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1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teams_matter)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 };
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 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         // filter out spots for assault
155         if(spot.target != "") {
156                 local entity ent;
157                 float good, found;
158                 ent = find(world, targetname, spot.target);
159
160                 while(ent) {
161                         if(ent.classname == "target_objective")
162                         {
163                                 found = 1;
164                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
165                                         return '-1 0 0';
166                                 good = 1;
167                         }
168                         else if(ent.classname == "trigger_race_checkpoint")
169                         {
170                                 found = 1;
171                                 if(!anypoint) // spectators may spawn everywhere
172
173                                 {
174                                         if(g_race_qualifying)
175                                         {
176                                                 // spawn at first
177                                                 if(ent.race_checkpoint != 0)
178                                                         return '-1 0 0';
179                                                 if(spot.race_place != race_lowest_place_spawn)
180                                                         return '-1 0 0';
181                                         }
182                                         else
183                                         {
184                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
185                                                         return '-1 0 0';
186                                                 // try reusing the previous spawn
187                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
188                                                         prio += 1;
189                                                 if(ent.race_checkpoint == 0)
190                                                 {
191                                                         float pl;
192                                                         pl = self.race_place;
193                                                         if(pl > race_highest_place_spawn)
194                                                                 pl = 0;
195                                                         if(pl == 0 && !self.race_started)
196                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197                                                         if(spot.race_place != pl)
198                                                                 return '-1 0 0';
199                                                 }
200                                         }
201                                 }
202                                 good = 1;
203                         }
204                         ent = find(ent, targetname, spot.target);
205                 }
206
207                 if(found && !good)
208                         return '-1 0 0';
209         }
210
211         player = playerlist;
212         shortest = vlen(world.maxs - world.mins);
213         for(player = playerlist; player; player = player.chain)
214                 if (player != self)
215                 {
216                         thisdist = vlen(player.origin - spot.origin);
217                         if (thisdist < shortest)
218                                 shortest = thisdist;
219                 }
220         return prio * '1 0 0' + shortest * '0 1 0';
221 }
222
223 float spawn_allbad;
224 float spawn_allgood;
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
226 {
227         local entity spot, spotlist, spotlistend;
228         spawn_allgood = TRUE;
229         spawn_allbad = TRUE;
230
231         spotlist = world;
232         spotlistend = world;
233
234         for(spot = firstspot; spot; spot = spot.chain)
235         {
236                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
237
238                 if(autocvar_spawn_debugview)
239                 {
240                         setmodel(spot, "models/runematch/rune.mdl");
241                         if(spot.spawnpoint_score_y < mindist)
242                         {
243                                 spot.colormod = '1 0 0';
244                                 spot.scale = 1;
245                         }
246                         else
247                         {
248                                 spot.colormod = '0 1 0';
249                                 spot.scale = spot.spawnpoint_score_y / mindist;
250                         }
251                 }
252
253                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
254                 {
255                         if(spot.spawnpoint_score_y < mindist)
256                         {
257                                 // too short distance
258                                 spawn_allgood = FALSE;
259                         }
260                         else
261                         {
262                                 // perfect
263                                 spawn_allbad = FALSE;
264
265                                 if(spotlistend)
266                                         spotlistend.chain = spot;
267                                 spotlistend = spot;
268                                 if(!spotlist)
269                                         spotlist = spot;
270
271                                 /*
272                                 if(teamcheck >= 0)
273                                 if(spot.team != teamcheck)
274                                         error("invalid spawn added");
275
276                                 print("added ", etos(spot), "\n");
277                                 */
278                         }
279                 }
280         }
281         if(spotlistend)
282                 spotlistend.chain = world;
283
284         /*
285                 entity e;
286                 if(teamcheck >= 0)
287                         for(e = spotlist; e; e = e.chain)
288                         {
289                                 print("seen ", etos(e), "\n");
290                                 if(e.team != teamcheck)
291                                         error("invalid spawn found");
292                         }
293         */
294
295         return spotlist;
296 }
297
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
299 {
300         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
302         local entity spot;
303
304         RandomSelection_Init();
305         for(spot = firstspot; spot; spot = spot.chain)
306                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
307
308         return RandomSelection_chosen_ent;
309 }
310
311 /*
312 =============
313 SelectSpawnPoint
314
315 Finds a point to respawn
316 =============
317 */
318 entity SelectSpawnPoint (float anypoint)
319 {
320         local float teamcheck;
321         local entity firstspot_new;
322         local entity spot, firstspot, playerlist;
323
324         spot = find (world, classname, "testplayerstart");
325         if (spot)
326                 return spot;
327
328         if(anypoint)
329                 teamcheck = -1;
330         else if(have_team_spawns > 0)
331                 teamcheck = self.team; // MUST be team
332         else if(have_team_spawns == 0 && have_noteam_spawns)
333                 teamcheck = 0; // MUST be noteam
334         else
335                 teamcheck = -1;
336                 // 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
337
338         // get the list of players
339         playerlist = findchain(classname, "player");
340         // get the entire list of spots
341         firstspot = findchain(classname, "info_player_deathmatch");
342         // filter out the bad ones
343         // (note this returns the original list if none survived)
344         if(anypoint)
345         {
346                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
347         }
348         else
349         {
350                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
351                 if(!firstspot_new)
352                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
353                 firstspot = firstspot_new;
354
355                 // there is 50/50 chance of choosing a random spot or the furthest spot
356                 // (this means that roughly every other spawn will be furthest, so you
357                 // usually won't get fragged at spawn twice in a row)
358                 if (arena_roundbased && !g_ca)
359                 {
360                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
361                         if(firstspot_new)
362                                 firstspot = firstspot_new;
363                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
364                 }
365                 else if (random() > autocvar_g_spawn_furthest)
366                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
367                 else
368                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
369         }
370
371         if(autocvar_spawn_debugview)
372         {
373                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
374
375                 entity e;
376                 if(teamcheck >= 0)
377                         for(e = firstspot; e; e = e.chain)
378                                 if(e.team != teamcheck)
379                                         error("invalid spawn found");
380         }
381
382         if (!spot)
383         {
384                 if(autocvar_spawn_debug)
385                         GotoNextMap();
386                 else
387                 {
388                         if(some_spawn_has_been_used)
389                                 return world; // team can't spawn any more, because of actions of other team
390                         else
391                                 error("Cannot find a spawn point - please fix the map!");
392                 }
393         }
394
395         return spot;
396 }
397
398 /*
399 =============
400 CheckPlayerModel
401
402 Checks if the argument string can be a valid playermodel.
403 Returns a valid one in doubt.
404 =============
405 */
406 string FallbackPlayerModel;
407 string CheckPlayerModel(string plyermodel) {
408         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
409         {
410                 // note: we cannot summon Don Strunzone here, some player may
411                 // still have the model string set. In case anyone manages how
412                 // to change a cvar default, we'll have a small leak here.
413                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
414         }
415         if(strlen(plyermodel) < 4)
416                 return FallbackPlayerModel;
417         if( substring(plyermodel,0,14) != "models/player/")
418                 return FallbackPlayerModel;
419         else if(autocvar_sv_servermodelsonly)
420         {
421                 if(substring(plyermodel,-4,4) != ".zym")
422                 if(substring(plyermodel,-4,4) != ".dpm")
423                 if(substring(plyermodel,-4,4) != ".iqm")
424                 if(substring(plyermodel,-4,4) != ".md3")
425                 if(substring(plyermodel,-4,4) != ".psk")
426                         return FallbackPlayerModel;
427                 // forbid the LOD models
428                 if(substring(plyermodel, -9,5) == "_lod1")
429                         return FallbackPlayerModel;
430                 if(substring(plyermodel, -9,5) == "_lod2")
431                         return FallbackPlayerModel;
432                 if(plyermodel != strtolower(plyermodel))
433                         return FallbackPlayerModel;
434                 if(!fexists(plyermodel))
435                         return FallbackPlayerModel;
436         }
437         return plyermodel;
438 }
439
440 /*
441 =============
442 Client_customizeentityforclient
443
444 LOD reduction
445 =============
446 */
447 void Client_uncustomizeentityforclient()
448 {
449         if(self.modelindex == 0) // no need to uncustomize then
450                 return;
451         self.modelindex = self.modelindex_lod0;
452         self.skin = self.skinindex;
453 }
454
455 float Client_customizeentityforclient()
456 {
457         entity modelsource;
458
459         if(self.modelindex == 0)
460                 return TRUE;
461
462         // forcemodel stuff
463
464 #ifdef PROFILING
465         float t0;
466         t0 = gettime(GETTIME_HIRES); // reference
467 #endif
468
469         modelsource = self;
470
471 #ifdef ALLOW_FORCEMODELS
472         if(other.cvar_cl_forceplayermodelsfromxonotic)
473                 if not(self.modelindex_lod0_from_xonotic)
474                         modelsource = other;
475         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
476                 modelsource = other;
477 #endif
478
479         self.skin = modelsource.skinindex;
480
481 #if 0
482         if(modelsource == self)
483                 self.skin = modelsource.skinindex;
484         else
485                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
486 #endif
487
488         // self: me
489         // other: the player viewing me
490         float distance;
491         float f;
492
493         if(other.cvar_cl_playerdetailreduction <= 0)
494         {
495                 if(other.cvar_cl_playerdetailreduction <= -2)
496                         self.modelindex = modelsource.modelindex_lod2;
497                 else if(other.cvar_cl_playerdetailreduction <= -1)
498                         self.modelindex = modelsource.modelindex_lod1;
499                 else
500                         self.modelindex = modelsource.modelindex_lod0;
501         }
502         else
503         {
504                 distance = vlen(self.origin - other.origin);
505                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
506                 if(f > sv_loddistance2)
507                         self.modelindex = modelsource.modelindex_lod2;
508                 else if(f > sv_loddistance1)
509                         self.modelindex = modelsource.modelindex_lod1;
510                 else
511                         self.modelindex = modelsource.modelindex_lod0;
512         }
513
514 #ifdef PROFILING
515         float t1;
516         t1 = gettime(GETTIME_HIRES); // reference
517         client_cefc_accumulator += (t1 - t0);
518 #endif
519
520         return TRUE;
521 }
522
523 void setmodel_lod(entity e, string modelname)
524 {
525         string s;
526
527         if(sv_loddistance1)
528         {
529                 // FIXME: this only supports 3-letter extensions
530                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
531                 if(fexists(s))
532                 {
533                         setmodel(e, s); // players have high precision
534                         self.modelindex_lod1 = self.modelindex;
535                 }
536                 else
537                         self.modelindex_lod1 = -1;
538
539                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
540                 if(fexists(s))
541                 {
542                         setmodel(e, s); // players have high precision
543                         self.modelindex_lod2 = self.modelindex;
544                 }
545                 else
546                         self.modelindex_lod2 = -1;
547
548                 precache_model(modelname);
549                 setmodel(e, modelname); // players have high precision
550                 self.modelindex_lod0 = self.modelindex;
551
552                 if(self.modelindex_lod1 < 0)
553                         self.modelindex_lod1 = self.modelindex;
554
555                 if(self.modelindex_lod2 < 0)
556                         self.modelindex_lod2 = self.modelindex;
557         }
558         else
559         {
560                 precache_model(modelname);
561                 setmodel(e, modelname); // players have high precision
562                 self.modelindex_lod0 = self.modelindex;
563                         // save it for possible player model forcing
564         }
565
566         s = whichpack(self.model);
567         self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
568
569         player_setupanimsformodel();
570         UpdatePlayerSounds();
571 }
572
573 /*
574 =============
575 PutObserverInServer
576
577 putting a client as observer in the server
578 =============
579 */
580 void FixPlayermodel();
581 void PutObserverInServer (void)
582 {
583         entity  spot;
584
585         race_PreSpawnObserver();
586
587         spot = SelectSpawnPoint (TRUE);
588         if(!spot)
589                 error("No spawnpoints for observers?!?\n");
590         RemoveGrapplingHook(self); // Wazat's Grappling Hook
591
592         if(clienttype(self) == CLIENTTYPE_REAL)
593         {
594                 msg_entity = self;
595                 WriteByte(MSG_ONE, SVC_SETVIEW);
596                 WriteEntity(MSG_ONE, self);
597         }
598
599         DropAllRunes(self);
600         MUTATOR_CALLHOOK(MakePlayerObserver);
601
602         Portal_ClearAll(self);
603
604         if(self.alivetime)
605         {
606                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
607                 self.alivetime = 0;
608         }
609
610         if(self.flagcarried)
611                 DropFlag(self.flagcarried, world, world);
612
613         if(self.ballcarried && g_nexball)
614                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
615
616         WaypointSprite_PlayerDead();
617
618         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
619                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
620
621         if(self.killcount != -666) {
622                 if(g_lms) {
623                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
624                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
625                         else
626                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
627                 } else
628                         bprint ("^4", self.netname, "^4 is spectating now\n");
629
630                 if(self.just_joined == FALSE) {
631                         LogTeamchange(self.playerid, -1, 4);
632                 } else
633                         self.just_joined = FALSE;
634         }
635
636         PlayerScore_Clear(self); // clear scores when needed
637
638         accuracy_resend(self);
639
640         self.spectatortime = time;
641
642         self.classname = "observer";
643         self.iscreature = FALSE;
644         self.health = -666;
645         self.takedamage = DAMAGE_NO;
646         self.solid = SOLID_NOT;
647         self.movetype = MOVETYPE_NOCLIP;
648         self.flags = FL_CLIENT | FL_NOTARGET;
649         self.armorvalue = 666;
650         self.effects = 0;
651         self.armorvalue = autocvar_g_balance_armor_start;
652         self.pauserotarmor_finished = 0;
653         self.pauserothealth_finished = 0;
654         self.pauseregen_finished = 0;
655         self.damageforcescale = 0;
656         self.death_time = 0;
657         self.dead_frame = 0;
658         self.alpha = 0;
659         self.scale = 0;
660         self.fade_time = 0;
661         self.pain_frame = 0;
662         self.pain_finished = 0;
663         self.strength_finished = 0;
664         self.invincible_finished = 0;
665         self.pushltime = 0;
666         self.think = SUB_Null;
667         self.nextthink = 0;
668         self.hook_time = 0;
669         self.runes = 0;
670         self.deadflag = DEAD_NO;
671         self.angles = spot.angles;
672         self.angles_z = 0;
673         self.fixangle = TRUE;
674         self.crouch = FALSE;
675
676         self.view_ofs = PL_VIEW_OFS;
677         setorigin (self, spot.origin);
678         setsize (self, '0 0 0', '0 0 0');
679         self.prevorigin = self.origin;
680         self.items = 0;
681         self.weapons = 0;
682         self.model = "";
683         FixPlayermodel();
684         self.model = "";
685         self.modelindex = 0;
686         self.weapon = 0;
687         self.weaponmodel = "";
688         self.weaponentity = world;
689         self.exteriorweaponentity = world;
690         self.killcount = -666;
691         self.velocity = '0 0 0';
692         self.avelocity = '0 0 0';
693         self.punchangle = '0 0 0';
694         self.punchvector = '0 0 0';
695         self.oldvelocity = self.velocity;
696         self.fire_endtime = -1;
697
698         if(sv_loddistance1)
699                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
700
701         if(g_arena)
702         {
703                 if(self.version_mismatch)
704                 {
705                         Spawnqueue_Unmark(self);
706                         Spawnqueue_Remove(self);
707                 }
708                 else
709                 {
710                         Spawnqueue_Insert(self);
711                 }
712         }
713         else if(g_lms)
714         {
715                 // Only if the player cannot play at all
716                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
717                         self.frags = FRAGS_SPECTATOR;
718                 else
719                         self.frags = FRAGS_LMS_LOSER;
720         }
721         else
722                 self.frags = FRAGS_SPECTATOR;
723 }
724
725 void FixPlayermodel()
726 {
727         local string defaultmodel;
728         local float defaultskin, chmdl, oldskin;
729         local vector m1, m2;
730
731         defaultmodel = "";
732
733         if(autocvar_sv_defaultcharacter == 1) {
734                 defaultskin = 0;
735
736                 if(teams_matter)
737                 {
738                         string s;
739                         s = Team_ColorNameLowerCase(self.team);
740                         if(s != "neutral")
741                         {
742                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
743                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
744                         }
745                 }
746
747                 if(defaultmodel == "")
748                 {
749                         defaultmodel = autocvar_sv_defaultplayermodel;
750                         defaultskin = autocvar_sv_defaultplayerskin;
751                 }
752         }
753
754         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
755         {
756                 if(self.model != "")
757                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
758                 self.model = ""; // force the != checks to return true
759         }
760
761         if(defaultmodel != "")
762         {
763                 if (defaultmodel != self.model)
764                 {
765                         m1 = self.mins;
766                         m2 = self.maxs;
767                         setmodel_lod (self, defaultmodel);
768                         setsize (self, m1, m2);
769                         chmdl = TRUE;
770                 }
771
772                 oldskin = self.skinindex;
773                 self.skinindex = defaultskin;
774         } else {
775                 if (self.playermodel != self.model || self.playermodel == "")
776                 {
777                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
778                         m1 = self.mins;
779                         m2 = self.maxs;
780                         setmodel_lod (self, self.playermodel);
781                         setsize (self, m1, m2);
782                         chmdl = TRUE;
783                 }
784
785                 oldskin = self.skinindex;
786                 self.skinindex = stof(self.playerskin);
787         }
788
789         if(chmdl || oldskin != self.skinindex)
790                 self.species = player_getspecies(); // model or skin has changed
791
792         if(!teams_matter)
793                 if(strlen(autocvar_sv_defaultplayercolors))
794                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
795                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
796 }
797
798 void PlayerTouchExplode(entity p1, entity p2)
799 {
800         vector org;
801         org = (p1.origin + p2.origin) * 0.5;
802         org_z += (p1.mins_z + p2.mins_z) * 0.5;
803
804         te_explosion(org);
805
806         entity e;
807         e = spawn();
808         setorigin(e, org);
809         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
810         remove(e);
811 }
812
813 /*
814 =============
815 PutClientInServer
816
817 Called when a client spawns in the server
818 =============
819 */
820 //void() ctf_playerchanged;
821 void PutClientInServer (void)
822 {
823         if(clienttype(self) == CLIENTTYPE_BOT)
824         {
825                 self.classname = "player";
826         }
827         else if(clienttype(self) == CLIENTTYPE_REAL)
828         {
829                 msg_entity = self;
830                 WriteByte(MSG_ONE, SVC_SETVIEW);
831                 WriteEntity(MSG_ONE, self);
832         }
833
834         // player is dead and becomes observer
835         // FIXME fix LMS scoring for new system
836         if(g_lms)
837         {
838                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
839                         self.classname = "observer";
840         }
841
842         if(g_arena || (g_ca && !allowed_to_spawn))
843         if(!self.spawned)
844                 self.classname = "observer";
845
846         if(gameover)
847                 self.classname = "observer";
848
849         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
850                 entity spot, oldself;
851                 float j;
852
853                 accuracy_resend(self);
854
855                 if(self.team < 0)
856                         JoinBestTeam(self, FALSE, TRUE);
857
858                 race_PreSpawn();
859
860                 spot = SelectSpawnPoint (FALSE);
861                 if(!spot)
862                 {
863                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
864                         return; // spawn failed
865                 }
866
867                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
868
869                 self.classname = "player";
870                 self.wasplayer = TRUE;
871                 self.iscreature = TRUE;
872                 self.movetype = MOVETYPE_WALK;
873                 self.solid = SOLID_SLIDEBOX;
874                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
875                 if(autocvar_g_playerclip_collisions)
876                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
877                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
878                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
879                 self.frags = FRAGS_PLAYER;
880                 if(independent_players)
881                         MAKE_INDEPENDENT_PLAYER(self);
882                 self.flags = FL_CLIENT;
883                 self.takedamage = DAMAGE_AIM;
884                 if(g_minstagib)
885                         self.effects = EF_FULLBRIGHT;
886                 else
887                         self.effects = 0;
888                 self.air_finished = time + 12;
889                 self.dmg = 2;
890                 if(autocvar_g_balance_nex_charge)
891                 {
892                         if(autocvar_g_balance_nex_secondary_chargepool)
893                                 self.nex_chargepool_ammo = 1;
894                         self.nex_charge = autocvar_g_balance_nex_charge_start;
895                 }
896
897                 if(inWarmupStage)
898                 {
899                         self.ammo_shells = warmup_start_ammo_shells;
900                         self.ammo_nails = warmup_start_ammo_nails;
901                         self.ammo_rockets = warmup_start_ammo_rockets;
902                         self.ammo_cells = warmup_start_ammo_cells;
903                         self.ammo_fuel = warmup_start_ammo_fuel;
904                         self.health = warmup_start_health;
905                         self.armorvalue = warmup_start_armorvalue;
906                         self.weapons = warmup_start_weapons;
907                 }
908                 else
909                 {
910                         self.ammo_shells = start_ammo_shells;
911                         self.ammo_nails = start_ammo_nails;
912                         self.ammo_rockets = start_ammo_rockets;
913                         self.ammo_cells = start_ammo_cells;
914                         self.ammo_fuel = start_ammo_fuel;
915                         self.health = start_health;
916                         self.armorvalue = start_armorvalue;
917                         self.weapons = start_weapons;
918                 }
919
920                 if(g_weaponarena_random)
921                 {
922                         if(g_weaponarena_random_with_laser)
923                                 self.weapons &~= WEPBIT_LASER;
924                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
925                         if(g_weaponarena_random_with_laser)
926                                 self.weapons |= WEPBIT_LASER;
927                 }
928
929                 self.items = start_items;
930                 self.jump_interval = time;
931
932                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
933                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
934                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
935                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
936                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
937                 //extend the pause of rotting if client was reset at the beginning of the countdown
938                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
939                         self.spawnshieldtime += game_starttime - time;
940                         self.pauserotarmor_finished += game_starttime - time;
941                         self.pauserothealth_finished += game_starttime - time;
942                         self.pauseregen_finished += game_starttime - time;
943                 }
944                 self.damageforcescale = 2;
945                 self.death_time = 0;
946                 self.dead_frame = 0;
947                 self.alpha = 0;
948                 self.scale = 0;
949                 self.fade_time = 0;
950                 self.pain_frame = 0;
951                 self.pain_finished = 0;
952                 self.strength_finished = 0;
953                 self.invincible_finished = 0;
954                 self.pushltime = 0;
955                 // players have no think function
956                 self.think = SUB_Null;
957                 self.nextthink = 0;
958                 self.hook_time = 0;
959                 self.dmg_team = 0;
960                 self.ballistics_density = autocvar_g_ballistics_density_player;
961
962                 self.metertime = 0;
963
964                 self.runes = 0;
965
966                 self.deadflag = DEAD_NO;
967
968                 self.angles = spot.angles;
969
970                 self.angles_z = 0; // never spawn tilted even if the spot says to
971                 self.fixangle = TRUE; // turn this way immediately
972                 self.velocity = '0 0 0';
973                 self.avelocity = '0 0 0';
974                 self.punchangle = '0 0 0';
975                 self.punchvector = '0 0 0';
976                 self.oldvelocity = self.velocity;
977                 self.fire_endtime = -1;
978
979                 msg_entity = self;
980                 WRITESPECTATABLE_MSG_ONE({
981                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
982                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
983                 });
984
985                 if(sv_loddistance1)
986                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
987
988                 self.model = "";
989                 FixPlayermodel();
990
991                 self.crouch = FALSE;
992                 self.view_ofs = PL_VIEW_OFS;
993                 setsize (self, PL_MIN, PL_MAX);
994                 self.spawnorigin = spot.origin;
995                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
996                 // don't reset back to last position, even if new position is stuck in solid
997                 self.oldorigin = self.origin;
998                 self.prevorigin = self.origin;
999                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1000
1001                 if(g_arena)
1002                 {
1003                         Spawnqueue_Remove(self);
1004                         Spawnqueue_Mark(self);
1005                 }
1006
1007                 else if(g_ca)
1008                         self.caplayer = 1;
1009
1010                 self.event_damage = PlayerDamage;
1011
1012                 self.bot_attack = TRUE;
1013
1014                 self.statdraintime = time + 5;
1015                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1016
1017                 if(self.killcount == -666) {
1018                         PlayerScore_Clear(self);
1019                         self.killcount = 0;
1020                 }
1021
1022                 self.cnt = WEP_LASER;
1023
1024                 CL_SpawnWeaponentity();
1025                 self.alpha = default_player_alpha;
1026                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1027                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1028
1029                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1030                 self.lms_traveled_distance = 0;
1031                 self.speedrunning = FALSE;
1032
1033                 race_PostSpawn(spot);
1034
1035                 if(autocvar_spawn_debug)
1036                 {
1037                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1038                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1039                 }
1040
1041                 //stuffcmd(self, "chase_active 0");
1042                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1043
1044                 if (autocvar_g_spawnsound)
1045                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1046
1047                 if(g_assault) {
1048                         if(self.team == assault_attacker_team)
1049                                 centerprint(self, "You are attacking!");
1050                         else
1051                                 centerprint(self, "You are defending!");
1052                 }
1053
1054                 target_voicescript_clear(self);
1055
1056                 // reset fields the weapons may use
1057                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1058                 {
1059                         weapon_action(j, WR_RESETPLAYER);
1060
1061                         // all weapons must be fully loaded when we spawn
1062                         entity e;
1063                         e = get_weaponinfo(j);
1064                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1065                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1066                 }
1067                 self.weapon_forbidchange = FALSE;
1068
1069                 oldself = self;
1070                 self = spot;
1071                         activator = oldself;
1072                                 SUB_UseTargets();
1073                         activator = world;
1074                 self = oldself;
1075
1076                 MUTATOR_CALLHOOK(PlayerSpawn);
1077
1078                 self.switchweapon = w_getbestweapon(self);
1079                 self.cnt = self.switchweapon;
1080                 self.weapon = 0;
1081
1082                 if(!self.alivetime)
1083                         self.alivetime = time;
1084         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1085                 PutObserverInServer ();
1086         }
1087
1088         //if(g_ctf)
1089         //      ctf_playerchanged();
1090 }
1091
1092 .float ebouncefactor, ebouncestop; // electro's values
1093 // TODO do we need all these fields, or should we stop autodetecting runtime
1094 // changes and just have a console command to update this?
1095 float ClientInit_SendEntity(entity to, float sf)
1096 {
1097         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1098         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1099         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1100         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1101         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1102         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1103         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1104         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1105         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1106         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1107         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1108         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1109         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1110         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1111         if(sv_foginterval && world.fog != "")
1112                 WriteString(MSG_ENTITY, world.fog);
1113         else
1114                 WriteString(MSG_ENTITY, "");
1115         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1116         WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1117         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1118         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1119         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1120         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1121         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1122         WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
1123         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1124         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1125         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1126         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1127         return TRUE;
1128 }
1129
1130 void ClientInit_CheckUpdate()
1131 {
1132         self.nextthink = time;
1133         if(self.count != autocvar_g_balance_armor_blockpercent)
1134         {
1135                 self.count = autocvar_g_balance_armor_blockpercent;
1136                 self.SendFlags |= 1;
1137         }
1138         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1139         {
1140                 self.cnt = autocvar_g_balance_weaponswitchdelay;
1141                 self.SendFlags |= 1;
1142         }
1143         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1144         {
1145                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1146                 self.SendFlags |= 1;
1147         }
1148         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1149         {
1150                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1151                 self.SendFlags |= 1;
1152         }
1153         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1154         {
1155                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1156                 self.SendFlags |= 1;
1157         }
1158         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1159         {
1160                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1161                 self.SendFlags |= 1;
1162         }
1163 }
1164
1165 void ClientInit_Spawn()
1166 {
1167         entity o;
1168         entity e;
1169         e = spawn();
1170         e.classname = "clientinit";
1171         e.think = ClientInit_CheckUpdate;
1172         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1173
1174         o = self;
1175         self = e;
1176         ClientInit_CheckUpdate();
1177         self = o;
1178 }
1179
1180 /*
1181 =============
1182 SetNewParms
1183 =============
1184 */
1185 void SetNewParms (void)
1186 {
1187         // initialize parms for a new player
1188         parm1 = -(86400 * 366);
1189 }
1190
1191 /*
1192 =============
1193 SetChangeParms
1194 =============
1195 */
1196 void SetChangeParms (void)
1197 {
1198         // save parms for level change
1199         parm1 = self.parm_idlesince - time;
1200 }
1201
1202 /*
1203 =============
1204 DecodeLevelParms
1205 =============
1206 */
1207 void DecodeLevelParms (void)
1208 {
1209         // load parms
1210         self.parm_idlesince = parm1;
1211         if(self.parm_idlesince == -(86400 * 366))
1212                 self.parm_idlesince = time;
1213
1214         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1215         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1216 }
1217
1218 /*
1219 =============
1220 ClientKill
1221
1222 Called when a client types 'kill' in the console
1223 =============
1224 */
1225
1226 .float clientkill_nexttime;
1227 void ClientKill_Now_TeamChange()
1228 {
1229         if(self.killindicator_teamchange == -1)
1230         {
1231                 self.team = -1;
1232                 JoinBestTeam( self, FALSE, FALSE );
1233         }
1234         else if(self.killindicator_teamchange == -2)
1235         {
1236                 if(g_ca)
1237                         self.caplayer = 0;
1238                 if(blockSpectators)
1239                         sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1240                 PutObserverInServer();
1241         }
1242         else
1243                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1244 }
1245
1246 void ClientKill_Now()
1247 {
1248         remove(self.killindicator);
1249         self.killindicator = world;
1250
1251         if(self.killindicator_teamchange)
1252                 ClientKill_Now_TeamChange();
1253
1254         // in any case:
1255         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1256
1257         // now I am sure the player IS dead
1258 }
1259 void KillIndicator_Think()
1260 {
1261         if (!self.owner.modelindex)
1262         {
1263                 self.owner.killindicator = world;
1264                 remove(self);
1265                 return;
1266         }
1267
1268         if(self.cnt <= 0)
1269         {
1270                 self = self.owner;
1271                 ClientKill_Now(); // no oldself needed
1272                 return;
1273         }
1274     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1275     {
1276         self.nextthink = time + 1;
1277         self.cnt -= 1;
1278     }
1279         else
1280         {
1281                 if(self.cnt <= 10)
1282                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1283                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1284                 {
1285                         if(self.cnt <= 10)
1286                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1287                         if(self.owner.killindicator_teamchange)
1288                         {
1289                                 if(self.owner.killindicator_teamchange == -1)
1290                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1291                                 else if(self.owner.killindicator_teamchange == -2)
1292                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
1293                                 else
1294                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1295                         }
1296                         else
1297                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1298                 }
1299                 self.nextthink = time + 1;
1300                 self.cnt -= 1;
1301         }
1302 }
1303
1304 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1305 {
1306         float killtime;
1307         entity e;
1308         killtime = autocvar_g_balance_kill_delay;
1309
1310         if(g_race_qualifying || g_cts)
1311                 killtime = 0;
1312
1313     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1314     {
1315                 remove(self.killindicator);
1316                 self.killindicator = world;
1317
1318         ClientKill_Now(); // allow instant kill in this case
1319         return;
1320     }
1321
1322         self.killindicator_teamchange = targetteam;
1323
1324     if(!self.killindicator)
1325         {
1326                 if(self.modelindex && self.deadflag == DEAD_NO)
1327                 {
1328                         killtime = max(killtime, self.clientkill_nexttime - time);
1329                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1330                 }
1331
1332                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1333                 {
1334                         ClientKill_Now();
1335                 }
1336                 else
1337                 {
1338                         self.killindicator = spawn();
1339                         self.killindicator.owner = self;
1340                         self.killindicator.scale = 0.5;
1341                         setattachment(self.killindicator, self, "");
1342                         setorigin(self.killindicator, '0 0 52');
1343                         self.killindicator.think = KillIndicator_Think;
1344                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1345                         self.killindicator.cnt = ceil(killtime);
1346                         self.killindicator.count = bound(0, ceil(killtime), 10);
1347                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1348
1349                         for(e = world; (e = find(e, classname, "body")) != world; )
1350                         {
1351                                 if(e.enemy != self)
1352                                         continue;
1353                                 e.killindicator = spawn();
1354                                 e.killindicator.owner = e;
1355                                 e.killindicator.scale = 0.5;
1356                                 setattachment(e.killindicator, e, "");
1357                                 setorigin(e.killindicator, '0 0 52');
1358                                 e.killindicator.think = KillIndicator_Think;
1359                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1360                                 e.killindicator.cnt = ceil(killtime);
1361                         }
1362                         self.lip = 0;
1363                 }
1364         }
1365         if(self.killindicator)
1366         {
1367                 if(targetteam == 0) // just die
1368                         self.killindicator.colormod = '0 0 0';
1369                 else if(targetteam == -1) // auto
1370                         self.killindicator.colormod = '0 1 0';
1371                 else if(targetteam == -2) // spectate
1372                         self.killindicator.colormod = '0.5 0.5 0.5';
1373                 else
1374                         self.killindicator.colormod = TeamColor(targetteam);
1375         }
1376 }
1377
1378 void ClientKill (void)
1379 {
1380         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1381         {
1382                 // do nothing
1383         }
1384     else if(self.freezetag_frozen)
1385     {
1386         // do nothing
1387     }
1388         else
1389                 ClientKill_TeamChange(0);
1390 }
1391
1392 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
1393 {
1394     e.killindicator = spawn();
1395     e.killindicator.owner = e;
1396     e.killindicator.think = KillIndicator_Think;
1397     e.killindicator.nextthink = time + (e.lip) * 0.05;
1398     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1399     e.killindicator.health = 1; // this is used to indicate that it should be silent
1400     e.lip = 0;
1401 }
1402
1403 void DoTeamChange(float destteam)
1404 {
1405         float t, c0;
1406         if(!teams_matter)
1407         {
1408                 if(destteam >= 0)
1409                         SetPlayerColors(self, destteam);
1410                 return;
1411         }
1412         if(self.classname == "player")
1413         if(destteam == -1)
1414         {
1415                 CheckAllowedTeams(self);
1416                 t = FindSmallestTeam(self, TRUE);
1417                 switch(self.team)
1418                 {
1419                         case COLOR_TEAM1: c0 = c1; break;
1420                         case COLOR_TEAM2: c0 = c2; break;
1421                         case COLOR_TEAM3: c0 = c3; break;
1422                         case COLOR_TEAM4: c0 = c4; break;
1423                         default:          c0 = 999;
1424                 }
1425                 switch(t)
1426                 {
1427                         case 1:
1428                                 if(c0 > c1)
1429                                         destteam = COLOR_TEAM1;
1430                                 break;
1431                         case 2:
1432                                 if(c0 > c2)
1433                                         destteam = COLOR_TEAM2;
1434                                 break;
1435                         case 3:
1436                                 if(c0 > c3)
1437                                         destteam = COLOR_TEAM3;
1438                                 break;
1439                         case 4:
1440                                 if(c0 > c4)
1441                                         destteam = COLOR_TEAM4;
1442                                 break;
1443                 }
1444                 if(destteam == -1)
1445                         return;
1446         }
1447         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1448                 return;
1449         ClientKill_TeamChange(destteam);
1450 }
1451
1452 void FixClientCvars(entity e)
1453 {
1454         // send prediction settings to the client
1455         stuffcmd(e, "\nin_bindmap 0 0\n");
1456         if(g_race || g_cts)
1457                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1458         if(autocvar_g_antilag == 3) // client side hitscan
1459                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1460         if(sv_gentle)
1461                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1462         /*
1463          * we no longer need to stuff this. Remove this comment block if you feel
1464          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1465         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1466         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1467         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1468         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1469         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1470         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1471         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1472         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1473         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1474         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1475         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1476         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1477         stuffcmd(e, "cl_movement_edgefriction 1\n");
1478          */
1479 }
1480
1481 float PlayerInIDList(entity p, string idlist)
1482 {
1483         float n, i;
1484         string s;
1485
1486         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1487         if not(p.crypto_idfp)
1488                 return 0;
1489
1490         // this function allows abbreviated player IDs too!
1491         n = tokenize_console(idlist);
1492         for(i = 0; i < n; ++i)
1493         {
1494                 s = argv(i);
1495                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1496                         return 1;
1497         }
1498
1499         return 0;
1500 }
1501
1502 /*
1503 =============
1504 ClientConnect
1505
1506 Called when a client connects to the server
1507 =============
1508 */
1509 //void ctf_clientconnect();
1510 string ColoredTeamName(float t);
1511 void DecodeLevelParms (void);
1512 //void dom_player_join_team(entity pl);
1513 void ClientConnect (void)
1514 {
1515         float t;
1516
1517         if(self.flags & FL_CLIENT)
1518         {
1519                 print("Warning: ClientConnect, but already connected!\n");
1520                 return;
1521         }
1522
1523         if(Ban_MaybeEnforceBan(self))
1524                 return;
1525
1526         DecodeLevelParms();
1527
1528 #ifdef WATERMARK
1529         sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1530 #endif
1531
1532         self.classname = "player_joining";
1533
1534         self.flags = FL_CLIENT;
1535         self.version_nagtime = time + 10 + random() * 10;
1536
1537         if(player_count<0)
1538         {
1539                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1540                 player_count = 0;
1541         }
1542
1543         PlayerScore_Attach(self);
1544         ClientData_Attach();
1545         accuracy_init(self);
1546
1547         bot_clientconnect();
1548
1549         playerdemo_init();
1550
1551         anticheat_init();
1552         
1553         race_PreSpawnObserver();
1554
1555         //if(g_domination)
1556         //      dom_player_join_team(self);
1557
1558         // identify the right forced team
1559         if(autocvar_g_campaign)
1560         {
1561                 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1562                 {
1563                         switch(autocvar_g_campaign_forceteam)
1564                         {
1565                                 case 1: self.team_forced = COLOR_TEAM1; break;
1566                                 case 2: self.team_forced = COLOR_TEAM2; break;
1567                                 case 3: self.team_forced = COLOR_TEAM3; break;
1568                                 case 4: self.team_forced = COLOR_TEAM4; break;
1569                                 default: self.team_forced = 0;
1570                         }
1571                 }
1572         }
1573         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1574                 self.team_forced = COLOR_TEAM1;
1575         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1576                 self.team_forced = COLOR_TEAM2;
1577         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1578                 self.team_forced = COLOR_TEAM3;
1579         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1580                 self.team_forced = COLOR_TEAM4;
1581         else if(autocvar_g_forced_team_otherwise == "red")
1582                 self.team_forced = COLOR_TEAM1;
1583         else if(autocvar_g_forced_team_otherwise == "blue")
1584                 self.team_forced = COLOR_TEAM2;
1585         else if(autocvar_g_forced_team_otherwise == "yellow")
1586                 self.team_forced = COLOR_TEAM3;
1587         else if(autocvar_g_forced_team_otherwise == "pink")
1588                 self.team_forced = COLOR_TEAM4;
1589         else if(autocvar_g_forced_team_otherwise == "spectate")
1590                 self.team_forced = -1;
1591         else if(autocvar_g_forced_team_otherwise == "spectator")
1592                 self.team_forced = -1;
1593         else
1594                 self.team_forced = 0;
1595
1596         if(!teams_matter)
1597                 if(self.team_forced > 0)
1598                         self.team_forced = 0;
1599
1600         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1601
1602         if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1603                 self.classname = "observer";
1604         } else {
1605                 if(teams_matter)
1606                 {
1607                         if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1608                         {
1609                                 self.classname = "player";
1610                                 campaign_bots_may_start = 1;
1611                         }
1612                         else
1613                         {
1614                                 self.classname = "observer"; // do it anyway
1615                         }
1616                 }
1617                 else
1618                 {
1619                         self.classname = "player";
1620                         campaign_bots_may_start = 1;
1621                 }
1622         }
1623
1624         self.playerid = (playerid_last = playerid_last + 1);
1625
1626         if(autocvar_sv_eventlog)
1627                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1628
1629         LogTeamchange(self.playerid, self.team, 1);
1630
1631         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1632
1633         self.netname_previous = strzone(self.netname);
1634
1635         bprint("^4", self.netname, "^4 connected");
1636
1637         if(self.classname != "observer" && (g_domination || g_ctf))
1638                 bprint(" and joined the ", ColoredTeamName(self.team));
1639
1640         bprint("\n");
1641
1642         self.welcomemessage_time = 0;
1643
1644         stuffcmd(self, strcat(clientstuff, "\n"));
1645         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1646         stuffcmd(self, "cl_particles_reloadeffects\n");
1647
1648         FixClientCvars(self);
1649
1650         // spawnfunc_waypoint sprites
1651         WaypointSprite_InitClient(self);
1652
1653         // Wazat's grappling hook
1654         SetGrappleHookBindings();
1655
1656         // get autoswitch state from player when he toggles it
1657         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1658
1659         // get version info from player
1660         stuffcmd(self, "cmd clientversion $gameversion\n");
1661
1662         // get other cvars from player
1663         GetCvars(0);
1664
1665         // notify about available teams
1666         if(teams_matter)
1667         {
1668                 CheckAllowedTeams(self);
1669                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1670                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1671         }
1672         else
1673                 stuffcmd(self, "set _teams_available 0\n");
1674
1675         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1676
1677         if(g_arena || g_ca)
1678         {
1679                 self.classname = "observer";
1680                 if(g_arena)
1681                         Spawnqueue_Insert(self);
1682         }
1683         /*else if(g_ctf)
1684         {
1685                 ctf_clientconnect();
1686         }*/
1687
1688         if(teams_matter || radar_showennemies)
1689                 attach_entcs();
1690
1691         bot_relinkplayerlist();
1692
1693         self.spectatortime = time;
1694         if(blockSpectators)
1695         {
1696                 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1697         }
1698
1699         self.jointime = time;
1700         self.allowedTimeouts = autocvar_sv_timeout_number;
1701
1702         if(clienttype(self) == CLIENTTYPE_REAL)
1703         {
1704                 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1705                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1706         }
1707
1708         if(g_lms)
1709         {
1710                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1711                 {
1712                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1713                         self.frags = FRAGS_SPECTATOR;
1714                 }
1715         }
1716
1717         if(!sv_foginterval && world.fog != "")
1718                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1719
1720         SoundEntity_Attach(self);
1721
1722         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1723         {
1724                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1725                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1726         }
1727         else
1728                 self.hitplotfh = -1;
1729
1730         if(g_race || g_cts) {
1731                 string rr;
1732                 if(g_cts)
1733                         rr = CTS_RECORD;
1734                 else
1735                         rr = RACE_RECORD;
1736                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1737
1738                 msg_entity = self;
1739                 race_send_recordtime(MSG_ONE);
1740                 race_send_speedaward(MSG_ONE);
1741
1742                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1743                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1744                 race_send_speedaward_alltimebest(MSG_ONE);
1745
1746                 float i;
1747                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1748                         race_SendRankings(i, 0, 0, MSG_ONE);
1749                 }
1750         }
1751         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1752                 send_CSQC_teamnagger();
1753
1754         CheatInitClient();
1755
1756         PlayerStats_AddPlayer(self);
1757 }
1758
1759 /*
1760 =============
1761 ClientDisconnect
1762
1763 Called when a client disconnects from the server
1764 =============
1765 */
1766 .entity chatbubbleentity;
1767 .entity teambubbleentity;
1768 void ReadyCount();
1769 void ClientDisconnect (void)
1770 {
1771         if not(self.flags & FL_CLIENT)
1772         {
1773                 print("Warning: ClientDisconnect without ClientConnect\n");
1774                 return;
1775         }
1776
1777         PlayerStats_AddGlobalInfo(self);
1778
1779         CheatShutdownClient();
1780
1781         if(self.hitplotfh >= 0)
1782         {
1783                 fclose(self.hitplotfh);
1784                 self.hitplotfh = -1;
1785         }
1786
1787         anticheat_report();
1788         anticheat_shutdown();
1789
1790         playerdemo_shutdown();
1791
1792         bot_clientdisconnect();
1793
1794         if(self.entcs)
1795                 detach_entcs();
1796
1797         if(autocvar_sv_eventlog)
1798                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1799         bprint ("^4",self.netname);
1800         bprint ("^4 disconnected\n");
1801
1802         SoundEntity_Detach(self);
1803
1804         DropAllRunes(self);
1805         MUTATOR_CALLHOOK(ClientDisconnect);
1806
1807         Portal_ClearAll(self);
1808
1809         if(self.flagcarried)
1810                 DropFlag(self.flagcarried, world, world);
1811         if(self.ballcarried && g_nexball)
1812                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1813
1814         // Here, everything has been done that requires this player to be a client.
1815
1816         self.flags &~= FL_CLIENT;
1817
1818         if (self.chatbubbleentity)
1819                 remove (self.chatbubbleentity);
1820
1821         if (self.teambubbleentity)
1822                 remove (self.teambubbleentity);
1823
1824         if (self.killindicator)
1825                 remove (self.killindicator);
1826
1827         WaypointSprite_PlayerGone();
1828
1829         bot_relinkplayerlist();
1830
1831         if(g_arena)
1832         {
1833                 Spawnqueue_Unmark(self);
1834                 Spawnqueue_Remove(self);
1835         }
1836
1837         accuracy_free(self);
1838         ClientData_Detach();
1839         PlayerScore_Detach(self);
1840
1841         if(self.netname_previous)
1842                 strunzone(self.netname_previous);
1843         if(self.clientstatus)
1844                 strunzone(self.clientstatus);
1845         if(self.weaponorder_byimpulse)
1846                 strunzone(self.weaponorder_byimpulse);
1847
1848         ClearPlayerSounds();
1849
1850         if(self.personal)
1851                 remove(self.personal);
1852
1853         self.playerid = 0;
1854         ReadyCount();
1855
1856         // free cvars
1857         GetCvars(-1);
1858 }
1859
1860 .float BUTTON_CHAT;
1861 void ChatBubbleThink()
1862 {
1863         self.nextthink = time;
1864         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1865         {
1866                 if(self.owner) // but why can that ever be world?
1867                         self.owner.chatbubbleentity = world;
1868                 remove(self);
1869                 return;
1870         }
1871         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1872 #ifdef TETRIS
1873                 || self.owner.tetris_on
1874 #endif
1875         )
1876                 self.model = self.mdl;
1877         else
1878                 self.model = "";
1879 };
1880
1881 void UpdateChatBubble()
1882 {
1883         if (!self.modelindex)
1884                 return;
1885         // spawn a chatbubble entity if needed
1886         if (!self.chatbubbleentity)
1887         {
1888                 self.chatbubbleentity = spawn();
1889                 self.chatbubbleentity.owner = self;
1890                 self.chatbubbleentity.exteriormodeltoclient = self;
1891                 self.chatbubbleentity.think = ChatBubbleThink;
1892                 self.chatbubbleentity.nextthink = time;
1893                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1894                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1895                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1896                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1897                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1898                 self.chatbubbleentity.model = "";
1899                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1900         }
1901 }
1902
1903
1904 void TeamBubbleThink()
1905 {
1906         self.nextthink = time;
1907         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1908         {
1909                 if(self.owner) // but why can that ever be world?
1910                         self.owner.teambubbleentity = world;
1911                 remove(self);
1912                 return;
1913         }
1914 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1915         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1916                 self.model = "";
1917         else
1918                 self.model = self.mdl;
1919
1920 };
1921
1922 float TeamBubble_customizeentityforclient()
1923 {
1924         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1925 }
1926
1927 void UpdateTeamBubble()
1928 {
1929         if (!self.modelindex || !teams_matter)
1930                 return;
1931         // spawn a teambubble entity if needed
1932         if (!self.teambubbleentity && teams_matter)
1933         {
1934                 self.teambubbleentity = spawn();
1935                 self.teambubbleentity.owner = self;
1936                 self.teambubbleentity.exteriormodeltoclient = self;
1937                 self.teambubbleentity.think = TeamBubbleThink;
1938                 self.teambubbleentity.nextthink = time;
1939                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1940 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1941                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1942                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1943                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1944                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1945                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1946                 self.teambubbleentity.effects = EF_LOWPRECISION;
1947         }
1948 }
1949
1950 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1951 // added to the model skins
1952 /*void UpdateColorModHack()
1953 {
1954         local float c;
1955         c = self.clientcolors & 15;
1956         // LordHavoc: only bothering to support white, green, red, yellow, blue
1957              if (!teams_matter) self.colormod = '0 0 0';
1958         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1959         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1960         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1961         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1962         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1963         else self.colormod = '1 1 1';
1964 };*/
1965
1966 .float oldcolormap;
1967 void respawn(void)
1968 {
1969         if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1970         {
1971                 self.solid = SOLID_NOT;
1972                 self.takedamage = DAMAGE_NO;
1973                 self.movetype = MOVETYPE_FLY;
1974                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1975                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1976                 self.effects |= EF_ADDITIVE;
1977                 self.oldcolormap = self.colormap;
1978                 self.colormap = 512;
1979                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1980                 if(autocvar_g_respawn_ghosts_maxtime)
1981                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1982         }
1983
1984         CopyBody(1);
1985         self.effects |= EF_NODRAW; // prevent another CopyBody
1986         if(self.oldcolormap)
1987         {
1988                 self.colormap = self.oldcolormap;
1989                 self.oldcolormap = 0;
1990         }
1991         PutClientInServer();
1992 }
1993
1994 void play_countdown(float finished, string samp)
1995 {
1996         if(clienttype(self) == CLIENTTYPE_REAL)
1997                 if(floor(finished - time - frametime) != floor(finished - time))
1998                         if(finished - time < 6)
1999                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
2000 }
2001
2002 /**
2003  * When sv_timeout is used this function returs strings like
2004  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
2005  * Called by centerprint functions
2006  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
2007  */
2008 string getTimeoutText(float addOneSecond) {
2009         if (!autocvar_sv_timeout || !timeoutStatus)
2010                 return "";
2011
2012         local string retStr;
2013         if (timeoutStatus == 1) {
2014                 if (addOneSecond == 1) {
2015                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
2016                 }
2017                 else {
2018                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
2019                 }
2020                 return retStr;
2021         }
2022         else if (timeoutStatus == 2) {
2023                 if (addOneSecond) {
2024                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
2025                         //don't show messages like "Timeout ends in 0 seconds"...
2026                         if ((remainingTimeoutTime + 1) > 0)
2027                                 return retStr;
2028                         else
2029                                 return "";
2030                 }
2031                 else {
2032                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2033                         //don't show messages like "Timeout ends in 0 seconds"...
2034                         if (remainingTimeoutTime > 0)
2035                                 return retStr;
2036                         else
2037                                 return "";
2038                 }
2039         }
2040         else return "";
2041 }
2042
2043 void player_powerups (void)
2044 {
2045         // add a way to see what the items were BEFORE all of these checks for the mutator hook
2046         olditems = self.items;
2047         
2048         if((self.items & IT_USING_JETPACK) && !self.deadflag)
2049         {
2050                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2051                 self.modelflags |= MF_ROCKET;
2052         }
2053         else
2054         {
2055                 SoundEntity_StopSound(self, CHAN_PLAYER);
2056                 self.modelflags &~= MF_ROCKET;
2057         }
2058
2059         self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2060
2061         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2062                 return;
2063         
2064         Fire_ApplyDamage(self);
2065         Fire_ApplyEffect(self);
2066
2067         if (g_minstagib)
2068         {
2069                 self.effects |= EF_FULLBRIGHT;
2070
2071                 if (self.items & IT_STRENGTH)
2072                 {
2073                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2074                         if (time > self.strength_finished)
2075                         {
2076                                 self.alpha = default_player_alpha;
2077                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
2078                                 self.items &~= IT_STRENGTH;
2079                                 sprint(self, "^3Invisibility has worn off\n");
2080                         }
2081                 }
2082                 else
2083                 {
2084                         if (time < self.strength_finished)
2085                         {
2086                                 self.alpha = g_minstagib_invis_alpha;
2087                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2088                                 self.items |= IT_STRENGTH;
2089                                 sprint(self, "^3You are invisible\n");
2090                         }
2091                 }
2092
2093                 if (self.items & IT_INVINCIBLE)
2094                 {
2095                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2096                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2097                         {
2098                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2099                                 sprint(self, "^3Speed has worn off\n");
2100                         }
2101                 }
2102                 else
2103                 {
2104                         if (time < self.invincible_finished)
2105                         {
2106                                 self.items = self.items | IT_INVINCIBLE;
2107                                 sprint(self, "^3You are on speed\n");
2108                         }
2109                 }
2110         }
2111         else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
2112         {
2113                 if (self.items & IT_STRENGTH)
2114                 {
2115                         play_countdown(self.strength_finished, "misc/poweroff.wav");
2116                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2117                         if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2118                         {
2119                                 self.items = self.items - (self.items & IT_STRENGTH);
2120                                 sprint(self, "^3Strength has worn off\n");
2121                         }
2122                 }
2123                 else
2124                 {
2125                         if (time < self.strength_finished)
2126                         {
2127                                 self.items = self.items | IT_STRENGTH;
2128                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2129                         }
2130                 }
2131                 if (self.items & IT_INVINCIBLE)
2132                 {
2133                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
2134                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2135                         if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2136                         {
2137                                 self.items = self.items - (self.items & IT_INVINCIBLE);
2138                                 sprint(self, "^3Shield has worn off\n");
2139                         }
2140                 }
2141                 else
2142                 {
2143                         if (time < self.invincible_finished)
2144                         {
2145                                 self.items = self.items | IT_INVINCIBLE;
2146                                 sprint(self, "^3Shield surrounds you\n");
2147                         }
2148                 }
2149
2150                 if(autocvar_g_nodepthtestplayers)
2151                         self.effects = self.effects | EF_NODEPTHTEST;
2152
2153                 if(autocvar_g_fullbrightplayers)
2154                         self.effects = self.effects | EF_FULLBRIGHT;
2155
2156                 // midair gamemode: damage only while in the air
2157                 // if in midair mode, being on ground grants temporary invulnerability
2158                 // (this is so that multishot weapon don't clear the ground flag on the
2159                 // first damage in the frame, leaving the player vulnerable to the
2160                 // remaining hits in the same frame)
2161                 if (self.flags & FL_ONGROUND)
2162                 if (g_midair)
2163                         self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2164
2165                 if (time >= game_starttime)
2166                 if (time < self.spawnshieldtime)
2167                         self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2168         }
2169         
2170         MUTATOR_CALLHOOK(PlayerPowerups);
2171 }
2172
2173 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2174 {
2175         if(current > stable)
2176                 return current;
2177         else if(current > stable - 0.25) // when close enough, "snap"
2178                 return stable;
2179         else
2180                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2181 }
2182
2183 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2184 {
2185         if(current < stable)
2186                 return current;
2187         else if(current < stable + 0.25) // when close enough, "snap"
2188                 return stable;
2189         else
2190                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2191 }
2192
2193 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2194 {
2195         if(current > rotstable)
2196         {
2197                 if(rotframetime > 0)
2198                 {
2199                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
2200                         current = max(rotstable, current - rotlinear * rotframetime);
2201                 }
2202         }
2203         else if(current < regenstable)
2204         {
2205                 if(regenframetime > 0)
2206                 {
2207                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2208                         current = min(regenstable, current + regenlinear * regenframetime);
2209                 }
2210         }
2211
2212         if(current > limit)
2213                 current = limit;
2214
2215         return current;
2216 }
2217
2218 void player_regen (void)
2219 {
2220         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2221         maxh = autocvar_g_balance_health_rotstable;
2222         maxa = autocvar_g_balance_armor_rotstable;
2223         maxf = autocvar_g_balance_fuel_rotstable;
2224         minh = autocvar_g_balance_health_regenstable;
2225         mina = autocvar_g_balance_armor_regenstable;
2226         minf = autocvar_g_balance_fuel_regenstable;
2227         limith = autocvar_g_balance_health_limit;
2228         limita = autocvar_g_balance_armor_limit;
2229         limitf = autocvar_g_balance_fuel_limit;
2230
2231         max_mod = regen_mod = rot_mod = limit_mod = 1;
2232
2233         if (self.runes & RUNE_REGEN)
2234         {
2235                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2236                 {
2237                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2238                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2239                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2240                 }
2241                 else
2242                 {
2243                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2244                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2245                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2246                 }
2247         }
2248         else if (self.runes & CURSE_VENOM)
2249         {
2250                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2251                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2252                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2253                 else
2254                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2255                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2256                 //if (!self.runes & RUNE_REGEN)
2257                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2258         }
2259         maxh = maxh * max_mod;
2260         //maxa = maxa * max_mod;
2261         //maxf = maxf * max_mod;
2262         minh = minh * max_mod;
2263         //mina = mina * max_mod;
2264         //minf = minf * max_mod;
2265         limith = limith * limit_mod;
2266         limita = limita * limit_mod;
2267         //limitf = limitf * limit_mod;
2268
2269         if(g_lms && g_ca)
2270                 rot_mod = 0;
2271
2272         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2273         {
2274                 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);
2275                 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);
2276
2277                 // if player rotted to death...  die!
2278                 if(self.health < 1)
2279                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2280         }
2281
2282         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2283                 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);
2284 }
2285
2286 float zoomstate_set;
2287 void SetZoomState(float z)
2288 {
2289         if(z != self.zoomstate)
2290         {
2291                 self.zoomstate = z;
2292                 ClientData_Touch(self);
2293         }
2294         zoomstate_set = 1;
2295 }
2296
2297 void GetPressedKeys(void) {
2298         MUTATOR_CALLHOOK(GetPressedKeys);
2299         if (self.movement_x > 0) // get if movement keys are pressed
2300         {       // forward key pressed
2301                 self.pressedkeys |= KEY_FORWARD;
2302                 self.pressedkeys &~= KEY_BACKWARD;
2303         }
2304         else if (self.movement_x < 0)
2305         {       // backward key pressed
2306                 self.pressedkeys |= KEY_BACKWARD;
2307                 self.pressedkeys &~= KEY_FORWARD;
2308         }
2309         else
2310         {       // no x input
2311                 self.pressedkeys &~= KEY_FORWARD;
2312                 self.pressedkeys &~= KEY_BACKWARD;
2313         }
2314
2315         if (self.movement_y > 0)
2316         {       // right key pressed
2317                 self.pressedkeys |= KEY_RIGHT;
2318                 self.pressedkeys &~= KEY_LEFT;
2319         }
2320         else if (self.movement_y < 0)
2321         {       // left key pressed
2322                 self.pressedkeys |= KEY_LEFT;
2323                 self.pressedkeys &~= KEY_RIGHT;
2324         }
2325         else
2326         {       // no y input
2327                 self.pressedkeys &~= KEY_RIGHT;
2328                 self.pressedkeys &~= KEY_LEFT;
2329         }
2330
2331         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2332                 self.pressedkeys |= KEY_JUMP;
2333         else
2334                 self.pressedkeys &~= KEY_JUMP;
2335         if (self.BUTTON_CROUCH)
2336                 self.pressedkeys |= KEY_CROUCH;
2337         else
2338                 self.pressedkeys &~= KEY_CROUCH;
2339 }
2340
2341 /*
2342 ======================
2343 spectate mode routines
2344 ======================
2345 */
2346
2347 void SpectateCopy(entity spectatee) {
2348         other = spectatee;
2349         MUTATOR_CALLHOOK(SpectateCopy);
2350         self.armortype = spectatee.armortype;
2351         self.armorvalue = spectatee.armorvalue;
2352         self.ammo_cells = spectatee.ammo_cells;
2353         self.ammo_shells = spectatee.ammo_shells;
2354         self.ammo_nails = spectatee.ammo_nails;
2355         self.ammo_rockets = spectatee.ammo_rockets;
2356         self.ammo_fuel = spectatee.ammo_fuel;
2357         self.clip_load = spectatee.clip_load;
2358         self.clip_size = spectatee.clip_size;
2359         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2360         self.health = spectatee.health;
2361         self.impulse = 0;
2362         self.items = spectatee.items;
2363         self.last_pickup = spectatee.last_pickup;
2364         self.hit_time = spectatee.hit_time;
2365         self.metertime = spectatee.metertime;
2366         self.strength_finished = spectatee.strength_finished;
2367         self.invincible_finished = spectatee.invincible_finished;
2368         self.pressedkeys = spectatee.pressedkeys;
2369         self.weapons = spectatee.weapons;
2370         self.switchweapon = spectatee.switchweapon;
2371         self.weapon = spectatee.weapon;
2372         self.nex_charge = spectatee.nex_charge;
2373         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2374         self.hagar_load = spectatee.hagar_load;
2375         self.minelayer_mines = spectatee.minelayer_mines;
2376         self.punchangle = spectatee.punchangle;
2377         self.view_ofs = spectatee.view_ofs;
2378         self.v_angle = spectatee.v_angle;
2379         self.velocity = spectatee.velocity;
2380         self.dmg_take = spectatee.dmg_take;
2381         self.dmg_save = spectatee.dmg_save;
2382         self.dmg_inflictor = spectatee.dmg_inflictor;
2383         self.angles = spectatee.v_angle;
2384         self.fixangle = TRUE;
2385         setorigin(self, spectatee.origin);
2386         setsize(self, spectatee.mins, spectatee.maxs);
2387         SetZoomState(spectatee.zoomstate);
2388
2389         anticheat_spectatecopy(spectatee);
2390 }
2391
2392 float SpectateUpdate() {
2393         if(!self.enemy)
2394                 return 0;
2395
2396         if (self == self.enemy)
2397                 return 0;
2398
2399         if(self.enemy.classname != "player")
2400                 return 0;
2401
2402         SpectateCopy(self.enemy);
2403
2404         return 1;
2405 }
2406
2407 float SpectateNext() {
2408         other = find(self.enemy, classname, "player");
2409
2410         if (!other)
2411                 other = find(other, classname, "player");
2412
2413         if (other)
2414                 self.enemy = other;
2415
2416         if(self.enemy.classname == "player") {
2417                 msg_entity = self;
2418                 WriteByte(MSG_ONE, SVC_SETVIEW);
2419                 WriteEntity(MSG_ONE, self.enemy);
2420                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2421                 self.movetype = MOVETYPE_NONE;
2422                 accuracy_resend(self);
2423
2424                 if(!SpectateUpdate())
2425                         PutObserverInServer();
2426
2427                 return 1;
2428         } else {
2429                 return 0;
2430         }
2431 }
2432
2433 /*
2434 =============
2435 ShowRespawnCountdown()
2436
2437 Update a respawn countdown display.
2438 =============
2439 */
2440 void ShowRespawnCountdown()
2441 {
2442         float number;
2443         if(self.deadflag == DEAD_NO) // just respawned?
2444                 return;
2445         else
2446         {
2447                 number = ceil(self.death_time - time);
2448                 if(number <= 0)
2449                         return;
2450                 if(number <= self.respawn_countdown)
2451                 {
2452                         self.respawn_countdown = number - 1;
2453                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2454                                 AnnounceTo(self, strcat(ftos(number), ""));
2455                 }
2456         }
2457 }
2458
2459 void LeaveSpectatorMode()
2460 {
2461         if(nJoinAllowed(1)) {
2462                 if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2463                         self.classname = "player";
2464
2465                         if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2466                                 JoinBestTeam(self, FALSE, TRUE);
2467
2468                         if(autocvar_g_campaign)
2469                                 campaign_bots_may_start = 1;
2470
2471                         PutClientInServer();
2472
2473                         if(self.classname == "player")
2474                                 bprint ("^4", self.netname, "^4 is playing now\n");
2475
2476                         if(!autocvar_g_campaign)
2477                                 centerprint(self,""); // clear MOTD
2478
2479                         return;
2480                 } else {
2481                         if (g_ca && self.caplayer) {
2482                         }       // do nothing
2483                         else
2484                                 stuffcmd(self,"menu_showteamselect\n");
2485                         return;
2486                 }
2487         }
2488         else {
2489                 //player may not join because of g_maxplayers is set
2490                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2491         }
2492 }
2493
2494 /**
2495  * Determines whether the player is allowed to join. This depends on cvar
2496  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2497  * it checks whether the number of currently playing players exceeds g_maxplayers.
2498  * @return int number of free slots for players, 0 if none
2499  */
2500 float nJoinAllowed(float includeMe) {
2501         if(self.team_forced < 0)
2502                 return FALSE; // forced spectators can never join
2503
2504         // TODO simplify this
2505         local entity e;
2506
2507         local float totalClients;
2508         FOR_EACH_CLIENT(e)
2509                 totalClients += 1;
2510
2511         if (!autocvar_g_maxplayers)
2512                 return maxclients - totalClients + includeMe;
2513
2514         local float currentlyPlaying;
2515         FOR_EACH_REALPLAYER(e)
2516                 currentlyPlaying += 1;
2517
2518         if(currentlyPlaying < autocvar_g_maxplayers)
2519                 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2520
2521         return 0;
2522 }
2523
2524 /**
2525  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2526  * g_maxplayers_spectator_blocktime seconds
2527  */
2528 void checkSpectatorBlock() {
2529         if(self.classname == "spectator" || self.classname == "observer") {
2530                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2531                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2532                         dropclient(self);
2533                 }
2534         }
2535 }
2536
2537 void ObserverThink()
2538 {
2539         if (self.flags & FL_JUMPRELEASED) {
2540                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2541                         self.welcomemessage_time = 0;
2542                         self.flags &~= FL_JUMPRELEASED;
2543                         self.flags |= FL_SPAWNING;
2544                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2545                         self.welcomemessage_time = 0;
2546                         self.flags &~= FL_JUMPRELEASED;
2547                         if(SpectateNext() == 1) {
2548                                 self.classname = "spectator";
2549                         }
2550                 }
2551         } else {
2552                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2553                         self.flags |= FL_JUMPRELEASED;
2554                         if(self.flags & FL_SPAWNING)
2555                         {
2556                                 self.flags &~= FL_SPAWNING;
2557                                 LeaveSpectatorMode();
2558                                 return;
2559                         }
2560                 }
2561         }
2562         PrintWelcomeMessage(self);
2563 }
2564
2565 void SpectatorThink()
2566 {
2567         if (self.flags & FL_JUMPRELEASED) {
2568                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2569                         self.welcomemessage_time = 0;
2570                         self.flags &~= FL_JUMPRELEASED;
2571                         self.flags |= FL_SPAWNING;
2572                 } else if(self.BUTTON_ATCK) {
2573                         self.welcomemessage_time = 0;
2574                         self.flags &~= FL_JUMPRELEASED;
2575                         if(SpectateNext() == 1) {
2576                                 self.classname = "spectator";
2577                         } else {
2578                                 self.classname = "observer";
2579                                 PutClientInServer();
2580                         }
2581                 } else if (self.BUTTON_ATCK2) {
2582                         self.welcomemessage_time = 0;
2583                         self.flags &~= FL_JUMPRELEASED;
2584                         self.classname = "observer";
2585                         PutClientInServer();
2586                 } else {
2587                         if(!SpectateUpdate())
2588                                 PutObserverInServer();
2589                 }
2590         } else {
2591                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2592                         self.flags |= FL_JUMPRELEASED;
2593                         if(self.flags & FL_SPAWNING)
2594                         {
2595                                 self.flags &~= FL_SPAWNING;
2596                                 LeaveSpectatorMode();
2597                                 return;
2598                         }
2599                 }
2600         }
2601
2602         PrintWelcomeMessage(self);
2603         self.flags |= FL_CLIENT | FL_NOTARGET;
2604 }
2605
2606 .float touchexplode_time;
2607
2608 /*
2609 =============
2610 PlayerPreThink
2611
2612 Called every frame for each client before the physics are run
2613 =============
2614 */
2615 void() ctf_setstatus;
2616 void() nexball_setstatus;
2617 .float items_added;
2618 void PlayerPreThink (void)
2619 {
2620         self.stat_game_starttime = game_starttime;
2621         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2622         self.stat_leadlimit = autocvar_leadlimit;
2623
2624         if(frametime)
2625         {
2626                 // physics frames: update anticheat stuff
2627                 anticheat_prethink();
2628         }
2629
2630         if(blockSpectators && frametime)
2631                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2632                 checkSpectatorBlock();
2633
2634         zoomstate_set = 0;
2635
2636         if(self.netname_previous != self.netname)
2637         {
2638                 if(autocvar_sv_eventlog)
2639                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2640                 if(self.netname_previous)
2641                         strunzone(self.netname_previous);
2642                 self.netname_previous = strzone(self.netname);
2643         }
2644
2645         // version nagging
2646         if(self.version_nagtime)
2647                 if(self.cvar_g_xonoticversion)
2648                         if(time > self.version_nagtime)
2649                         {
2650                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2651                                 {
2652                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2653                                         {
2654                                                 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");
2655                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2656                                         }
2657                                         else
2658                                         {
2659                                                 float r;
2660                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2661                                                 if(r < 0)
2662                                                 {
2663                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2664                                                         sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2665                                                 }
2666                                                 else if(r > 0)
2667                                                 {
2668                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2669                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2670                                                 }
2671                                         }
2672                                 }
2673                                 self.version_nagtime = 0;
2674                         }
2675
2676         // GOD MODE info
2677         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2678         {
2679                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2680                 self.max_armorvalue = 0;
2681         }
2682
2683 #ifdef TETRIS
2684         if (TetrisPreFrame())
2685                 return;
2686 #endif
2687
2688         MUTATOR_CALLHOOK(PlayerPreThink);
2689
2690         if(self.classname == "player") {
2691 //              if(self.netname == "Wazat")
2692 //                      bprint(self.classname, "\n");
2693
2694                 CheckRules_Player();
2695
2696                 PrintWelcomeMessage(self);
2697
2698                 if (intermission_running)
2699                 {
2700                         IntermissionThink ();   // otherwise a button could be missed between
2701                         return;                                 // the think tics
2702                 }
2703
2704                 if(self.teleport_time)
2705                 if(time > self.teleport_time)
2706                 {
2707                         self.teleport_time = 0;
2708                         self.effects = self.effects - (self.effects & EF_NODRAW);
2709                 }
2710
2711                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2712                         UpdateSelectedPlayer();
2713
2714                 //don't allow the player to turn around while game is paused!
2715                 if(timeoutStatus == 2) {
2716                         self.v_angle = self.lastV_angle;
2717                         self.angles = self.lastV_angle;
2718                         self.fixangle = TRUE;
2719                 }
2720
2721                 if(frametime)
2722                 {
2723                         if(self.health <= 0 && autocvar_g_deathglow)
2724                         {
2725                                 if(self.glowmod_x > 0)
2726                                         self.glowmod_x -= autocvar_g_deathglow * frametime;
2727                                 else
2728                                         self.glowmod_x = -1;
2729                                 if(self.glowmod_y > 0)
2730                                         self.glowmod_y -= autocvar_g_deathglow * frametime;
2731                                 else
2732                                         self.glowmod_y = -1;
2733                                 if(self.glowmod_z > 0)
2734                                         self.glowmod_z -= autocvar_g_deathglow * frametime;
2735                                 else
2736                                         self.glowmod_z = -1;
2737                         }
2738                         else
2739                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2740                         player_powerups();
2741                 }
2742
2743                 if (self.deadflag != DEAD_NO)
2744                 {
2745                         float button_pressed, force_respawn;
2746                         if(self.personal && g_race_qualifying)
2747                         {
2748                                 if(time > self.death_time)
2749                                 {
2750                                         self.death_time = time + 1; // only retry once a second
2751                                         respawn();
2752                                         self.impulse = 141;
2753                                 }
2754                         }
2755                         else
2756                         {
2757                                 if(frametime)
2758                                         player_anim();
2759                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2760                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2761                                 if (self.deadflag == DEAD_DYING)
2762                                 {
2763                                         if(force_respawn)
2764                                                 self.deadflag = DEAD_RESPAWNING;
2765                                         else if(!button_pressed)
2766                                                 self.deadflag = DEAD_DEAD;
2767                                 }
2768                                 else if (self.deadflag == DEAD_DEAD)
2769                                 {
2770                                         if(button_pressed)
2771                                                 self.deadflag = DEAD_RESPAWNABLE;
2772                                 }
2773                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2774                                 {
2775                                         if(!button_pressed)
2776                                                 self.deadflag = DEAD_RESPAWNING;
2777                                 }
2778                                 else if (self.deadflag == DEAD_RESPAWNING)
2779                                 {
2780                                         if(time > self.death_time)
2781                                         {
2782                                                 self.death_time = time + 1; // only retry once a second
2783                                                 respawn();
2784                                         }
2785                                 }
2786                                 ShowRespawnCountdown();
2787                         }
2788                         return;
2789                 }
2790
2791                 if(g_touchexplode)
2792                 if(time > self.touchexplode_time)
2793                 if(self.classname == "player")
2794                 if(self.deadflag == DEAD_NO)
2795                 if not(IS_INDEPENDENT_PLAYER(self))
2796                 FOR_EACH_PLAYER(other) if(self != other)
2797                 {
2798                         if(time > other.touchexplode_time)
2799                         if(other.deadflag == DEAD_NO)
2800                         if not(IS_INDEPENDENT_PLAYER(other))
2801                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2802                         {
2803                                 PlayerTouchExplode(self, other);
2804                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2805                         }
2806                 }
2807
2808                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2809                 {
2810                         vector dist;
2811
2812                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2813                         dist = self.prevorigin - self.origin;
2814                         dist_z = 0;
2815                         self.lms_traveled_distance += fabs(vlen(dist));
2816
2817                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2818                         {
2819                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2820                                 self.lms_traveled_distance = 0;
2821                         }
2822
2823                         if(time > self.lms_nextcheck)
2824                         {
2825                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2826                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2827                                 {
2828                                         centerprint(self, autocvar_g_lms_campcheck_message);
2829                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2830                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2831                                         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');
2832                                 }
2833                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2834                                 self.lms_traveled_distance = 0;
2835                         }
2836                 }
2837
2838                 self.prevorigin = self.origin;
2839
2840                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2841                 {
2842                         if (!self.crouch)
2843                         {
2844                                 self.crouch = TRUE;
2845                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2846                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2847                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2848                         }
2849                 }
2850                 else
2851                 {
2852                         if (self.crouch)
2853                         {
2854                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2855                                 if (!trace_startsolid)
2856                                 {
2857                                         self.crouch = FALSE;
2858                                         self.view_ofs = PL_VIEW_OFS;
2859                                         setsize (self, PL_MIN, PL_MAX);
2860                                 }
2861                         }
2862                 }
2863
2864                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2865                 {
2866                         if(self.bloodloss_timer < time)
2867                         {
2868                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2869                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2870                         }
2871                 }
2872
2873                 FixPlayermodel();
2874
2875                 GrapplingHookFrame();
2876
2877                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2878                 //if(frametime)
2879                 {
2880                         self.items &~= self.items_added;
2881
2882                         W_WeaponFrame();
2883
2884                         self.items_added = 0;
2885                         if(self.items & IT_JETPACK)
2886                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2887                                         self.items_added |= IT_FUEL;
2888
2889                         self.items |= self.items_added;
2890                 }
2891
2892                 player_regen();
2893
2894                 // rot nex charge to the charge limit
2895                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2896                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2897
2898                 if(frametime)
2899                         player_anim();
2900
2901                 if (g_minstagib)
2902                         minstagib_ammocheck();
2903
2904                 if(g_ctf)
2905                         ctf_setstatus();
2906
2907                 if(g_nexball)
2908                         nexball_setstatus();
2909
2910                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2911
2912                 //self.angles_y=self.v_angle_y + 90;   // temp
2913         } else if(gameover) {
2914                 if (intermission_running)
2915                         IntermissionThink ();   // otherwise a button could be missed between
2916                 return;
2917         } else if(self.classname == "observer") {
2918                 ObserverThink();
2919         } else if(self.classname == "spectator") {
2920                 SpectatorThink();
2921         }
2922
2923         if(!zoomstate_set)
2924                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_SNIPERRIFLE && autocvar_g_balance_sniperrifle_secondary == 0));
2925
2926         float oldspectatee_status;
2927         oldspectatee_status = self.spectatee_status;
2928         if(self.classname == "spectator")
2929                 self.spectatee_status = num_for_edict(self.enemy);
2930         else if(self.classname == "observer")
2931                 self.spectatee_status = num_for_edict(self);
2932         else
2933                 self.spectatee_status = 0;
2934         if(self.spectatee_status != oldspectatee_status)
2935         {
2936                 ClientData_Touch(self);
2937                 if(g_race || g_cts)
2938                         race_InitSpectator();
2939         }
2940
2941         if(self.teamkill_soundtime)
2942         if(time > self.teamkill_soundtime)
2943         {
2944                 self.teamkill_soundtime = 0;
2945
2946                 entity oldpusher, oldself;
2947
2948                 oldself = self; self = self.teamkill_soundsource;
2949                 oldpusher = self.pusher; self.pusher = oldself;
2950
2951                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2952
2953                 self.pusher = oldpusher;
2954                 self = oldself;
2955         }
2956
2957         if(self.taunt_soundtime)
2958         if(time > self.taunt_soundtime)
2959         {
2960                 self.taunt_soundtime = 0;
2961                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2962         }
2963
2964         target_voicescript_next(self);
2965
2966         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2967         if(!self.weapon)
2968                 self.clip_load = self.clip_size = 0;
2969 }
2970
2971 float isInvisibleString(string s)
2972 {
2973         float i, n, c;
2974         s = strdecolorize(s);
2975         for((i = 0), (n = strlen(s)); i < n; ++i)
2976         {
2977                 c = str2chr(s, i);
2978                 switch(c)
2979                 {
2980                         case 0:
2981                         case 32: // space
2982                                 break;
2983                         case 192: // charmap space
2984                                 if (!autocvar_utf8_enable)
2985                                         break;
2986                                 return FALSE;
2987                         case 160: // space in unicode fonts
2988                         case 0xE000 + 192: // utf8 charmap space
2989                                 if (autocvar_utf8_enable)
2990                                         break;
2991                         default:
2992                                 return FALSE;
2993                 }
2994         }
2995         return TRUE;
2996 }
2997
2998 /*
2999 =============
3000 PlayerPostThink
3001
3002 Called every frame for each client after the physics are run
3003 =============
3004 */
3005 .float idlekick_lasttimeleft;
3006 .entity showheadshotbbox;
3007 void showheadshotbbox_think()
3008 {
3009         if(self.owner.showheadshotbbox != self)
3010         {
3011                 remove(self);
3012                 return;
3013         }
3014         self.nextthink = time;
3015         setorigin(self, self.owner.origin);
3016         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3017 }
3018 void PlayerPostThink (void)
3019 {
3020         // Savage: Check for nameless players
3021         if (isInvisibleString(self.netname)) {
3022                 self.netname = "Player";
3023                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3024         }
3025
3026         if(sv_maxidle && frametime)
3027         {
3028                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3029                 float timeleft;
3030                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3031                 if(timeleft <= 0)
3032                 {
3033                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
3034                         AnnounceTo(self, "terminated");
3035                         dropclient(self);
3036                         return;
3037                 }
3038                 else if(timeleft <= 10)
3039                 {
3040                         if(timeleft != self.idlekick_lasttimeleft)
3041                         {
3042                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3043                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
3044                         }
3045                 }
3046                 else
3047                 {
3048                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
3049                 }
3050                 self.idlekick_lasttimeleft = timeleft;
3051         }
3052
3053 #ifdef TETRIS
3054         if(self.impulse == 100)
3055                 ImpulseCommands();
3056         if (TetrisPostFrame())
3057                 return;
3058 #endif
3059
3060         CheatFrame();
3061
3062         if(self.classname == "player") {
3063                 CheckRules_Player();
3064                 UpdateChatBubble();
3065                 UpdateTeamBubble();
3066                 if (self.impulse)
3067                         ImpulseCommands();
3068                 if (intermission_running)
3069                         return;         // intermission or finale
3070                 GetPressedKeys();
3071         } else if (self.classname == "observer") {
3072                 //do nothing
3073         } else if (self.classname == "spectator") {
3074                 //do nothing
3075         }
3076
3077         /*
3078         float i;
3079         for(i = 0; i < 1000; ++i)
3080         {
3081                 vector end;
3082                 end = self.origin + '0 0 1024' + 512 * randomvec();
3083                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3084                 if(trace_fraction < 1)
3085                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3086                 {
3087                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3088                         break;
3089                 }
3090         }
3091         */
3092
3093         Arena_Warmup();
3094
3095         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3096
3097         if(self.waypointsprite_attachedforcarrier)
3098                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3099         
3100         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3101         {
3102                 if(!self.showheadshotbbox)
3103                 {
3104                         self.showheadshotbbox = spawn();
3105                         self.showheadshotbbox.classname = "headshotbbox";
3106                         self.showheadshotbbox.owner = self;
3107                         self.showheadshotbbox.think = showheadshotbbox_think;
3108                         self.showheadshotbbox.nextthink = time;
3109                         self = self.showheadshotbbox;
3110                         self.think();
3111                         self = self.owner;
3112                 }
3113         }
3114         else
3115         {
3116                 if(self.showheadshotbbox)
3117                         remove(self.showheadshotbbox);
3118         }
3119
3120         playerdemo_write();
3121
3122         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3123         {
3124                 if(!self.stored_netname)
3125                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3126                 if(self.stored_netname != self.netname)
3127                 {
3128                         db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3129                         strunzone(self.stored_netname);
3130                         self.stored_netname = strzone(self.netname);
3131                 }
3132         }
3133
3134         /*
3135         if(g_race)
3136                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3137         */
3138 }