]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Fix player not dying from no ammo
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
11         WriteByte(MSG_BROADCAST, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_BROADCAST, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         shortest = vlen(world.maxs - world.mins);
155         FOR_EACH_PLAYER(player) if (player != self)
156         {
157                 thisdist = vlen(player.origin - spot.origin);
158                 if (thisdist < shortest)
159                         shortest = thisdist;
160         }
161         if(shortest > mindist)
162                 prio += SPAWN_PRIO_GOOD_DISTANCE;
163
164         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
165         spawn_spot = spot;
166
167         // filter out spots for assault
168         if(spot.target != "") {
169                 entity ent;
170                 float found;
171
172                 found = 0;
173                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
174                 {
175                         ++found;
176                         if(ent.spawn_evalfunc)
177                         {
178                                 entity oldself = self;
179                                 self = ent;
180                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
181                                 self = oldself;
182                                 if(spawn_score_x < 0)
183                                         return spawn_score;
184                         }
185                 }
186
187                 if(!found)
188                 {
189                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
190                         return '-1 0 0';
191                 }
192         }
193
194         MUTATOR_CALLHOOK(Spawn_Score);
195         return spawn_score;
196 }
197
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
199 {
200         entity spot;
201         for(spot = firstspot; spot; spot = spot.chain)
202                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
203 }
204
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
206 {
207         entity spot, spotlist, spotlistend;
208
209         spotlist = world;
210         spotlistend = world;
211
212         Spawn_ScoreAll(firstspot, mindist, teamcheck);
213
214         for(spot = firstspot; spot; spot = spot.chain)
215         {
216                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
217                 {
218                         if(spotlistend)
219                                 spotlistend.chain = spot;
220                         spotlistend = spot;
221                         if(!spotlist)
222                                 spotlist = spot;
223                 }
224         }
225         if(spotlistend)
226                 spotlistend.chain = world;
227
228         return spotlist;
229 }
230
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
232 {
233         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
235         entity spot;
236
237         RandomSelection_Init();
238         for(spot = firstspot; spot; spot = spot.chain)
239                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
240
241         return RandomSelection_chosen_ent;
242 }
243
244 /*
245 =============
246 SelectSpawnPoint
247
248 Finds a point to respawn
249 =============
250 */
251 entity SelectSpawnPoint (float anypoint)
252 {
253         float teamcheck;
254         entity spot, firstspot;
255
256         spot = find (world, classname, "testplayerstart");
257         if (spot)
258                 return spot;
259
260         if(anypoint || autocvar_g_spawn_useallspawns)
261                 teamcheck = -1;
262         else if(have_team_spawns > 0)
263         {
264                 if(have_team_spawns_forteam[self.team] == 0)
265                 {
266                         // we request a spawn for a team, and we have team
267                         // spawns, but that team has no spawns?
268                         if(have_team_spawns_forteam[0])
269                                 // try noteam spawns
270                                 teamcheck = 0;
271                         else
272                                 // if not, any spawn has to do
273                                 teamcheck = -1;
274                 }
275                 else
276                         teamcheck = self.team; // MUST be team
277         }
278         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279                 teamcheck = 0; // MUST be noteam
280         else
281                 teamcheck = -1;
282                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
283
284
285         // get the entire list of spots
286         firstspot = findchain(classname, "info_player_deathmatch");
287         // filter out the bad ones
288         // (note this returns the original list if none survived)
289         if(anypoint)
290         {
291                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
292         }
293         else
294         {
295                 float mindist;
296                 if (arena_roundbased && !g_ca)
297                         mindist = 800;
298                 else
299                         mindist = 100;
300                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
301
302                 // there is 50/50 chance of choosing a random spot or the furthest spot
303                 // (this means that roughly every other spawn will be furthest, so you
304                 // usually won't get fragged at spawn twice in a row)
305                 if (random() > autocvar_g_spawn_furthest)
306                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
307                 else
308                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
309         }
310
311         if (!spot)
312         {
313                 if(autocvar_spawn_debug)
314                         GotoNextMap(0);
315                 else
316                 {
317                         if(some_spawn_has_been_used)
318                                 return world; // team can't spawn any more, because of actions of other team
319                         else
320                                 error("Cannot find a spawn point - please fix the map!");
321                 }
322         }
323
324         return spot;
325 }
326
327 /*
328 =============
329 CheckPlayerModel
330
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
333 =============
334 */
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
338         {
339                 // note: we cannot summon Don Strunzone here, some player may
340                 // still have the model string set. In case anyone manages how
341                 // to change a cvar default, we'll have a small leak here.
342                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
343         }
344         // only in right path
345         if( substring(plyermodel,0,14) != "models/player/")
346                 return FallbackPlayerModel;
347         // only good file extensions
348         if(substring(plyermodel,-4,4) != ".zym")
349         if(substring(plyermodel,-4,4) != ".dpm")
350         if(substring(plyermodel,-4,4) != ".iqm")
351         if(substring(plyermodel,-4,4) != ".md3")
352         if(substring(plyermodel,-4,4) != ".psk")
353                 return FallbackPlayerModel;
354         // forbid the LOD models
355         if(substring(plyermodel, -9,5) == "_lod1")
356                 return FallbackPlayerModel;
357         if(substring(plyermodel, -9,5) == "_lod2")
358                 return FallbackPlayerModel;
359         if(plyermodel != strtolower(plyermodel))
360                 return FallbackPlayerModel;
361         // also, restrict to server models
362         if(autocvar_sv_servermodelsonly)
363         {
364                 if(!fexists(plyermodel))
365                         return FallbackPlayerModel;
366         }
367         return plyermodel;
368 }
369
370 void setplayermodel(entity e, string modelname)
371 {
372         precache_model(modelname);
373         setmodel(e, modelname);
374         player_setupanimsformodel();
375         UpdatePlayerSounds();
376 }
377
378 /*
379 =============
380 PutObserverInServer
381
382 putting a client as observer in the server
383 =============
384 */
385 void FixPlayermodel();
386 void PutObserverInServer (void)
387 {
388         entity  spot;
389     self.hud = HUD_NORMAL;
390         race_PreSpawnObserver();
391
392         spot = SelectSpawnPoint (TRUE);
393         if(!spot)
394                 error("No spawnpoints for observers?!?\n");
395         RemoveGrapplingHook(self); // Wazat's Grappling Hook
396
397         if(clienttype(self) == CLIENTTYPE_REAL)
398         {
399                 msg_entity = self;
400                 WriteByte(MSG_ONE, SVC_SETVIEW);
401                 WriteEntity(MSG_ONE, self);
402         }
403
404         DropAllRunes(self);
405         MUTATOR_CALLHOOK(MakePlayerObserver);
406
407         Portal_ClearAll(self);
408         
409         if(self.alivetime)
410         {
411                 if(!inWarmupStage)
412                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
413                 self.alivetime = 0;
414         }
415
416         if(self.vehicle)
417                 vehicles_exit(VHEF_RELESE);         
418
419         WaypointSprite_PlayerDead();
420
421         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
422                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
423
424         if(self.killcount != -666) {
425                 if(g_lms) {
426                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
427                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
428                         else
429                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
430                 } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
431
432                 if(self.just_joined == FALSE) {
433                         LogTeamchange(self.playerid, -1, 4);
434                 } else
435                         self.just_joined = FALSE;
436         }
437
438         PlayerScore_Clear(self); // clear scores when needed
439
440         accuracy_resend(self);
441
442         self.spectatortime = time;
443         
444         self.classname = "observer";
445         self.iscreature = FALSE;
446         self.teleportable = TELEPORT_SIMPLE;
447         self.damagedbycontents = FALSE;
448         self.health = -666;
449         self.takedamage = DAMAGE_NO;
450         self.solid = SOLID_NOT;
451         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
452         self.flags = FL_CLIENT | FL_NOTARGET;
453         self.armorvalue = 666;
454         self.effects = 0;
455         self.armorvalue = autocvar_g_balance_armor_start;
456         self.pauserotarmor_finished = 0;
457         self.pauserothealth_finished = 0;
458         self.pauseregen_finished = 0;
459         self.damageforcescale = 0;
460         self.death_time = 0;
461         self.respawn_time = 0;
462         self.alpha = 0;
463         self.scale = 0;
464         self.fade_time = 0;
465         self.pain_frame = 0;
466         self.pain_finished = 0;
467         self.strength_finished = 0;
468         self.invincible_finished = 0;
469         self.superweapons_finished = 0;
470         self.pushltime = 0;
471         self.istypefrag = 0;
472         self.think = func_null;
473         self.nextthink = 0;
474         self.hook_time = 0;
475         self.runes = 0;
476         self.deadflag = DEAD_NO;
477         self.angles = spot.angles;
478         self.angles_z = 0;
479         self.fixangle = TRUE;
480         self.crouch = FALSE;
481
482         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
483         self.prevorigin = self.origin;
484         self.items = 0;
485         WEPSET_CLEAR_E(self);
486         self.model = "";
487         FixPlayermodel();
488         setmodel(self, "null");
489         self.drawonlytoclient = self;
490
491         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
492         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
493
494         self.weapon = 0;
495         self.weaponname = "";
496         self.switchingweapon = 0;
497         self.weaponmodel = "";
498         self.weaponentity = world;
499         self.exteriorweaponentity = world;
500         self.killcount = -666;
501         self.velocity = '0 0 0';
502         self.avelocity = '0 0 0';
503         self.punchangle = '0 0 0';
504         self.punchvector = '0 0 0';
505         self.oldvelocity = self.velocity;
506         self.fire_endtime = -1;
507
508         if(g_arena)
509         {
510                 if(self.version_mismatch)
511                 {
512                         self.frags = FRAGS_SPECTATOR;
513                         Spawnqueue_Unmark(self);
514                         Spawnqueue_Remove(self);
515                 }
516                 else
517                 {
518                         self.frags = FRAGS_LMS_LOSER;
519                         Spawnqueue_Insert(self);
520                 }
521         }
522         else if(g_lms)
523         {
524                 // Only if the player cannot play at all
525                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
526                         self.frags = FRAGS_SPECTATOR;
527                 else
528                         self.frags = FRAGS_LMS_LOSER;
529         }
530         else if(g_ca)
531         {
532                 if(self.caplayer)
533                         self.frags = FRAGS_LMS_LOSER;
534                 else
535                         self.frags = FRAGS_SPECTATOR;
536         }
537         else if((g_race && g_race_qualifying) || g_cts)
538         {
539                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
540                         self.frags = FRAGS_LMS_LOSER;
541                 else
542                         self.frags = FRAGS_SPECTATOR;
543         }
544         else
545                 self.frags = FRAGS_SPECTATOR;
546 }
547
548 .float model_randomizer;
549 void FixPlayermodel()
550 {
551         string defaultmodel;
552         float defaultskin, chmdl, oldskin, n, i;
553         vector m1, m2;
554
555         defaultmodel = "";
556         defaultskin = 0;
557         chmdl = FALSE;
558
559         if(autocvar_sv_defaultcharacter == 1)
560         {
561                 if(teamplay)
562                 {
563                         string s;
564                         s = Team_ColorName_Lower(self.team);
565                         if(s != "neutral")
566                         {
567                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
568                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
569                         }
570                 }
571
572                 if(defaultmodel == "")
573                 {
574                         defaultmodel = autocvar_sv_defaultplayermodel;
575                         defaultskin = autocvar_sv_defaultplayerskin;
576                 }
577
578                 n = tokenize_console(defaultmodel);
579                 if(n > 0)
580                         defaultmodel = argv(floor(n * self.model_randomizer));
581
582                 i = strstrofs(defaultmodel, ":", 0);
583                 if(i >= 0)
584                 {
585                         defaultskin = stof(substring(defaultmodel, i+1, -1));
586                         defaultmodel = substring(defaultmodel, 0, i);
587                 }
588         }
589
590         if(defaultmodel != "")
591         {
592                 if (defaultmodel != self.model)
593                 {
594                         m1 = self.mins;
595                         m2 = self.maxs;
596                         setplayermodel (self, defaultmodel);
597                         setsize (self, m1, m2);
598                         chmdl = TRUE;
599                 }
600
601                 oldskin = self.skin;
602                 self.skin = defaultskin;
603         } else {
604                 if (self.playermodel != self.model || self.playermodel == "")
605                 {
606                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
607                         m1 = self.mins;
608                         m2 = self.maxs;
609                         setplayermodel (self, self.playermodel);
610                         setsize (self, m1, m2);
611                         chmdl = TRUE;
612                 }
613
614                 oldskin = self.skin;
615                 self.skin = stof(self.playerskin);
616         }
617
618         if(chmdl || oldskin != self.skin) // model or skin has changed
619         {
620                 self.species = player_getspecies(); // update species
621                 UpdatePlayerSounds(); // update skin sounds
622         }
623
624         if(!teamplay)
625                 if(strlen(autocvar_sv_defaultplayercolors))
626                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
627                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
628 }
629
630 void PlayerTouchExplode(entity p1, entity p2)
631 {
632         vector org;
633         org = (p1.origin + p2.origin) * 0.5;
634         org_z += (p1.mins_z + p2.mins_z) * 0.5;
635
636         te_explosion(org);
637
638         entity e;
639         e = spawn();
640         setorigin(e, org);
641         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
642         remove(e);
643 }
644
645 /*
646 =============
647 PutClientInServer
648
649 Called when a client spawns in the server
650 =============
651 */
652
653 void PutClientInServer (void)
654 {
655         if(clienttype(self) == CLIENTTYPE_BOT)
656         {
657                 self.classname = "player";
658                 if(g_ca)
659                         self.caplayer = 1;
660         }
661         else if(clienttype(self) == CLIENTTYPE_REAL)
662         {
663                 msg_entity = self;
664                 WriteByte(MSG_ONE, SVC_SETVIEW);
665                 WriteEntity(MSG_ONE, self);
666         }
667
668         // reset player keys
669         self.itemkeys = 0;
670
671         // player is dead and becomes observer
672         // FIXME fix LMS scoring for new system
673         if(g_lms)
674         {
675                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
676                         self.classname = "observer";
677         }
678
679         if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
680                 self.classname = "observer";
681
682         if(gameover)
683                 self.classname = "observer";
684
685         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
686                 entity spot, oldself;
687                 float j;
688
689                 accuracy_resend(self);
690
691                 if(self.team < 0)
692                         JoinBestTeam(self, FALSE, TRUE);
693
694                 race_PreSpawn();
695
696                 spot = SelectSpawnPoint (FALSE);
697                 if(!spot)
698                 {
699                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
700                         return; // spawn failed
701                 }
702
703                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
704
705                 self.classname = "player";
706                 self.wasplayer = TRUE;
707                 self.iscreature = TRUE;
708                 self.teleportable = TELEPORT_NORMAL;
709                 self.damagedbycontents = TRUE;
710                 self.movetype = MOVETYPE_WALK;
711                 self.solid = SOLID_SLIDEBOX;
712                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
713                 if(autocvar_g_playerclip_collisions)
714                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
715                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
716                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
717                 self.frags = FRAGS_PLAYER;
718                 if(INDEPENDENT_PLAYERS)
719                         MAKE_INDEPENDENT_PLAYER(self);
720                 self.flags = FL_CLIENT;
721                 if(autocvar__notarget)
722                         self.flags |= FL_NOTARGET;
723                 self.takedamage = DAMAGE_AIM;
724                 self.effects = 0;
725                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
726                 self.air_finished = time + 12;
727                 self.dmg = 2;
728                 if(autocvar_g_balance_nex_charge)
729                 {
730                         if(autocvar_g_balance_nex_secondary_chargepool)
731                                 self.nex_chargepool_ammo = 1;
732                         self.nex_charge = autocvar_g_balance_nex_charge_start;
733                 }
734
735                 if(inWarmupStage)
736                 {
737                         self.ammo_shells = warmup_start_ammo_shells;
738                         self.ammo_nails = warmup_start_ammo_nails;
739                         self.ammo_rockets = warmup_start_ammo_rockets;
740                         self.ammo_cells = warmup_start_ammo_cells;
741                         self.ammo_fuel = warmup_start_ammo_fuel;
742                         self.health = warmup_start_health;
743                         self.armorvalue = warmup_start_armorvalue;
744                         WEPSET_COPY_EA(self, warmup_start_weapons);
745                 }
746                 else
747                 {
748                         self.ammo_shells = start_ammo_shells;
749                         self.ammo_nails = start_ammo_nails;
750                         self.ammo_rockets = start_ammo_rockets;
751                         self.ammo_cells = start_ammo_cells;
752                         self.ammo_fuel = start_ammo_fuel;
753                         self.health = start_health;
754                         self.armorvalue = start_armorvalue;
755                         WEPSET_COPY_EA(self, start_weapons);
756                 }
757
758                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
759                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
760                 else
761                         self.superweapons_finished = 0;
762
763                 if(g_weaponarena_random)
764                 {
765                         if(g_weaponarena_random_with_laser)
766                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
767                         W_RandomWeapons(self, g_weaponarena_random);
768                         if(g_weaponarena_random_with_laser)
769                                 WEPSET_OR_EW(self, WEP_LASER);
770                 }
771
772                 self.items = start_items;
773
774                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
775                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
776                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
777                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
778                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
779                 //extend the pause of rotting if client was reset at the beginning of the countdown
780                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
781                         self.spawnshieldtime += game_starttime - time;
782                         self.pauserotarmor_finished += game_starttime - time;
783                         self.pauserothealth_finished += game_starttime - time;
784                         self.pauseregen_finished += game_starttime - time;
785                 }
786                 self.damageforcescale = 2;
787                 self.death_time = 0;
788                 self.respawn_time = 0;
789                 self.scale = 0;
790                 self.fade_time = 0;
791                 self.pain_frame = 0;
792                 self.pain_finished = 0;
793                 self.strength_finished = 0;
794                 self.invincible_finished = 0;
795                 self.pushltime = 0;
796                 // players have no think function
797                 self.think = func_null;
798                 self.nextthink = 0;
799                 self.hook_time = 0;
800                 self.dmg_team = 0;
801                 self.ballistics_density = autocvar_g_ballistics_density_player;
802
803                 self.metertime = 0;
804
805                 self.runes = 0;
806
807                 self.deadflag = DEAD_NO;
808
809                 self.angles = spot.angles;
810
811                 self.angles_z = 0; // never spawn tilted even if the spot says to
812                 self.fixangle = TRUE; // turn this way immediately
813                 self.velocity = '0 0 0';
814                 self.avelocity = '0 0 0';
815                 self.punchangle = '0 0 0';
816                 self.punchvector = '0 0 0';
817                 self.oldvelocity = self.velocity;
818                 self.fire_endtime = -1;
819
820                 msg_entity = self;
821                 WRITESPECTATABLE_MSG_ONE({
822                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
823                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
824                 });
825
826                 self.model = "";
827                 FixPlayermodel();
828                 self.drawonlytoclient = world;
829
830                 self.crouch = FALSE;
831                 self.view_ofs = PL_VIEW_OFS;
832                 setsize (self, PL_MIN, PL_MAX);
833                 self.spawnorigin = spot.origin;
834                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
835                 // don't reset back to last position, even if new position is stuck in solid
836                 self.oldorigin = self.origin;
837                 self.prevorigin = self.origin;
838                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
839                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
840         self.hud = HUD_NORMAL;
841
842                 if(g_arena)
843                 {
844                         Spawnqueue_Remove(self);
845                         Spawnqueue_Mark(self);
846                 }
847                 else if(g_ca)
848                         self.caplayer = 1;
849
850                 self.event_damage = PlayerDamage;
851
852                 self.bot_attack = TRUE;
853
854                 self.statdraintime = time + 5;
855                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
856
857                 if(self.killcount == -666) {
858                         PlayerScore_Clear(self);
859                         self.killcount = 0;
860                 }
861
862                 CL_SpawnWeaponentity();
863                 self.alpha = default_player_alpha;
864                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
865                 self.exteriorweaponentity.alpha = default_weapon_alpha;
866
867                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
868                 self.lms_traveled_distance = 0;
869                 self.speedrunning = FALSE;
870
871                 race_PostSpawn(spot);
872
873                 //stuffcmd(self, "chase_active 0");
874                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
875
876                 if(g_assault) {
877                         if(self.team == assault_attacker_team)
878                                 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
879                         else
880                                 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
881                 }
882
883                 target_voicescript_clear(self);
884
885                 // reset fields the weapons may use
886                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
887                 {
888                         weapon_action(j, WR_RESETPLAYER);
889
890                         // all weapons must be fully loaded when we spawn
891                         entity e;
892                         e = get_weaponinfo(j);
893                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
894                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
895                 }
896
897                 oldself = self;
898                 self = spot;
899                         activator = oldself;
900                                 string s;
901                                 s = self.target;
902                                 self.target = string_null;
903                                 SUB_UseTargets();
904                                 self.target = s;
905                         activator = world;
906                 self = oldself;
907
908                 spawn_spot = spot;
909                 MUTATOR_CALLHOOK(PlayerSpawn);
910
911                 if(autocvar_spawn_debug)
912                 {
913                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
914                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
915                 }
916
917                 self.switchweapon = w_getbestweapon(self);
918                 self.cnt = -1; // W_LastWeapon will not complain
919                 self.weapon = 0;
920                 self.weaponname = "";
921                 self.switchingweapon = 0;
922
923                 if(!inWarmupStage)
924                         if(!self.alivetime)
925                                 self.alivetime = time;
926
927                 antilag_clear(self);
928
929                 if (autocvar_g_spawnsound)
930                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
931         } else if(self.classname == "observer") {
932                 PutObserverInServer ();
933         }
934 }
935
936 .float ebouncefactor, ebouncestop; // electro's values
937 // TODO do we need all these fields, or should we stop autodetecting runtime
938 // changes and just have a console command to update this?
939 float ClientInit_SendEntity(entity to, float sf)
940 {
941         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
942         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
943         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
944         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
945         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
946         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
947         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
948         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
949         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
950         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
951         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
952         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
953         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
954         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
955         if(sv_foginterval && world.fog != "")
956                 WriteString(MSG_ENTITY, world.fog);
957         else
958                 WriteString(MSG_ENTITY, "");
959         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
960         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
961         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
962         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
963         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
964         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
965         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
966         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
967         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
968         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
969         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
970         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
971         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
972         return TRUE;
973 }
974
975 void ClientInit_CheckUpdate()
976 {
977         self.nextthink = time;
978         if(self.count != autocvar_g_balance_armor_blockpercent)
979         {
980                 self.count = autocvar_g_balance_armor_blockpercent;
981                 self.SendFlags |= 1;
982         }
983         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
984         {
985                 self.cnt = autocvar_g_balance_weaponswitchdelay;
986                 self.SendFlags |= 1;
987         }
988         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
989         {
990                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
991                 self.SendFlags |= 1;
992         }
993         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
994         {
995                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
996                 self.SendFlags |= 1;
997         }
998         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
999         {
1000                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1001                 self.SendFlags |= 1;
1002         }
1003         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1004         {
1005                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1006                 self.SendFlags |= 1;
1007         }
1008 }
1009
1010 void ClientInit_Spawn()
1011 {
1012         entity o;
1013         entity e;
1014         e = spawn();
1015         e.classname = "clientinit";
1016         e.think = ClientInit_CheckUpdate;
1017         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1018
1019         o = self;
1020         self = e;
1021         ClientInit_CheckUpdate();
1022         self = o;
1023 }
1024
1025 /*
1026 =============
1027 SetNewParms
1028 =============
1029 */
1030 void SetNewParms (void)
1031 {
1032         // initialize parms for a new player
1033         parm1 = -(86400 * 366);
1034 }
1035
1036 /*
1037 =============
1038 SetChangeParms
1039 =============
1040 */
1041 void SetChangeParms (void)
1042 {
1043         // save parms for level change
1044         parm1 = self.parm_idlesince - time;
1045 }
1046
1047 /*
1048 =============
1049 DecodeLevelParms
1050 =============
1051 */
1052 void DecodeLevelParms (void)
1053 {
1054         // load parms
1055         self.parm_idlesince = parm1;
1056         if(self.parm_idlesince == -(86400 * 366))
1057                 self.parm_idlesince = time;
1058
1059         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1060         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1061 }
1062
1063 /*
1064 =============
1065 ClientKill
1066
1067 Called when a client types 'kill' in the console
1068 =============
1069 */
1070
1071 .float clientkill_nexttime;
1072 void ClientKill_Now_TeamChange()
1073 {
1074         if(self.killindicator_teamchange == -1)
1075         {
1076                 JoinBestTeam( self, FALSE, TRUE );
1077         }
1078         else if(self.killindicator_teamchange == -2)
1079         {
1080                 if(g_ca)
1081                         self.caplayer = 0;
1082                 if(blockSpectators)
1083                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1084                 PutObserverInServer();
1085         }
1086         else
1087                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1088 }
1089
1090 void ClientKill_Now()
1091 {
1092         if(self.vehicle)
1093         {
1094             vehicles_exit(VHEF_RELESE);
1095             if(!self.killindicator_teamchange)
1096             {
1097             self.vehicle_health = -1;
1098             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1099             }
1100         }
1101
1102         if(self.killindicator && !wasfreed(self.killindicator))
1103                 remove(self.killindicator);
1104
1105         self.killindicator = world;
1106
1107         if(self.killindicator_teamchange)
1108                 ClientKill_Now_TeamChange();
1109
1110         // in any case:
1111         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1112
1113         // now I am sure the player IS dead
1114 }
1115 void KillIndicator_Think()
1116 {
1117         if (gameover)
1118         {
1119                 self.owner.killindicator = world;
1120                 remove(self);
1121                 return;
1122         }
1123
1124         if (self.owner.alpha < 0 && !self.owner.vehicle)
1125         {
1126                 self.owner.killindicator = world;
1127                 remove(self);
1128                 return;
1129         }
1130
1131         if(self.cnt <= 0)
1132         {
1133                 self = self.owner;
1134                 ClientKill_Now(); // no oldself needed
1135                 return;
1136         }
1137     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1138     {
1139         self.nextthink = time + 1;
1140         self.cnt -= 1;
1141     }
1142         else
1143         {
1144                 if(self.cnt <= 10)
1145                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1146                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1147                 {
1148                         if(self.cnt <= 10)
1149                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1150                 }
1151                 self.nextthink = time + 1;
1152                 self.cnt -= 1;
1153         }
1154 }
1155
1156 float clientkilltime;
1157 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1158 {
1159         float killtime;
1160         float starttime;
1161         entity e;
1162
1163         if (gameover)
1164                 return;
1165
1166         killtime = autocvar_g_balance_kill_delay;
1167
1168         if(g_race_qualifying || g_cts)
1169                 killtime = 0;
1170
1171     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1172     {
1173                 remove(self.killindicator);
1174                 self.killindicator = world;
1175
1176         ClientKill_Now(); // allow instant kill in this case
1177         return;
1178     }
1179
1180         self.killindicator_teamchange = targetteam;
1181
1182     if(!self.killindicator)
1183         {
1184                 if(self.deadflag == DEAD_NO)
1185                 {
1186                         killtime = max(killtime, self.clientkill_nexttime - time);
1187                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1188                 }
1189
1190                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1191                 {
1192                         ClientKill_Now();
1193                 }
1194                 else
1195                 {
1196                         starttime = max(time, clientkilltime);
1197
1198                         self.killindicator = spawn();
1199                         self.killindicator.owner = self;
1200                         self.killindicator.scale = 0.5;
1201                         setattachment(self.killindicator, self, "");
1202                         setorigin(self.killindicator, '0 0 52');
1203                         self.killindicator.think = KillIndicator_Think;
1204                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1205                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1206                         self.killindicator.cnt = ceil(killtime);
1207                         self.killindicator.count = bound(0, ceil(killtime), 10);
1208                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1209
1210                         for(e = world; (e = find(e, classname, "body")) != world; )
1211                         {
1212                                 if(e.enemy != self)
1213                                         continue;
1214                                 e.killindicator = spawn();
1215                                 e.killindicator.owner = e;
1216                                 e.killindicator.scale = 0.5;
1217                                 setattachment(e.killindicator, e, "");
1218                                 setorigin(e.killindicator, '0 0 52');
1219                                 e.killindicator.think = KillIndicator_Think;
1220                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1221                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1222                                 e.killindicator.cnt = ceil(killtime);
1223                         }
1224                         self.lip = 0;
1225                 }
1226         }
1227         if(self.killindicator)
1228         {
1229                 if(targetteam == 0) // just die
1230                 {
1231                         self.killindicator.colormod = '0 0 0';
1232                         if(clienttype(self) == CLIENTTYPE_REAL)
1233                         if(self.killindicator.cnt > 0)
1234                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
1235                 }
1236                 else if(targetteam == -1) // auto
1237                 {
1238                         self.killindicator.colormod = '0 1 0';
1239                         if(clienttype(self) == CLIENTTYPE_REAL)
1240                         if(self.killindicator.cnt > 0)
1241                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
1242                 }
1243                 else if(targetteam == -2) // spectate
1244                 {
1245                         self.killindicator.colormod = '0.5 0.5 0.5';
1246                         if(clienttype(self) == CLIENTTYPE_REAL)
1247                         if(self.killindicator.cnt > 0)
1248                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1249                 }
1250                 else
1251                 {
1252                         self.killindicator.colormod = Team_ColorRGB(targetteam);
1253                         if(clienttype(self) == CLIENTTYPE_REAL)
1254                         if(self.killindicator.cnt > 0)
1255                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
1256                 }
1257         }
1258
1259 }
1260
1261 void ClientKill (void)
1262 {
1263         if (gameover)
1264                 return;
1265
1266         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1267         {
1268                 // do nothing
1269         }
1270     else if(self.freezetag_frozen)
1271     {
1272         // do nothing
1273     }
1274         else
1275                 ClientKill_TeamChange(0);
1276 }
1277
1278 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
1279 {
1280     e.killindicator = spawn();
1281     e.killindicator.owner = e;
1282     e.killindicator.think = KillIndicator_Think;
1283     e.killindicator.nextthink = time + (e.lip) * 0.05;
1284     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1285     e.killindicator.health = 1; // this is used to indicate that it should be silent
1286     e.lip = 0;
1287 }
1288
1289 void FixClientCvars(entity e)
1290 {
1291         // send prediction settings to the client
1292         stuffcmd(e, "\nin_bindmap 0 0\n");
1293         if(g_race || g_cts)
1294                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1295         if(autocvar_g_antilag == 3) // client side hitscan
1296                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1297         if(autocvar_sv_gentle)
1298                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1299         /*
1300          * we no longer need to stuff this. Remove this comment block if you feel
1301          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1302         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1303         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1304         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1305         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1306         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1307         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1308         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1309         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1310         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1311         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1312         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1313         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1314         stuffcmd(e, "cl_movement_edgefriction 1\n");
1315          */
1316 }
1317
1318 float PlayerInIDList(entity p, string idlist)
1319 {
1320         float n, i;
1321         string s;
1322
1323         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1324         if not(p.crypto_idfp)
1325                 return 0;
1326
1327         // this function allows abbreviated player IDs too!
1328         n = tokenize_console(idlist);
1329         for(i = 0; i < n; ++i)
1330         {
1331                 s = argv(i);
1332                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1333                         return 1;
1334         }
1335
1336         return 0;
1337 }
1338
1339 /*
1340 =============
1341 ClientConnect
1342
1343 Called when a client connects to the server
1344 =============
1345 */
1346 void DecodeLevelParms (void);
1347 //void dom_player_join_team(entity pl);
1348 void set_dom_state(entity e);
1349 void ClientConnect (void)
1350 {
1351         float t;
1352
1353         if(self.flags & FL_CLIENT)
1354         {
1355                 print("Warning: ClientConnect, but already connected!\n");
1356                 return;
1357         }
1358
1359         if(Ban_MaybeEnforceBanOnce(self))
1360                 return;
1361
1362         DecodeLevelParms();
1363
1364 #ifdef WATERMARK
1365         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1366 #endif
1367
1368         self.classname = "player_joining";
1369
1370         self.flags = FL_CLIENT;
1371         self.version_nagtime = time + 10 + random() * 10;
1372
1373         if(player_count<0)
1374         {
1375                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1376                 player_count = 0;
1377         }
1378
1379         PlayerScore_Attach(self);
1380         ClientData_Attach();
1381         accuracy_init(self);
1382
1383         bot_clientconnect();
1384
1385         playerdemo_init();
1386
1387         anticheat_init();
1388
1389         race_PreSpawnObserver();
1390
1391         // identify the right forced team
1392         if(autocvar_g_campaign)
1393         {
1394                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1395                 {
1396                         switch(autocvar_g_campaign_forceteam)
1397                         {
1398                                 case 1: self.team_forced = NUM_TEAM_1; break;
1399                                 case 2: self.team_forced = NUM_TEAM_2; break;
1400                                 case 3: self.team_forced = NUM_TEAM_3; break;
1401                                 case 4: self.team_forced = NUM_TEAM_4; break;
1402                                 default: self.team_forced = 0;
1403                         }
1404                 }
1405         }
1406         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1407                 self.team_forced = NUM_TEAM_1;
1408         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1409                 self.team_forced = NUM_TEAM_2;
1410         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1411                 self.team_forced = NUM_TEAM_3;
1412         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1413                 self.team_forced = NUM_TEAM_4;
1414         else if(autocvar_g_forced_team_otherwise == "red")
1415                 self.team_forced = NUM_TEAM_1;
1416         else if(autocvar_g_forced_team_otherwise == "blue")
1417                 self.team_forced = NUM_TEAM_2;
1418         else if(autocvar_g_forced_team_otherwise == "yellow")
1419                 self.team_forced = NUM_TEAM_3;
1420         else if(autocvar_g_forced_team_otherwise == "pink")
1421                 self.team_forced = NUM_TEAM_4;
1422         else if(autocvar_g_forced_team_otherwise == "spectate")
1423                 self.team_forced = -1;
1424         else if(autocvar_g_forced_team_otherwise == "spectator")
1425                 self.team_forced = -1;
1426         else
1427                 self.team_forced = 0;
1428
1429         if(!teamplay)
1430                 if(self.team_forced > 0)
1431                         self.team_forced = 0;
1432
1433         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1434
1435         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1436                 self.classname = "observer";
1437         } else {
1438                 if(teamplay)
1439                 {
1440                         if(autocvar_g_balance_teams)
1441                         {
1442                                 self.classname = "player";
1443                                 campaign_bots_may_start = 1;
1444                         }
1445                         else
1446                         {
1447                                 self.classname = "observer"; // do it anyway
1448                         }
1449                 }
1450                 else
1451                 {
1452                         self.classname = "player";
1453                         campaign_bots_may_start = 1;
1454                 }
1455         }
1456
1457         self.playerid = (playerid_last = playerid_last + 1);
1458
1459         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1460
1461     if(clienttype(self) == CLIENTTYPE_BOT)
1462         PlayerStats_AddPlayer(self);
1463
1464         if(autocvar_sv_eventlog)
1465                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1466
1467         LogTeamchange(self.playerid, self.team, 1);
1468
1469         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1470
1471         self.netname_previous = strzone(self.netname);
1472
1473         if((self.classname == STR_PLAYER && teamplay))
1474                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1475         else
1476                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1477
1478         stuffcmd(self, strcat(clientstuff, "\n"));
1479         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1480
1481         FixClientCvars(self);
1482
1483         // spawnfunc_waypoint sprites
1484         WaypointSprite_InitClient(self);
1485
1486         // Wazat's grappling hook
1487         SetGrappleHookBindings();
1488
1489         // get version info from player
1490         stuffcmd(self, "cmd clientversion $gameversion\n");
1491
1492         // get other cvars from player
1493         GetCvars(0);
1494
1495         // notify about available teams
1496         if(teamplay)
1497         {
1498                 CheckAllowedTeams(self);
1499                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1500                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1501         }
1502         else
1503                 stuffcmd(self, "set _teams_available 0\n");
1504
1505         if(g_arena || g_ca)
1506         {
1507                 self.classname = "observer";
1508                 if(g_arena)
1509                         Spawnqueue_Insert(self);
1510         }
1511
1512         attach_entcs();
1513
1514         bot_relinkplayerlist();
1515
1516         self.spectatortime = time;
1517         if(blockSpectators)
1518         {
1519                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1520         }
1521
1522         self.jointime = time;
1523         self.allowed_timeouts = autocvar_sv_timeout_number;
1524
1525         if(clienttype(self) == CLIENTTYPE_REAL)
1526         {
1527                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1528                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1529         }
1530
1531         if(g_lms)
1532         {
1533                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1534                 {
1535                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1536                         self.frags = FRAGS_SPECTATOR;
1537                 }
1538         }
1539
1540         if(!sv_foginterval && world.fog != "")
1541                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1542
1543         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1544         {
1545                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1546                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1547         }
1548         else
1549                 self.hitplotfh = -1;
1550
1551         if(g_race || g_cts) {
1552                 string rr;
1553                 if(g_cts)
1554                         rr = CTS_RECORD;
1555                 else
1556                         rr = RACE_RECORD;
1557
1558                 msg_entity = self;
1559                 race_send_recordtime(MSG_ONE);
1560                 race_send_speedaward(MSG_ONE);
1561
1562                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1563                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1564                 race_send_speedaward_alltimebest(MSG_ONE);
1565
1566                 float i;
1567                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1568                         race_SendRankings(i, 0, 0, MSG_ONE);
1569                 }
1570         }
1571         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1572                 send_CSQC_teamnagger();
1573
1574         CheatInitClient();
1575
1576         if(!autocvar_g_campaign)
1577                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1578
1579         CSQCMODEL_AUTOINIT();
1580
1581         self.model_randomizer = random();
1582     
1583     if(clienttype(self) != CLIENTTYPE_REAL)
1584         return;
1585         
1586     sv_notice_join();
1587     
1588     MUTATOR_CALLHOOK(ClientConnect);
1589 }
1590 /*
1591 =============
1592 ClientDisconnect
1593
1594 Called when a client disconnects from the server
1595 =============
1596 */
1597 .entity chatbubbleentity;
1598 void ReadyCount();
1599 void ClientDisconnect (void)
1600 {
1601         if(self.vehicle)
1602             vehicles_exit(VHEF_RELESE);
1603
1604         if not(self.flags & FL_CLIENT)
1605         {
1606                 print("Warning: ClientDisconnect without ClientConnect\n");
1607                 return;
1608         }
1609
1610         PlayerStats_AddGlobalInfo(self);
1611
1612         CheatShutdownClient();
1613
1614         if(self.hitplotfh >= 0)
1615         {
1616                 fclose(self.hitplotfh);
1617                 self.hitplotfh = -1;
1618         }
1619
1620         anticheat_report();
1621         anticheat_shutdown();
1622
1623         playerdemo_shutdown();
1624
1625         bot_clientdisconnect();
1626
1627         if(self.entcs)
1628                 detach_entcs();
1629
1630         if(autocvar_sv_eventlog)
1631                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1632                 
1633         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1634
1635         DropAllRunes(self);
1636         MUTATOR_CALLHOOK(ClientDisconnect);
1637
1638         Portal_ClearAll(self);
1639
1640         RemoveGrapplingHook(self);
1641
1642         // Here, everything has been done that requires this player to be a client.
1643
1644         self.flags &~= FL_CLIENT;
1645
1646         if (self.chatbubbleentity)
1647                 remove (self.chatbubbleentity);
1648
1649         if (self.killindicator)
1650                 remove (self.killindicator);
1651
1652         WaypointSprite_PlayerGone();
1653
1654         bot_relinkplayerlist();
1655
1656         if(g_arena)
1657         {
1658                 Spawnqueue_Unmark(self);
1659                 Spawnqueue_Remove(self);
1660         }
1661
1662         accuracy_free(self);
1663         ClientData_Detach();
1664         PlayerScore_Detach(self);
1665
1666         if(self.netname_previous)
1667                 strunzone(self.netname_previous);
1668         if(self.clientstatus)
1669                 strunzone(self.clientstatus);
1670         if(self.weaponorder_byimpulse)
1671                 strunzone(self.weaponorder_byimpulse);
1672
1673         ClearPlayerSounds();
1674
1675         if(self.personal)
1676                 remove(self.personal);
1677
1678         self.playerid = 0;
1679         ReadyCount();
1680
1681         // free cvars
1682         GetCvars(-1);
1683 }
1684
1685 .float BUTTON_CHAT;
1686 void ChatBubbleThink()
1687 {
1688         self.nextthink = time;
1689         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1690         {
1691                 if(self.owner) // but why can that ever be world?
1692                         self.owner.chatbubbleentity = world;
1693                 remove(self);
1694                 return;
1695         }
1696         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1697 #ifdef TETRIS
1698                 || self.owner.tetris_on
1699 #endif
1700         )
1701                 self.model = self.mdl;
1702         else
1703                 self.model = "";
1704 }
1705
1706 void UpdateChatBubble()
1707 {
1708         if (self.alpha < 0)
1709                 return;
1710         // spawn a chatbubble entity if needed
1711         if (!self.chatbubbleentity)
1712         {
1713                 self.chatbubbleentity = spawn();
1714                 self.chatbubbleentity.owner = self;
1715                 self.chatbubbleentity.exteriormodeltoclient = self;
1716                 self.chatbubbleentity.think = ChatBubbleThink;
1717                 self.chatbubbleentity.nextthink = time;
1718                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1719                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1720                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1721                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1722                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1723                 self.chatbubbleentity.model = "";
1724                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1725         }
1726 }
1727
1728
1729 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1730 // added to the model skins
1731 /*void UpdateColorModHack()
1732 {
1733         float c;
1734         c = self.clientcolors & 15;
1735         // LordHavoc: only bothering to support white, green, red, yellow, blue
1736              if (!teamplay) self.colormod = '0 0 0';
1737         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1738         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1739         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1740         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1741         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1742         else self.colormod = '1 1 1';
1743 }*/
1744
1745 void respawn(void)
1746 {
1747         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1748         {
1749                 self.solid = SOLID_NOT;
1750                 self.takedamage = DAMAGE_NO;
1751                 self.movetype = MOVETYPE_FLY;
1752                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1753                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1754                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1755                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1756                 if(autocvar_g_respawn_ghosts_maxtime)
1757                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1758         }
1759
1760         CopyBody(1);
1761
1762         self.effects |= EF_NODRAW; // prevent another CopyBody
1763         PutClientInServer();
1764 }
1765
1766 void play_countdown(float finished, string samp)
1767 {
1768         if(clienttype(self) == CLIENTTYPE_REAL)
1769                 if(floor(finished - time - frametime) != floor(finished - time))
1770                         if(finished - time < 6)
1771                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1772 }
1773
1774 void player_powerups (void)
1775 {
1776         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1777         olditems = self.items;
1778
1779         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1780                 self.modelflags |= MF_ROCKET;
1781         else
1782                 self.modelflags &~= MF_ROCKET;
1783
1784         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1785
1786         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1787                 return;
1788
1789         Fire_ApplyDamage(self);
1790         Fire_ApplyEffect(self);
1791
1792         if not(g_minstagib)
1793         {
1794                 if (self.items & IT_STRENGTH)
1795                 {
1796                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1797                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1798                         if (time > self.strength_finished)
1799                         {
1800                                 self.items = self.items - (self.items & IT_STRENGTH);
1801                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1802                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1803                         }
1804                 }
1805                 else
1806                 {
1807                         if (time < self.strength_finished)
1808                         {
1809                                 self.items = self.items | IT_STRENGTH;
1810                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1811                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1812                         }
1813                 }
1814                 if (self.items & IT_INVINCIBLE)
1815                 {
1816                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1817                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1818                         if (time > self.invincible_finished)
1819                         {
1820                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1821                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1822                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1823                         }
1824                 }
1825                 else
1826                 {
1827                         if (time < self.invincible_finished)
1828                         {
1829                                 self.items = self.items | IT_INVINCIBLE;
1830                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1831                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1832                         }
1833                 }
1834                 if (self.items & IT_SUPERWEAPON)
1835                 {
1836                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1837                         {
1838                                 self.superweapons_finished = 0;
1839                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1840                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1841                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1842                         }
1843                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1844                         {
1845                                 // don't let them run out
1846                         }
1847                         else
1848                         {
1849                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1850                                 if (time > self.superweapons_finished)
1851                                 {
1852                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1853                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1854                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1855                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1856                                 }
1857                         }
1858                 }
1859                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1860                 {
1861                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1862                         {
1863                                 self.items = self.items | IT_SUPERWEAPON;
1864                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1865                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1866                         }
1867                         else
1868                         {
1869                                 self.superweapons_finished = 0;
1870                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1871                         }
1872                 }
1873                 else
1874                 {
1875                         self.superweapons_finished = 0;
1876                 }
1877         }
1878         
1879         if(autocvar_g_nodepthtestplayers)
1880                 self.effects = self.effects | EF_NODEPTHTEST;
1881
1882         if(autocvar_g_fullbrightplayers)
1883                 self.effects = self.effects | EF_FULLBRIGHT;
1884
1885         // midair gamemode: damage only while in the air
1886         // if in midair mode, being on ground grants temporary invulnerability
1887         // (this is so that multishot weapon don't clear the ground flag on the
1888         // first damage in the frame, leaving the player vulnerable to the
1889         // remaining hits in the same frame)
1890         if (self.flags & FL_ONGROUND)
1891         if (g_midair)
1892                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1893
1894         if (time >= game_starttime)
1895         if (time < self.spawnshieldtime)
1896                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1897
1898         MUTATOR_CALLHOOK(PlayerPowerups);
1899 }
1900
1901 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1902 {
1903         if(current > stable)
1904                 return current;
1905         else if(current > stable - 0.25) // when close enough, "snap"
1906                 return stable;
1907         else
1908                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1909 }
1910
1911 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1912 {
1913         if(current < stable)
1914                 return current;
1915         else if(current < stable + 0.25) // when close enough, "snap"
1916                 return stable;
1917         else
1918                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1919 }
1920
1921 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1922 {
1923         if(current > rotstable)
1924         {
1925                 if(rotframetime > 0)
1926                 {
1927                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1928                         current = max(rotstable, current - rotlinear * rotframetime);
1929                 }
1930         }
1931         else if(current < regenstable)
1932         {
1933                 if(regenframetime > 0)
1934                 {
1935                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1936                         current = min(regenstable, current + regenlinear * regenframetime);
1937                 }
1938         }
1939
1940         if(current > limit)
1941                 current = limit;
1942
1943         return current;
1944 }
1945
1946 void player_regen (void)
1947 {
1948         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1949         maxh = autocvar_g_balance_health_rotstable;
1950         maxa = autocvar_g_balance_armor_rotstable;
1951         maxf = autocvar_g_balance_fuel_rotstable;
1952         minh = autocvar_g_balance_health_regenstable;
1953         mina = autocvar_g_balance_armor_regenstable;
1954         minf = autocvar_g_balance_fuel_regenstable;
1955         limith = autocvar_g_balance_health_limit;
1956         limita = autocvar_g_balance_armor_limit;
1957         limitf = autocvar_g_balance_fuel_limit;
1958
1959         max_mod = regen_mod = rot_mod = limit_mod = 1;
1960
1961         if (self.runes & RUNE_REGEN)
1962         {
1963                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1964                 {
1965                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1966                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1967                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
1968                 }
1969                 else
1970                 {
1971                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
1972                         max_mod = autocvar_g_balance_rune_regen_hpmod;
1973                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
1974                 }
1975         }
1976         else if (self.runes & CURSE_VENOM)
1977         {
1978                 max_mod = autocvar_g_balance_curse_venom_hpmod;
1979                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1980                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
1981                 else
1982                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
1983                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
1984                 //if (!self.runes & RUNE_REGEN)
1985                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
1986         }
1987         maxh = maxh * max_mod;
1988         //maxa = maxa * max_mod;
1989         //maxf = maxf * max_mod;
1990         minh = minh * max_mod;
1991         //mina = mina * max_mod;
1992         //minf = minf * max_mod;
1993         limith = limith * limit_mod;
1994         limita = limita * limit_mod;
1995         //limitf = limitf * limit_mod;
1996
1997         if(g_lms && g_ca)
1998                 rot_mod = 0;
1999
2000         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2001         {
2002                 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);
2003                 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);
2004
2005                 // if player rotted to death...  die!
2006                 if(self.health < 1)
2007                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2008         }
2009
2010         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2011                 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);
2012 }
2013
2014 float zoomstate_set;
2015 void SetZoomState(float z)
2016 {
2017         if(z != self.zoomstate)
2018         {
2019                 self.zoomstate = z;
2020                 ClientData_Touch(self);
2021         }
2022         zoomstate_set = 1;
2023 }
2024
2025 void GetPressedKeys(void) {
2026         MUTATOR_CALLHOOK(GetPressedKeys);
2027         if (self.movement_x > 0) // get if movement keys are pressed
2028         {       // forward key pressed
2029                 self.pressedkeys |= KEY_FORWARD;
2030                 self.pressedkeys &~= KEY_BACKWARD;
2031         }
2032         else if (self.movement_x < 0)
2033         {       // backward key pressed
2034                 self.pressedkeys |= KEY_BACKWARD;
2035                 self.pressedkeys &~= KEY_FORWARD;
2036         }
2037         else
2038         {       // no x input
2039                 self.pressedkeys &~= KEY_FORWARD;
2040                 self.pressedkeys &~= KEY_BACKWARD;
2041         }
2042
2043         if (self.movement_y > 0)
2044         {       // right key pressed
2045                 self.pressedkeys |= KEY_RIGHT;
2046                 self.pressedkeys &~= KEY_LEFT;
2047         }
2048         else if (self.movement_y < 0)
2049         {       // left key pressed
2050                 self.pressedkeys |= KEY_LEFT;
2051                 self.pressedkeys &~= KEY_RIGHT;
2052         }
2053         else
2054         {       // no y input
2055                 self.pressedkeys &~= KEY_RIGHT;
2056                 self.pressedkeys &~= KEY_LEFT;
2057         }
2058
2059         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2060                 self.pressedkeys |= KEY_JUMP;
2061         else
2062                 self.pressedkeys &~= KEY_JUMP;
2063         if (self.BUTTON_CROUCH)
2064                 self.pressedkeys |= KEY_CROUCH;
2065         else
2066                 self.pressedkeys &~= KEY_CROUCH;
2067
2068         if (self.BUTTON_ATCK)
2069                 self.pressedkeys |= KEY_ATCK;
2070         else
2071                 self.pressedkeys &~= KEY_ATCK;
2072         if (self.BUTTON_ATCK2)
2073                 self.pressedkeys |= KEY_ATCK2;
2074         else
2075                 self.pressedkeys &~= KEY_ATCK2;
2076 }
2077
2078 /*
2079 ======================
2080 spectate mode routines
2081 ======================
2082 */
2083
2084 void SpectateCopy(entity spectatee) {
2085         other = spectatee;
2086         MUTATOR_CALLHOOK(SpectateCopy);
2087         self.armortype = spectatee.armortype;
2088         self.armorvalue = spectatee.armorvalue;
2089         self.ammo_cells = spectatee.ammo_cells;
2090         self.ammo_shells = spectatee.ammo_shells;
2091         self.ammo_nails = spectatee.ammo_nails;
2092         self.ammo_rockets = spectatee.ammo_rockets;
2093         self.ammo_fuel = spectatee.ammo_fuel;
2094         self.clip_load = spectatee.clip_load;
2095         self.clip_size = spectatee.clip_size;
2096         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2097         self.health = spectatee.health;
2098         self.impulse = 0;
2099         self.items = spectatee.items;
2100         self.last_pickup = spectatee.last_pickup;
2101         self.hit_time = spectatee.hit_time;
2102         self.metertime = spectatee.metertime;
2103         self.strength_finished = spectatee.strength_finished;
2104         self.invincible_finished = spectatee.invincible_finished;
2105         self.pressedkeys = spectatee.pressedkeys;
2106         WEPSET_COPY_EE(self, spectatee);
2107         self.switchweapon = spectatee.switchweapon;
2108         self.switchingweapon = spectatee.switchingweapon;
2109         self.weapon = spectatee.weapon;
2110         self.nex_charge = spectatee.nex_charge;
2111         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2112         self.hagar_load = spectatee.hagar_load;
2113         self.minelayer_mines = spectatee.minelayer_mines;
2114         self.punchangle = spectatee.punchangle;
2115         self.view_ofs = spectatee.view_ofs;
2116         self.velocity = spectatee.velocity;
2117         self.dmg_take = spectatee.dmg_take;
2118         self.dmg_save = spectatee.dmg_save;
2119         self.dmg_inflictor = spectatee.dmg_inflictor;
2120         self.v_angle = spectatee.v_angle;
2121         self.angles = spectatee.v_angle;
2122         self.stat_respawn_time = spectatee.stat_respawn_time;
2123         if(!self.BUTTON_USE)
2124                 self.fixangle = TRUE;
2125         setorigin(self, spectatee.origin);
2126         setsize(self, spectatee.mins, spectatee.maxs);
2127         SetZoomState(spectatee.zoomstate);
2128     
2129     anticheat_spectatecopy(spectatee);
2130         self.hud = spectatee.hud;
2131         if(spectatee.vehicle)
2132     {
2133         self.fixangle = FALSE;
2134         //self.velocity = spectatee.vehicle.velocity;
2135         self.vehicle_health = spectatee.vehicle_health;
2136         self.vehicle_shield = spectatee.vehicle_shield;
2137         self.vehicle_energy = spectatee.vehicle_energy;
2138         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2139         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2140         self.vehicle_reload1 = spectatee.vehicle_reload1;
2141         self.vehicle_reload2 = spectatee.vehicle_reload2;
2142
2143         msg_entity = self;
2144         
2145         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2146             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
2147             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
2148             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
2149
2150         //WriteByte (MSG_ONE, SVC_SETVIEW);
2151         //    WriteEntity(MSG_ONE, self);            
2152         //makevectors(spectatee.v_angle);
2153         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
2154     }
2155 }
2156
2157 float SpectateUpdate() {
2158         if(!self.enemy)
2159             return 0;           
2160
2161         if (self == self.enemy)
2162                 return 0;
2163
2164         if(self.enemy.classname != "player")
2165                 return 0;
2166
2167         SpectateCopy(self.enemy);
2168
2169         return 1;
2170 }
2171
2172
2173 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2174 entity CA_SpectateNext(entity start) {
2175         if (start.team == self.team) {
2176                 return start;
2177         }
2178         
2179         other = start;
2180         // continue from current player
2181         while(other && other.team != self.team) {
2182                 other = find(other, classname, "player");
2183         }
2184         
2185         if (!other) {
2186                 // restart from begining
2187                 other = find(other, classname, "player");
2188                 while(other && other.team != self.team) {
2189                         other = find(other, classname, "player");
2190                 }
2191         }
2192         
2193         return other;
2194 }
2195
2196 float SpectateNext(entity _prefer) {
2197         
2198         if(_prefer)
2199                 other = _prefer;        
2200         else
2201                 other = find(self.enemy, classname, "player");
2202         
2203         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2204                 // CA and ca players when spectating enemies is forbidden
2205                 other = CA_SpectateNext(other);
2206         } else {
2207                 // other modes and ca spectators or spectating enemies is allowed
2208                 if (!other)
2209                         other = find(other, classname, "player");
2210         }
2211         
2212         if (other)
2213                 self.enemy = other;
2214
2215         if(self.enemy.classname == "player") {
2216             /*if(self.enemy.vehicle)
2217             {      
2218             
2219             msg_entity = self;
2220             WriteByte(MSG_ONE, SVC_SETVIEW);
2221             WriteEntity(MSG_ONE, self.enemy);
2222             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2223             
2224             self.movetype = MOVETYPE_NONE;
2225             accuracy_resend(self);
2226             }
2227             else 
2228             {*/         
2229             msg_entity = self;
2230             WriteByte(MSG_ONE, SVC_SETVIEW);
2231             WriteEntity(MSG_ONE, self.enemy);
2232             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2233             self.movetype = MOVETYPE_NONE;
2234             accuracy_resend(self);
2235
2236             if(!SpectateUpdate())
2237                 PutObserverInServer();
2238         //}
2239         return 1;
2240         } else {
2241                 return 0;
2242         }
2243 }
2244
2245 /*
2246 =============
2247 ShowRespawnCountdown()
2248
2249 Update a respawn countdown display.
2250 =============
2251 */
2252 void ShowRespawnCountdown()
2253 {
2254         float number;
2255         if(self.deadflag == DEAD_NO) // just respawned?
2256                 return;
2257         else
2258         {
2259                 number = ceil(self.respawn_time - time);
2260                 if(number <= 0)
2261                         return;
2262                 if(number <= self.respawn_countdown)
2263                 {
2264                         self.respawn_countdown = number - 1;
2265                         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
2266                                 AnnounceTo(self, strcat(ftos(number), ""));
2267                 }
2268         }
2269 }
2270
2271 void LeaveSpectatorMode()
2272 {
2273         if(nJoinAllowed(self))
2274         {
2275                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2276                 {
2277                         self.classname = "player";
2278
2279                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2280                                 { JoinBestTeam(self, FALSE, TRUE); }
2281
2282                         if(autocvar_g_campaign)
2283                                 { campaign_bots_may_start = 1; }
2284                         else
2285                                 { Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD); }
2286
2287                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2288                         
2289                         PutClientInServer();
2290
2291                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2292                 }
2293                 else if not(g_ca && self.caplayer) { stuffcmd(self, "menu_showteamselect\n"); }
2294         }
2295         else
2296         {
2297                 // Player may not join because g_maxplayers is set
2298                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2299         }
2300 }
2301
2302 /**
2303  * Determines whether the player is allowed to join. This depends on cvar
2304  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2305  * it checks whether the number of currently playing players exceeds g_maxplayers.
2306  * @return int number of free slots for players, 0 if none
2307  */
2308 float nJoinAllowed(entity ignore) {
2309         if(!ignore)
2310         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2311         // so report 0 free slots if restricted
2312         {
2313                 if(autocvar_g_forced_team_otherwise == "spectate")
2314                         return 0;
2315                 if(autocvar_g_forced_team_otherwise == "spectator")
2316                         return 0;
2317         }
2318
2319         if(self.team_forced < 0)
2320                 return 0; // forced spectators can never join
2321
2322         // TODO simplify this
2323         entity e;
2324         float totalClients = 0;
2325         FOR_EACH_CLIENT(e)
2326                 if(e != ignore)
2327                         totalClients += 1;
2328
2329         if (!autocvar_g_maxplayers)
2330                 return maxclients - totalClients;
2331
2332         float currentlyPlaying = 0;
2333         FOR_EACH_REALPLAYER(e)
2334                 currentlyPlaying += 1;
2335
2336         if(currentlyPlaying < autocvar_g_maxplayers)
2337                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2338
2339         return 0;
2340 }
2341
2342 /**
2343  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2344  * g_maxplayers_spectator_blocktime seconds
2345  */
2346 void checkSpectatorBlock() {
2347         if(self.classname == "spectator" || self.classname == "observer") {
2348                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2349                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2350                         dropclient(self);
2351                 }
2352         }
2353 }
2354
2355 .float motd_actived_time; // used for both motd and campaign_message
2356 void PrintWelcomeMessage()
2357 {
2358         if (self.motd_actived_time == 0) { // is there already a message showing?
2359                 if (autocvar_g_campaign) {
2360                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2361                                 self.motd_actived_time = time;
2362                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2363                         }
2364                 } else {
2365                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2366                                 self.motd_actived_time = time;
2367                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2368                         }
2369                 }
2370         } else { // showing MOTD or campaign message
2371                 if (autocvar_g_campaign) {
2372                         if (self.BUTTON_INFO)
2373                                 self.motd_actived_time = time;
2374                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2375                                 self.motd_actived_time = 0;
2376                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2377                         }
2378                 } else {
2379                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2380                                 if (self.BUTTON_INFO)
2381                                         self.motd_actived_time = time;
2382                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2383                                         self.motd_actived_time = 0;
2384                                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2385                                 }
2386                         }
2387                 }
2388         }
2389 }
2390
2391 void ObserverThink()
2392 {
2393         float prefered_movetype;
2394         if (self.flags & FL_JUMPRELEASED) {
2395                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2396                         self.flags &~= FL_JUMPRELEASED;
2397                         self.flags |= FL_SPAWNING;
2398                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2399                         self.flags &~= FL_JUMPRELEASED;
2400                         if(SpectateNext(world) == 1) {
2401                                 self.classname = "spectator";
2402                         }
2403                 } else {
2404                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2405                         if (self.movetype != prefered_movetype)
2406                                 self.movetype = prefered_movetype;
2407                 }
2408         } else {
2409                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2410                         self.flags |= FL_JUMPRELEASED;
2411                         if(self.flags & FL_SPAWNING)
2412                         {
2413                                 self.flags &~= FL_SPAWNING;
2414                                 LeaveSpectatorMode();
2415                                 return;
2416                         }
2417                 }
2418         }
2419
2420         PrintWelcomeMessage();
2421 }
2422
2423 void SpectatorThink()
2424 {
2425         if (self.flags & FL_JUMPRELEASED) {
2426                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2427                         self.flags &~= FL_JUMPRELEASED;
2428                         self.flags |= FL_SPAWNING;
2429                 } else if(self.BUTTON_ATCK) {
2430                         self.flags &~= FL_JUMPRELEASED;
2431                         if(SpectateNext(world) == 1) {
2432                                 self.classname = "spectator";
2433                         } else {
2434                                 self.classname = "observer";
2435                                 PutClientInServer();
2436                         }
2437                 } else if (self.BUTTON_ATCK2) {
2438                         self.flags &~= FL_JUMPRELEASED;
2439                         self.classname = "observer";
2440                         PutClientInServer();
2441                 } else {
2442                         if(!SpectateUpdate())
2443                                 PutObserverInServer();
2444                 }
2445         } else {
2446                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2447                         self.flags |= FL_JUMPRELEASED;
2448                         if(self.flags & FL_SPAWNING)
2449                         {
2450                                 self.flags &~= FL_SPAWNING;
2451                                 LeaveSpectatorMode();
2452                                 return;
2453                         }
2454                 }
2455                 if(!SpectateUpdate())
2456                         PutObserverInServer();
2457         }
2458
2459         PrintWelcomeMessage();
2460         self.flags |= FL_CLIENT | FL_NOTARGET;
2461 }
2462
2463 void PlayerUseKey()
2464 {
2465         if(self.classname != "player")
2466                 return;
2467
2468         if(self.vehicle)
2469         {
2470         vehicles_exit(VHEF_NORMAL);
2471         return;
2472         }
2473         
2474         // a use key was pressed; call handlers
2475         MUTATOR_CALLHOOK(PlayerUseKey);
2476 }
2477
2478 .float touchexplode_time;
2479
2480 /*
2481 =============
2482 PlayerPreThink
2483
2484 Called every frame for each client before the physics are run
2485 =============
2486 */
2487 .float usekeypressed;
2488 void() nexball_setstatus;
2489 .float items_added;
2490 void PlayerPreThink (void)
2491 {
2492         WarpZone_PlayerPhysics_FixVAngle();
2493
2494         self.stat_game_starttime = game_starttime;
2495         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2496         self.stat_leadlimit = autocvar_leadlimit;
2497
2498         if(g_arena || (g_ca && !allowed_to_spawn))
2499                 self.stat_respawn_time = 0;
2500         else
2501                 self.stat_respawn_time = self.respawn_time;
2502
2503         if(frametime)
2504         {
2505                 // physics frames: update anticheat stuff
2506                 anticheat_prethink();
2507         }
2508
2509         if(blockSpectators && frametime)
2510                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2511                 checkSpectatorBlock();
2512
2513         zoomstate_set = 0;
2514
2515         if(self.netname_previous != self.netname)
2516         {
2517                 if(autocvar_sv_eventlog)
2518                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2519                 if(self.netname_previous)
2520                         strunzone(self.netname_previous);
2521                 self.netname_previous = strzone(self.netname);
2522         }
2523
2524         // version nagging
2525         if(self.version_nagtime)
2526                 if(self.cvar_g_xonoticversion)
2527                         if(time > self.version_nagtime)
2528                         {
2529                                 // don't notify git users
2530                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2531                                 {
2532                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2533                                         {
2534                                                 // notify release users if connecting to git
2535                                                 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");
2536                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2537                                         }
2538                                         else
2539                                         {
2540                                                 float r;
2541                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2542                                                 if(r < 0)
2543                                                 {
2544                                                         // give users new version
2545                                                         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");
2546                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2547                                                 }
2548                                                 else if(r > 0)
2549                                                 {
2550                                                         // notify users about old server version
2551                                                         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");
2552                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2553                                                 }
2554                                         }
2555                                 }
2556                                 self.version_nagtime = 0;
2557                         }
2558
2559         // GOD MODE info
2560         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2561         {
2562                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2563                 self.max_armorvalue = 0;
2564         }
2565
2566 #ifdef TETRIS
2567         if (TetrisPreFrame())
2568                 return;
2569 #endif
2570
2571         MUTATOR_CALLHOOK(PlayerPreThink);
2572
2573         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2574         {
2575                 if(self.BUTTON_USE && !self.usekeypressed)
2576                         PlayerUseKey();
2577                 self.usekeypressed = self.BUTTON_USE;
2578         }
2579
2580         PrintWelcomeMessage();
2581
2582         if(self.classname == "player") {
2583 //              if(self.netname == "Wazat")
2584 //                      bprint(self.classname, "\n");
2585
2586                 CheckRules_Player();
2587
2588                 if (intermission_running)
2589                 {
2590                         IntermissionThink ();   // otherwise a button could be missed between
2591                         return;                                 // the think tics
2592                 }
2593
2594                 //don't allow the player to turn around while game is paused!
2595                 if(timeout_status == TIMEOUT_ACTIVE) {
2596                         // FIXME turn this into CSQC stuff
2597                         self.v_angle = self.lastV_angle;
2598                         self.angles = self.lastV_angle;
2599                         self.fixangle = TRUE;
2600                 }
2601
2602                 if(frametime)
2603                 {
2604                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2605                         {
2606                                 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);
2607                                 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);
2608                                 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);
2609
2610                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2611                                 {
2612                                         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);
2613                                         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);
2614                                         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);
2615                                 }
2616                         }
2617                         else
2618                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2619
2620                         player_powerups();
2621                 }
2622
2623                 if (self.deadflag != DEAD_NO)
2624                 {
2625                         float button_pressed, force_respawn;
2626                         if(self.personal && g_race_qualifying)
2627                         {
2628                                 if(time > self.respawn_time)
2629                                 {
2630                                         self.respawn_time = time + 1; // only retry once a second
2631                                         respawn();
2632                                         self.impulse = 141;
2633                                 }
2634                         }
2635                         else
2636                         {
2637                                 if(frametime)
2638                                         player_anim();
2639                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2640                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2641                                 if (self.deadflag == DEAD_DYING)
2642                                 {
2643                                         if(force_respawn)
2644                                                 self.deadflag = DEAD_RESPAWNING;
2645                                         else if(!button_pressed)
2646                                                 self.deadflag = DEAD_DEAD;
2647                                 }
2648                                 else if (self.deadflag == DEAD_DEAD)
2649                                 {
2650                                         if(button_pressed)
2651                                                 self.deadflag = DEAD_RESPAWNABLE;
2652                                 }
2653                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2654                                 {
2655                                         if(!button_pressed)
2656                                                 self.deadflag = DEAD_RESPAWNING;
2657                                 }
2658                                 else if (self.deadflag == DEAD_RESPAWNING)
2659                                 {
2660                                         if(time > self.respawn_time)
2661                                         {
2662                                                 self.respawn_time = time + 1; // only retry once a second
2663                                                 respawn();
2664                                         }
2665                                 }
2666                                 ShowRespawnCountdown();
2667                         }
2668
2669                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2670                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2671                                 self.stat_respawn_time *= -1;
2672
2673                         return;
2674                 }
2675                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2676                 // so (self.deadflag == DEAD_NO) is always true in the code below
2677
2678                 if(g_touchexplode)
2679                 if(time > self.touchexplode_time)
2680                 if(self.classname == "player")
2681                 if(self.deadflag == DEAD_NO)
2682                 if not(IS_INDEPENDENT_PLAYER(self))
2683                 FOR_EACH_PLAYER(other) if(self != other)
2684                 {
2685                         if(time > other.touchexplode_time)
2686                         if(other.deadflag == DEAD_NO)
2687                         if not(IS_INDEPENDENT_PLAYER(other))
2688                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2689                         {
2690                                 PlayerTouchExplode(self, other);
2691                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2692                         }
2693                 }
2694
2695                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2696                 {
2697                         vector dist;
2698
2699                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2700                         dist = self.prevorigin - self.origin;
2701                         dist_z = 0;
2702                         self.lms_traveled_distance += fabs(vlen(dist));
2703
2704                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2705                         {
2706                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2707                                 self.lms_traveled_distance = 0;
2708                         }
2709
2710                         if(time > self.lms_nextcheck)
2711                         {
2712                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2713                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2714                                 {
2715                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
2716                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2717                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2718                                         Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
2719                                 }
2720                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2721                                 self.lms_traveled_distance = 0;
2722                         }
2723                 }
2724
2725                 self.prevorigin = self.origin;
2726
2727                 float do_crouch = self.BUTTON_CROUCH;
2728                 if(self.hook.state)
2729                         do_crouch = 0;
2730                 if(self.health <= g_bloodloss)
2731                         do_crouch = 1;
2732                 if(self.vehicle)
2733                         do_crouch = 0;
2734                 if(self.freezetag_frozen)
2735                         do_crouch = 0;
2736                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2737                         do_crouch = 0;
2738
2739                 if (do_crouch)
2740                 {
2741                         if (!self.crouch)
2742                         {
2743                                 self.crouch = TRUE;
2744                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2745                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2746                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2747                         }
2748                 }
2749                 else
2750                 {
2751                         if (self.crouch)
2752                         {
2753                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2754                                 if (!trace_startsolid)
2755                                 {
2756                                         self.crouch = FALSE;
2757                                         self.view_ofs = PL_VIEW_OFS;
2758                                         setsize (self, PL_MIN, PL_MAX);
2759                                 }
2760                         }
2761                 }
2762
2763                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2764                 {
2765                         if(self.bloodloss_timer < time)
2766                         {
2767                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2768                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2769                         }
2770                 }
2771
2772                 FixPlayermodel();
2773
2774                 GrapplingHookFrame();
2775
2776                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2777                 //if(frametime)
2778                 {
2779                         self.items &~= self.items_added;
2780
2781                         W_WeaponFrame();
2782
2783                         self.items_added = 0;
2784                         if(self.items & IT_JETPACK)
2785                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2786                                         self.items_added |= IT_FUEL;
2787
2788                         self.items |= self.items_added;
2789                 }
2790
2791                 player_regen();
2792
2793                 // rot nex charge to the charge limit
2794                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2795                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2796
2797                 if(frametime)
2798                         player_anim();
2799
2800                 if(g_nexball)
2801                         nexball_setstatus();
2802                 
2803                 // secret status
2804                 secrets_setstatus();
2805                 
2806                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2807
2808                 //self.angles_y=self.v_angle_y + 90;   // temp
2809         } else if(gameover) {
2810                 if (intermission_running)
2811                         IntermissionThink ();   // otherwise a button could be missed between
2812                 return;
2813         } else if(self.classname == "observer") {
2814                 ObserverThink();
2815         } else if(self.classname == "spectator") {
2816                 SpectatorThink();
2817         }
2818
2819         if(!zoomstate_set)
2820                 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));
2821
2822         float oldspectatee_status;
2823         oldspectatee_status = self.spectatee_status;
2824         if(self.classname == "spectator")
2825                 self.spectatee_status = num_for_edict(self.enemy);
2826         else if(self.classname == "observer")
2827                 self.spectatee_status = num_for_edict(self);
2828         else
2829                 self.spectatee_status = 0;
2830         if(self.spectatee_status != oldspectatee_status)
2831         {
2832                 ClientData_Touch(self);
2833                 if(g_race || g_cts)
2834                         race_InitSpectator();
2835         }
2836
2837         if(self.teamkill_soundtime)
2838         if(time > self.teamkill_soundtime)
2839         {
2840                 self.teamkill_soundtime = 0;
2841
2842                 entity oldpusher, oldself;
2843
2844                 oldself = self; self = self.teamkill_soundsource;
2845                 oldpusher = self.pusher; self.pusher = oldself;
2846
2847                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2848
2849                 self.pusher = oldpusher;
2850                 self = oldself;
2851         }
2852
2853         if(self.taunt_soundtime)
2854         if(time > self.taunt_soundtime)
2855         {
2856                 self.taunt_soundtime = 0;
2857                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2858         }
2859
2860         target_voicescript_next(self);
2861
2862         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2863         if(!self.weapon)
2864                 self.clip_load = self.clip_size = 0;
2865 }
2866
2867 float isInvisibleString(string s)
2868 {
2869         float i, n, c;
2870         s = strdecolorize(s);
2871         for((i = 0), (n = strlen(s)); i < n; ++i)
2872         {
2873                 c = str2chr(s, i);
2874                 switch(c)
2875                 {
2876                         case 0:
2877                         case 32: // space
2878                                 break;
2879                         case 192: // charmap space
2880                                 if (!autocvar_utf8_enable)
2881                                         break;
2882                                 return FALSE;
2883                         case 160: // space in unicode fonts
2884                         case 0xE000 + 192: // utf8 charmap space
2885                                 if (autocvar_utf8_enable)
2886                                         break;
2887                         default:
2888                                 return FALSE;
2889                 }
2890         }
2891         return TRUE;
2892 }
2893
2894 /*
2895 =============
2896 PlayerPostThink
2897
2898 Called every frame for each client after the physics are run
2899 =============
2900 */
2901 .float idlekick_lasttimeleft;
2902 void PlayerPostThink (void)
2903 {
2904         // Savage: Check for nameless players
2905         if (isInvisibleString(self.netname)) {
2906                 self.netname = "Player";
2907                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2908         }
2909
2910         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2911         {
2912                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2913                 {
2914                         if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2915                 }
2916                 else
2917                 {
2918                         float timeleft;
2919                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2920                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2921                         {
2922                                 if(!self.idlekick_lasttimeleft)
2923                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2924                         }
2925                         if(timeleft <= 0)
2926                         {
2927                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2928                                 dropclient(self);
2929                                 return;
2930                         }
2931                         else if(timeleft <= 10)
2932                         {
2933                                 if(timeleft != self.idlekick_lasttimeleft)
2934                                         AnnounceTo(self, ftos(timeleft));
2935                                 self.idlekick_lasttimeleft = timeleft;
2936                         }
2937                 }
2938         }
2939
2940 #ifdef TETRIS
2941         if(self.impulse == 100)
2942                 ImpulseCommands();
2943         if (!TetrisPostFrame())
2944         {
2945 #endif
2946
2947         CheatFrame();
2948
2949         //CheckPlayerJump();
2950
2951         if(self.classname == "player") {
2952                 CheckRules_Player();
2953                 UpdateChatBubble();
2954                 if (self.impulse)
2955                         ImpulseCommands();
2956                 if (intermission_running)
2957                         return;         // intermission or finale
2958                 GetPressedKeys();
2959         }
2960         
2961 #ifdef TETRIS
2962         }
2963 #endif
2964
2965         /*
2966         float i;
2967         for(i = 0; i < 1000; ++i)
2968         {
2969                 vector end;
2970                 end = self.origin + '0 0 1024' + 512 * randomvec();
2971                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2972                 if(trace_fraction < 1)
2973                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2974                 {
2975                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2976                         break;
2977                 }
2978         }
2979         */
2980
2981         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2982
2983         if(self.waypointsprite_attachedforcarrier)
2984                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
2985
2986         playerdemo_write();
2987
2988         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2989         {
2990                 if not(self.stored_netname)
2991                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
2992                 if(self.stored_netname != self.netname)
2993                 {
2994                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2995                         strunzone(self.stored_netname);
2996                         self.stored_netname = strzone(self.netname);
2997                 }
2998         }
2999
3000         /*
3001         if(g_race)
3002                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3003         */
3004
3005         CSQCMODEL_AUTOUPDATE();
3006 }