like
1999  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
2000  * Called by centerprint functions
2001  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
2002  */
2003 string getTimeoutText(float addOneSecond) {
2004         if (!autocvar_sv_timeout || !timeoutStatus)
2005                 return "";
2006
2007         local string retStr;
2008         if (timeoutStatus == 1) {
2009                 if (addOneSecond == 1) {
2010                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
2011                 }
2012                 else {
2013                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
2014                 }
2015                 return retStr;
2016         }
2017         else if (timeoutStatus == 2) {
2018                 if (addOneSecond) {
2019                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
2020                         //don't show messages like "Timeout ends in 0 seconds"...
2021                         if ((remainingTimeoutTime + 1) > 0)
2022                                 return retStr;
2023                         else
2024                                 return "";
2025                 }
2026                 else {
2027                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2028                         //don't show messages like "Timeout ends in 0 seconds"...
2029                         if (remainingTimeoutTime > 0)
2030                                 return retStr;
2031                         else
2032                                 return "";
2033                 }
2034         }
2035         else return "";
2036 }
2037
2038 void player_powerups (void)
2039 {
2040         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2041         olditems = self.items;
2042         
2043         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2044         {
2045                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2046                 self.modelflags |= MF_ROCKET;
2047         }
2048         else
2049         {
2050                 SoundEntity_StopSound(self, CHAN_PLAYER);
2051                 self.modelflags &~= MF_ROCKET;
2052         }
2053
2054         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2055
2056         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2057                 return;
2058         
2059         Fire_ApplyDamage(self);
2060         Fire_ApplyEffect(self);
2061
2062         if (g_minstagib)
2063         {
2064                 self.effects |= EF_FULLBRIGHT;
2065
2066                 if (self.items & IT_STRENGTH)
2067                 {
2068                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2069                         if (time > self.strength_finished)
2070                         {
2071                                 self.alpha = default_player_alpha;
2072                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2073                                 self.items &~= IT_STRENGTH;
2074                                 sprint(self, "^3Invisibility has worn off\n");
2075                         }
2076                 }
2077                 else
2078                 {
2079                         if (time < self.strength_finished)
2080                         {
2081                                 self.alpha = g_minstagib_invis_alpha;
2082                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2083                                 self.items |= IT_STRENGTH;
2084                                 sprint(self, "^3You are invisible\n");
2085                         }
2086                 }
2087
2088                 if (self.items & IT_INVINCIBLE)
2089                 {
2090                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2091                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2092                         {
2093                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2094                                 sprint(self, "^3Speed has worn off\n");
2095                         }
2096                 }
2097                 else
2098                 {
2099                         if (time < self.invincible_finished)
2100                         {
2101                                 self.items = self.items | IT_INVINCIBLE;
2102                                 sprint(self, "^3You are on speed\n");
2103                         }
2104                 }
2105         }
2106         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.
2107         {
2108                 if (self.items & IT_STRENGTH)
2109                 {
2110                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2111                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2112                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2113                         {
2114                                 self.items = self.items - (self.items & IT_STRENGTH);
2115                                 sprint(self, "^3Strength has worn off\n");
2116                         }
2117                 }
2118                 else
2119                 {
2120                         if (time < self.strength_finished)
2121                         {
2122                                 self.items = self.items | IT_STRENGTH;
2123                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2124                         }
2125                 }
2126                 if (self.items & IT_INVINCIBLE)
2127                 {
2128                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2129                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2130                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2131                         {
2132                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2133                                 sprint(self, "^3Shield has worn off\n");
2134                         }
2135                 }
2136                 else
2137                 {
2138                         if (time < self.invincible_finished)
2139                         {
2140                                 self.items = self.items | IT_INVINCIBLE;
2141                                 sprint(self, "^3Shield surrounds you\n");
2142                         }
2143                 }
2144
2145                 if(autocvar_g_nodepthtestplayers)
2146                         self.effects = self.effects | EF_NODEPTHTEST;
2147
2148                 if(autocvar_g_fullbrightplayers)
2149                         self.effects = self.effects | EF_FULLBRIGHT;
2150
2151                 // midair gamemode: damage only while in the air
2152                 // if in midair mode, being on ground grants temporary invulnerability
2153                 // (this is so that multishot weapon don't clear the ground flag on the
2154                 // first damage in the frame, leaving the player vulnerable to the
2155                 // remaining hits in the same frame)
2156                 if (self.flags & FL_ONGROUND)
2157                 if (g_midair)
2158                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2159
2160                 if (time >= game_starttime)
2161                 if (time < self.spawnshieldtime)
2162                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2163         }
2164         
2165         MUTATOR_CALLHOOK(PlayerPowerups);
2166 }
2167
2168 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2169 {
2170         if(current > stable)
2171                 return current;
2172         else if(current > stable - 0.25) // when close enough, "snap"
2173                 return stable;
2174         else
2175                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2176 }
2177
2178 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2179 {
2180         if(current < stable)
2181                 return current;
2182         else if(current < stable + 0.25) // when close enough, "snap"
2183                 return stable;
2184         else
2185                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2186 }
2187
2188 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2189 {
2190         if(current > rotstable)
2191         {
2192                 if(rotframetime > 0)
2193                 {
2194                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2195                         current = max(rotstable, current - rotlinear * rotframetime);
2196                 }
2197         }
2198         else if(current < regenstable)
2199         {
2200                 if(regenframetime > 0)
2201                 {
2202                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2203                         current = min(regenstable, current + regenlinear * regenframetime);
2204                 }
2205         }
2206
2207         if(current > limit)
2208                 current = limit;
2209
2210         return current;
2211 }
2212
2213 void player_regen (void)
2214 {
2215         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2216         maxh = autocvar_g_balance_health_rotstable;
2217         maxa = autocvar_g_balance_armor_rotstable;
2218         maxf = autocvar_g_balance_fuel_rotstable;
2219         minh = autocvar_g_balance_health_regenstable;
2220         mina = autocvar_g_balance_armor_regenstable;
2221         minf = autocvar_g_balance_fuel_regenstable;
2222         limith = autocvar_g_balance_health_limit;
2223         limita = autocvar_g_balance_armor_limit;
2224         limitf = autocvar_g_balance_fuel_limit;
2225
2226         max_mod = regen_mod = rot_mod = limit_mod = 1;
2227
2228         if (self.runes & RUNE_REGEN)
2229         {
2230                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2231                 {
2232                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2233                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2234                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2235                 }
2236                 else
2237                 {
2238                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2239                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2240                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2241                 }
2242         }
2243         else if (self.runes & CURSE_VENOM)
2244         {
2245                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2246                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2247                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2248                 else
2249                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2250                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2251                 //if (!self.runes & RUNE_REGEN)
2252                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2253         }
2254         maxh = maxh * max_mod;
2255         //maxa = maxa * max_mod;
2256         //maxf = maxf * max_mod;
2257         minh = minh * max_mod;
2258         //mina = mina * max_mod;
2259         //minf = minf * max_mod;
2260         limith = limith * limit_mod;
2261         limita = limita * limit_mod;
2262         //limitf = limitf * limit_mod;
2263
2264         if(g_lms && g_ca)
2265                 rot_mod = 0;
2266
2267         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2268         {
2269                 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);
2270                 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);
2271
2272                 // if player rotted to death...  die!
2273                 if(self.health < 1)
2274                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2275         }
2276
2277         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2278                 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);
2279 }
2280
2281 float zoomstate_set;
2282 void SetZoomState(float z)
2283 {
2284         if(z != self.zoomstate)
2285         {
2286                 self.zoomstate = z;
2287                 ClientData_Touch(self);
2288         }
2289         zoomstate_set = 1;
2290 }
2291
2292 void GetPressedKeys(void) {
2293         MUTATOR_CALLHOOK(GetPressedKeys);
2294         if (self.movement_x > 0) // get if movement keys are pressed
2295         {       // forward key pressed
2296                 self.pressedkeys |= KEY_FORWARD;
2297                 self.pressedkeys &~= KEY_BACKWARD;
2298         }
2299         else if (self.movement_x < 0)
2300         {       // backward key pressed
2301                 self.pressedkeys |= KEY_BACKWARD;
2302                 self.pressedkeys &~= KEY_FORWARD;
2303         }
2304         else
2305         {       // no x input
2306                 self.pressedkeys &~= KEY_FORWARD;
2307                 self.pressedkeys &~= KEY_BACKWARD;
2308         }
2309
2310         if (self.movement_y > 0)
2311         {       // right key pressed
2312                 self.pressedkeys |= KEY_RIGHT;
2313                 self.pressedkeys &~= KEY_LEFT;
2314         }
2315         else if (self.movement_y < 0)
2316         {       // left key pressed
2317                 self.pressedkeys |= KEY_LEFT;
2318                 self.pressedkeys &~= KEY_RIGHT;
2319         }
2320         else
2321         {       // no y input
2322                 self.pressedkeys &~= KEY_RIGHT;
2323                 self.pressedkeys &~= KEY_LEFT;
2324         }
2325
2326         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2327                 self.pressedkeys |= KEY_JUMP;
2328         else
2329                 self.pressedkeys &~= KEY_JUMP;
2330         if (self.BUTTON_CROUCH)
2331                 self.pressedkeys |= KEY_CROUCH;
2332         else
2333                 self.pressedkeys &~= KEY_CROUCH;
2334 }
2335
2336 /*
2337 ======================
2338 spectate mode routines
2339 ======================
2340 */
2341
2342 void SpectateCopy(entity spectatee) {
2343         other = spectatee;
2344         MUTATOR_CALLHOOK(SpectateCopy);
2345         self.armortype = spectatee.armortype;
2346         self.armorvalue = spectatee.armorvalue;
2347         self.ammo_cells = spectatee.ammo_cells;
2348         self.ammo_shells = spectatee.ammo_shells;
2349         self.ammo_nails = spectatee.ammo_nails;
2350         self.ammo_rockets = spectatee.ammo_rockets;
2351         self.ammo_fuel = spectatee.ammo_fuel;
2352         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2353         self.health = spectatee.health;
2354         self.impulse = 0;
2355         self.items = spectatee.items;
2356         self.last_pickup = spectatee.last_pickup;
2357         self.metertime = spectatee.metertime;
2358         self.strength_finished = spectatee.strength_finished;
2359         self.invincible_finished = spectatee.invincible_finished;
2360         self.pressedkeys = spectatee.pressedkeys;
2361         self.weapons = spectatee.weapons;
2362         self.switchweapon = spectatee.switchweapon;
2363         self.weapon = spectatee.weapon;
2364         self.punchangle = spectatee.punchangle;
2365         self.view_ofs = spectatee.view_ofs;
2366         self.v_angle = spectatee.v_angle;
2367         self.velocity = spectatee.velocity;
2368         self.dmg_take = spectatee.dmg_take;
2369         self.dmg_save = spectatee.dmg_save;
2370         self.dmg_inflictor = spectatee.dmg_inflictor;
2371         self.angles = spectatee.v_angle;
2372         self.fixangle = TRUE;
2373         setorigin(self, spectatee.origin);
2374         setsize(self, spectatee.mins, spectatee.maxs);
2375         SetZoomState(spectatee.zoomstate);
2376
2377         anticheat_spectatecopy(spectatee);
2378 }
2379
2380 float SpectateUpdate() {
2381         if(!self.enemy)
2382                 return 0;
2383
2384         if (self == self.enemy)
2385                 return 0;
2386
2387         if(self.enemy.classname != "player")
2388                 return 0;
2389
2390         SpectateCopy(self.enemy);
2391
2392         return 1;
2393 }
2394
2395 float SpectateNext() {
2396         other = find(self.enemy, classname, "player");
2397
2398         if (!other)
2399                 other = find(other, classname, "player");
2400
2401         if (other)
2402                 self.enemy = other;
2403
2404         if(self.enemy.classname == "player") {
2405                 msg_entity = self;
2406                 WriteByte(MSG_ONE, SVC_SETVIEW);
2407                 WriteEntity(MSG_ONE, self.enemy);
2408                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2409                 self.movetype = MOVETYPE_NONE;
2410                 accuracy_resend(self);
2411
2412                 if(!SpectateUpdate())
2413                         PutObserverInServer();
2414
2415                 return 1;
2416         } else {
2417                 return 0;
2418         }
2419 }
2420
2421 /*
2422 =============
2423 ShowRespawnCountdown()
2424
2425 Update a respawn countdown display.
2426 =============
2427 */
2428 void ShowRespawnCountdown()
2429 {
2430         float number;
2431         if(self.deadflag == DEAD_NO) // just respawned?
2432                 return;
2433         else
2434         {
2435                 number = ceil(self.death_time - time);
2436                 if(number <= 0)
2437                         return;
2438                 if(number <= self.respawn_countdown)
2439                 {
2440                         self.respawn_countdown = number - 1;
2441                         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
2442                                 AnnounceTo(self, strcat(ftos(number), ""));
2443                 }
2444         }
2445 }
2446
2447 void LeaveSpectatorMode()
2448 {
2449         if(isJoinAllowed()) {
2450                 if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2451                         self.classname = "player";
2452
2453                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2454                                 JoinBestTeam(self, FALSE, TRUE);
2455
2456                         if(autocvar_g_campaign)
2457                                 campaign_bots_may_start = 1;
2458
2459                         PutClientInServer();
2460
2461                         if(self.classname == "player")
2462                                 bprint ("^4", self.netname, "^4 is playing now\n");
2463
2464                         if(!autocvar_g_campaign)
2465                                 centerprint(self,""); // clear MOTD
2466
2467                         return;
2468                 } else {
2469                         if (g_ca && self.caplayer) {
2470                         }       // do nothing
2471                         else
2472                                 stuffcmd(self,"menu_showteamselect\n");
2473                         return;
2474                 }
2475         }
2476         else {
2477                 //player may not join because of g_maxplayers is set
2478                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2479         }
2480 }
2481
2482 /**
2483  * Determines whether the player is allowed to join. This depends on cvar
2484  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2485  * it checks whether the number of currently playing players exceeds g_maxplayers.
2486  * @return bool TRUE if the player is allowed to join, false otherwise
2487  */
2488 float isJoinAllowed() {
2489         if(self.team_forced < 0)
2490                 return FALSE; // forced spectators can never join
2491
2492         if (!autocvar_g_maxplayers)
2493                 return TRUE;
2494
2495         local entity e;
2496         local float currentlyPlaying;
2497         FOR_EACH_REALPLAYER(e) {
2498                 if(e.classname == "player")
2499                         currentlyPlaying += 1;
2500         }
2501         if(currentlyPlaying < autocvar_g_maxplayers)
2502                 return TRUE;
2503
2504         return FALSE;
2505 }
2506
2507 /**
2508  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2509  * g_maxplayers_spectator_blocktime seconds
2510  */
2511 void checkSpectatorBlock() {
2512         if(self.classname == "spectator" || self.classname == "observer") {
2513                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2514                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2515                         dropclient(self);
2516                 }
2517         }
2518 }
2519
2520 void ObserverThink()
2521 {
2522         if (self.flags & FL_JUMPRELEASED) {
2523                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2524                         self.welcomemessage_time = 0;
2525                         self.flags &~= FL_JUMPRELEASED;
2526                         self.flags |= FL_SPAWNING;
2527                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2528                         self.welcomemessage_time = 0;
2529                         self.flags &~= FL_JUMPRELEASED;
2530                         if(SpectateNext() == 1) {
2531                                 self.classname = "spectator";
2532                         }
2533                 }
2534         } else {
2535                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2536                         self.flags |= FL_JUMPRELEASED;
2537                         if(self.flags & FL_SPAWNING)
2538                         {
2539                                 self.flags &~= FL_SPAWNING;
2540                                 LeaveSpectatorMode();
2541                                 return;
2542                         }
2543                 }
2544         }
2545         PrintWelcomeMessage(self);
2546 }
2547
2548 void SpectatorThink()
2549 {
2550         if (self.flags & FL_JUMPRELEASED) {
2551                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2552                         self.welcomemessage_time = 0;
2553                         self.flags &~= FL_JUMPRELEASED;
2554                         self.flags |= FL_SPAWNING;
2555                 } else if(self.BUTTON_ATCK) {
2556                         self.welcomemessage_time = 0;
2557                         self.flags &~= FL_JUMPRELEASED;
2558                         if(SpectateNext() == 1) {
2559                                 self.classname = "spectator";
2560                         } else {
2561                                 self.classname = "observer";
2562                                 PutClientInServer();
2563                         }
2564                 } else if (self.BUTTON_ATCK2) {
2565                         self.welcomemessage_time = 0;
2566                         self.flags &~= FL_JUMPRELEASED;
2567                         self.classname = "observer";
2568                         PutClientInServer();
2569                 } else {
2570                         if(!SpectateUpdate())
2571                                 PutObserverInServer();
2572                 }
2573         } else {
2574                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2575                         self.flags |= FL_JUMPRELEASED;
2576                         if(self.flags & FL_SPAWNING)
2577                         {
2578                                 self.flags &~= FL_SPAWNING;
2579                                 LeaveSpectatorMode();
2580                                 return;
2581                         }
2582                 }
2583         }
2584
2585         PrintWelcomeMessage(self);
2586         self.flags |= FL_CLIENT | FL_NOTARGET;
2587 }
2588
2589 .float touchexplode_time;
2590
2591 /*
2592 =============
2593 PlayerPreThink
2594
2595 Called every frame for each client before the physics are run
2596 =============
2597 */
2598 void() ctf_setstatus;
2599 void() nexball_setstatus;
2600 .float items_added;
2601 void PlayerPreThink (void)
2602 {
2603         self.stat_game_starttime = game_starttime;
2604         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2605         self.stat_leadlimit = autocvar_leadlimit;
2606
2607         if(frametime)
2608         {
2609                 // physics frames: update anticheat stuff
2610                 anticheat_prethink();
2611         }
2612
2613         if(blockSpectators && frametime)
2614                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2615                 checkSpectatorBlock();
2616
2617         zoomstate_set = 0;
2618
2619         if(self.netname_previous != self.netname)
2620         {
2621                 if(autocvar_sv_eventlog)
2622                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2623                 if(self.netname_previous)
2624                         strunzone(self.netname_previous);
2625                 self.netname_previous = strzone(self.netname);
2626         }
2627
2628         // version nagging
2629         if(self.version_nagtime)
2630                 if(self.cvar_g_xonoticversion)
2631                         if(time > self.version_nagtime)
2632                         {
2633                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2634                                 {
2635                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2636                                         {
2637                                                 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");
2638                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2639                                         }
2640                                         else
2641                                         {
2642                                                 float r;
2643                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2644                                                 if(r < 0)
2645                                                 {
2646                                                         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");
2647                                                         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"));
2648                                                 }
2649                                                 else if(r > 0)
2650                                                 {
2651                                                         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");
2652                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2653                                                 }
2654                                         }
2655                                 }
2656                                 self.version_nagtime = 0;
2657                         }
2658
2659         // GOD MODE info
2660         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2661         {
2662                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2663                 self.max_armorvalue = 0;
2664         }
2665
2666 #ifdef TETRIS
2667         if (TetrisPreFrame())
2668                 return;
2669 #endif
2670
2671         MUTATOR_CALLHOOK(PlayerPreThink);
2672
2673         if(self.classname == "player") {
2674 //              if(self.netname == "Wazat")
2675 //                      bprint(self.classname, "\n");
2676
2677                 CheckRules_Player();
2678
2679                 PrintWelcomeMessage(self);
2680
2681                 if (intermission_running)
2682                 {
2683                         IntermissionThink ();   // otherwise a button could be missed between
2684                         return;                                 // the think tics
2685                 }
2686
2687                 if(self.teleport_time)
2688                 if(time > self.teleport_time)
2689                 {
2690                         self.teleport_time = 0;
2691                         self.effects = self.effects - (self.effects & EF_NODRAW);
2692                 }
2693
2694                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2695                         UpdateSelectedPlayer();
2696
2697                 //don't allow the player to turn around while game is paused!
2698                 if(timeoutStatus == 2) {
2699                         self.v_angle = self.lastV_angle;
2700                         self.angles = self.lastV_angle;
2701                         self.fixangle = TRUE;
2702                 }
2703
2704                 if(frametime)
2705                 {
2706                         if(self.health <= 0 && autocvar_g_deathglow)
2707                         {
2708                                 if(self.glowmod_x > 0)
2709                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2710                                 else
2711                                         self.glowmod_x = -1;
2712                                 if(self.glowmod_y > 0)
2713                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2714                                 else
2715                                         self.glowmod_y = -1;
2716                                 if(self.glowmod_z > 0)
2717                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2718                                 else
2719                                         self.glowmod_z = -1;
2720                         }
2721                         else
2722                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2723                         player_powerups();
2724                 }
2725
2726                 if (self.deadflag != DEAD_NO)
2727                 {
2728                         float button_pressed, force_respawn;
2729                         if(self.personal && g_race_qualifying)
2730                         {
2731                                 if(time > self.death_time)
2732                                 {
2733                                         self.death_time = time + 1; // only retry once a second
2734                                         respawn();
2735                                         self.impulse = 141;
2736                                 }
2737                         }
2738                         else
2739                         {
2740                                 if(frametime)
2741                                         player_anim();
2742                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2743                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2744                                 if (self.deadflag == DEAD_DYING)
2745                                 {
2746                                         if(force_respawn)
2747                                                 self.deadflag = DEAD_RESPAWNING;
2748                                         else if(!button_pressed)
2749                                                 self.deadflag = DEAD_DEAD;
2750                                 }
2751                                 else if (self.deadflag == DEAD_DEAD)
2752                                 {
2753                                         if(button_pressed)
2754                                                 self.deadflag = DEAD_RESPAWNABLE;
2755                                 }
2756                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2757                                 {
2758                                         if(!button_pressed)
2759                                                 self.deadflag = DEAD_RESPAWNING;
2760                                 }
2761                                 else if (self.deadflag == DEAD_RESPAWNING)
2762                                 {
2763                                         if(time > self.death_time)
2764                                         {
2765                                                 self.death_time = time + 1; // only retry once a second
2766                                                 respawn();
2767                                         }
2768                                 }
2769                                 ShowRespawnCountdown();
2770                         }
2771                         return;
2772                 }
2773
2774                 if(g_touchexplode)
2775                 if(time > self.touchexplode_time)
2776                 if(self.classname == "player")
2777                 if(self.deadflag == DEAD_NO)
2778                 if not(IS_INDEPENDENT_PLAYER(self))
2779                 FOR_EACH_PLAYER(other) if(self != other)
2780                 {
2781                         if(time > other.touchexplode_time)
2782                         if(other.deadflag == DEAD_NO)
2783                         if not(IS_INDEPENDENT_PLAYER(other))
2784                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2785                         {
2786                                 PlayerTouchExplode(self, other);
2787                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2788                         }
2789                 }
2790
2791                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2792                 {
2793                         vector dist;
2794
2795                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2796                         dist = self.prevorigin - self.origin;
2797                         dist_z = 0;
2798                         self.lms_traveled_distance += fabs(vlen(dist));
2799
2800                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2801                         {
2802                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2803                                 self.lms_traveled_distance = 0;
2804                         }
2805
2806                         if(time > self.lms_nextcheck)
2807                         {
2808                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2809                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2810                                 {
2811                                         centerprint(self, autocvar_g_lms_campcheck_message);
2812                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2813                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2814                                         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');
2815                                 }
2816                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2817                                 self.lms_traveled_distance = 0;
2818                         }
2819                 }
2820
2821                 self.prevorigin = self.origin;
2822
2823                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2824                 {
2825                         if (!self.crouch)
2826                         {
2827                                 self.crouch = TRUE;
2828                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2829                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2830                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2831                         }
2832                 }
2833                 else
2834                 {
2835                         if (self.crouch)
2836                         {
2837                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2838                                 if (!trace_startsolid)
2839                                 {
2840                                         self.crouch = FALSE;
2841                                         self.view_ofs = PL_VIEW_OFS;
2842                                         setsize (self, PL_MIN, PL_MAX);
2843                                 }
2844                         }
2845                 }
2846
2847                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2848                 {
2849                         if(self.bloodloss_timer < time)
2850                         {
2851                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2852                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2853                         }
2854                 }
2855
2856                 FixPlayermodel();
2857
2858                 GrapplingHookFrame();
2859
2860                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2861                 //if(frametime)
2862                 {
2863                         self.items &~= self.items_added;
2864
2865                         W_WeaponFrame();
2866
2867                         self.items_added = 0;
2868                         if(self.items & IT_JETPACK)
2869                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2870                                         self.items_added |= IT_FUEL;
2871
2872                         self.items |= self.items_added;
2873                 }
2874
2875                 player_regen();
2876
2877                 // rot nex charge to the charge limit
2878                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2879                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2880
2881                 if(frametime)
2882                         player_anim();
2883
2884                 if (g_minstagib)
2885                         minstagib_ammocheck();
2886
2887                 if(g_ctf)
2888                         ctf_setstatus();
2889
2890                 if(g_nexball)
2891                         nexball_setstatus();
2892
2893                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2894
2895                 //self.angles_y=self.v_angle_y + 90;   // temp
2896         } else if(gameover) {
2897                 if (intermission_running)
2898                         IntermissionThink ();   // otherwise a button could be missed between
2899                 return;
2900         } else if(self.classname == "observer") {
2901                 ObserverThink();
2902         } else if(self.classname == "spectator") {
2903                 SpectatorThink();
2904         }
2905
2906         if(!zoomstate_set)
2907                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_SNIPERRIFLE && autocvar_g_balance_sniperrifle_secondary == 0));
2908
2909         float oldspectatee_status;
2910         oldspectatee_status = self.spectatee_status;
2911         if(self.classname == "spectator")
2912                 self.spectatee_status = num_for_edict(self.enemy);
2913         else if(self.classname == "observer")
2914                 self.spectatee_status = num_for_edict(self);
2915         else
2916                 self.spectatee_status = 0;
2917         if(self.spectatee_status != oldspectatee_status)
2918         {
2919                 ClientData_Touch(self);
2920                 if(g_race || g_cts)
2921                         race_InitSpectator();
2922         }
2923
2924         if(self.teamkill_soundtime)
2925         if(time > self.teamkill_soundtime)
2926         {
2927                 self.teamkill_soundtime = 0;
2928
2929                 entity oldpusher, oldself;
2930
2931                 oldself = self; self = self.teamkill_soundsource;
2932                 oldpusher = self.pusher; self.pusher = oldself;
2933
2934                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2935
2936                 self.pusher = oldpusher;
2937                 self = oldself;
2938         }
2939
2940         if(self.taunt_soundtime)
2941         if(time > self.taunt_soundtime)
2942         {
2943                 self.taunt_soundtime = 0;
2944                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2945         }
2946
2947         target_voicescript_next(self);
2948 }
2949
2950 float isInvisibleString(string s)
2951 {
2952         float i, n, c;
2953         s = strdecolorize(s);
2954         for((i = 0), (n = strlen(s)); i < n; ++i)
2955         {
2956                 c = str2chr(s, i);
2957                 switch(c)
2958                 {
2959                         case 0:
2960                         case 32: // space
2961                                 break;
2962                         case 192: // charmap space
2963                                 if (!autocvar_utf8_enable)
2964                                         break;
2965                                 return FALSE;
2966                         case 160: // space in unicode fonts
2967                         case 0xE000 + 192: // utf8 charmap space
2968                                 if (autocvar_utf8_enable)
2969                                         break;
2970                         default:
2971                                 return FALSE;
2972                 }
2973         }
2974         return TRUE;
2975 }
2976
2977 /*
2978 =============
2979 PlayerPostThink
2980
2981 Called every frame for each client after the physics are run
2982 =============
2983 */
2984 .float idlekick_lasttimeleft;
2985 .entity showheadshotbbox;
2986 void showheadshotbbox_think()
2987 {
2988         if(self.owner.showheadshotbbox != self)
2989         {
2990                 remove(self);
2991                 return;
2992         }
2993         self.nextthink = time;
2994         setorigin(self, self.owner.origin);
2995         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2996 }
2997 void PlayerPostThink (void)
2998 {
2999         // Savage: Check for nameless players
3000         if (isInvisibleString(self.netname)) {
3001                 self.netname = "Player";
3002                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3003         }
3004
3005         if(sv_maxidle && frametime)
3006         {
3007                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3008                 float timeleft;
3009                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3010                 if(timeleft <= 0)
3011                 {
3012                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3013                         AnnounceTo(self, "terminated");
3014                         dropclient(self);
3015                         return;
3016                 }
3017                 else if(timeleft <= 10)
3018                 {
3019                         if(timeleft != self.idlekick_lasttimeleft)
3020                         {
3021                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3022                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
3023                         }
3024                 }
3025                 else
3026                 {
3027                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
3028                 }
3029                 self.idlekick_lasttimeleft = timeleft;
3030         }
3031
3032 #ifdef TETRIS
3033         if(self.impulse == 100)
3034                 ImpulseCommands();
3035         if (TetrisPostFrame())
3036                 return;
3037 #endif
3038
3039         CheatFrame();
3040
3041         if(self.classname == "player") {
3042                 CheckRules_Player();
3043                 UpdateChatBubble();
3044                 UpdateTeamBubble();
3045                 if (self.impulse)
3046                         ImpulseCommands();
3047                 if (intermission_running)
3048                         return;         // intermission or finale
3049                 GetPressedKeys();
3050         } else if (self.classname == "observer") {
3051                 //do nothing
3052         } else if (self.classname == "spectator") {
3053                 //do nothing
3054         }
3055
3056         /*
3057         float i;
3058         for(i = 0; i < 1000; ++i)
3059         {
3060                 vector end;
3061                 end = self.origin + '0 0 1024' + 512 * randomvec();
3062                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3063                 if(trace_fraction < 1)
3064                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3065                 {
3066                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3067                         break;
3068                 }
3069         }
3070         */
3071
3072         Arena_Warmup();
3073
3074         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3075
3076         if(self.waypointsprite_attachedforcarrier)
3077                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3078         
3079         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3080         {
3081                 if(!self.showheadshotbbox)
3082                 {
3083                         self.showheadshotbbox = spawn();
3084                         self.showheadshotbbox.classname = "headshotbbox";
3085                         self.showheadshotbbox.owner = self;
3086                         self.showheadshotbbox.think = showheadshotbbox_think;
3087                         self.showheadshotbbox.nextthink = time;
3088                         self = self.showheadshotbbox;
3089                         self.think();
3090                         self = self.owner;
3091                 }
3092         }
3093         else
3094         {
3095                 if(self.showheadshotbbox)
3096                         remove(self.showheadshotbbox);
3097         }
3098
3099         playerdemo_write();
3100
3101         if((g_cts || g_race) && self.cvar_cl_allow_uid2name == 1)
3102         {
3103                 if(!self.stored_netname)
3104                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3105                 if(self.stored_netname != self.netname)
3106                 {
3107                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3108                         strunzone(self.stored_netname);
3109                         self.stored_netname = strzone(self.netname);
3110                 }
3111         }
3112
3113         /*
3114         if(g_race)
3115                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3116         */
3117 }