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