]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'master' into Mario/mutator_minstagib
[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 float ClientData_Send(entity to, float sf)
10 {
11         if(to != self.owner)
12         {
13                 error("wtf");
14                 return FALSE;
15         }
16
17         entity e;
18
19         e = to;
20         if(to.classname == "spectator")
21                 e = to.enemy;
22
23         sf = 0;
24
25         if(e.race_completed)
26                 sf |= 1; // forced scoreboard
27         if(to.spectatee_status)
28                 sf |= 2; // spectator ent number follows
29         if(e.zoomstate)
30                 sf |= 4; // zoomed
31         if(e.porto_v_angle_held)
32                 sf |= 8; // angles held
33
34         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35         WriteByte(MSG_ENTITY, sf);
36
37         if(sf & 2)
38                 WriteByte(MSG_ENTITY, to.spectatee_status);
39
40         if(sf & 8)
41         {
42                 WriteAngle(MSG_ENTITY, e.v_angle_x);
43                 WriteAngle(MSG_ENTITY, e.v_angle_y);
44         }
45
46         return TRUE;
47 }
48
49 void ClientData_Attach()
50 {
51         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52         self.clientdata.drawonlytoclient = self;
53         self.clientdata.owner = self;
54 }
55
56 void ClientData_Detach()
57 {
58         remove(self.clientdata);
59         self.clientdata = world;
60 }
61
62 void ClientData_Touch(entity e)
63 {
64         e.clientdata.SendFlags = 1;
65
66         // make it spectatable
67         entity e2;
68         FOR_EACH_REALCLIENT(e2)
69         {
70                 if(e2 != e)
71                         if(e2.classname == "spectator")
72                                 if(e2.enemy == e)
73                                         e2.clientdata.SendFlags = 1;
74         }
75 }
76
77
78 .vector spawnpoint_score;
79 .string netname_previous;
80
81 void spawnfunc_info_player_survivor (void)
82 {
83         spawnfunc_info_player_deathmatch();
84 }
85
86 void spawnfunc_info_player_start (void)
87 {
88         spawnfunc_info_player_deathmatch();
89 }
90
91 void spawnfunc_info_player_deathmatch (void)
92 {
93         self.classname = "info_player_deathmatch";
94         relocate_spawnpoint();
95 }
96
97 void spawnpoint_use()
98 {
99         if(teamplay)
100         if(have_team_spawns > 0)
101         {
102                 self.team = activator.team;
103                 some_spawn_has_been_used = 1;
104         }
105 }
106
107 // Returns:
108 //   _x: prio (-1 if unusable)
109 //   _y: weight
110 vector Spawn_Score(entity spot, float mindist, float teamcheck)
111 {
112         float shortest, thisdist;
113         float prio;
114         entity player;
115
116         prio = 0;
117
118         // filter out spots for the wrong team
119         if(teamcheck >= 0)
120                 if(spot.team != teamcheck)
121                         return '-1 0 0';
122
123         if(race_spawns)
124                 if(spot.target == "")
125                         return '-1 0 0';
126
127         if(clienttype(self) == CLIENTTYPE_REAL)
128         {
129                 if(spot.restriction == 1)
130                         return '-1 0 0';
131         }
132         else
133         {
134                 if(spot.restriction == 2)
135                         return '-1 0 0';
136         }
137
138         shortest = vlen(world.maxs - world.mins);
139         FOR_EACH_PLAYER(player) if (player != self)
140         {
141                 thisdist = vlen(player.origin - spot.origin);
142                 if (thisdist < shortest)
143                         shortest = thisdist;
144         }
145         if(shortest > mindist)
146                 prio += SPAWN_PRIO_GOOD_DISTANCE;
147
148         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
149         spawn_spot = spot;
150
151         // filter out spots for assault
152         if(spot.target != "") {
153                 entity ent;
154                 float found;
155
156                 found = 0;
157                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
158                 {
159                         ++found;
160                         if(ent.spawn_evalfunc)
161                         {
162                                 entity oldself = self;
163                                 self = ent;
164                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
165                                 self = oldself;
166                                 if(spawn_score_x < 0)
167                                         return spawn_score;
168                         }
169                 }
170
171                 if(!found)
172                 {
173                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
174                         return '-1 0 0';
175                 }
176         }
177
178         MUTATOR_CALLHOOK(Spawn_Score);
179         return spawn_score;
180 }
181
182 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
183 {
184         entity spot;
185         for(spot = firstspot; spot; spot = spot.chain)
186                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
187 }
188
189 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
190 {
191         entity spot, spotlist, spotlistend;
192
193         spotlist = world;
194         spotlistend = world;
195
196         Spawn_ScoreAll(firstspot, mindist, teamcheck);
197
198         for(spot = firstspot; spot; spot = spot.chain)
199         {
200                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
201                 {
202                         if(spotlistend)
203                                 spotlistend.chain = spot;
204                         spotlistend = spot;
205                         if(!spotlist)
206                                 spotlist = spot;
207                 }
208         }
209         if(spotlistend)
210                 spotlistend.chain = world;
211
212         return spotlist;
213 }
214
215 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
216 {
217         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
218         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
219         entity spot;
220
221         RandomSelection_Init();
222         for(spot = firstspot; spot; spot = spot.chain)
223                 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);
224
225         return RandomSelection_chosen_ent;
226 }
227
228 /*
229 =============
230 SelectSpawnPoint
231
232 Finds a point to respawn
233 =============
234 */
235 entity SelectSpawnPoint (float anypoint)
236 {
237         float teamcheck;
238         entity spot, firstspot;
239
240         spot = find (world, classname, "testplayerstart");
241         if (spot)
242                 return spot;
243
244         if(anypoint || autocvar_g_spawn_useallspawns)
245                 teamcheck = -1;
246         else if(have_team_spawns > 0)
247         {
248                 if(have_team_spawns_forteam[self.team] == 0)
249                 {
250                         // we request a spawn for a team, and we have team
251                         // spawns, but that team has no spawns?
252                         if(have_team_spawns_forteam[0])
253                                 // try noteam spawns
254                                 teamcheck = 0;
255                         else
256                                 // if not, any spawn has to do
257                                 teamcheck = -1;
258                 }
259                 else
260                         teamcheck = self.team; // MUST be team
261         }
262         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
263                 teamcheck = 0; // MUST be noteam
264         else
265                 teamcheck = -1;
266                 // 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
267
268
269         // get the entire list of spots
270         firstspot = findchain(classname, "info_player_deathmatch");
271         // filter out the bad ones
272         // (note this returns the original list if none survived)
273         if(anypoint)
274         {
275                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
276         }
277         else
278         {
279                 float mindist;
280                 if (g_arena && arena_roundbased)
281                         mindist = 800;
282                 else
283                         mindist = 100;
284                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
285
286                 // there is 50/50 chance of choosing a random spot or the furthest spot
287                 // (this means that roughly every other spawn will be furthest, so you
288                 // usually won't get fragged at spawn twice in a row)
289                 if (random() > autocvar_g_spawn_furthest)
290                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
291                 else
292                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
293         }
294
295         if (!spot)
296         {
297                 if(autocvar_spawn_debug)
298                         GotoNextMap(0);
299                 else
300                 {
301                         if(some_spawn_has_been_used)
302                                 return world; // team can't spawn any more, because of actions of other team
303                         else
304                                 error("Cannot find a spawn point - please fix the map!");
305                 }
306         }
307
308         return spot;
309 }
310
311 /*
312 =============
313 CheckPlayerModel
314
315 Checks if the argument string can be a valid playermodel.
316 Returns a valid one in doubt.
317 =============
318 */
319 string FallbackPlayerModel;
320 string CheckPlayerModel(string plyermodel) {
321         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
322         {
323                 // note: we cannot summon Don Strunzone here, some player may
324                 // still have the model string set. In case anyone manages how
325                 // to change a cvar default, we'll have a small leak here.
326                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
327         }
328         // only in right path
329         if( substring(plyermodel,0,14) != "models/player/")
330                 return FallbackPlayerModel;
331         // only good file extensions
332         if(substring(plyermodel,-4,4) != ".zym")
333         if(substring(plyermodel,-4,4) != ".dpm")
334         if(substring(plyermodel,-4,4) != ".iqm")
335         if(substring(plyermodel,-4,4) != ".md3")
336         if(substring(plyermodel,-4,4) != ".psk")
337                 return FallbackPlayerModel;
338         // forbid the LOD models
339         if(substring(plyermodel, -9,5) == "_lod1")
340                 return FallbackPlayerModel;
341         if(substring(plyermodel, -9,5) == "_lod2")
342                 return FallbackPlayerModel;
343         if(plyermodel != strtolower(plyermodel))
344                 return FallbackPlayerModel;
345         // also, restrict to server models
346         if(autocvar_sv_servermodelsonly)
347         {
348                 if(!fexists(plyermodel))
349                         return FallbackPlayerModel;
350         }
351         return plyermodel;
352 }
353
354 void setplayermodel(entity e, string modelname)
355 {
356         precache_model(modelname);
357         setmodel(e, modelname);
358         player_setupanimsformodel();
359         UpdatePlayerSounds();
360 }
361
362 /*
363 =============
364 PutObserverInServer
365
366 putting a client as observer in the server
367 =============
368 */
369 void FixPlayermodel();
370 void PutObserverInServer (void)
371 {
372         entity  spot;
373     self.hud = HUD_NORMAL;
374         race_PreSpawnObserver();
375
376         spot = SelectSpawnPoint (TRUE);
377         if(!spot)
378                 error("No spawnpoints for observers?!?\n");
379         RemoveGrapplingHook(self); // Wazat's Grappling Hook
380
381         if(clienttype(self) == CLIENTTYPE_REAL)
382         {
383                 msg_entity = self;
384                 WriteByte(MSG_ONE, SVC_SETVIEW);
385                 WriteEntity(MSG_ONE, self);
386         }
387
388         if(g_lms)
389         {
390                 // Only if the player cannot play at all
391                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
392                         self.frags = FRAGS_SPECTATOR;
393                 else
394                         self.frags = FRAGS_LMS_LOSER;
395         }
396         else if((g_race && g_race_qualifying) || g_cts)
397         {
398                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
399                         self.frags = FRAGS_LMS_LOSER;
400                 else
401                         self.frags = FRAGS_SPECTATOR;
402         }
403         else
404                 self.frags = FRAGS_SPECTATOR;
405
406         MUTATOR_CALLHOOK(MakePlayerObserver);
407
408         Portal_ClearAll(self);
409         
410         if(self.alivetime)
411         {
412                 if(!inWarmupStage)
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         {
427                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
428
429                 if(self.just_joined == FALSE) {
430                         LogTeamchange(self.playerid, -1, 4);
431                 } else
432                         self.just_joined = FALSE;
433         }
434
435         PlayerScore_Clear(self); // clear scores when needed
436
437         accuracy_resend(self);
438
439         self.spectatortime = time;
440         
441         self.classname = "observer";
442         self.iscreature = FALSE;
443         self.teleportable = TELEPORT_SIMPLE;
444         self.damagedbycontents = FALSE;
445         self.health = -666;
446         self.takedamage = DAMAGE_NO;
447         self.solid = SOLID_NOT;
448         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
449         self.flags = FL_CLIENT | FL_NOTARGET;
450         self.armorvalue = 666;
451         self.effects = 0;
452         self.armorvalue = autocvar_g_balance_armor_start;
453         self.pauserotarmor_finished = 0;
454         self.pauserothealth_finished = 0;
455         self.pauseregen_finished = 0;
456         self.damageforcescale = 0;
457         self.death_time = 0;
458         self.respawn_flags = 0;
459         self.respawn_time = 0;
460         self.stat_respawn_time = 0;
461         self.alpha = 0;
462         self.scale = 0;
463         self.fade_time = 0;
464         self.pain_frame = 0;
465         self.pain_finished = 0;
466         self.strength_finished = 0;
467         self.invincible_finished = 0;
468         self.superweapons_finished = 0;
469         self.pushltime = 0;
470         self.istypefrag = 0;
471         self.think = func_null;
472         self.nextthink = 0;
473         self.hook_time = 0;
474         self.deadflag = DEAD_NO;
475         self.angles = spot.angles;
476         self.angles_z = 0;
477         self.fixangle = TRUE;
478         self.crouch = FALSE;
479
480         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
481         self.prevorigin = self.origin;
482         self.items = 0;
483         WEPSET_CLEAR_E(self);
484         self.model = "";
485         FixPlayermodel();
486         setmodel(self, "null");
487         self.drawonlytoclient = self;
488
489         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
490         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
491
492         self.weapon = 0;
493         self.weaponname = "";
494         self.switchingweapon = 0;
495         self.weaponmodel = "";
496         self.weaponentity = world;
497         self.exteriorweaponentity = world;
498         self.killcount = -666;
499         self.velocity = '0 0 0';
500         self.avelocity = '0 0 0';
501         self.punchangle = '0 0 0';
502         self.punchvector = '0 0 0';
503         self.oldvelocity = self.velocity;
504         self.fire_endtime = -1;
505 }
506
507 .float model_randomizer;
508 void FixPlayermodel()
509 {
510         string defaultmodel;
511         float defaultskin, chmdl, oldskin, n, i;
512         vector m1, m2;
513
514         defaultmodel = "";
515         defaultskin = 0;
516         chmdl = FALSE;
517
518         if(autocvar_sv_defaultcharacter == 1)
519         {
520                 if(teamplay)
521                 {
522                         string s;
523                         s = Team_ColorName_Lower(self.team);
524                         if(s != "neutral")
525                         {
526                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
527                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
528                         }
529                 }
530
531                 if(defaultmodel == "")
532                 {
533                         defaultmodel = autocvar_sv_defaultplayermodel;
534                         defaultskin = autocvar_sv_defaultplayerskin;
535                 }
536
537                 n = tokenize_console(defaultmodel);
538                 if(n > 0)
539                         defaultmodel = argv(floor(n * self.model_randomizer));
540
541                 i = strstrofs(defaultmodel, ":", 0);
542                 if(i >= 0)
543                 {
544                         defaultskin = stof(substring(defaultmodel, i+1, -1));
545                         defaultmodel = substring(defaultmodel, 0, i);
546                 }
547         }
548
549         if(defaultmodel != "")
550         {
551                 if (defaultmodel != self.model)
552                 {
553                         m1 = self.mins;
554                         m2 = self.maxs;
555                         setplayermodel (self, defaultmodel);
556                         setsize (self, m1, m2);
557                         chmdl = TRUE;
558                 }
559
560                 oldskin = self.skin;
561                 self.skin = defaultskin;
562         } else {
563                 if (self.playermodel != self.model || self.playermodel == "")
564                 {
565                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
566                         m1 = self.mins;
567                         m2 = self.maxs;
568                         setplayermodel (self, self.playermodel);
569                         setsize (self, m1, m2);
570                         chmdl = TRUE;
571                 }
572
573                 oldskin = self.skin;
574                 self.skin = stof(self.playerskin);
575         }
576
577         if(chmdl || oldskin != self.skin) // model or skin has changed
578         {
579                 self.species = player_getspecies(); // update species
580                 UpdatePlayerSounds(); // update skin sounds
581         }
582
583         if(!teamplay)
584                 if(strlen(autocvar_sv_defaultplayercolors))
585                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
586                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
587 }
588
589 /*
590 =============
591 PutClientInServer
592
593 Called when a client spawns in the server
594 =============
595 */
596
597 void PutClientInServer (void)
598 {
599         if(clienttype(self) == CLIENTTYPE_BOT)
600                 self.classname = "player";
601         else if(clienttype(self) == CLIENTTYPE_REAL)
602         {
603                 msg_entity = self;
604                 WriteByte(MSG_ONE, SVC_SETVIEW);
605                 WriteEntity(MSG_ONE, self);
606         }
607
608         // reset player keys
609         self.itemkeys = 0;
610
611         // player is dead and becomes observer
612         // FIXME fix LMS scoring for new system
613         if(g_lms)
614         {
615                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
616                         self.classname = "observer";
617         }
618
619         MUTATOR_CALLHOOK(PutClientInServer);
620
621         if(gameover)
622                 self.classname = "observer";
623
624         if(self.classname == "player") {
625                 entity spot, oldself;
626                 float j;
627
628                 accuracy_resend(self);
629
630                 if(self.team < 0)
631                         JoinBestTeam(self, FALSE, TRUE);
632
633                 race_PreSpawn();
634
635                 spot = SelectSpawnPoint (FALSE);
636                 if(!spot)
637                 {
638                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
639                         return; // spawn failed
640                 }
641
642                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
643
644                 self.classname = "player";
645                 self.wasplayer = TRUE;
646                 self.iscreature = TRUE;
647                 self.teleportable = TELEPORT_NORMAL;
648                 self.damagedbycontents = TRUE;
649                 self.movetype = MOVETYPE_WALK;
650                 self.solid = SOLID_SLIDEBOX;
651                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
652                 if(autocvar_g_playerclip_collisions)
653                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
654                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
655                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
656                 self.frags = FRAGS_PLAYER;
657                 if(INDEPENDENT_PLAYERS)
658                         MAKE_INDEPENDENT_PLAYER(self);
659                 self.flags = FL_CLIENT;
660                 if(autocvar__notarget)
661                         self.flags |= FL_NOTARGET;
662                 self.takedamage = DAMAGE_AIM;
663                 self.effects = 0;
664                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
665                 self.air_finished = time + 12;
666                 self.dmg = 2;
667                 if(autocvar_g_balance_nex_charge)
668                 {
669                         if(autocvar_g_balance_nex_secondary_chargepool)
670                                 self.nex_chargepool_ammo = 1;
671                         self.nex_charge = autocvar_g_balance_nex_charge_start;
672                 }
673
674                 if(inWarmupStage)
675                 {
676                         self.ammo_shells = warmup_start_ammo_shells;
677                         self.ammo_nails = warmup_start_ammo_nails;
678                         self.ammo_rockets = warmup_start_ammo_rockets;
679                         self.ammo_cells = warmup_start_ammo_cells;
680                         self.ammo_fuel = warmup_start_ammo_fuel;
681                         self.health = warmup_start_health;
682                         self.armorvalue = warmup_start_armorvalue;
683                         WEPSET_COPY_EA(self, warmup_start_weapons);
684                 }
685                 else
686                 {
687                         self.ammo_shells = start_ammo_shells;
688                         self.ammo_nails = start_ammo_nails;
689                         self.ammo_rockets = start_ammo_rockets;
690                         self.ammo_cells = start_ammo_cells;
691                         self.ammo_fuel = start_ammo_fuel;
692                         self.health = start_health;
693                         self.armorvalue = start_armorvalue;
694                         WEPSET_COPY_EA(self, start_weapons);
695                 }
696
697                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
698                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
699                 else
700                         self.superweapons_finished = 0;
701
702                 if(g_weaponarena_random)
703                 {
704                         if(g_weaponarena_random_with_laser)
705                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
706                         W_RandomWeapons(self, g_weaponarena_random);
707                         if(g_weaponarena_random_with_laser)
708                                 WEPSET_OR_EW(self, WEP_LASER);
709                 }
710
711                 self.items = start_items;
712
713                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
714                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
715                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
716                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
717                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
718                 //extend the pause of rotting if client was reset at the beginning of the countdown
719                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
720                         self.spawnshieldtime += game_starttime - time;
721                         self.pauserotarmor_finished += game_starttime - time;
722                         self.pauserothealth_finished += game_starttime - time;
723                         self.pauseregen_finished += game_starttime - time;
724                 }
725                 self.damageforcescale = 2;
726                 self.death_time = 0;
727                 self.respawn_flags = 0;
728                 self.respawn_time = 0;
729                 self.stat_respawn_time = 0;
730                 self.scale = 0;
731                 self.fade_time = 0;
732                 self.pain_frame = 0;
733                 self.pain_finished = 0;
734                 self.strength_finished = 0;
735                 self.invincible_finished = 0;
736                 self.pushltime = 0;
737                 // players have no think function
738                 self.think = func_null;
739                 self.nextthink = 0;
740                 self.hook_time = 0;
741                 self.dmg_team = 0;
742                 self.ballistics_density = autocvar_g_ballistics_density_player;
743
744                 self.metertime = 0;
745
746                 self.deadflag = DEAD_NO;
747
748                 self.angles = spot.angles;
749
750                 self.angles_z = 0; // never spawn tilted even if the spot says to
751                 self.fixangle = TRUE; // turn this way immediately
752                 self.velocity = '0 0 0';
753                 self.avelocity = '0 0 0';
754                 self.punchangle = '0 0 0';
755                 self.punchvector = '0 0 0';
756                 self.oldvelocity = self.velocity;
757                 self.fire_endtime = -1;
758
759                 msg_entity = self;
760                 WRITESPECTATABLE_MSG_ONE({
761                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
762                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
763                 });
764
765                 self.model = "";
766                 FixPlayermodel();
767                 self.drawonlytoclient = world;
768
769                 self.crouch = FALSE;
770                 self.view_ofs = PL_VIEW_OFS;
771                 setsize (self, PL_MIN, PL_MAX);
772                 self.spawnorigin = spot.origin;
773                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
774                 // don't reset back to last position, even if new position is stuck in solid
775                 self.oldorigin = self.origin;
776                 self.prevorigin = self.origin;
777                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
778                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
779         self.hud = HUD_NORMAL;
780
781                 self.event_damage = PlayerDamage;
782
783                 self.bot_attack = TRUE;
784
785                 self.statdraintime = time + 5;
786                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
787
788                 if(self.killcount == -666) {
789                         PlayerScore_Clear(self);
790                         self.killcount = 0;
791                 }
792
793                 CL_SpawnWeaponentity();
794                 self.alpha = default_player_alpha;
795                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
796                 self.exteriorweaponentity.alpha = default_weapon_alpha;
797
798                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
799                 self.lms_traveled_distance = 0;
800                 self.speedrunning = FALSE;
801
802                 race_PostSpawn(spot);
803
804                 //stuffcmd(self, "chase_active 0");
805                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
806                 
807                 target_voicescript_clear(self);
808
809                 // reset fields the weapons may use
810                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
811                 {
812                         weapon_action(j, WR_RESETPLAYER);
813
814                         // all weapons must be fully loaded when we spawn
815                         entity e;
816                         e = get_weaponinfo(j);
817                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
818                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
819                 }
820
821                 oldself = self;
822                 self = spot;
823                         activator = oldself;
824                                 string s;
825                                 s = self.target;
826                                 self.target = string_null;
827                                 SUB_UseTargets();
828                                 self.target = s;
829                         activator = world;
830                 self = oldself;
831
832                 spawn_spot = spot;
833                 MUTATOR_CALLHOOK(PlayerSpawn);
834
835                 if(autocvar_spawn_debug)
836                 {
837                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
838                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
839                 }
840
841                 self.switchweapon = w_getbestweapon(self);
842                 self.cnt = -1; // W_LastWeapon will not complain
843                 self.weapon = 0;
844                 self.weaponname = "";
845                 self.switchingweapon = 0;
846
847                 if(!inWarmupStage)
848                         if(!self.alivetime)
849                                 self.alivetime = time;
850
851                 antilag_clear(self);
852
853                 if (autocvar_g_spawnsound)
854                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
855         } else if(self.classname == "observer") {
856                 PutObserverInServer ();
857         }
858 }
859
860 .float ebouncefactor, ebouncestop; // electro's values
861 // TODO do we need all these fields, or should we stop autodetecting runtime
862 // changes and just have a console command to update this?
863 float ClientInit_SendEntity(entity to, float sf)
864 {
865         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
866         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
867         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
868         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
869         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
870         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
871         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
872         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
873         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
874         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
875         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
876         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
877         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
878         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
879         if(sv_foginterval && world.fog != "")
880                 WriteString(MSG_ENTITY, world.fog);
881         else
882                 WriteString(MSG_ENTITY, "");
883         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
884         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
885         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
886         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
887         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
888         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
889         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
890         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
891         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
892         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
893         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
894         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
895         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
896         return TRUE;
897 }
898
899 void ClientInit_CheckUpdate()
900 {
901         self.nextthink = time;
902         if(self.count != autocvar_g_balance_armor_blockpercent)
903         {
904                 self.count = autocvar_g_balance_armor_blockpercent;
905                 self.SendFlags |= 1;
906         }
907         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
908         {
909                 self.cnt = autocvar_g_balance_weaponswitchdelay;
910                 self.SendFlags |= 1;
911         }
912         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
913         {
914                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
915                 self.SendFlags |= 1;
916         }
917         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
918         {
919                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
920                 self.SendFlags |= 1;
921         }
922         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
923         {
924                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
925                 self.SendFlags |= 1;
926         }
927         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
928         {
929                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
930                 self.SendFlags |= 1;
931         }
932 }
933
934 void ClientInit_Spawn()
935 {
936         entity o;
937         entity e;
938         e = spawn();
939         e.classname = "clientinit";
940         e.think = ClientInit_CheckUpdate;
941         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
942
943         o = self;
944         self = e;
945         ClientInit_CheckUpdate();
946         self = o;
947 }
948
949 /*
950 =============
951 SetNewParms
952 =============
953 */
954 void SetNewParms (void)
955 {
956         // initialize parms for a new player
957         parm1 = -(86400 * 366);
958 }
959
960 /*
961 =============
962 SetChangeParms
963 =============
964 */
965 void SetChangeParms (void)
966 {
967         // save parms for level change
968         parm1 = self.parm_idlesince - time;
969 }
970
971 /*
972 =============
973 DecodeLevelParms
974 =============
975 */
976 void DecodeLevelParms (void)
977 {
978         // load parms
979         self.parm_idlesince = parm1;
980         if(self.parm_idlesince == -(86400 * 366))
981                 self.parm_idlesince = time;
982
983         // whatever happens, allow 60 seconds of idling directly after connect for map loading
984         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
985 }
986
987 /*
988 =============
989 ClientKill
990
991 Called when a client types 'kill' in the console
992 =============
993 */
994
995 .float clientkill_nexttime;
996 void ClientKill_Now_TeamChange()
997 {
998         if(self.killindicator_teamchange == -1)
999         {
1000                 JoinBestTeam( self, FALSE, TRUE );
1001         }
1002         else if(self.killindicator_teamchange == -2)
1003         {
1004                 if(blockSpectators)
1005                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1006                 PutObserverInServer();
1007         }
1008         else
1009                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1010         self.killindicator_teamchange = 0;
1011 }
1012
1013 void ClientKill_Now()
1014 {
1015         if(self.vehicle)
1016         {
1017             vehicles_exit(VHEF_RELESE);
1018             if(!self.killindicator_teamchange)
1019             {
1020             self.vehicle_health = -1;
1021             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1022             }
1023         }
1024
1025         if(self.killindicator && !wasfreed(self.killindicator))
1026                 remove(self.killindicator);
1027
1028         self.killindicator = world;
1029
1030         if(self.killindicator_teamchange)
1031                 ClientKill_Now_TeamChange();
1032
1033         // in any case:
1034         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1035
1036         // now I am sure the player IS dead
1037 }
1038 void KillIndicator_Think()
1039 {
1040         if (gameover)
1041         {
1042                 self.owner.killindicator = world;
1043                 remove(self);
1044                 return;
1045         }
1046
1047         if (self.owner.alpha < 0 && !self.owner.vehicle)
1048         {
1049                 self.owner.killindicator = world;
1050                 remove(self);
1051                 return;
1052         }
1053
1054         if(self.cnt <= 0)
1055         {
1056                 self = self.owner;
1057                 ClientKill_Now(); // no oldself needed
1058                 return;
1059         }
1060     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1061     {
1062         self.nextthink = time + 1;
1063         self.cnt -= 1;
1064     }
1065         else
1066         {
1067                 if(self.cnt <= 10)
1068                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1069                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1070                 {
1071                         if(self.cnt <= 10)
1072                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(self.cnt)); }
1073                 }
1074                 self.nextthink = time + 1;
1075                 self.cnt -= 1;
1076         }
1077 }
1078
1079 float clientkilltime;
1080 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1081 {
1082         float killtime;
1083         float starttime;
1084         entity e;
1085
1086         if (gameover)
1087                 return;
1088
1089         killtime = autocvar_g_balance_kill_delay;
1090
1091         if(g_race_qualifying || g_cts)
1092                 killtime = 0;
1093
1094     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1095     {
1096                 remove(self.killindicator);
1097                 self.killindicator = world;
1098
1099         ClientKill_Now(); // allow instant kill in this case
1100         return;
1101     }
1102
1103         self.killindicator_teamchange = targetteam;
1104
1105     if(!self.killindicator)
1106         {
1107                 if(self.deadflag == DEAD_NO)
1108                 {
1109                         killtime = max(killtime, self.clientkill_nexttime - time);
1110                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1111                 }
1112
1113                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1114                 {
1115                         ClientKill_Now();
1116                 }
1117                 else
1118                 {
1119                         starttime = max(time, clientkilltime);
1120
1121                         self.killindicator = spawn();
1122                         self.killindicator.owner = self;
1123                         self.killindicator.scale = 0.5;
1124                         setattachment(self.killindicator, self, "");
1125                         setorigin(self.killindicator, '0 0 52');
1126                         self.killindicator.think = KillIndicator_Think;
1127                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1128                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1129                         self.killindicator.cnt = ceil(killtime);
1130                         self.killindicator.count = bound(0, ceil(killtime), 10);
1131                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1132
1133                         for(e = world; (e = find(e, classname, "body")) != world; )
1134                         {
1135                                 if(e.enemy != self)
1136                                         continue;
1137                                 e.killindicator = spawn();
1138                                 e.killindicator.owner = e;
1139                                 e.killindicator.scale = 0.5;
1140                                 setattachment(e.killindicator, e, "");
1141                                 setorigin(e.killindicator, '0 0 52');
1142                                 e.killindicator.think = KillIndicator_Think;
1143                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1144                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1145                                 e.killindicator.cnt = ceil(killtime);
1146                         }
1147                         self.lip = 0;
1148                 }
1149         }
1150         if(self.killindicator)
1151         {
1152                 if(targetteam == 0) // just die
1153                 {
1154                         self.killindicator.colormod = '0 0 0';
1155                         if(clienttype(self) == CLIENTTYPE_REAL)
1156                         if(self.killindicator.cnt > 0)
1157                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
1158                 }
1159                 else if(targetteam == -1) // auto
1160                 {
1161                         self.killindicator.colormod = '0 1 0';
1162                         if(clienttype(self) == CLIENTTYPE_REAL)
1163                         if(self.killindicator.cnt > 0)
1164                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
1165                 }
1166                 else if(targetteam == -2) // spectate
1167                 {
1168                         self.killindicator.colormod = '0.5 0.5 0.5';
1169                         if(clienttype(self) == CLIENTTYPE_REAL)
1170                         if(self.killindicator.cnt > 0)
1171                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1172                 }
1173                 else
1174                 {
1175                         self.killindicator.colormod = Team_ColorRGB(targetteam);
1176                         if(clienttype(self) == CLIENTTYPE_REAL)
1177                         if(self.killindicator.cnt > 0)
1178                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
1179                 }
1180         }
1181
1182 }
1183
1184 void ClientKill (void)
1185 {
1186         if(gameover) return;
1187         if(self.player_blocked) return;
1188         if(self.freezetag_frozen) return;
1189
1190         ClientKill_TeamChange(0);
1191 }
1192
1193 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
1194 {
1195     e.killindicator = spawn();
1196     e.killindicator.owner = e;
1197     e.killindicator.think = KillIndicator_Think;
1198     e.killindicator.nextthink = time + (e.lip) * 0.05;
1199     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1200     e.killindicator.health = 1; // this is used to indicate that it should be silent
1201     e.lip = 0;
1202 }
1203
1204 void FixClientCvars(entity e)
1205 {
1206         // send prediction settings to the client
1207         stuffcmd(e, "\nin_bindmap 0 0\n");
1208         if(g_race || g_cts)
1209                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1210         if(autocvar_g_antilag == 3) // client side hitscan
1211                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1212         if(autocvar_sv_gentle)
1213                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1214         /*
1215          * we no longer need to stuff this. Remove this comment block if you feel
1216          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1217         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1218         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1219         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1220         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1221         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1222         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1223         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1224         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1225         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1226         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1227         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1228         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1229         stuffcmd(e, "cl_movement_edgefriction 1\n");
1230          */
1231 }
1232
1233 float PlayerInIDList(entity p, string idlist)
1234 {
1235         float n, i;
1236         string s;
1237
1238         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1239         if not(p.crypto_idfp)
1240                 return 0;
1241
1242         // this function allows abbreviated player IDs too!
1243         n = tokenize_console(idlist);
1244         for(i = 0; i < n; ++i)
1245         {
1246                 s = argv(i);
1247                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1248                         return 1;
1249         }
1250
1251         return 0;
1252 }
1253
1254 /*
1255 =============
1256 ClientConnect
1257
1258 Called when a client connects to the server
1259 =============
1260 */
1261 void DecodeLevelParms (void);
1262 //void dom_player_join_team(entity pl);
1263 void set_dom_state(entity e);
1264 void ClientConnect (void)
1265 {
1266         float t;
1267
1268         if(self.flags & FL_CLIENT)
1269         {
1270                 print("Warning: ClientConnect, but already connected!\n");
1271                 return;
1272         }
1273
1274         if(Ban_MaybeEnforceBanOnce(self))
1275                 return;
1276
1277         DecodeLevelParms();
1278
1279 #ifdef WATERMARK
1280         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1281 #endif
1282
1283         self.classname = "player_joining";
1284
1285         self.flags = FL_CLIENT;
1286         self.version_nagtime = time + 10 + random() * 10;
1287
1288         if(player_count<0)
1289         {
1290                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1291                 player_count = 0;
1292         }
1293
1294         PlayerScore_Attach(self);
1295         ClientData_Attach();
1296         accuracy_init(self);
1297
1298         bot_clientconnect();
1299
1300         playerdemo_init();
1301
1302         anticheat_init();
1303
1304         race_PreSpawnObserver();
1305
1306         // identify the right forced team
1307         if(autocvar_g_campaign)
1308         {
1309                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1310                 {
1311                         switch(autocvar_g_campaign_forceteam)
1312                         {
1313                                 case 1: self.team_forced = NUM_TEAM_1; break;
1314                                 case 2: self.team_forced = NUM_TEAM_2; break;
1315                                 case 3: self.team_forced = NUM_TEAM_3; break;
1316                                 case 4: self.team_forced = NUM_TEAM_4; break;
1317                                 default: self.team_forced = 0;
1318                         }
1319                 }
1320         }
1321         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1322                 self.team_forced = NUM_TEAM_1;
1323         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1324                 self.team_forced = NUM_TEAM_2;
1325         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1326                 self.team_forced = NUM_TEAM_3;
1327         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1328                 self.team_forced = NUM_TEAM_4;
1329         else if(autocvar_g_forced_team_otherwise == "red")
1330                 self.team_forced = NUM_TEAM_1;
1331         else if(autocvar_g_forced_team_otherwise == "blue")
1332                 self.team_forced = NUM_TEAM_2;
1333         else if(autocvar_g_forced_team_otherwise == "yellow")
1334                 self.team_forced = NUM_TEAM_3;
1335         else if(autocvar_g_forced_team_otherwise == "pink")
1336                 self.team_forced = NUM_TEAM_4;
1337         else if(autocvar_g_forced_team_otherwise == "spectate")
1338                 self.team_forced = -1;
1339         else if(autocvar_g_forced_team_otherwise == "spectator")
1340                 self.team_forced = -1;
1341         else
1342                 self.team_forced = 0;
1343
1344         if(!teamplay)
1345                 if(self.team_forced > 0)
1346                         self.team_forced = 0;
1347
1348         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1349
1350         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1351                 self.classname = "observer";
1352         } else {
1353                 if(teamplay)
1354                 {
1355                         if(autocvar_g_balance_teams)
1356                         {
1357                                 self.classname = "player";
1358                                 campaign_bots_may_start = 1;
1359                         }
1360                         else
1361                         {
1362                                 self.classname = "observer"; // do it anyway
1363                         }
1364                 }
1365                 else
1366                 {
1367                         self.classname = "player";
1368                         campaign_bots_may_start = 1;
1369                 }
1370         }
1371
1372         self.playerid = (playerid_last = playerid_last + 1);
1373
1374         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1375
1376     if(clienttype(self) == CLIENTTYPE_BOT)
1377         PlayerStats_AddPlayer(self);
1378
1379         if(autocvar_sv_eventlog)
1380                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1381
1382         LogTeamchange(self.playerid, self.team, 1);
1383
1384         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1385
1386         self.netname_previous = strzone(self.netname);
1387
1388         if((self.classname == STR_PLAYER && teamplay))
1389                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1390         else
1391                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1392
1393         stuffcmd(self, strcat(clientstuff, "\n"));
1394         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1395
1396         FixClientCvars(self);
1397
1398         // spawnfunc_waypoint sprites
1399         WaypointSprite_InitClient(self);
1400
1401         // Wazat's grappling hook
1402         SetGrappleHookBindings();
1403
1404         // get version info from player
1405         stuffcmd(self, "cmd clientversion $gameversion\n");
1406
1407         // get other cvars from player
1408         GetCvars(0);
1409
1410         // notify about available teams
1411         if(teamplay)
1412         {
1413                 CheckAllowedTeams(self);
1414                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1415                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1416         }
1417         else
1418                 stuffcmd(self, "set _teams_available 0\n");
1419
1420         attach_entcs();
1421
1422         bot_relinkplayerlist();
1423
1424         self.spectatortime = time;
1425         if(blockSpectators)
1426         {
1427                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1428         }
1429
1430         self.jointime = time;
1431         self.allowed_timeouts = autocvar_sv_timeout_number;
1432
1433         if(clienttype(self) == CLIENTTYPE_REAL)
1434         {
1435                 if(!autocvar_g_campaign)
1436                 {
1437                         self.motd_actived_time = -1;
1438                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1439                 }
1440
1441                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1442                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1443         }
1444
1445         if(!sv_foginterval && world.fog != "")
1446                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1447
1448         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1449         {
1450                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1451                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1452         }
1453         else
1454                 self.hitplotfh = -1;
1455
1456         if(g_race || g_cts) {
1457                 string rr;
1458                 if(g_cts)
1459                         rr = CTS_RECORD;
1460                 else
1461                         rr = RACE_RECORD;
1462
1463                 msg_entity = self;
1464                 race_send_recordtime(MSG_ONE);
1465                 race_send_speedaward(MSG_ONE);
1466
1467                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1468                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1469                 race_send_speedaward_alltimebest(MSG_ONE);
1470
1471                 float i;
1472                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1473                         race_SendRankings(i, 0, 0, MSG_ONE);
1474                 }
1475         }
1476         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1477                 send_CSQC_teamnagger();
1478
1479         CheatInitClient();
1480
1481         CSQCMODEL_AUTOINIT();
1482
1483         self.model_randomizer = random();
1484
1485         if(clienttype(self) == CLIENTTYPE_REAL)
1486                 sv_notice_join();
1487
1488         MUTATOR_CALLHOOK(ClientConnect);
1489 }
1490 /*
1491 =============
1492 ClientDisconnect
1493
1494 Called when a client disconnects from the server
1495 =============
1496 */
1497 .entity chatbubbleentity;
1498 void ReadyCount();
1499 void ClientDisconnect (void)
1500 {
1501         if(self.vehicle)
1502             vehicles_exit(VHEF_RELESE);
1503
1504         if not(self.flags & FL_CLIENT)
1505         {
1506                 print("Warning: ClientDisconnect without ClientConnect\n");
1507                 return;
1508         }
1509
1510         PlayerStats_AddGlobalInfo(self);
1511
1512         CheatShutdownClient();
1513
1514         if(self.hitplotfh >= 0)
1515         {
1516                 fclose(self.hitplotfh);
1517                 self.hitplotfh = -1;
1518         }
1519
1520         anticheat_report();
1521         anticheat_shutdown();
1522
1523         playerdemo_shutdown();
1524
1525         bot_clientdisconnect();
1526
1527         if(self.entcs)
1528                 detach_entcs();
1529
1530         if(autocvar_sv_eventlog)
1531                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1532                 
1533         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1534
1535         MUTATOR_CALLHOOK(ClientDisconnect);
1536
1537         Portal_ClearAll(self);
1538
1539         RemoveGrapplingHook(self);
1540
1541         // Here, everything has been done that requires this player to be a client.
1542
1543         self.flags &~= FL_CLIENT;
1544
1545         if (self.chatbubbleentity)
1546                 remove (self.chatbubbleentity);
1547
1548         if (self.killindicator)
1549                 remove (self.killindicator);
1550
1551         WaypointSprite_PlayerGone();
1552
1553         bot_relinkplayerlist();
1554
1555         accuracy_free(self);
1556         ClientData_Detach();
1557         PlayerScore_Detach(self);
1558
1559         if(self.netname_previous)
1560                 strunzone(self.netname_previous);
1561         if(self.clientstatus)
1562                 strunzone(self.clientstatus);
1563         if(self.weaponorder_byimpulse)
1564                 strunzone(self.weaponorder_byimpulse);
1565
1566         ClearPlayerSounds();
1567
1568         if(self.personal)
1569                 remove(self.personal);
1570
1571         self.playerid = 0;
1572         ReadyCount();
1573
1574         // free cvars
1575         GetCvars(-1);
1576 }
1577
1578 .float BUTTON_CHAT;
1579 void ChatBubbleThink()
1580 {
1581         self.nextthink = time;
1582         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1583         {
1584                 if(self.owner) // but why can that ever be world?
1585                         self.owner.chatbubbleentity = world;
1586                 remove(self);
1587                 return;
1588         }
1589         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1590 #ifdef TETRIS
1591                 || self.owner.tetris_on
1592 #endif
1593         )
1594                 self.model = self.mdl;
1595         else
1596                 self.model = "";
1597 }
1598
1599 void UpdateChatBubble()
1600 {
1601         if (self.alpha < 0)
1602                 return;
1603         // spawn a chatbubble entity if needed
1604         if (!self.chatbubbleentity)
1605         {
1606                 self.chatbubbleentity = spawn();
1607                 self.chatbubbleentity.owner = self;
1608                 self.chatbubbleentity.exteriormodeltoclient = self;
1609                 self.chatbubbleentity.think = ChatBubbleThink;
1610                 self.chatbubbleentity.nextthink = time;
1611                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1612                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1613                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1614                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1615                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1616                 self.chatbubbleentity.model = "";
1617                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1618         }
1619 }
1620
1621
1622 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1623 // added to the model skins
1624 /*void UpdateColorModHack()
1625 {
1626         float c;
1627         c = self.clientcolors & 15;
1628         // LordHavoc: only bothering to support white, green, red, yellow, blue
1629              if (!teamplay) self.colormod = '0 0 0';
1630         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1631         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1632         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1633         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1634         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1635         else self.colormod = '1 1 1';
1636 }*/
1637
1638 void respawn(void)
1639 {
1640         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1641         {
1642                 self.solid = SOLID_NOT;
1643                 self.takedamage = DAMAGE_NO;
1644                 self.movetype = MOVETYPE_FLY;
1645                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1646                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1647                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1648                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1649                 if(autocvar_g_respawn_ghosts_maxtime)
1650                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1651         }
1652
1653         CopyBody(1);
1654
1655         self.effects |= EF_NODRAW; // prevent another CopyBody
1656         PutClientInServer();
1657 }
1658
1659 void play_countdown(float finished, string samp)
1660 {
1661         if(clienttype(self) == CLIENTTYPE_REAL)
1662                 if(floor(finished - time - frametime) != floor(finished - time))
1663                         if(finished - time < 6)
1664                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1665 }
1666
1667 void player_powerups (void)
1668 {
1669         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1670         olditems = self.items;
1671
1672         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1673                 self.modelflags |= MF_ROCKET;
1674         else
1675                 self.modelflags &~= MF_ROCKET;
1676
1677         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1678
1679         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1680                 return;
1681
1682         Fire_ApplyDamage(self);
1683         Fire_ApplyEffect(self);
1684
1685         if not(g_minstagib)
1686         {
1687                 if (self.items & IT_STRENGTH)
1688                 {
1689                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1690                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1691                         if (time > self.strength_finished)
1692                         {
1693                                 self.items = self.items - (self.items & IT_STRENGTH);
1694                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1695                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1696                         }
1697                 }
1698                 else
1699                 {
1700                         if (time < self.strength_finished)
1701                         {
1702                                 self.items = self.items | IT_STRENGTH;
1703                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1704                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1705                         }
1706                 }
1707                 if (self.items & IT_INVINCIBLE)
1708                 {
1709                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1710                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1711                         if (time > self.invincible_finished)
1712                         {
1713                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1714                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1715                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1716                         }
1717                 }
1718                 else
1719                 {
1720                         if (time < self.invincible_finished)
1721                         {
1722                                 self.items = self.items | IT_INVINCIBLE;
1723                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1724                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1725                         }
1726                 }
1727                 if (self.items & IT_SUPERWEAPON)
1728                 {
1729                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1730                         {
1731                                 self.superweapons_finished = 0;
1732                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1733                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1734                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1735                         }
1736                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1737                         {
1738                                 // don't let them run out
1739                         }
1740                         else
1741                         {
1742                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1743                                 if (time > self.superweapons_finished)
1744                                 {
1745                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1746                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1747                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1748                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1749                                 }
1750                         }
1751                 }
1752                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1753                 {
1754                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1755                         {
1756                                 self.items = self.items | IT_SUPERWEAPON;
1757                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1758                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1759                         }
1760                         else
1761                         {
1762                                 self.superweapons_finished = 0;
1763                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1764                         }
1765                 }
1766                 else
1767                 {
1768                         self.superweapons_finished = 0;
1769                 }
1770         }
1771         
1772         if(autocvar_g_nodepthtestplayers)
1773                 self.effects = self.effects | EF_NODEPTHTEST;
1774
1775         if(autocvar_g_fullbrightplayers)
1776                 self.effects = self.effects | EF_FULLBRIGHT;
1777
1778         // midair gamemode: damage only while in the air
1779         // if in midair mode, being on ground grants temporary invulnerability
1780         // (this is so that multishot weapon don't clear the ground flag on the
1781         // first damage in the frame, leaving the player vulnerable to the
1782         // remaining hits in the same frame)
1783         if (self.flags & FL_ONGROUND)
1784         if (g_midair)
1785                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1786
1787         if (time >= game_starttime)
1788         if (time < self.spawnshieldtime)
1789                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1790
1791         MUTATOR_CALLHOOK(PlayerPowerups);
1792 }
1793
1794 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1795 {
1796         if(current > stable)
1797                 return current;
1798         else if(current > stable - 0.25) // when close enough, "snap"
1799                 return stable;
1800         else
1801                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1802 }
1803
1804 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1805 {
1806         if(current < stable)
1807                 return current;
1808         else if(current < stable + 0.25) // when close enough, "snap"
1809                 return stable;
1810         else
1811                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1812 }
1813
1814 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1815 {
1816         if(current > rotstable)
1817         {
1818                 if(rotframetime > 0)
1819                 {
1820                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1821                         current = max(rotstable, current - rotlinear * rotframetime);
1822                 }
1823         }
1824         else if(current < regenstable)
1825         {
1826                 if(regenframetime > 0)
1827                 {
1828                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1829                         current = min(regenstable, current + regenlinear * regenframetime);
1830                 }
1831         }
1832
1833         if(current > limit)
1834                 current = limit;
1835
1836         return current;
1837 }
1838
1839 void player_regen (void)
1840 {
1841         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1842         maxh = autocvar_g_balance_health_rotstable;
1843         maxa = autocvar_g_balance_armor_rotstable;
1844         maxf = autocvar_g_balance_fuel_rotstable;
1845         minh = autocvar_g_balance_health_regenstable;
1846         mina = autocvar_g_balance_armor_regenstable;
1847         minf = autocvar_g_balance_fuel_regenstable;
1848         limith = autocvar_g_balance_health_limit;
1849         limita = autocvar_g_balance_armor_limit;
1850         limitf = autocvar_g_balance_fuel_limit;
1851
1852         max_mod = regen_mod = rot_mod = limit_mod = 1;
1853
1854         maxh = maxh * max_mod;
1855         //maxa = maxa * max_mod;
1856         //maxf = maxf * max_mod;
1857         minh = minh * max_mod;
1858         //mina = mina * max_mod;
1859         //minf = minf * max_mod;
1860         limith = limith * limit_mod;
1861         limita = limita * limit_mod;
1862         //limitf = limitf * limit_mod;
1863
1864         if(g_ca)
1865                 rot_mod = 0;
1866
1867         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1868         {
1869                 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);
1870                 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);
1871
1872                 // if player rotted to death...  die!
1873                 if(self.health < 1)
1874                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1875         }
1876
1877         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1878                 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);
1879 }
1880
1881 float zoomstate_set;
1882 void SetZoomState(float z)
1883 {
1884         if(z != self.zoomstate)
1885         {
1886                 self.zoomstate = z;
1887                 ClientData_Touch(self);
1888         }
1889         zoomstate_set = 1;
1890 }
1891
1892 void GetPressedKeys(void) {
1893         MUTATOR_CALLHOOK(GetPressedKeys);
1894         if (self.movement_x > 0) // get if movement keys are pressed
1895         {       // forward key pressed
1896                 self.pressedkeys |= KEY_FORWARD;
1897                 self.pressedkeys &~= KEY_BACKWARD;
1898         }
1899         else if (self.movement_x < 0)
1900         {       // backward key pressed
1901                 self.pressedkeys |= KEY_BACKWARD;
1902                 self.pressedkeys &~= KEY_FORWARD;
1903         }
1904         else
1905         {       // no x input
1906                 self.pressedkeys &~= KEY_FORWARD;
1907                 self.pressedkeys &~= KEY_BACKWARD;
1908         }
1909
1910         if (self.movement_y > 0)
1911         {       // right key pressed
1912                 self.pressedkeys |= KEY_RIGHT;
1913                 self.pressedkeys &~= KEY_LEFT;
1914         }
1915         else if (self.movement_y < 0)
1916         {       // left key pressed
1917                 self.pressedkeys |= KEY_LEFT;
1918                 self.pressedkeys &~= KEY_RIGHT;
1919         }
1920         else
1921         {       // no y input
1922                 self.pressedkeys &~= KEY_RIGHT;
1923                 self.pressedkeys &~= KEY_LEFT;
1924         }
1925
1926         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1927                 self.pressedkeys |= KEY_JUMP;
1928         else
1929                 self.pressedkeys &~= KEY_JUMP;
1930         if (self.BUTTON_CROUCH)
1931                 self.pressedkeys |= KEY_CROUCH;
1932         else
1933                 self.pressedkeys &~= KEY_CROUCH;
1934
1935         if (self.BUTTON_ATCK)
1936                 self.pressedkeys |= KEY_ATCK;
1937         else
1938                 self.pressedkeys &~= KEY_ATCK;
1939         if (self.BUTTON_ATCK2)
1940                 self.pressedkeys |= KEY_ATCK2;
1941         else
1942                 self.pressedkeys &~= KEY_ATCK2;
1943 }
1944
1945 /*
1946 ======================
1947 spectate mode routines
1948 ======================
1949 */
1950
1951 void SpectateCopy(entity spectatee) {
1952         other = spectatee;
1953         MUTATOR_CALLHOOK(SpectateCopy);
1954         self.armortype = spectatee.armortype;
1955         self.armorvalue = spectatee.armorvalue;
1956         self.ammo_cells = spectatee.ammo_cells;
1957         self.ammo_shells = spectatee.ammo_shells;
1958         self.ammo_nails = spectatee.ammo_nails;
1959         self.ammo_rockets = spectatee.ammo_rockets;
1960         self.ammo_fuel = spectatee.ammo_fuel;
1961         self.clip_load = spectatee.clip_load;
1962         self.clip_size = spectatee.clip_size;
1963         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1964         self.health = spectatee.health;
1965         self.impulse = 0;
1966         self.items = spectatee.items;
1967         self.last_pickup = spectatee.last_pickup;
1968         self.hit_time = spectatee.hit_time;
1969         self.metertime = spectatee.metertime;
1970         self.strength_finished = spectatee.strength_finished;
1971         self.invincible_finished = spectatee.invincible_finished;
1972         self.pressedkeys = spectatee.pressedkeys;
1973         WEPSET_COPY_EE(self, spectatee);
1974         self.switchweapon = spectatee.switchweapon;
1975         self.switchingweapon = spectatee.switchingweapon;
1976         self.weapon = spectatee.weapon;
1977         self.nex_charge = spectatee.nex_charge;
1978         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1979         self.hagar_load = spectatee.hagar_load;
1980         self.minelayer_mines = spectatee.minelayer_mines;
1981         self.punchangle = spectatee.punchangle;
1982         self.view_ofs = spectatee.view_ofs;
1983         self.velocity = spectatee.velocity;
1984         self.dmg_take = spectatee.dmg_take;
1985         self.dmg_save = spectatee.dmg_save;
1986         self.dmg_inflictor = spectatee.dmg_inflictor;
1987         self.v_angle = spectatee.v_angle;
1988         self.angles = spectatee.v_angle;
1989         if(!self.BUTTON_USE)
1990                 self.fixangle = TRUE;
1991         setorigin(self, spectatee.origin);
1992         setsize(self, spectatee.mins, spectatee.maxs);
1993         SetZoomState(spectatee.zoomstate);
1994     
1995     anticheat_spectatecopy(spectatee);
1996         self.hud = spectatee.hud;
1997         if(spectatee.vehicle)
1998     {
1999         self.fixangle = FALSE;
2000         //self.velocity = spectatee.vehicle.velocity;
2001         self.vehicle_health = spectatee.vehicle_health;
2002         self.vehicle_shield = spectatee.vehicle_shield;
2003         self.vehicle_energy = spectatee.vehicle_energy;
2004         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2005         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2006         self.vehicle_reload1 = spectatee.vehicle_reload1;
2007         self.vehicle_reload2 = spectatee.vehicle_reload2;
2008
2009         msg_entity = self;
2010         
2011         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2012             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
2013             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
2014             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
2015
2016         //WriteByte (MSG_ONE, SVC_SETVIEW);
2017         //    WriteEntity(MSG_ONE, self);            
2018         //makevectors(spectatee.v_angle);
2019         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
2020     }
2021 }
2022
2023 float SpectateUpdate() {
2024         if(!self.enemy)
2025             return 0;           
2026
2027         if (self == self.enemy)
2028                 return 0;
2029
2030         if(self.enemy.classname != "player")
2031                 return 0;
2032
2033         SpectateCopy(self.enemy);
2034
2035         return 1;
2036 }
2037
2038
2039 float SpectateSet()
2040 {
2041         if(self.enemy.classname != "player")
2042                 return FALSE;
2043         /*if(self.enemy.vehicle)
2044         {
2045
2046                 msg_entity = self;
2047                 WriteByte(MSG_ONE, SVC_SETVIEW);
2048                 WriteEntity(MSG_ONE, self.enemy);
2049                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2050
2051                 self.movetype = MOVETYPE_NONE;
2052                 accuracy_resend(self);
2053         }
2054         else
2055         {*/
2056                 msg_entity = self;
2057                 WriteByte(MSG_ONE, SVC_SETVIEW);
2058                 WriteEntity(MSG_ONE, self.enemy);
2059                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2060                 self.movetype = MOVETYPE_NONE;
2061                 accuracy_resend(self);
2062
2063                 if(!SpectateUpdate())
2064                         PutObserverInServer();
2065         //}
2066         return TRUE;
2067 }
2068
2069 float Spectate(entity pl)
2070 {
2071         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
2072         if(pl.team != self.team)
2073                 return 0;
2074
2075         self.enemy = pl;
2076         return SpectateSet();
2077 }
2078
2079 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2080 entity CA_SpectateNext(entity start) {
2081         if (start.team == self.team) {
2082                 return start;
2083         }
2084         
2085         other = start;
2086         // continue from current player
2087         while(other && other.team != self.team) {
2088                 other = find(other, classname, "player");
2089         }
2090         
2091         if (!other) {
2092                 // restart from begining
2093                 other = find(other, classname, "player");
2094                 while(other && other.team != self.team) {
2095                         other = find(other, classname, "player");
2096                 }
2097         }
2098         
2099         return other;
2100 }
2101
2102 float SpectateNext()
2103 {
2104         other = find(self.enemy, classname, "player");
2105
2106         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2107                 // CA and ca players when spectating enemies is forbidden
2108                 other = CA_SpectateNext(other);
2109         } else {
2110                 // other modes and ca spectators or spectating enemies is allowed
2111                 if (!other)
2112                         other = find(other, classname, "player");
2113         }
2114
2115         if (other)
2116                 self.enemy = other;
2117
2118         return SpectateSet();
2119 }
2120
2121 float SpectatePrev()
2122 {
2123         // NOTE: chain order is from the highest to the lower entnum (unlike find)
2124         other = findchain(classname, "player");
2125         if not(other) // no player
2126                 return FALSE;
2127
2128         entity first = other;
2129         // skip players until current spectated player
2130         if(self.enemy)
2131         while(other && other != self.enemy)
2132                 other = other.chain;
2133
2134         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
2135         {
2136                 do { other = other.chain; }
2137                 while(other && other.team != self.team);
2138
2139                 if not(other)
2140                 {
2141                         other = first;
2142                         while(other.team != self.team)
2143                                 other = other.chain;
2144                         if(other == self.enemy)
2145                                 return TRUE;
2146                 }
2147         }
2148         else
2149         {
2150                 if(other.chain)
2151                         other = other.chain;
2152                 else
2153                         other = first;
2154         }
2155         self.enemy = other;
2156         return SpectateSet();
2157 }
2158
2159 /*
2160 =============
2161 ShowRespawnCountdown()
2162
2163 Update a respawn countdown display.
2164 =============
2165 */
2166 void ShowRespawnCountdown()
2167 {
2168         float number;
2169         if(self.deadflag == DEAD_NO) // just respawned?
2170                 return;
2171         else
2172         {
2173                 number = ceil(self.respawn_time - time);
2174                 if(number <= 0)
2175                         return;
2176                 if(number <= self.respawn_countdown)
2177                 {
2178                         self.respawn_countdown = number - 1;
2179                         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
2180                                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(number)); 
2181                 }
2182         }
2183 }
2184
2185 void LeaveSpectatorMode()
2186 {
2187         if(self.caplayer)
2188                 return;
2189         if(nJoinAllowed(self))
2190         {
2191                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2192                 {
2193                         self.classname = "player";
2194
2195                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2196                                 { JoinBestTeam(self, FALSE, TRUE); }
2197
2198                         if(autocvar_g_campaign)
2199                                 { campaign_bots_may_start = 1; }
2200
2201                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2202
2203                         PutClientInServer();
2204
2205                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2206                 }
2207                 else
2208                         stuffcmd(self, "menu_showteamselect\n");
2209         }
2210         else
2211         {
2212                 // Player may not join because g_maxplayers is set
2213                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2214         }
2215 }
2216
2217 /**
2218  * Determines whether the player is allowed to join. This depends on cvar
2219  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2220  * it checks whether the number of currently playing players exceeds g_maxplayers.
2221  * @return int number of free slots for players, 0 if none
2222  */
2223 float nJoinAllowed(entity ignore) {
2224         if(!ignore)
2225         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2226         // so report 0 free slots if restricted
2227         {
2228                 if(autocvar_g_forced_team_otherwise == "spectate")
2229                         return 0;
2230                 if(autocvar_g_forced_team_otherwise == "spectator")
2231                         return 0;
2232         }
2233
2234         if(self.team_forced < 0)
2235                 return 0; // forced spectators can never join
2236
2237         // TODO simplify this
2238         entity e;
2239         float totalClients = 0;
2240         FOR_EACH_CLIENT(e)
2241                 if(e != ignore)
2242                         totalClients += 1;
2243
2244         if (!autocvar_g_maxplayers)
2245                 return maxclients - totalClients;
2246
2247         float currentlyPlaying = 0;
2248         FOR_EACH_REALCLIENT(e)
2249                 if(e.classname == "player" || e.caplayer == 1)
2250                         currentlyPlaying += 1;
2251
2252         if(currentlyPlaying < autocvar_g_maxplayers)
2253                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2254
2255         return 0;
2256 }
2257
2258 /**
2259  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2260  * g_maxplayers_spectator_blocktime seconds
2261  */
2262 void checkSpectatorBlock() {
2263         if(self.classname == "spectator" || self.classname == "observer") {
2264                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2265                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2266                         dropclient(self);
2267                 }
2268         }
2269 }
2270
2271 void PrintWelcomeMessage()
2272 {
2273         if(self.motd_actived_time == 0)
2274         {
2275                 if (autocvar_g_campaign) {
2276                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2277                                 self.motd_actived_time = time;
2278                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2279                         }
2280                 } else {
2281                         if (self.BUTTON_INFO) {
2282                                 self.motd_actived_time = time;
2283                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2284                         }
2285                 }
2286         }
2287         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2288         {
2289                 if (autocvar_g_campaign) {
2290                         if (self.BUTTON_INFO)
2291                                 self.motd_actived_time = time;
2292                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2293                                 self.motd_actived_time = 0;
2294                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2295                         }
2296                 } else {
2297                         if (self.BUTTON_INFO)
2298                                 self.motd_actived_time = time;
2299                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2300                                 self.motd_actived_time = 0;
2301                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2302                         }
2303                 }
2304         }
2305         else //if(self.motd_actived_time < 0) // just connected, motd is active
2306         {
2307                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2308                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2309                 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || time - self.jointime > autocvar_welcome_message_time)
2310                 {
2311                         // instanctly hide MOTD
2312                         self.motd_actived_time = 0;
2313                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2314                 }
2315         }
2316 }
2317
2318 void ObserverThink()
2319 {
2320         float prefered_movetype;
2321         if (self.flags & FL_JUMPRELEASED) {
2322                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2323                         self.flags &~= FL_JUMPRELEASED;
2324                         self.flags |= FL_SPAWNING;
2325                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2326                         self.flags &~= FL_JUMPRELEASED;
2327                         if(SpectateNext()) {
2328                                 self.classname = "spectator";
2329                         }
2330                 } else {
2331                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2332                         if (self.movetype != prefered_movetype)
2333                                 self.movetype = prefered_movetype;
2334                 }
2335         } else {
2336                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2337                         self.flags |= FL_JUMPRELEASED;
2338                         if(self.flags & FL_SPAWNING)
2339                         {
2340                                 self.flags &~= FL_SPAWNING;
2341                                 LeaveSpectatorMode();
2342                                 return;
2343                         }
2344                 }
2345         }
2346 }
2347
2348 void SpectatorThink()
2349 {
2350         if (self.flags & FL_JUMPRELEASED) {
2351                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2352                         self.flags &~= FL_JUMPRELEASED;
2353                         self.flags |= FL_SPAWNING;
2354                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || self.impulse >= 200 && self.impulse <= 209) {
2355                         self.flags &~= FL_JUMPRELEASED;
2356                         if(SpectateNext()) {
2357                                 self.classname = "spectator";
2358                         } else {
2359                                 self.classname = "observer";
2360                                 PutClientInServer();
2361                         }
2362                         self.impulse = 0;
2363                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || self.impulse >= 220 && self.impulse <= 229) {
2364                         self.flags &~= FL_JUMPRELEASED;
2365                         if(SpectatePrev()) {
2366                                 self.classname = "spectator";
2367                         } else {
2368                                 self.classname = "observer";
2369                                 PutClientInServer();
2370                         }
2371                         self.impulse = 0;
2372                 } else if (self.BUTTON_ATCK2) {
2373                         self.flags &~= FL_JUMPRELEASED;
2374                         self.classname = "observer";
2375                         PutClientInServer();
2376                 } else {
2377                         if(!SpectateUpdate())
2378                                 PutObserverInServer();
2379                 }
2380         } else {
2381                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2382                         self.flags |= FL_JUMPRELEASED;
2383                         if(self.flags & FL_SPAWNING)
2384                         {
2385                                 self.flags &~= FL_SPAWNING;
2386                                 LeaveSpectatorMode();
2387                                 return;
2388                         }
2389                 }
2390                 if(!SpectateUpdate())
2391                         PutObserverInServer();
2392         }
2393
2394         self.flags |= FL_CLIENT | FL_NOTARGET;
2395 }
2396
2397 void PlayerUseKey()
2398 {
2399         if(self.classname != "player")
2400                 return;
2401
2402         if(self.vehicle)
2403         {
2404         vehicles_exit(VHEF_NORMAL);
2405         return;
2406         }
2407         
2408         // a use key was pressed; call handlers
2409         MUTATOR_CALLHOOK(PlayerUseKey);
2410 }
2411
2412 /*
2413 =============
2414 PlayerPreThink
2415
2416 Called every frame for each client before the physics are run
2417 =============
2418 */
2419 .float usekeypressed;
2420 void() nexball_setstatus;
2421 .float items_added;
2422 void PlayerPreThink (void)
2423 {
2424         WarpZone_PlayerPhysics_FixVAngle();
2425
2426         self.stat_game_starttime = game_starttime;
2427         self.stat_round_starttime = round_starttime;
2428         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2429         self.stat_leadlimit = autocvar_leadlimit;
2430
2431         if(frametime)
2432         {
2433                 // physics frames: update anticheat stuff
2434                 anticheat_prethink();
2435         }
2436
2437         if(blockSpectators && frametime)
2438                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2439                 checkSpectatorBlock();
2440
2441         zoomstate_set = 0;
2442
2443         if(self.netname_previous != self.netname)
2444         {
2445                 if(autocvar_sv_eventlog)
2446                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2447                 if(self.netname_previous)
2448                         strunzone(self.netname_previous);
2449                 self.netname_previous = strzone(self.netname);
2450         }
2451
2452         // version nagging
2453         if(self.version_nagtime)
2454                 if(self.cvar_g_xonoticversion)
2455                         if(time > self.version_nagtime)
2456                         {
2457                                 // don't notify git users
2458                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2459                                 {
2460                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2461                                         {
2462                                                 // notify release users if connecting to git
2463                                                 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");
2464                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2465                                         }
2466                                         else
2467                                         {
2468                                                 float r;
2469                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2470                                                 if(r < 0)
2471                                                 {
2472                                                         // give users new version
2473                                                         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");
2474                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2475                                                 }
2476                                                 else if(r > 0)
2477                                                 {
2478                                                         // notify users about old server version
2479                                                         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");
2480                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2481                                                 }
2482                                         }
2483                                 }
2484                                 self.version_nagtime = 0;
2485                         }
2486
2487         // GOD MODE info
2488         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2489         {
2490                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2491                 self.max_armorvalue = 0;
2492         }
2493
2494 #ifdef TETRIS
2495         if (TetrisPreFrame())
2496                 return;
2497 #endif
2498
2499         MUTATOR_CALLHOOK(PlayerPreThink);
2500
2501         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2502         {
2503                 if(self.BUTTON_USE && !self.usekeypressed)
2504                         PlayerUseKey();
2505                 self.usekeypressed = self.BUTTON_USE;
2506         }
2507
2508         if(clienttype(self) == CLIENTTYPE_REAL)
2509                 PrintWelcomeMessage();
2510
2511         if(self.classname == "player") {
2512
2513                 CheckRules_Player();
2514
2515                 if (intermission_running)
2516                 {
2517                         IntermissionThink ();   // otherwise a button could be missed between
2518                         return;                                 // the think tics
2519                 }
2520
2521                 //don't allow the player to turn around while game is paused!
2522                 if(timeout_status == TIMEOUT_ACTIVE) {
2523                         // FIXME turn this into CSQC stuff
2524                         self.v_angle = self.lastV_angle;
2525                         self.angles = self.lastV_angle;
2526                         self.fixangle = TRUE;
2527                 }
2528
2529                 if(frametime)
2530                 {
2531                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2532                         {
2533                                 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);
2534                                 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);
2535                                 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);
2536
2537                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2538                                 {
2539                                         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);
2540                                         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);
2541                                         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);
2542                                 }
2543                         }
2544                         else
2545                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2546
2547                         player_powerups();
2548                 }
2549
2550                 if (self.deadflag != DEAD_NO)
2551                 {
2552                         if(self.personal && g_race_qualifying)
2553                         {
2554                                 if(time > self.respawn_time)
2555                                 {
2556                                         self.respawn_time = time + 1; // only retry once a second
2557                                         self.stat_respawn_time = self.respawn_time;
2558                                         respawn();
2559                                         self.impulse = 141;
2560                                 }
2561                         }
2562                         else
2563                         {
2564                                 float button_pressed;
2565                                 if(frametime)
2566                                         player_anim();
2567                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2568                                 
2569                                 if (self.deadflag == DEAD_DYING)
2570                                 {
2571                                         if(self.respawn_flags & RESPAWN_FORCE)
2572                                                 self.deadflag = DEAD_RESPAWNING;
2573                                         else if(!button_pressed)
2574                                                 self.deadflag = DEAD_DEAD;
2575                                 }
2576                                 else if (self.deadflag == DEAD_DEAD)
2577                                 {
2578                                         if(button_pressed)
2579                                                 self.deadflag = DEAD_RESPAWNABLE;
2580                                 }
2581                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2582                                 {
2583                                         if(!button_pressed)
2584                                                 self.deadflag = DEAD_RESPAWNING;
2585                                 }
2586                                 else if (self.deadflag == DEAD_RESPAWNING)
2587                                 {
2588                                         if(time > self.respawn_time)
2589                                         {
2590                                                 self.respawn_time = time + 1; // only retry once a second
2591                                                 respawn();
2592                                         }
2593                                 }
2594
2595                                 ShowRespawnCountdown();
2596
2597                                 if(self.respawn_flags & RESPAWN_SILENT)
2598                                         self.stat_respawn_time = 0;
2599                                 else
2600                                         self.stat_respawn_time = self.respawn_time;
2601                         }
2602
2603                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2604                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2605                                 self.stat_respawn_time *= -1;
2606
2607                         return;
2608                 }
2609
2610                 self.prevorigin = self.origin;
2611
2612                 float do_crouch = self.BUTTON_CROUCH;
2613                 if(self.hook.state)
2614                         do_crouch = 0;
2615                 if(self.health <= g_bloodloss)
2616                         do_crouch = 1;
2617                 if(self.vehicle)
2618                         do_crouch = 0;
2619                 if(self.freezetag_frozen)
2620                         do_crouch = 0;
2621                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2622                         do_crouch = 0;
2623
2624                 if (do_crouch)
2625                 {
2626                         if (!self.crouch)
2627                         {
2628                                 self.crouch = TRUE;
2629                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2630                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2631                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2632                         }
2633                 }
2634                 else
2635                 {
2636                         if (self.crouch)
2637                         {
2638                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2639                                 if (!trace_startsolid)
2640                                 {
2641                                         self.crouch = FALSE;
2642                                         self.view_ofs = PL_VIEW_OFS;
2643                                         setsize (self, PL_MIN, PL_MAX);
2644                                 }
2645                         }
2646                 }
2647
2648                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2649                 {
2650                         if(self.bloodloss_timer < time)
2651                         {
2652                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2653                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2654                         }
2655                 }
2656
2657                 FixPlayermodel();
2658
2659                 GrapplingHookFrame();
2660
2661                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2662                 //if(frametime)
2663                 {
2664                         self.items &~= self.items_added;
2665
2666                         W_WeaponFrame();
2667
2668                         self.items_added = 0;
2669                         if(self.items & IT_JETPACK)
2670                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2671                                         self.items_added |= IT_FUEL;
2672
2673                         self.items |= self.items_added;
2674                 }
2675
2676                 player_regen();
2677
2678                 // rot nex charge to the charge limit
2679                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2680                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2681
2682                 if(frametime)
2683                         player_anim();
2684
2685                 if(g_nexball)
2686                         nexball_setstatus();
2687                 
2688                 // secret status
2689                 secrets_setstatus();
2690                 
2691                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2692
2693                 //self.angles_y=self.v_angle_y + 90;   // temp
2694         } else if(gameover) {
2695                 if (intermission_running)
2696                         IntermissionThink ();   // otherwise a button could be missed between
2697                 return;
2698         } else if(self.classname == "observer") {
2699                 ObserverThink();
2700         } else if(self.classname == "spectator") {
2701                 SpectatorThink();
2702         }
2703
2704         if(!zoomstate_set)
2705                 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));
2706
2707         float oldspectatee_status;
2708         oldspectatee_status = self.spectatee_status;
2709         if(self.classname == "spectator")
2710                 self.spectatee_status = num_for_edict(self.enemy);
2711         else if(self.classname == "observer")
2712                 self.spectatee_status = num_for_edict(self);
2713         else
2714                 self.spectatee_status = 0;
2715         if(self.spectatee_status != oldspectatee_status)
2716         {
2717                 ClientData_Touch(self);
2718                 if(g_race || g_cts)
2719                         race_InitSpectator();
2720         }
2721
2722         if(self.teamkill_soundtime)
2723         if(time > self.teamkill_soundtime)
2724         {
2725                 self.teamkill_soundtime = 0;
2726
2727                 entity oldpusher, oldself;
2728
2729                 oldself = self; self = self.teamkill_soundsource;
2730                 oldpusher = self.pusher; self.pusher = oldself;
2731
2732                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2733
2734                 self.pusher = oldpusher;
2735                 self = oldself;
2736         }
2737
2738         if(self.taunt_soundtime)
2739         if(time > self.taunt_soundtime)
2740         {
2741                 self.taunt_soundtime = 0;
2742                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2743         }
2744
2745         target_voicescript_next(self);
2746
2747         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2748         if(!self.weapon)
2749                 self.clip_load = self.clip_size = 0;
2750 }
2751
2752 float isInvisibleString(string s)
2753 {
2754         float i, n, c;
2755         s = strdecolorize(s);
2756         for((i = 0), (n = strlen(s)); i < n; ++i)
2757         {
2758                 c = str2chr(s, i);
2759                 switch(c)
2760                 {
2761                         case 0:
2762                         case 32: // space
2763                                 break;
2764                         case 192: // charmap space
2765                                 if (!autocvar_utf8_enable)
2766                                         break;
2767                                 return FALSE;
2768                         case 160: // space in unicode fonts
2769                         case 0xE000 + 192: // utf8 charmap space
2770                                 if (autocvar_utf8_enable)
2771                                         break;
2772                         default:
2773                                 return FALSE;
2774                 }
2775         }
2776         return TRUE;
2777 }
2778
2779 /*
2780 =============
2781 PlayerPostThink
2782
2783 Called every frame for each client after the physics are run
2784 =============
2785 */
2786 .float idlekick_lasttimeleft;
2787 void PlayerPostThink (void)
2788 {
2789         // Savage: Check for nameless players
2790         if (isInvisibleString(self.netname)) {
2791                 self.netname = "Player";
2792                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2793         }
2794
2795         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2796         {
2797                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2798                 {
2799                         if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2800                 }
2801                 else
2802                 {
2803                         float timeleft;
2804                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2805                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2806                         {
2807                                 if(!self.idlekick_lasttimeleft)
2808                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2809                         }
2810                         if(timeleft <= 0)
2811                         {
2812                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2813                                 dropclient(self);
2814                                 return;
2815                         }
2816                         else if(timeleft <= 10)
2817                         {
2818                                 if(timeleft != self.idlekick_lasttimeleft)
2819                                         Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(timeleft));
2820                                 self.idlekick_lasttimeleft = timeleft;
2821                         }
2822                 }
2823         }
2824
2825 #ifdef TETRIS
2826         if(self.impulse == 100)
2827                 ImpulseCommands();
2828         if (!TetrisPostFrame())
2829         {
2830 #endif
2831
2832         CheatFrame();
2833
2834         //CheckPlayerJump();
2835
2836         if(self.classname == "player") {
2837                 CheckRules_Player();
2838                 UpdateChatBubble();
2839                 if (self.impulse)
2840                         ImpulseCommands();
2841                 if (intermission_running)
2842                         return;         // intermission or finale
2843                 GetPressedKeys();
2844         }
2845         
2846 #ifdef TETRIS
2847         }
2848 #endif
2849
2850         /*
2851         float i;
2852         for(i = 0; i < 1000; ++i)
2853         {
2854                 vector end;
2855                 end = self.origin + '0 0 1024' + 512 * randomvec();
2856                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2857                 if(trace_fraction < 1)
2858                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2859                 {
2860                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2861                         break;
2862                 }
2863         }
2864         */
2865
2866         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2867
2868         if(self.waypointsprite_attachedforcarrier)
2869                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
2870
2871         playerdemo_write();
2872
2873         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2874         {
2875                 if not(self.stored_netname)
2876                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
2877                 if(self.stored_netname != self.netname)
2878                 {
2879                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2880                         strunzone(self.stored_netname);
2881                         self.stored_netname = strzone(self.netname);
2882                 }
2883         }
2884
2885         /*
2886         if(g_race)
2887                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
2888         */
2889
2890         CSQCMODEL_AUTOUPDATE();
2891 }