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Merge remote-tracking branch 'origin/master' into samual/mutator_ctf
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         shortest = vlen(world.maxs - world.mins);
155         FOR_EACH_PLAYER(player) if (player != self)
156         {
157                 thisdist = vlen(player.origin - spot.origin);
158                 if (thisdist < shortest)
159                         shortest = thisdist;
160         }
161         if(shortest > mindist)
162                 prio += SPAWN_PRIO_GOOD_DISTANCE;
163
164         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
165         spawn_spot = spot;
166
167         // filter out spots for assault
168         if(spot.target != "") {
169                 entity ent;
170                 float found;
171
172                 found = 0;
173                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
174                 {
175                         ++found;
176                         if(ent.spawn_evalfunc)
177                         {
178                                 entity oldself = self;
179                                 self = ent;
180                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
181                                 self = oldself;
182                                 if(spawn_score_x < 0)
183                                         return spawn_score;
184                         }
185                 }
186
187                 if(!found)
188                 {
189                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
190                         return '-1 0 0';
191                 }
192         }
193
194         MUTATOR_CALLHOOK(Spawn_Score);
195         return spawn_score;
196 }
197
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
199 {
200         entity spot;
201         for(spot = firstspot; spot; spot = spot.chain)
202                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
203 }
204
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
206 {
207         entity spot, spotlist, spotlistend;
208
209         spotlist = world;
210         spotlistend = world;
211
212         Spawn_ScoreAll(firstspot, mindist, teamcheck);
213
214         for(spot = firstspot; spot; spot = spot.chain)
215         {
216                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
217                 {
218                         if(spotlistend)
219                                 spotlistend.chain = spot;
220                         spotlistend = spot;
221                         if(!spotlist)
222                                 spotlist = spot;
223                 }
224         }
225         if(spotlistend)
226                 spotlistend.chain = world;
227
228         return spotlist;
229 }
230
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
232 {
233         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
235         entity spot;
236
237         RandomSelection_Init();
238         for(spot = firstspot; spot; spot = spot.chain)
239                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
240
241         return RandomSelection_chosen_ent;
242 }
243
244 /*
245 =============
246 SelectSpawnPoint
247
248 Finds a point to respawn
249 =============
250 */
251 entity SelectSpawnPoint (float anypoint)
252 {
253         float teamcheck;
254         entity spot, firstspot;
255
256         spot = find (world, classname, "testplayerstart");
257         if (spot)
258                 return spot;
259
260         if(anypoint || autocvar_g_spawn_useallspawns)
261                 teamcheck = -1;
262         else if(have_team_spawns > 0)
263         {
264                 if(have_team_spawns_forteam[self.team] == 0)
265                 {
266                         // we request a spawn for a team, and we have team
267                         // spawns, but that team has no spawns?
268                         if(have_team_spawns_forteam[0])
269                                 // try noteam spawns
270                                 teamcheck = 0;
271                         else
272                                 // if not, any spawn has to do
273                                 teamcheck = -1;
274                 }
275                 else
276                         teamcheck = self.team; // MUST be team
277         }
278         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279                 teamcheck = 0; // MUST be noteam
280         else
281                 teamcheck = -1;
282                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
283
284
285         // get the entire list of spots
286         firstspot = findchain(classname, "info_player_deathmatch");
287         // filter out the bad ones
288         // (note this returns the original list if none survived)
289         if(anypoint)
290         {
291                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
292         }
293         else
294         {
295                 float mindist;
296                 if (arena_roundbased && !g_ca)
297                         mindist = 800;
298                 else
299                         mindist = 100;
300                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
301
302                 // there is 50/50 chance of choosing a random spot or the furthest spot
303                 // (this means that roughly every other spawn will be furthest, so you
304                 // usually won't get fragged at spawn twice in a row)
305                 if (random() > autocvar_g_spawn_furthest)
306                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
307                 else
308                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
309         }
310
311         if (!spot)
312         {
313                 if(autocvar_spawn_debug)
314                         GotoNextMap(0);
315                 else
316                 {
317                         if(some_spawn_has_been_used)
318                                 return world; // team can't spawn any more, because of actions of other team
319                         else
320                                 error("Cannot find a spawn point - please fix the map!");
321                 }
322         }
323
324         return spot;
325 }
326
327 /*
328 =============
329 CheckPlayerModel
330
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
333 =============
334 */
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
338         {
339                 // note: we cannot summon Don Strunzone here, some player may
340                 // still have the model string set. In case anyone manages how
341                 // to change a cvar default, we'll have a small leak here.
342                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
343         }
344         // only in right path
345         if( substring(plyermodel,0,14) != "models/player/")
346                 return FallbackPlayerModel;
347         // only good file extensions
348         if(substring(plyermodel,-4,4) != ".zym")
349         if(substring(plyermodel,-4,4) != ".dpm")
350         if(substring(plyermodel,-4,4) != ".iqm")
351         if(substring(plyermodel,-4,4) != ".md3")
352         if(substring(plyermodel,-4,4) != ".psk")
353                 return FallbackPlayerModel;
354         // forbid the LOD models
355         if(substring(plyermodel, -9,5) == "_lod1")
356                 return FallbackPlayerModel;
357         if(substring(plyermodel, -9,5) == "_lod2")
358                 return FallbackPlayerModel;
359         if(plyermodel != strtolower(plyermodel))
360                 return FallbackPlayerModel;
361         // also, restrict to server models
362         if(autocvar_sv_servermodelsonly)
363         {
364                 if(!fexists(plyermodel))
365                         return FallbackPlayerModel;
366         }
367         return plyermodel;
368 }
369
370 void setplayermodel(entity e, string modelname)
371 {
372         precache_model(modelname);
373         setmodel(e, modelname);
374         player_setupanimsformodel();
375         UpdatePlayerSounds();
376 }
377
378 /*
379 =============
380 PutObserverInServer
381
382 putting a client as observer in the server
383 =============
384 */
385 void FixPlayermodel();
386 void PutObserverInServer (void)
387 {
388         entity  spot;
389     self.hud = HUD_NORMAL;
390         race_PreSpawnObserver();
391
392         spot = SelectSpawnPoint (TRUE);
393         if(!spot)
394                 error("No spawnpoints for observers?!?\n");
395         RemoveGrapplingHook(self); // Wazat's Grappling Hook
396
397         if(clienttype(self) == CLIENTTYPE_REAL)
398         {
399                 msg_entity = self;
400                 WriteByte(MSG_ONE, SVC_SETVIEW);
401                 WriteEntity(MSG_ONE, self);
402         }
403
404         DropAllRunes(self);
405         MUTATOR_CALLHOOK(MakePlayerObserver);
406
407         minstagib_stop_countdown(self);
408
409         Portal_ClearAll(self);
410
411         if(self.alivetime)
412         {
413                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
414                 self.alivetime = 0;
415         }
416
417         if(self.vehicle)
418             vehicles_exit(VHEF_RELESE);
419
420         WaypointSprite_PlayerDead();
421
422         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
423                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
424
425         if(self.killcount != -666) {
426                 if(g_lms) {
427                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
428                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
429                         else
430                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
431                 } else
432                         bprint ("^4", self.netname, "^4 is spectating now\n");
433
434                 if(self.just_joined == FALSE) {
435                         LogTeamchange(self.playerid, -1, 4);
436                 } else
437                         self.just_joined = FALSE;
438         }
439
440         PlayerScore_Clear(self); // clear scores when needed
441
442         accuracy_resend(self);
443
444         self.spectatortime = time;
445         
446         self.classname = "observer";
447         self.iscreature = FALSE;
448         self.teleportable = TELEPORT_SIMPLE;
449         self.damagedbycontents = FALSE;
450         self.health = -666;
451         self.takedamage = DAMAGE_NO;
452         self.solid = SOLID_NOT;
453         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
454         self.flags = FL_CLIENT | FL_NOTARGET;
455         self.armorvalue = 666;
456         self.effects = 0;
457         self.armorvalue = autocvar_g_balance_armor_start;
458         self.pauserotarmor_finished = 0;
459         self.pauserothealth_finished = 0;
460         self.pauseregen_finished = 0;
461         self.damageforcescale = 0;
462         self.death_time = 0;
463         self.respawn_time = 0;
464         self.alpha = 0;
465         self.scale = 0;
466         self.fade_time = 0;
467         self.pain_frame = 0;
468         self.pain_finished = 0;
469         self.strength_finished = 0;
470         self.invincible_finished = 0;
471         self.superweapons_finished = 0;
472         self.pushltime = 0;
473         self.think = SUB_Null;
474         self.nextthink = 0;
475         self.hook_time = 0;
476         self.runes = 0;
477         self.deadflag = DEAD_NO;
478         self.angles = spot.angles;
479         self.angles_z = 0;
480         self.fixangle = TRUE;
481         self.crouch = FALSE;
482
483         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
484         self.prevorigin = self.origin;
485         self.items = 0;
486         WEPSET_CLEAR_E(self);
487         self.model = "";
488         FixPlayermodel();
489         setmodel(self, "null");
490         self.drawonlytoclient = self;
491
492         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
493         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
494
495         self.weapon = 0;
496         self.weaponname = "";
497         self.switchingweapon = 0;
498         self.weaponmodel = "";
499         self.weaponentity = world;
500         self.exteriorweaponentity = world;
501         self.killcount = -666;
502         self.velocity = '0 0 0';
503         self.avelocity = '0 0 0';
504         self.punchangle = '0 0 0';
505         self.punchvector = '0 0 0';
506         self.oldvelocity = self.velocity;
507         self.fire_endtime = -1;
508
509         if(g_arena)
510         {
511                 if(self.version_mismatch)
512                 {
513                         Spawnqueue_Unmark(self);
514                         Spawnqueue_Remove(self);
515                 }
516                 else
517                 {
518                         Spawnqueue_Insert(self);
519                 }
520         }
521         else if(g_lms)
522         {
523                 // Only if the player cannot play at all
524                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
525                         self.frags = FRAGS_SPECTATOR;
526                 else
527                         self.frags = FRAGS_LMS_LOSER;
528         }
529         else if(g_ca)
530         {
531                 if(self.caplayer)
532                         self.frags = FRAGS_LMS_LOSER;
533                 else
534                         self.frags = FRAGS_SPECTATOR;
535         }
536         else
537                 self.frags = FRAGS_SPECTATOR;
538 }
539
540 .float model_randomizer;
541 void FixPlayermodel()
542 {
543         string defaultmodel;
544         float defaultskin, chmdl, oldskin, n, i;
545         vector m1, m2;
546
547         defaultmodel = "";
548         defaultskin = 0;
549         chmdl = FALSE;
550
551         if(autocvar_sv_defaultcharacter == 1)
552         {
553                 if(teamplay)
554                 {
555                         string s;
556                         s = Team_ColorNameLowerCase(self.team);
557                         if(s != "neutral")
558                         {
559                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
560                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
561                         }
562                 }
563
564                 if(defaultmodel == "")
565                 {
566                         defaultmodel = autocvar_sv_defaultplayermodel;
567                         defaultskin = autocvar_sv_defaultplayerskin;
568                 }
569
570                 n = tokenize_console(defaultmodel);
571                 if(n > 0)
572                         defaultmodel = argv(floor(n * self.model_randomizer));
573
574                 i = strstrofs(defaultmodel, ":", 0);
575                 if(i >= 0)
576                 {
577                         defaultskin = stof(substring(defaultmodel, i+1, -1));
578                         defaultmodel = substring(defaultmodel, 0, i);
579                 }
580         }
581
582         if(defaultmodel != "")
583         {
584                 if (defaultmodel != self.model)
585                 {
586                         m1 = self.mins;
587                         m2 = self.maxs;
588                         setplayermodel (self, defaultmodel);
589                         setsize (self, m1, m2);
590                         chmdl = TRUE;
591                 }
592
593                 oldskin = self.skin;
594                 self.skin = defaultskin;
595         } else {
596                 if (self.playermodel != self.model || self.playermodel == "")
597                 {
598                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
599                         m1 = self.mins;
600                         m2 = self.maxs;
601                         setplayermodel (self, self.playermodel);
602                         setsize (self, m1, m2);
603                         chmdl = TRUE;
604                 }
605
606                 oldskin = self.skin;
607                 self.skin = stof(self.playerskin);
608         }
609
610         if(chmdl || oldskin != self.skin)
611                 self.species = player_getspecies(); // model or skin has changed
612
613         if(!teamplay)
614                 if(strlen(autocvar_sv_defaultplayercolors))
615                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
616                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
617 }
618
619 void PlayerTouchExplode(entity p1, entity p2)
620 {
621         vector org;
622         org = (p1.origin + p2.origin) * 0.5;
623         org_z += (p1.mins_z + p2.mins_z) * 0.5;
624
625         te_explosion(org);
626
627         entity e;
628         e = spawn();
629         setorigin(e, org);
630         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
631         remove(e);
632 }
633
634 /*
635 =============
636 PutClientInServer
637
638 Called when a client spawns in the server
639 =============
640 */
641
642 void PutClientInServer (void)
643 {
644         if(clienttype(self) == CLIENTTYPE_BOT)
645         {
646                 self.classname = "player";
647                 if(g_ca)
648                         self.caplayer = 1;
649         }
650         else if(clienttype(self) == CLIENTTYPE_REAL)
651         {
652                 msg_entity = self;
653                 WriteByte(MSG_ONE, SVC_SETVIEW);
654                 WriteEntity(MSG_ONE, self);
655         }
656
657         // reset player keys
658         self.itemkeys = 0;
659
660         // player is dead and becomes observer
661         // FIXME fix LMS scoring for new system
662         if(g_lms)
663         {
664                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
665                         self.classname = "observer";
666         }
667
668         if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
669                 self.classname = "observer";
670
671         if(gameover)
672                 self.classname = "observer";
673
674         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
675                 entity spot, oldself;
676                 float j;
677
678                 accuracy_resend(self);
679
680                 if(self.team < 0)
681                         JoinBestTeam(self, FALSE, TRUE);
682
683                 race_PreSpawn();
684
685                 spot = SelectSpawnPoint (FALSE);
686                 if(!spot)
687                 {
688                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
689                         return; // spawn failed
690                 }
691
692                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
693
694                 self.classname = "player";
695                 self.wasplayer = TRUE;
696                 self.iscreature = TRUE;
697                 self.teleportable = TELEPORT_NORMAL;
698                 self.damagedbycontents = TRUE;
699                 self.movetype = MOVETYPE_WALK;
700                 self.solid = SOLID_SLIDEBOX;
701                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
702                 if(autocvar_g_playerclip_collisions)
703                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
704                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
705                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
706                 self.frags = FRAGS_PLAYER;
707                 if(INDEPENDENT_PLAYERS)
708                         MAKE_INDEPENDENT_PLAYER(self);
709                 self.flags = FL_CLIENT;
710                 if(autocvar__notarget)
711                         self.flags |= FL_NOTARGET;
712                 self.takedamage = DAMAGE_AIM;
713                 if(g_minstagib)
714                         self.effects = EF_FULLBRIGHT;
715                 else
716                         self.effects = 0;
717                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
718                 self.air_finished = time + 12;
719                 self.dmg = 2;
720                 if(autocvar_g_balance_nex_charge)
721                 {
722                         if(autocvar_g_balance_nex_secondary_chargepool)
723                                 self.nex_chargepool_ammo = 1;
724                         self.nex_charge = autocvar_g_balance_nex_charge_start;
725                 }
726
727                 if(inWarmupStage)
728                 {
729                         self.ammo_shells = warmup_start_ammo_shells;
730                         self.ammo_nails = warmup_start_ammo_nails;
731                         self.ammo_rockets = warmup_start_ammo_rockets;
732                         self.ammo_cells = warmup_start_ammo_cells;
733                         self.ammo_fuel = warmup_start_ammo_fuel;
734                         self.health = warmup_start_health;
735                         self.armorvalue = warmup_start_armorvalue;
736                         WEPSET_COPY_EA(self, warmup_start_weapons);
737                 }
738                 else
739                 {
740                         self.ammo_shells = start_ammo_shells;
741                         self.ammo_nails = start_ammo_nails;
742                         self.ammo_rockets = start_ammo_rockets;
743                         self.ammo_cells = start_ammo_cells;
744                         self.ammo_fuel = start_ammo_fuel;
745                         self.health = start_health;
746                         self.armorvalue = start_armorvalue;
747                         WEPSET_COPY_EA(self, start_weapons);
748                 }
749
750                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
751                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
752                 else
753                         self.superweapons_finished = 0;
754
755                 if(g_weaponarena_random)
756                 {
757                         if(g_weaponarena_random_with_laser)
758                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
759                         W_RandomWeapons(self, g_weaponarena_random);
760                         if(g_weaponarena_random_with_laser)
761                                 WEPSET_OR_EW(self, WEP_LASER);
762                 }
763
764                 self.items = start_items;
765
766                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
767                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
768                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
769                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
770                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
771                 //extend the pause of rotting if client was reset at the beginning of the countdown
772                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
773                         self.spawnshieldtime += game_starttime - time;
774                         self.pauserotarmor_finished += game_starttime - time;
775                         self.pauserothealth_finished += game_starttime - time;
776                         self.pauseregen_finished += game_starttime - time;
777                 }
778                 self.damageforcescale = 2;
779                 self.death_time = 0;
780                 self.respawn_time = 0;
781                 self.scale = 0;
782                 self.fade_time = 0;
783                 self.pain_frame = 0;
784                 self.pain_finished = 0;
785                 self.strength_finished = 0;
786                 self.invincible_finished = 0;
787                 self.pushltime = 0;
788                 // players have no think function
789                 self.think = SUB_Null;
790                 self.nextthink = 0;
791                 self.hook_time = 0;
792                 self.dmg_team = 0;
793                 self.ballistics_density = autocvar_g_ballistics_density_player;
794
795                 self.metertime = 0;
796
797                 self.runes = 0;
798
799                 self.deadflag = DEAD_NO;
800
801                 self.angles = spot.angles;
802
803                 self.angles_z = 0; // never spawn tilted even if the spot says to
804                 self.fixangle = TRUE; // turn this way immediately
805                 self.velocity = '0 0 0';
806                 self.avelocity = '0 0 0';
807                 self.punchangle = '0 0 0';
808                 self.punchvector = '0 0 0';
809                 self.oldvelocity = self.velocity;
810                 self.fire_endtime = -1;
811
812                 msg_entity = self;
813                 WRITESPECTATABLE_MSG_ONE({
814                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
815                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
816                 });
817
818                 self.model = "";
819                 FixPlayermodel();
820                 self.drawonlytoclient = world;
821
822                 self.crouch = FALSE;
823                 self.view_ofs = PL_VIEW_OFS;
824                 setsize (self, PL_MIN, PL_MAX);
825                 self.spawnorigin = spot.origin;
826                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
827                 // don't reset back to last position, even if new position is stuck in solid
828                 self.oldorigin = self.origin;
829                 self.prevorigin = self.origin;
830                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
831                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
832         self.hud = HUD_NORMAL;
833
834                 if(g_arena)
835                 {
836                         Spawnqueue_Remove(self);
837                         Spawnqueue_Mark(self);
838                 }
839                 else if(g_ca)
840                         self.caplayer = 1;
841
842                 self.event_damage = PlayerDamage;
843
844                 self.bot_attack = TRUE;
845
846                 self.statdraintime = time + 5;
847                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
848
849                 if(self.killcount == -666) {
850                         PlayerScore_Clear(self);
851                         self.killcount = 0;
852                 }
853
854                 CL_SpawnWeaponentity();
855                 self.alpha = default_player_alpha;
856                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
857                 self.exteriorweaponentity.alpha = default_weapon_alpha;
858
859                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
860                 self.lms_traveled_distance = 0;
861                 self.speedrunning = FALSE;
862
863                 race_PostSpawn(spot);
864
865                 //stuffcmd(self, "chase_active 0");
866                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
867
868                 if(g_assault) {
869                         if(self.team == assault_attacker_team)
870                                 centerprint(self, "You are attacking!");
871                         else
872                                 centerprint(self, "You are defending!");
873                 }
874
875                 target_voicescript_clear(self);
876
877                 // reset fields the weapons may use
878                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
879                 {
880                         weapon_action(j, WR_RESETPLAYER);
881
882                         // all weapons must be fully loaded when we spawn
883                         entity e;
884                         e = get_weaponinfo(j);
885                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
886                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
887                 }
888
889                 oldself = self;
890                 self = spot;
891                         activator = oldself;
892                                 string s;
893                                 s = self.target;
894                                 self.target = string_null;
895                                 SUB_UseTargets();
896                                 self.target = s;
897                         activator = world;
898                 self = oldself;
899
900                 spawn_spot = spot;
901                 MUTATOR_CALLHOOK(PlayerSpawn);
902
903                 if(autocvar_spawn_debug)
904                 {
905                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
906                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
907                 }
908
909                 self.switchweapon = w_getbestweapon(self);
910                 self.cnt = -1; // W_LastWeapon will not complain
911                 self.weapon = 0;
912                 self.weaponname = "";
913                 self.switchingweapon = 0;
914
915                 if(!self.alivetime)
916                         self.alivetime = time;
917
918                 antilag_clear(self);
919
920                 if (autocvar_g_spawnsound)
921                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
922         } else if(self.classname == "observer") {
923                 PutObserverInServer ();
924         }
925 }
926
927 .float ebouncefactor, ebouncestop; // electro's values
928 // TODO do we need all these fields, or should we stop autodetecting runtime
929 // changes and just have a console command to update this?
930 float ClientInit_SendEntity(entity to, float sf)
931 {
932         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
933         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
934         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
935         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
936         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
937         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
938         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
939         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
940         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
941         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
942         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
943         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
944         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
945         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
946         if(sv_foginterval && world.fog != "")
947                 WriteString(MSG_ENTITY, world.fog);
948         else
949                 WriteString(MSG_ENTITY, "");
950         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
951         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
952         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
953         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
954         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
955         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
956         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
957         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
958         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
959         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
960         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
961         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
962         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
963         return TRUE;
964 }
965
966 void ClientInit_CheckUpdate()
967 {
968         self.nextthink = time;
969         if(self.count != autocvar_g_balance_armor_blockpercent)
970         {
971                 self.count = autocvar_g_balance_armor_blockpercent;
972                 self.SendFlags |= 1;
973         }
974         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
975         {
976                 self.cnt = autocvar_g_balance_weaponswitchdelay;
977                 self.SendFlags |= 1;
978         }
979         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
980         {
981                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
982                 self.SendFlags |= 1;
983         }
984         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
985         {
986                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
987                 self.SendFlags |= 1;
988         }
989         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
990         {
991                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
992                 self.SendFlags |= 1;
993         }
994         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
995         {
996                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
997                 self.SendFlags |= 1;
998         }
999 }
1000
1001 void ClientInit_Spawn()
1002 {
1003         entity o;
1004         entity e;
1005         e = spawn();
1006         e.classname = "clientinit";
1007         e.think = ClientInit_CheckUpdate;
1008         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1009
1010         o = self;
1011         self = e;
1012         ClientInit_CheckUpdate();
1013         self = o;
1014 }
1015
1016 /*
1017 =============
1018 SetNewParms
1019 =============
1020 */
1021 void SetNewParms (void)
1022 {
1023         // initialize parms for a new player
1024         parm1 = -(86400 * 366);
1025 }
1026
1027 /*
1028 =============
1029 SetChangeParms
1030 =============
1031 */
1032 void SetChangeParms (void)
1033 {
1034         // save parms for level change
1035         parm1 = self.parm_idlesince - time;
1036 }
1037
1038 /*
1039 =============
1040 DecodeLevelParms
1041 =============
1042 */
1043 void DecodeLevelParms (void)
1044 {
1045         // load parms
1046         self.parm_idlesince = parm1;
1047         if(self.parm_idlesince == -(86400 * 366))
1048                 self.parm_idlesince = time;
1049
1050         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1051         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1052 }
1053
1054 /*
1055 =============
1056 ClientKill
1057
1058 Called when a client types 'kill' in the console
1059 =============
1060 */
1061
1062 .float clientkill_nexttime;
1063 void ClientKill_Now_TeamChange()
1064 {
1065         if(self.killindicator_teamchange == -1)
1066         {
1067                 self.team = -1;
1068                 JoinBestTeam( self, FALSE, FALSE );
1069         }
1070         else if(self.killindicator_teamchange == -2)
1071         {
1072                 if(g_ca)
1073                         self.caplayer = 0;
1074                 if(blockSpectators)
1075                         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"));
1076                 PutObserverInServer();
1077         }
1078         else
1079                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1080 }
1081
1082 void ClientKill_Now()
1083 {
1084         if(self.vehicle)
1085         {
1086             vehicles_exit(VHEF_RELESE);
1087             if(!self.killindicator_teamchange)
1088             {
1089             self.vehicle_health = -1;
1090             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1091             }
1092         }
1093
1094         if(self.killindicator && !wasfreed(self.killindicator))
1095                 remove(self.killindicator);
1096
1097         self.killindicator = world;
1098
1099         if(self.killindicator_teamchange)
1100                 ClientKill_Now_TeamChange();
1101
1102         // in any case:
1103         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1104
1105         // now I am sure the player IS dead
1106 }
1107 void KillIndicator_Think()
1108 {
1109         if (gameover)
1110         {
1111                 self.owner.killindicator = world;
1112                 remove(self);
1113                 return;
1114         }
1115
1116         if (self.owner.alpha < 0)
1117         {
1118                 self.owner.killindicator = world;
1119                 remove(self);
1120                 return;
1121         }
1122
1123         if(self.cnt <= 0)
1124         {
1125                 self = self.owner;
1126                 ClientKill_Now(); // no oldself needed
1127                 return;
1128         }
1129     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1130     {
1131         self.nextthink = time + 1;
1132         self.cnt -= 1;
1133     }
1134         else
1135         {
1136                 if(self.cnt <= 10)
1137                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1138                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1139                 {
1140                         if(self.cnt <= 10)
1141                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1142                 }
1143                 self.nextthink = time + 1;
1144                 self.cnt -= 1;
1145         }
1146 }
1147
1148 float clientkilltime;
1149 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1150 {
1151         float killtime;
1152         float starttime;
1153         entity e;
1154
1155         if (gameover)
1156                 return;
1157
1158         killtime = autocvar_g_balance_kill_delay;
1159
1160         if(g_race_qualifying || g_cts)
1161                 killtime = 0;
1162
1163     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1164     {
1165                 remove(self.killindicator);
1166                 self.killindicator = world;
1167
1168         ClientKill_Now(); // allow instant kill in this case
1169         return;
1170     }
1171
1172         self.killindicator_teamchange = targetteam;
1173
1174     if(!self.killindicator)
1175         {
1176                 if(self.deadflag == DEAD_NO)
1177                 {
1178                         killtime = max(killtime, self.clientkill_nexttime - time);
1179                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1180                 }
1181
1182                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1183                 {
1184                         ClientKill_Now();
1185                 }
1186                 else
1187                 {
1188                         starttime = max(time, clientkilltime);
1189
1190                         self.killindicator = spawn();
1191                         self.killindicator.owner = self;
1192                         self.killindicator.scale = 0.5;
1193                         setattachment(self.killindicator, self, "");
1194                         setorigin(self.killindicator, '0 0 52');
1195                         self.killindicator.think = KillIndicator_Think;
1196                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1197                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1198                         self.killindicator.cnt = ceil(killtime);
1199                         self.killindicator.count = bound(0, ceil(killtime), 10);
1200                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1201
1202                         for(e = world; (e = find(e, classname, "body")) != world; )
1203                         {
1204                                 if(e.enemy != self)
1205                                         continue;
1206                                 e.killindicator = spawn();
1207                                 e.killindicator.owner = e;
1208                                 e.killindicator.scale = 0.5;
1209                                 setattachment(e.killindicator, e, "");
1210                                 setorigin(e.killindicator, '0 0 52');
1211                                 e.killindicator.think = KillIndicator_Think;
1212                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1213                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1214                                 e.killindicator.cnt = ceil(killtime);
1215                         }
1216                         self.lip = 0;
1217                 }
1218         }
1219         if(self.killindicator)
1220         {
1221                 if(targetteam == 0) // just die
1222                 {
1223                         self.killindicator.colormod = '0 0 0';
1224                         if(clienttype(self) == CLIENTTYPE_REAL)
1225                         if(self.killindicator.cnt > 0)
1226                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1227                 }
1228                 else if(targetteam == -1) // auto
1229                 {
1230                         self.killindicator.colormod = '0 1 0';
1231                         if(clienttype(self) == CLIENTTYPE_REAL)
1232                         if(self.killindicator.cnt > 0)
1233                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1234                 }
1235                 else if(targetteam == -2) // spectate
1236                 {
1237                         self.killindicator.colormod = '0.5 0.5 0.5';
1238                         if(clienttype(self) == CLIENTTYPE_REAL)
1239                         if(self.killindicator.cnt > 0)
1240                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1241                 }
1242                 else
1243                 {
1244                         self.killindicator.colormod = TeamColor(targetteam);
1245                         if(clienttype(self) == CLIENTTYPE_REAL)
1246                         if(self.killindicator.cnt > 0)
1247                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1248                 }
1249         }
1250
1251 }
1252
1253 void ClientKill (void)
1254 {
1255         if (gameover)
1256                 return;
1257
1258         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1259         {
1260                 // do nothing
1261         }
1262     else if(self.freezetag_frozen)
1263     {
1264         // do nothing
1265     }
1266         else
1267                 ClientKill_TeamChange(0);
1268 }
1269
1270 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
1271 {
1272     e.killindicator = spawn();
1273     e.killindicator.owner = e;
1274     e.killindicator.think = KillIndicator_Think;
1275     e.killindicator.nextthink = time + (e.lip) * 0.05;
1276     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1277     e.killindicator.health = 1; // this is used to indicate that it should be silent
1278     e.lip = 0;
1279 }
1280
1281 void FixClientCvars(entity e)
1282 {
1283         // send prediction settings to the client
1284         stuffcmd(e, "\nin_bindmap 0 0\n");
1285         if(g_race || g_cts)
1286                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1287         if(autocvar_g_antilag == 3) // client side hitscan
1288                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1289         if(sv_gentle)
1290                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1291         /*
1292          * we no longer need to stuff this. Remove this comment block if you feel
1293          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1294         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1295         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1296         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1297         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1298         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1299         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1300         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1301         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1302         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1303         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1304         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1305         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1306         stuffcmd(e, "cl_movement_edgefriction 1\n");
1307          */
1308 }
1309
1310 float PlayerInIDList(entity p, string idlist)
1311 {
1312         float n, i;
1313         string s;
1314
1315         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1316         if not(p.crypto_idfp)
1317                 return 0;
1318
1319         // this function allows abbreviated player IDs too!
1320         n = tokenize_console(idlist);
1321         for(i = 0; i < n; ++i)
1322         {
1323                 s = argv(i);
1324                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1325                         return 1;
1326         }
1327
1328         return 0;
1329 }
1330
1331 /*
1332 =============
1333 ClientConnect
1334
1335 Called when a client connects to the server
1336 =============
1337 */
1338 string ColoredTeamName(float t);
1339 void DecodeLevelParms (void);
1340 //void dom_player_join_team(entity pl);
1341 void set_dom_state(entity e);
1342 void ClientConnect (void)
1343 {
1344         float t;
1345
1346         if(self.flags & FL_CLIENT)
1347         {
1348                 print("Warning: ClientConnect, but already connected!\n");
1349                 return;
1350         }
1351
1352         if(Ban_MaybeEnforceBanOnce(self))
1353                 return;
1354
1355         DecodeLevelParms();
1356
1357 #ifdef WATERMARK
1358         sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1359 #endif
1360
1361         self.classname = "player_joining";
1362
1363         self.flags = FL_CLIENT;
1364         self.version_nagtime = time + 10 + random() * 10;
1365
1366         if(player_count<0)
1367         {
1368                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1369                 player_count = 0;
1370         }
1371
1372         PlayerScore_Attach(self);
1373         ClientData_Attach();
1374         accuracy_init(self);
1375
1376         bot_clientconnect();
1377
1378         playerdemo_init();
1379
1380         anticheat_init();
1381
1382         race_PreSpawnObserver();
1383
1384         //if(g_domination)
1385         //      dom_player_join_team(self);
1386
1387         // identify the right forced team
1388         if(autocvar_g_campaign)
1389         {
1390                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1391                 {
1392                         switch(autocvar_g_campaign_forceteam)
1393                         {
1394                                 case 1: self.team_forced = COLOR_TEAM1; break;
1395                                 case 2: self.team_forced = COLOR_TEAM2; break;
1396                                 case 3: self.team_forced = COLOR_TEAM3; break;
1397                                 case 4: self.team_forced = COLOR_TEAM4; break;
1398                                 default: self.team_forced = 0;
1399                         }
1400                 }
1401         }
1402         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1403                 self.team_forced = COLOR_TEAM1;
1404         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1405                 self.team_forced = COLOR_TEAM2;
1406         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1407                 self.team_forced = COLOR_TEAM3;
1408         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1409                 self.team_forced = COLOR_TEAM4;
1410         else if(autocvar_g_forced_team_otherwise == "red")
1411                 self.team_forced = COLOR_TEAM1;
1412         else if(autocvar_g_forced_team_otherwise == "blue")
1413                 self.team_forced = COLOR_TEAM2;
1414         else if(autocvar_g_forced_team_otherwise == "yellow")
1415                 self.team_forced = COLOR_TEAM3;
1416         else if(autocvar_g_forced_team_otherwise == "pink")
1417                 self.team_forced = COLOR_TEAM4;
1418         else if(autocvar_g_forced_team_otherwise == "spectate")
1419                 self.team_forced = -1;
1420         else if(autocvar_g_forced_team_otherwise == "spectator")
1421                 self.team_forced = -1;
1422         else
1423                 self.team_forced = 0;
1424
1425         if(!teamplay)
1426                 if(self.team_forced > 0)
1427                         self.team_forced = 0;
1428
1429         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1430
1431         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1432                 self.classname = "observer";
1433         } else {
1434                 if(teamplay)
1435                 {
1436                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1437                         {
1438                                 self.classname = "player";
1439                                 campaign_bots_may_start = 1;
1440                         }
1441                         else
1442                         {
1443                                 self.classname = "observer"; // do it anyway
1444                         }
1445                 }
1446                 else
1447                 {
1448                         self.classname = "player";
1449                         campaign_bots_may_start = 1;
1450                 }
1451         }
1452
1453         self.playerid = (playerid_last = playerid_last + 1);
1454
1455         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1456
1457     if(clienttype(self) == CLIENTTYPE_BOT)
1458         PlayerStats_AddPlayer(self);
1459
1460         if(autocvar_sv_eventlog)
1461                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1462
1463         LogTeamchange(self.playerid, self.team, 1);
1464
1465         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1466
1467         self.netname_previous = strzone(self.netname);
1468
1469         bprint("^4", self.netname, "^4 connected");
1470
1471         if(self.classname != "observer" && (g_domination || g_ctf))
1472                 bprint(" and joined the ", ColoredTeamName(self.team));
1473
1474         bprint("\n");
1475
1476         stuffcmd(self, strcat(clientstuff, "\n"));
1477         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1478
1479         FixClientCvars(self);
1480
1481         // spawnfunc_waypoint sprites
1482         WaypointSprite_InitClient(self);
1483
1484         // Wazat's grappling hook
1485         SetGrappleHookBindings();
1486
1487         // get version info from player
1488         stuffcmd(self, "cmd clientversion $gameversion\n");
1489
1490         // get other cvars from player
1491         GetCvars(0);
1492
1493         // notify about available teams
1494         if(teamplay)
1495         {
1496                 CheckAllowedTeams(self);
1497                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1498                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1499         }
1500         else
1501                 stuffcmd(self, "set _teams_available 0\n");
1502
1503         if(g_arena || g_ca)
1504         {
1505                 self.classname = "observer";
1506                 if(g_arena)
1507                         Spawnqueue_Insert(self);
1508         }
1509
1510         attach_entcs();
1511
1512         bot_relinkplayerlist();
1513
1514         self.spectatortime = time;
1515         if(blockSpectators)
1516         {
1517                 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"));
1518         }
1519
1520         self.jointime = time;
1521         self.allowed_timeouts = autocvar_sv_timeout_number;
1522
1523         if(clienttype(self) == CLIENTTYPE_REAL)
1524         {
1525                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1526                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1527         }
1528
1529         if(g_lms)
1530         {
1531                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1532                 {
1533                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1534                         self.frags = FRAGS_SPECTATOR;
1535                 }
1536         }
1537
1538         if(!sv_foginterval && world.fog != "")
1539                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1540
1541         SoundEntity_Attach(self);
1542
1543         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1544         {
1545                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1546                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1547         }
1548         else
1549                 self.hitplotfh = -1;
1550
1551         if(g_race || g_cts) {
1552                 string rr;
1553                 if(g_cts)
1554                         rr = CTS_RECORD;
1555                 else
1556                         rr = RACE_RECORD;
1557
1558                 msg_entity = self;
1559                 race_send_recordtime(MSG_ONE);
1560                 race_send_speedaward(MSG_ONE);
1561
1562                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1563                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1564                 race_send_speedaward_alltimebest(MSG_ONE);
1565
1566                 float i;
1567                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1568                         race_SendRankings(i, 0, 0, MSG_ONE);
1569                 }
1570         }
1571         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1572                 send_CSQC_teamnagger();
1573
1574         if (g_domination)
1575                 set_dom_state(self);
1576
1577         CheatInitClient();
1578
1579         if(!autocvar_g_campaign)
1580                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1581
1582         CSQCMODEL_AUTOINIT();
1583
1584         self.model_randomizer = random();
1585     
1586     if(clienttype(self) != CLIENTTYPE_REAL)
1587         return;
1588         
1589     sv_notice_join();
1590 }
1591 /*
1592 =============
1593 ClientDisconnect
1594
1595 Called when a client disconnects from the server
1596 =============
1597 */
1598 .entity chatbubbleentity;
1599 void ReadyCount();
1600 void ClientDisconnect (void)
1601 {
1602         if(self.vehicle)
1603             vehicles_exit(VHEF_RELESE);
1604
1605         if not(self.flags & FL_CLIENT)
1606         {
1607                 print("Warning: ClientDisconnect without ClientConnect\n");
1608                 return;
1609         }
1610
1611         PlayerStats_AddGlobalInfo(self);
1612
1613         CheatShutdownClient();
1614
1615         if(self.hitplotfh >= 0)
1616         {
1617                 fclose(self.hitplotfh);
1618                 self.hitplotfh = -1;
1619         }
1620
1621         anticheat_report();
1622         anticheat_shutdown();
1623
1624         playerdemo_shutdown();
1625
1626         bot_clientdisconnect();
1627
1628         if(self.entcs)
1629                 detach_entcs();
1630
1631         if(autocvar_sv_eventlog)
1632                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1633         bprint ("^4",self.netname);
1634         bprint ("^4 disconnected\n");
1635
1636         SoundEntity_Detach(self);
1637
1638         DropAllRunes(self);
1639         MUTATOR_CALLHOOK(ClientDisconnect);
1640
1641         Portal_ClearAll(self);
1642
1643         RemoveGrapplingHook(self);
1644
1645         // Here, everything has been done that requires this player to be a client.
1646
1647         self.flags &~= FL_CLIENT;
1648
1649         if (self.chatbubbleentity)
1650                 remove (self.chatbubbleentity);
1651
1652         if (self.killindicator)
1653                 remove (self.killindicator);
1654
1655         WaypointSprite_PlayerGone();
1656
1657         bot_relinkplayerlist();
1658
1659         if(g_arena)
1660         {
1661                 Spawnqueue_Unmark(self);
1662                 Spawnqueue_Remove(self);
1663         }
1664
1665         accuracy_free(self);
1666         ClientData_Detach();
1667         PlayerScore_Detach(self);
1668
1669         if(self.netname_previous)
1670                 strunzone(self.netname_previous);
1671         if(self.clientstatus)
1672                 strunzone(self.clientstatus);
1673         if(self.weaponorder_byimpulse)
1674                 strunzone(self.weaponorder_byimpulse);
1675
1676         ClearPlayerSounds();
1677
1678         if(self.personal)
1679                 remove(self.personal);
1680
1681         self.playerid = 0;
1682         ReadyCount();
1683
1684         // free cvars
1685         GetCvars(-1);
1686 }
1687
1688 .float BUTTON_CHAT;
1689 void ChatBubbleThink()
1690 {
1691         self.nextthink = time;
1692         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1693         {
1694                 if(self.owner) // but why can that ever be world?
1695                         self.owner.chatbubbleentity = world;
1696                 remove(self);
1697                 return;
1698         }
1699         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1700 #ifdef TETRIS
1701                 || self.owner.tetris_on
1702 #endif
1703         )
1704                 self.model = self.mdl;
1705         else
1706                 self.model = "";
1707 }
1708
1709 void UpdateChatBubble()
1710 {
1711         if (self.alpha < 0)
1712                 return;
1713         // spawn a chatbubble entity if needed
1714         if (!self.chatbubbleentity)
1715         {
1716                 self.chatbubbleentity = spawn();
1717                 self.chatbubbleentity.owner = self;
1718                 self.chatbubbleentity.exteriormodeltoclient = self;
1719                 self.chatbubbleentity.think = ChatBubbleThink;
1720                 self.chatbubbleentity.nextthink = time;
1721                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1722                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1723                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1724                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1725                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1726                 self.chatbubbleentity.model = "";
1727                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1728         }
1729 }
1730
1731
1732 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1733 // added to the model skins
1734 /*void UpdateColorModHack()
1735 {
1736         float c;
1737         c = self.clientcolors & 15;
1738         // LordHavoc: only bothering to support white, green, red, yellow, blue
1739              if (!teamplay) self.colormod = '0 0 0';
1740         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1741         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1742         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1743         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1744         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1745         else self.colormod = '1 1 1';
1746 }*/
1747
1748 void respawn(void)
1749 {
1750         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1751         {
1752                 self.solid = SOLID_NOT;
1753                 self.takedamage = DAMAGE_NO;
1754                 self.movetype = MOVETYPE_FLY;
1755                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1756                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1757                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1758                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1759                 if(autocvar_g_respawn_ghosts_maxtime)
1760                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1761         }
1762
1763         CopyBody(1);
1764
1765         self.effects |= EF_NODRAW; // prevent another CopyBody
1766         PutClientInServer();
1767 }
1768
1769 void play_countdown(float finished, string samp)
1770 {
1771         if(clienttype(self) == CLIENTTYPE_REAL)
1772                 if(floor(finished - time - frametime) != floor(finished - time))
1773                         if(finished - time < 6)
1774                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1775 }
1776
1777 void player_powerups (void)
1778 {
1779         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1780         olditems = self.items;
1781
1782         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1783         {
1784                 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1785                 self.modelflags |= MF_ROCKET;
1786         }
1787         else
1788         {
1789                 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1790                 self.modelflags &~= MF_ROCKET;
1791         }
1792
1793         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1794
1795         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1796                 return;
1797
1798         Fire_ApplyDamage(self);
1799         Fire_ApplyEffect(self);
1800
1801         if (g_minstagib)
1802         {
1803                 self.effects |= EF_FULLBRIGHT;
1804
1805                 if (self.items & IT_STRENGTH)
1806                 {
1807                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1808                         if (time > self.strength_finished)
1809                         {
1810                                 self.alpha = default_player_alpha;
1811                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1812                                 self.items &~= IT_STRENGTH;
1813                                 sprint(self, "^3Invisibility has worn off\n");
1814                         }
1815                 }
1816                 else
1817                 {
1818                         if (time < self.strength_finished)
1819                         {
1820                                 self.alpha = g_minstagib_invis_alpha;
1821                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1822                                 self.items |= IT_STRENGTH;
1823                                 sprint(self, "^3You are invisible\n");
1824                         }
1825                 }
1826
1827                 if (self.items & IT_INVINCIBLE)
1828                 {
1829                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1830                         if (time > self.invincible_finished)
1831                         {
1832                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1833                                 sprint(self, "^3Speed has worn off\n");
1834                         }
1835                 }
1836                 else
1837                 {
1838                         if (time < self.invincible_finished)
1839                         {
1840                                 self.items = self.items | IT_INVINCIBLE;
1841                                 sprint(self, "^3You are on speed\n");
1842                         }
1843                 }
1844         }
1845         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.
1846         {
1847                 if (self.items & IT_STRENGTH)
1848                 {
1849                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1850                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1851                         if (time > self.strength_finished)
1852                         {
1853                                 self.items = self.items - (self.items & IT_STRENGTH);
1854                                 sprint(self, "^3Strength has worn off\n");
1855                         }
1856                 }
1857                 else
1858                 {
1859                         if (time < self.strength_finished)
1860                         {
1861                                 self.items = self.items | IT_STRENGTH;
1862                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1863                         }
1864                 }
1865                 if (self.items & IT_INVINCIBLE)
1866                 {
1867                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1868                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1869                         if (time > self.invincible_finished)
1870                         {
1871                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1872                                 sprint(self, "^3Shield has worn off\n");
1873                         }
1874                 }
1875                 else
1876                 {
1877                         if (time < self.invincible_finished)
1878                         {
1879                                 self.items = self.items | IT_INVINCIBLE;
1880                                 sprint(self, "^3Shield surrounds you\n");
1881                         }
1882                 }
1883                 if (self.items & IT_SUPERWEAPON)
1884                 {
1885                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1886                         {
1887                                 self.superweapons_finished = 0;
1888                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1889                                 sprint(self, "^3Superweapons have been lost\n");
1890                         }
1891                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1892                         {
1893                                 // don't let them run out
1894                         }
1895                         else
1896                         {
1897                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1898                                 if (time > self.superweapons_finished)
1899                                 {
1900                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1901                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1902                                         sprint(self, "^3Superweapons have broken down\n");
1903                                 }
1904                         }
1905                 }
1906                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1907                 {
1908                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1909                         {
1910                                 self.items = self.items | IT_SUPERWEAPON;
1911                                 sprint(self, "^3You now have a superweapon\n");
1912                         }
1913                         else
1914                         {
1915                                 self.superweapons_finished = 0;
1916                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1917                         }
1918                 }
1919                 else
1920                 {
1921                         self.superweapons_finished = 0;
1922                 }
1923         }
1924         
1925         if(autocvar_g_nodepthtestplayers)
1926                 self.effects = self.effects | EF_NODEPTHTEST;
1927
1928         if(autocvar_g_fullbrightplayers)
1929                 self.effects = self.effects | EF_FULLBRIGHT;
1930
1931         // midair gamemode: damage only while in the air
1932         // if in midair mode, being on ground grants temporary invulnerability
1933         // (this is so that multishot weapon don't clear the ground flag on the
1934         // first damage in the frame, leaving the player vulnerable to the
1935         // remaining hits in the same frame)
1936         if (self.flags & FL_ONGROUND)
1937         if (g_midair)
1938                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1939
1940         if (time >= game_starttime)
1941         if (time < self.spawnshieldtime)
1942                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1943
1944         MUTATOR_CALLHOOK(PlayerPowerups);
1945 }
1946
1947 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1948 {
1949         if(current > stable)
1950                 return current;
1951         else if(current > stable - 0.25) // when close enough, "snap"
1952                 return stable;
1953         else
1954                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1955 }
1956
1957 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1958 {
1959         if(current < stable)
1960                 return current;
1961         else if(current < stable + 0.25) // when close enough, "snap"
1962                 return stable;
1963         else
1964                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1965 }
1966
1967 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1968 {
1969         if(current > rotstable)
1970         {
1971                 if(rotframetime > 0)
1972                 {
1973                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1974                         current = max(rotstable, current - rotlinear * rotframetime);
1975                 }
1976         }
1977         else if(current < regenstable)
1978         {
1979                 if(regenframetime > 0)
1980                 {
1981                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1982                         current = min(regenstable, current + regenlinear * regenframetime);
1983                 }
1984         }
1985
1986         if(current > limit)
1987                 current = limit;
1988
1989         return current;
1990 }
1991
1992 void player_regen (void)
1993 {
1994         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1995         maxh = autocvar_g_balance_health_rotstable;
1996         maxa = autocvar_g_balance_armor_rotstable;
1997         maxf = autocvar_g_balance_fuel_rotstable;
1998         minh = autocvar_g_balance_health_regenstable;
1999         mina = autocvar_g_balance_armor_regenstable;
2000         minf = autocvar_g_balance_fuel_regenstable;
2001         limith = autocvar_g_balance_health_limit;
2002         limita = autocvar_g_balance_armor_limit;
2003         limitf = autocvar_g_balance_fuel_limit;
2004
2005         max_mod = regen_mod = rot_mod = limit_mod = 1;
2006
2007         if (self.runes & RUNE_REGEN)
2008         {
2009                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2010                 {
2011                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2012                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2013                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2014                 }
2015                 else
2016                 {
2017                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2018                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2019                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2020                 }
2021         }
2022         else if (self.runes & CURSE_VENOM)
2023         {
2024                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2025                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2026                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2027                 else
2028                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2029                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2030                 //if (!self.runes & RUNE_REGEN)
2031                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2032         }
2033         maxh = maxh * max_mod;
2034         //maxa = maxa * max_mod;
2035         //maxf = maxf * max_mod;
2036         minh = minh * max_mod;
2037         //mina = mina * max_mod;
2038         //minf = minf * max_mod;
2039         limith = limith * limit_mod;
2040         limita = limita * limit_mod;
2041         //limitf = limitf * limit_mod;
2042
2043         if(g_lms && g_ca)
2044                 rot_mod = 0;
2045
2046         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2047         {
2048                 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);
2049                 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);
2050
2051                 // if player rotted to death...  die!
2052                 if(self.health < 1)
2053                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2054         }
2055
2056         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2057                 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);
2058 }
2059
2060 float zoomstate_set;
2061 void SetZoomState(float z)
2062 {
2063         if(z != self.zoomstate)
2064         {
2065                 self.zoomstate = z;
2066                 ClientData_Touch(self);
2067         }
2068         zoomstate_set = 1;
2069 }
2070
2071 void GetPressedKeys(void) {
2072         MUTATOR_CALLHOOK(GetPressedKeys);
2073         if (self.movement_x > 0) // get if movement keys are pressed
2074         {       // forward key pressed
2075                 self.pressedkeys |= KEY_FORWARD;
2076                 self.pressedkeys &~= KEY_BACKWARD;
2077         }
2078         else if (self.movement_x < 0)
2079         {       // backward key pressed
2080                 self.pressedkeys |= KEY_BACKWARD;
2081                 self.pressedkeys &~= KEY_FORWARD;
2082         }
2083         else
2084         {       // no x input
2085                 self.pressedkeys &~= KEY_FORWARD;
2086                 self.pressedkeys &~= KEY_BACKWARD;
2087         }
2088
2089         if (self.movement_y > 0)
2090         {       // right key pressed
2091                 self.pressedkeys |= KEY_RIGHT;
2092                 self.pressedkeys &~= KEY_LEFT;
2093         }
2094         else if (self.movement_y < 0)
2095         {       // left key pressed
2096                 self.pressedkeys |= KEY_LEFT;
2097                 self.pressedkeys &~= KEY_RIGHT;
2098         }
2099         else
2100         {       // no y input
2101                 self.pressedkeys &~= KEY_RIGHT;
2102                 self.pressedkeys &~= KEY_LEFT;
2103         }
2104
2105         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2106                 self.pressedkeys |= KEY_JUMP;
2107         else
2108                 self.pressedkeys &~= KEY_JUMP;
2109         if (self.BUTTON_CROUCH)
2110                 self.pressedkeys |= KEY_CROUCH;
2111         else
2112                 self.pressedkeys &~= KEY_CROUCH;
2113
2114         if (self.BUTTON_ATCK)
2115                 self.pressedkeys |= KEY_ATCK;
2116         else
2117                 self.pressedkeys &~= KEY_ATCK;
2118         if (self.BUTTON_ATCK2)
2119                 self.pressedkeys |= KEY_ATCK2;
2120         else
2121                 self.pressedkeys &~= KEY_ATCK2;
2122 }
2123
2124 /*
2125 ======================
2126 spectate mode routines
2127 ======================
2128 */
2129
2130 void SpectateCopy(entity spectatee) {
2131         other = spectatee;
2132         MUTATOR_CALLHOOK(SpectateCopy);
2133         self.armortype = spectatee.armortype;
2134         self.armorvalue = spectatee.armorvalue;
2135         self.ammo_cells = spectatee.ammo_cells;
2136         self.ammo_shells = spectatee.ammo_shells;
2137         self.ammo_nails = spectatee.ammo_nails;
2138         self.ammo_rockets = spectatee.ammo_rockets;
2139         self.ammo_fuel = spectatee.ammo_fuel;
2140         self.clip_load = spectatee.clip_load;
2141         self.clip_size = spectatee.clip_size;
2142         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2143         self.health = spectatee.health;
2144         self.impulse = 0;
2145         self.items = spectatee.items;
2146         self.last_pickup = spectatee.last_pickup;
2147         self.hit_time = spectatee.hit_time;
2148         self.metertime = spectatee.metertime;
2149         self.strength_finished = spectatee.strength_finished;
2150         self.invincible_finished = spectatee.invincible_finished;
2151         self.pressedkeys = spectatee.pressedkeys;
2152         WEPSET_COPY_EE(self, spectatee);
2153         self.switchweapon = spectatee.switchweapon;
2154         self.switchingweapon = spectatee.switchingweapon;
2155         self.weapon = spectatee.weapon;
2156         self.nex_charge = spectatee.nex_charge;
2157         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2158         self.hagar_load = spectatee.hagar_load;
2159         self.minelayer_mines = spectatee.minelayer_mines;
2160         self.punchangle = spectatee.punchangle;
2161         self.view_ofs = spectatee.view_ofs;
2162         self.v_angle = spectatee.v_angle;
2163         self.velocity = spectatee.velocity;
2164         self.dmg_take = spectatee.dmg_take;
2165         self.dmg_save = spectatee.dmg_save;
2166         self.dmg_inflictor = spectatee.dmg_inflictor;
2167         self.angles = spectatee.v_angle;
2168         if(!self.BUTTON_USE)
2169                 self.fixangle = TRUE;
2170         setorigin(self, spectatee.origin);
2171         setsize(self, spectatee.mins, spectatee.maxs);
2172         SetZoomState(spectatee.zoomstate);
2173
2174         anticheat_spectatecopy(spectatee);
2175
2176         //self.vehicle = spectatee.vehicle;
2177
2178         self.hud = spectatee.hud;
2179         if(spectatee.vehicle)
2180     {
2181         setorigin(self, spectatee.origin);
2182         self.velocity = spectatee.vehicle.velocity;
2183         self.v_angle += spectatee.vehicle.angles;
2184         //self.v_angle_x *= -1;
2185         self.vehicle_health = spectatee.vehicle_health;
2186         self.vehicle_shield = spectatee.vehicle_shield;
2187         self.vehicle_energy = spectatee.vehicle_energy;
2188         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2189         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2190         self.vehicle_reload1 = spectatee.vehicle_reload1;
2191         self.vehicle_reload2 = spectatee.vehicle_reload2;
2192         
2193         msg_entity = self;
2194         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2195         WriteEntity(MSG_ONE, spectatee);
2196         //self.tur_head = spectatee.vehicle.vehicle_viewport;
2197     }
2198 }
2199
2200 float SpectateUpdate() {
2201         if(!self.enemy)
2202             return 0;           
2203
2204         if (self == self.enemy)
2205                 return 0;
2206
2207         if(self.enemy.classname != "player")
2208                 return 0;
2209
2210         SpectateCopy(self.enemy);
2211
2212         return 1;
2213 }
2214
2215
2216 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2217 entity CA_SpectateNext(entity start) {
2218         if (start.team == self.team) {
2219                 return start;
2220         }
2221         
2222         other = start;
2223         // continue from current player
2224         while(other && other.team != self.team) {
2225                 other = find(other, classname, "player");
2226         }
2227         
2228         if (!other) {
2229                 // restart from begining
2230                 other = find(other, classname, "player");
2231                 while(other && other.team != self.team) {
2232                         other = find(other, classname, "player");
2233                 }
2234         }
2235         
2236         return other;
2237 }
2238
2239 float SpectateNext() {
2240         other = find(self.enemy, classname, "player");
2241         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2242                 // CA and ca players when spectating enemies is forbidden
2243                 other = CA_SpectateNext(other);
2244         } else {
2245                 // other modes and ca spectators or spectating enemies is allowed
2246                 if (!other)
2247                         other = find(other, classname, "player");
2248         }
2249         
2250         if (other)
2251                 self.enemy = other;
2252
2253         if(self.enemy.classname == "player") {
2254             if(self.enemy.vehicle)
2255             {      
2256             msg_entity = self;
2257             WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2258             WriteEntity(MSG_ONE, self.enemy);
2259             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2260             self.movetype = MOVETYPE_NONE;
2261             accuracy_resend(self);
2262             }
2263             else 
2264             {           
2265             msg_entity = self;
2266             WriteByte(MSG_ONE, SVC_SETVIEW);
2267             WriteEntity(MSG_ONE, self.enemy);
2268             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2269             self.movetype = MOVETYPE_NONE;
2270             accuracy_resend(self);
2271
2272             if(!SpectateUpdate())
2273                 PutObserverInServer();
2274         }
2275         return 1;
2276         } else {
2277                 return 0;
2278         }
2279 }
2280
2281 /*
2282 =============
2283 ShowRespawnCountdown()
2284
2285 Update a respawn countdown display.
2286 =============
2287 */
2288 void ShowRespawnCountdown()
2289 {
2290         float number;
2291         if(self.deadflag == DEAD_NO) // just respawned?
2292                 return;
2293         else
2294         {
2295                 number = ceil(self.respawn_time - time);
2296                 if(number <= 0)
2297                         return;
2298                 if(number <= self.respawn_countdown)
2299                 {
2300                         self.respawn_countdown = number - 1;
2301                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2302                                 AnnounceTo(self, strcat(ftos(number), ""));
2303                 }
2304         }
2305 }
2306
2307 .float prevent_join_msgtime;
2308 void LeaveSpectatorMode()
2309 {
2310         if(nJoinAllowed(self)) {
2311                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2312                         self.classname = "player";
2313
2314                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2315                                 JoinBestTeam(self, FALSE, TRUE);
2316
2317                         if(autocvar_g_campaign)
2318                                 campaign_bots_may_start = 1;
2319
2320                         PutClientInServer();
2321
2322                         if(self.classname == "player")
2323                                 bprint ("^4", self.netname, "^4 is playing now\n");
2324
2325                         if(!autocvar_g_campaign)
2326                         if (time < self.jointime + autocvar_welcome_message_time)
2327                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2328
2329                         if (self.prevent_join_msgtime)
2330                         {
2331                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2332                                 self.prevent_join_msgtime = 0;
2333                         }
2334
2335                         return;
2336                 } else {
2337                         if (g_ca && self.caplayer) {
2338                         }       // do nothing
2339                         else
2340                                 stuffcmd(self,"menu_showteamselect\n");
2341                         return;
2342                 }
2343         }
2344         else {
2345                 //player may not join because of g_maxplayers is set
2346                 if (time - self.prevent_join_msgtime > 2)
2347                 {
2348                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2349                         self.prevent_join_msgtime = time;
2350                 }
2351         }
2352 }
2353
2354 /**
2355  * Determines whether the player is allowed to join. This depends on cvar
2356  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2357  * it checks whether the number of currently playing players exceeds g_maxplayers.
2358  * @return int number of free slots for players, 0 if none
2359  */
2360 float nJoinAllowed(entity ignore) {
2361         if(!ignore)
2362         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2363         // so report 0 free slots if restricted
2364         {
2365                 if(autocvar_g_forced_team_otherwise == "spectate")
2366                         return 0;
2367                 if(autocvar_g_forced_team_otherwise == "spectator")
2368                         return 0;
2369         }
2370
2371         if(self.team_forced < 0)
2372                 return 0; // forced spectators can never join
2373
2374         // TODO simplify this
2375         entity e;
2376         float totalClients = 0;
2377         FOR_EACH_CLIENT(e)
2378                 if(e != ignore)
2379                         totalClients += 1;
2380
2381         if (!autocvar_g_maxplayers)
2382                 return maxclients - totalClients;
2383
2384         float currentlyPlaying = 0;
2385         FOR_EACH_REALPLAYER(e)
2386                 currentlyPlaying += 1;
2387
2388         if(currentlyPlaying < autocvar_g_maxplayers)
2389                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2390
2391         return 0;
2392 }
2393
2394 /**
2395  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2396  * g_maxplayers_spectator_blocktime seconds
2397  */
2398 void checkSpectatorBlock() {
2399         if(self.classname == "spectator" || self.classname == "observer") {
2400                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2401                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2402                         dropclient(self);
2403                 }
2404         }
2405 }
2406
2407 .float motd_actived_time; // used for both motd and campaign_message
2408 void PrintWelcomeMessage()
2409 {
2410         if (self.motd_actived_time == 0) { // is there already a message showing?
2411                 if (autocvar_g_campaign) {
2412                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2413                                 self.motd_actived_time = time;
2414                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2415                         }
2416                 } else {
2417                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2418                                 self.motd_actived_time = time;
2419                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2420                         }
2421                 }
2422         } else { // showing MOTD or campaign message
2423                 if (autocvar_g_campaign) {
2424                         if (self.BUTTON_INFO)
2425                                 self.motd_actived_time = time;
2426                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2427                                 self.motd_actived_time = 0;
2428                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2429                         }
2430                 } else {
2431                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2432                                 if (self.BUTTON_INFO)
2433                                         self.motd_actived_time = time;
2434                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2435                                         self.motd_actived_time = 0;
2436                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2437                                 }
2438                         }
2439                 }
2440         }
2441 }
2442
2443 void ObserverThink()
2444 {
2445         float prefered_movetype;
2446         if (self.flags & FL_JUMPRELEASED) {
2447                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2448                         self.flags &~= FL_JUMPRELEASED;
2449                         self.flags |= FL_SPAWNING;
2450                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2451                         self.flags &~= FL_JUMPRELEASED;
2452                         if(SpectateNext() == 1) {
2453                                 self.classname = "spectator";
2454                         }
2455                 } else {
2456                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2457                         if (self.movetype != prefered_movetype)
2458                                 self.movetype = prefered_movetype;
2459                 }
2460         } else {
2461                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2462                         self.flags |= FL_JUMPRELEASED;
2463                         if(self.flags & FL_SPAWNING)
2464                         {
2465                                 self.flags &~= FL_SPAWNING;
2466                                 LeaveSpectatorMode();
2467                                 return;
2468                         }
2469                 }
2470         }
2471
2472         PrintWelcomeMessage();
2473 }
2474
2475 void SpectatorThink()
2476 {
2477         if (self.flags & FL_JUMPRELEASED) {
2478                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2479                         self.flags &~= FL_JUMPRELEASED;
2480                         self.flags |= FL_SPAWNING;
2481                 } else if(self.BUTTON_ATCK) {
2482                         self.flags &~= FL_JUMPRELEASED;
2483                         if(SpectateNext() == 1) {
2484                                 self.classname = "spectator";
2485                         } else {
2486                                 self.classname = "observer";
2487                                 PutClientInServer();
2488                         }
2489                 } else if (self.BUTTON_ATCK2) {
2490                         self.flags &~= FL_JUMPRELEASED;
2491                         self.classname = "observer";
2492                         PutClientInServer();
2493                 } else {
2494                         if(!SpectateUpdate())
2495                                 PutObserverInServer();
2496                 }
2497         } else {
2498                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2499                         self.flags |= FL_JUMPRELEASED;
2500                         if(self.flags & FL_SPAWNING)
2501                         {
2502                                 self.flags &~= FL_SPAWNING;
2503                                 LeaveSpectatorMode();
2504                                 return;
2505                         }
2506                 }
2507                 if(!SpectateUpdate())
2508                         PutObserverInServer();
2509         }
2510
2511         PrintWelcomeMessage();
2512         self.flags |= FL_CLIENT | FL_NOTARGET;
2513 }
2514
2515 void PlayerUseKey()
2516 {
2517         if(self.classname != "player")
2518                 return;
2519
2520         if(self.vehicle)
2521         {
2522         vehicles_exit(VHEF_NORMAL);
2523         return;
2524         }
2525         
2526         // a use key was pressed; call handlers
2527         MUTATOR_CALLHOOK(PlayerUseKey);
2528 }
2529
2530 .float touchexplode_time;
2531
2532 /*
2533 =============
2534 PlayerPreThink
2535
2536 Called every frame for each client before the physics are run
2537 =============
2538 */
2539 .float usekeypressed;
2540 void() nexball_setstatus;
2541 .float items_added;
2542 void PlayerPreThink (void)
2543 {
2544         WarpZone_PlayerPhysics_FixVAngle();
2545
2546         self.stat_game_starttime = game_starttime;
2547         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2548         self.stat_leadlimit = autocvar_leadlimit;
2549
2550         if(frametime)
2551         {
2552                 // physics frames: update anticheat stuff
2553                 anticheat_prethink();
2554         }
2555
2556         if(blockSpectators && frametime)
2557                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2558                 checkSpectatorBlock();
2559
2560         zoomstate_set = 0;
2561
2562         if(self.netname_previous != self.netname)
2563         {
2564                 if(autocvar_sv_eventlog)
2565                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2566                 if(self.netname_previous)
2567                         strunzone(self.netname_previous);
2568                 self.netname_previous = strzone(self.netname);
2569         }
2570
2571         // version nagging
2572         if(self.version_nagtime)
2573                 if(self.cvar_g_xonoticversion)
2574                         if(time > self.version_nagtime)
2575                         {
2576                                 // don't notify git users
2577                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2578                                 {
2579                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2580                                         {
2581                                                 // notify release users if connecting to git
2582                                                 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");
2583                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2584                                         }
2585                                         else
2586                                         {
2587                                                 float r;
2588                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2589                                                 if(r < 0)
2590                                                 {
2591                                                         // give users new version
2592                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2593                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n"));
2594                                                 }
2595                                                 else if(r > 0)
2596                                                 {
2597                                                         // notify users about old server version
2598                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2599                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2600                                                 }
2601                                         }
2602                                 }
2603                                 self.version_nagtime = 0;
2604                         }
2605
2606         // GOD MODE info
2607         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2608         {
2609                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2610                 self.max_armorvalue = 0;
2611         }
2612
2613 #ifdef TETRIS
2614         if (TetrisPreFrame())
2615                 return;
2616 #endif
2617
2618         MUTATOR_CALLHOOK(PlayerPreThink);
2619
2620         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2621         {
2622                 if(self.BUTTON_USE && !self.usekeypressed)
2623                         PlayerUseKey();
2624                 self.usekeypressed = self.BUTTON_USE;
2625         }
2626
2627         PrintWelcomeMessage();
2628
2629         if(self.classname == "player") {
2630 //              if(self.netname == "Wazat")
2631 //                      bprint(self.classname, "\n");
2632
2633                 CheckRules_Player();
2634
2635                 if (intermission_running)
2636                 {
2637                         IntermissionThink ();   // otherwise a button could be missed between
2638                         return;                                 // the think tics
2639                 }
2640
2641                 //don't allow the player to turn around while game is paused!
2642                 if(timeout_status == TIMEOUT_ACTIVE) {
2643                         // FIXME turn this into CSQC stuff
2644                         self.v_angle = self.lastV_angle;
2645                         self.angles = self.lastV_angle;
2646                         self.fixangle = TRUE;
2647                 }
2648
2649                 if(frametime)
2650                 {
2651 #ifndef NO_LEGACY_NETWORKING
2652                         self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2653 #endif
2654
2655                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2656                         {
2657                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2658                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2659                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2660
2661                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2662                                 {
2663                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2664                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2665                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2666                                 }
2667                         }
2668                         else
2669                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2670
2671                         player_powerups();
2672                 }
2673
2674                 if (g_minstagib)
2675                         minstagib_ammocheck();
2676
2677                 if (self.deadflag != DEAD_NO)
2678                 {
2679                         float button_pressed, force_respawn;
2680                         if(self.personal && g_race_qualifying)
2681                         {
2682                                 if(time > self.respawn_time)
2683                                 {
2684                                         self.respawn_time = time + 1; // only retry once a second
2685                                         respawn();
2686                                         self.impulse = 141;
2687                                 }
2688                         }
2689                         else
2690                         {
2691                                 if(frametime)
2692                                         player_anim();
2693                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2694                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2695                                 if (self.deadflag == DEAD_DYING)
2696                                 {
2697                                         if(force_respawn)
2698                                                 self.deadflag = DEAD_RESPAWNING;
2699                                         else if(!button_pressed)
2700                                                 self.deadflag = DEAD_DEAD;
2701                                 }
2702                                 else if (self.deadflag == DEAD_DEAD)
2703                                 {
2704                                         if(button_pressed)
2705                                                 self.deadflag = DEAD_RESPAWNABLE;
2706                                 }
2707                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2708                                 {
2709                                         if(!button_pressed)
2710                                                 self.deadflag = DEAD_RESPAWNING;
2711                                 }
2712                                 else if (self.deadflag == DEAD_RESPAWNING)
2713                                 {
2714                                         if(time > self.respawn_time)
2715                                         {
2716                                                 self.respawn_time = time + 1; // only retry once a second
2717                                                 respawn();
2718                                         }
2719                                 }
2720                                 ShowRespawnCountdown();
2721                         }
2722                         return;
2723                 }
2724                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2725                 // so (self.deadflag == DEAD_NO) is always true in the code below
2726
2727                 if(g_touchexplode)
2728                 if(time > self.touchexplode_time)
2729                 if(self.classname == "player")
2730                 if(self.deadflag == DEAD_NO)
2731                 if not(IS_INDEPENDENT_PLAYER(self))
2732                 FOR_EACH_PLAYER(other) if(self != other)
2733                 {
2734                         if(time > other.touchexplode_time)
2735                         if(other.deadflag == DEAD_NO)
2736                         if not(IS_INDEPENDENT_PLAYER(other))
2737                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2738                         {
2739                                 PlayerTouchExplode(self, other);
2740                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2741                         }
2742                 }
2743
2744                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2745                 {
2746                         vector dist;
2747
2748                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2749                         dist = self.prevorigin - self.origin;
2750                         dist_z = 0;
2751                         self.lms_traveled_distance += fabs(vlen(dist));
2752
2753                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2754                         {
2755                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2756                                 self.lms_traveled_distance = 0;
2757                         }
2758
2759                         if(time > self.lms_nextcheck)
2760                         {
2761                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2762                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2763                                 {
2764                                         centerprint(self, autocvar_g_lms_campcheck_message);
2765                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2766                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2767                                         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');
2768                                 }
2769                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2770                                 self.lms_traveled_distance = 0;
2771                         }
2772                 }
2773
2774                 self.prevorigin = self.origin;
2775
2776                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
2777                 {
2778                         if (!self.crouch)
2779                         {
2780                                 self.crouch = TRUE;
2781                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2782                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2783                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2784                         }
2785                 }
2786                 else
2787                 {
2788                         if (self.crouch)
2789                         {
2790                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2791                                 if (!trace_startsolid)
2792                                 {
2793                                         self.crouch = FALSE;
2794                                         self.view_ofs = PL_VIEW_OFS;
2795                                         setsize (self, PL_MIN, PL_MAX);
2796                                 }
2797                         }
2798                 }
2799
2800                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2801                 {
2802                         if(self.bloodloss_timer < time)
2803                         {
2804                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2805                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2806                         }
2807                 }
2808
2809                 FixPlayermodel();
2810
2811                 GrapplingHookFrame();
2812
2813                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2814                 //if(frametime)
2815                 {
2816                         self.items &~= self.items_added;
2817
2818                         W_WeaponFrame();
2819
2820                         self.items_added = 0;
2821                         if(self.items & IT_JETPACK)
2822                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2823                                         self.items_added |= IT_FUEL;
2824
2825                         self.items |= self.items_added;
2826                 }
2827
2828                 player_regen();
2829
2830                 // rot nex charge to the charge limit
2831                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2832                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2833
2834                 if(frametime)
2835                         player_anim();
2836
2837                 if(g_nexball)
2838                         nexball_setstatus();
2839                 
2840                 // secret status
2841                 secrets_setstatus();
2842                 
2843                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2844
2845                 //self.angles_y=self.v_angle_y + 90;   // temp
2846         } else if(gameover) {
2847                 if (intermission_running)
2848                         IntermissionThink ();   // otherwise a button could be missed between
2849                 return;
2850         } else if(self.classname == "observer") {
2851                 ObserverThink();
2852         } else if(self.classname == "spectator") {
2853                 SpectatorThink();
2854         }
2855
2856         if(!zoomstate_set)
2857                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2858
2859         float oldspectatee_status;
2860         oldspectatee_status = self.spectatee_status;
2861         if(self.classname == "spectator")
2862                 self.spectatee_status = num_for_edict(self.enemy);
2863         else if(self.classname == "observer")
2864                 self.spectatee_status = num_for_edict(self);
2865         else
2866                 self.spectatee_status = 0;
2867         if(self.spectatee_status != oldspectatee_status)
2868         {
2869                 ClientData_Touch(self);
2870                 if(g_race || g_cts)
2871                         race_InitSpectator();
2872         }
2873
2874         if(self.teamkill_soundtime)
2875         if(time > self.teamkill_soundtime)
2876         {
2877                 self.teamkill_soundtime = 0;
2878
2879                 entity oldpusher, oldself;
2880
2881                 oldself = self; self = self.teamkill_soundsource;
2882                 oldpusher = self.pusher; self.pusher = oldself;
2883
2884                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2885
2886                 self.pusher = oldpusher;
2887                 self = oldself;
2888         }
2889
2890         if(self.taunt_soundtime)
2891         if(time > self.taunt_soundtime)
2892         {
2893                 self.taunt_soundtime = 0;
2894                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2895         }
2896
2897         target_voicescript_next(self);
2898
2899         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2900         if(!self.weapon)
2901                 self.clip_load = self.clip_size = 0;
2902 }
2903
2904 float isInvisibleString(string s)
2905 {
2906         float i, n, c;
2907         s = strdecolorize(s);
2908         for((i = 0), (n = strlen(s)); i < n; ++i)
2909         {
2910                 c = str2chr(s, i);
2911                 switch(c)
2912                 {
2913                         case 0:
2914                         case 32: // space
2915                                 break;
2916                         case 192: // charmap space
2917                                 if (!autocvar_utf8_enable)
2918                                         break;
2919                                 return FALSE;
2920                         case 160: // space in unicode fonts
2921                         case 0xE000 + 192: // utf8 charmap space
2922                                 if (autocvar_utf8_enable)
2923                                         break;
2924                         default:
2925                                 return FALSE;
2926                 }
2927         }
2928         return TRUE;
2929 }
2930
2931 /*
2932 =============
2933 PlayerPostThink
2934
2935 Called every frame for each client after the physics are run
2936 =============
2937 */
2938 .float idlekick_lasttimeleft;
2939 .entity showheadshotbbox;
2940 void showheadshotbbox_think()
2941 {
2942         if(self.owner.showheadshotbbox != self)
2943         {
2944                 remove(self);
2945                 return;
2946         }
2947         self.nextthink = time;
2948         setorigin(self, self.owner.origin);
2949         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2950 }
2951 void PlayerPostThink (void)
2952 {
2953         // Savage: Check for nameless players
2954         if (isInvisibleString(self.netname)) {
2955                 self.netname = "Player";
2956                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2957         }
2958
2959         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2960         {
2961                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2962                 {
2963                         if(self.idlekick_lasttimeleft)
2964                         {
2965                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2966                                 self.idlekick_lasttimeleft = 0;
2967                         }
2968                 }
2969                 else
2970                 {
2971                         float timeleft;
2972                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2973                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2974                         {
2975                                 if(!self.idlekick_lasttimeleft)
2976                                         Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2977                         }
2978                         if(timeleft <= 0)
2979                         {
2980                                 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2981                                 AnnounceTo(self, "terminated");
2982                                 dropclient(self);
2983                                 return;
2984                         }
2985                         else if(timeleft <= 10)
2986                         {
2987                                 if(timeleft != self.idlekick_lasttimeleft)
2988                                         AnnounceTo(self, ftos(timeleft));
2989                                 self.idlekick_lasttimeleft = timeleft;
2990                         }
2991                 }
2992         }
2993
2994 #ifdef TETRIS
2995         if(self.impulse == 100)
2996                 ImpulseCommands();
2997         if (!TetrisPostFrame())
2998         {
2999 #endif
3000
3001         CheatFrame();
3002
3003         //CheckPlayerJump();
3004
3005         if(self.classname == "player") {
3006                 CheckRules_Player();
3007                 UpdateChatBubble();
3008                 if (self.impulse)
3009                         ImpulseCommands();
3010                 if (intermission_running)
3011                         return;         // intermission or finale
3012                 GetPressedKeys();
3013         } else if (self.classname == "observer") {
3014                 //do nothing
3015         } else if (self.classname == "spectator") {
3016                 //do nothing
3017         }
3018         
3019 #ifdef TETRIS
3020         }
3021 #endif
3022
3023         /*
3024         float i;
3025         for(i = 0; i < 1000; ++i)
3026         {
3027                 vector end;
3028                 end = self.origin + '0 0 1024' + 512 * randomvec();
3029                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3030                 if(trace_fraction < 1)
3031                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3032                 {
3033                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3034                         break;
3035                 }
3036         }
3037         */
3038
3039         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3040
3041         if(self.waypointsprite_attachedforcarrier)
3042                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3043
3044         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3045         {
3046                 if(!self.showheadshotbbox)
3047                 {
3048                         self.showheadshotbbox = spawn();
3049                         self.showheadshotbbox.classname = "headshotbbox";
3050                         self.showheadshotbbox.owner = self;
3051                         self.showheadshotbbox.think = showheadshotbbox_think;
3052                         self.showheadshotbbox.nextthink = time;
3053                         self = self.showheadshotbbox;
3054                         self.think();
3055                         self = self.owner;
3056                 }
3057         }
3058         else
3059         {
3060                 if(self.showheadshotbbox)
3061                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3062                 remove(self.showheadshotbbox);
3063         }
3064
3065         playerdemo_write();
3066
3067         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3068         {
3069                 if(!self.stored_netname)
3070                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3071                 if(self.stored_netname != self.netname)
3072                 {
3073                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3074                         strunzone(self.stored_netname);
3075                         self.stored_netname = strzone(self.netname);
3076                 }
3077         }
3078
3079         /*
3080         if(g_race)
3081                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3082         */
3083
3084         CSQCMODEL_AUTOUPDATE();
3085 }