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Fix players unable to join during battle
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
11         WriteByte(MSG_BROADCAST, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_BROADCAST, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         if (clienttype(e) == CLIENTTYPE_REAL)
17         {
18                 msg_entity = e;
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21                 WriteString(MSG_ONE, snd);
22         }
23 }
24
25 float ClientData_Send(entity to, float sf)
26 {
27         if(to != self.owner)
28         {
29                 error("wtf");
30                 return FALSE;
31         }
32
33         entity e;
34
35         e = to;
36         if(to.classname == "spectator")
37                 e = to.enemy;
38
39         sf = 0;
40
41         if(e.race_completed)
42                 sf |= 1; // forced scoreboard
43         if(to.spectatee_status)
44                 sf |= 2; // spectator ent number follows
45         if(e.zoomstate)
46                 sf |= 4; // zoomed
47         if(e.porto_v_angle_held)
48                 sf |= 8; // angles held
49
50         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51         WriteByte(MSG_ENTITY, sf);
52
53         if(sf & 2)
54                 WriteByte(MSG_ENTITY, to.spectatee_status);
55
56         if(sf & 8)
57         {
58                 WriteAngle(MSG_ENTITY, e.v_angle_x);
59                 WriteAngle(MSG_ENTITY, e.v_angle_y);
60         }
61
62         return TRUE;
63 }
64
65 void ClientData_Attach()
66 {
67         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68         self.clientdata.drawonlytoclient = self;
69         self.clientdata.owner = self;
70 }
71
72 void ClientData_Detach()
73 {
74         remove(self.clientdata);
75         self.clientdata = world;
76 }
77
78 void ClientData_Touch(entity e)
79 {
80         e.clientdata.SendFlags = 1;
81
82         // make it spectatable
83         entity e2;
84         FOR_EACH_REALCLIENT(e2)
85         {
86                 if(e2 != e)
87                         if(e2.classname == "spectator")
88                                 if(e2.enemy == e)
89                                         e2.clientdata.SendFlags = 1;
90         }
91 }
92
93
94 .vector spawnpoint_score;
95 .string netname_previous;
96
97 void spawnfunc_info_player_survivor (void)
98 {
99         spawnfunc_info_player_deathmatch();
100 }
101
102 void spawnfunc_info_player_start (void)
103 {
104         spawnfunc_info_player_deathmatch();
105 }
106
107 void spawnfunc_info_player_deathmatch (void)
108 {
109         self.classname = "info_player_deathmatch";
110         relocate_spawnpoint();
111 }
112
113 void spawnpoint_use()
114 {
115         if(teamplay)
116         if(have_team_spawns > 0)
117         {
118                 self.team = activator.team;
119                 some_spawn_has_been_used = 1;
120         }
121 }
122
123 // Returns:
124 //   _x: prio (-1 if unusable)
125 //   _y: weight
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
127 {
128         float shortest, thisdist;
129         float prio;
130         entity player;
131
132         prio = 0;
133
134         // filter out spots for the wrong team
135         if(teamcheck >= 0)
136                 if(spot.team != teamcheck)
137                         return '-1 0 0';
138
139         if(race_spawns)
140                 if(spot.target == "")
141                         return '-1 0 0';
142
143         if(clienttype(self) == CLIENTTYPE_REAL)
144         {
145                 if(spot.restriction == 1)
146                         return '-1 0 0';
147         }
148         else
149         {
150                 if(spot.restriction == 2)
151                         return '-1 0 0';
152         }
153
154         shortest = vlen(world.maxs - world.mins);
155         FOR_EACH_PLAYER(player) if (player != self)
156         {
157                 thisdist = vlen(player.origin - spot.origin);
158                 if (thisdist < shortest)
159                         shortest = thisdist;
160         }
161         if(shortest > mindist)
162                 prio += SPAWN_PRIO_GOOD_DISTANCE;
163
164         spawn_score = prio * '1 0 0' + shortest * '0 1 0';
165         spawn_spot = spot;
166
167         // filter out spots for assault
168         if(spot.target != "") {
169                 entity ent;
170                 float found;
171
172                 found = 0;
173                 for(ent = world; (ent = find(ent, targetname, spot.target)); )
174                 {
175                         ++found;
176                         if(ent.spawn_evalfunc)
177                         {
178                                 entity oldself = self;
179                                 self = ent;
180                                 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
181                                 self = oldself;
182                                 if(spawn_score_x < 0)
183                                         return spawn_score;
184                         }
185                 }
186
187                 if(!found)
188                 {
189                         dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
190                         return '-1 0 0';
191                 }
192         }
193
194         MUTATOR_CALLHOOK(Spawn_Score);
195         return spawn_score;
196 }
197
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
199 {
200         entity spot;
201         for(spot = firstspot; spot; spot = spot.chain)
202                 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
203 }
204
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
206 {
207         entity spot, spotlist, spotlistend;
208
209         spotlist = world;
210         spotlistend = world;
211
212         Spawn_ScoreAll(firstspot, mindist, teamcheck);
213
214         for(spot = firstspot; spot; spot = spot.chain)
215         {
216                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
217                 {
218                         if(spotlistend)
219                                 spotlistend.chain = spot;
220                         spotlistend = spot;
221                         if(!spotlist)
222                                 spotlist = spot;
223                 }
224         }
225         if(spotlistend)
226                 spotlistend.chain = world;
227
228         return spotlist;
229 }
230
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
232 {
233         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
235         entity spot;
236
237         RandomSelection_Init();
238         for(spot = firstspot; spot; spot = spot.chain)
239                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
240
241         return RandomSelection_chosen_ent;
242 }
243
244 /*
245 =============
246 SelectSpawnPoint
247
248 Finds a point to respawn
249 =============
250 */
251 entity SelectSpawnPoint (float anypoint)
252 {
253         float teamcheck;
254         entity spot, firstspot;
255
256         spot = find (world, classname, "testplayerstart");
257         if (spot)
258                 return spot;
259
260         if(anypoint || autocvar_g_spawn_useallspawns)
261                 teamcheck = -1;
262         else if(have_team_spawns > 0)
263         {
264                 if(have_team_spawns_forteam[self.team] == 0)
265                 {
266                         // we request a spawn for a team, and we have team
267                         // spawns, but that team has no spawns?
268                         if(have_team_spawns_forteam[0])
269                                 // try noteam spawns
270                                 teamcheck = 0;
271                         else
272                                 // if not, any spawn has to do
273                                 teamcheck = -1;
274                 }
275                 else
276                         teamcheck = self.team; // MUST be team
277         }
278         else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279                 teamcheck = 0; // MUST be noteam
280         else
281                 teamcheck = -1;
282                 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
283
284
285         // get the entire list of spots
286         firstspot = findchain(classname, "info_player_deathmatch");
287         // filter out the bad ones
288         // (note this returns the original list if none survived)
289         if(anypoint)
290         {
291                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
292         }
293         else
294         {
295                 float mindist;
296                 if (arena_roundbased && !g_ca)
297                         mindist = 800;
298                 else
299                         mindist = 100;
300                 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
301
302                 // there is 50/50 chance of choosing a random spot or the furthest spot
303                 // (this means that roughly every other spawn will be furthest, so you
304                 // usually won't get fragged at spawn twice in a row)
305                 if (random() > autocvar_g_spawn_furthest)
306                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
307                 else
308                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
309         }
310
311         if (!spot)
312         {
313                 if(autocvar_spawn_debug)
314                         GotoNextMap(0);
315                 else
316                 {
317                         if(some_spawn_has_been_used)
318                                 return world; // team can't spawn any more, because of actions of other team
319                         else
320                                 error("Cannot find a spawn point - please fix the map!");
321                 }
322         }
323
324         return spot;
325 }
326
327 /*
328 =============
329 CheckPlayerModel
330
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
333 =============
334 */
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
338         {
339                 // note: we cannot summon Don Strunzone here, some player may
340                 // still have the model string set. In case anyone manages how
341                 // to change a cvar default, we'll have a small leak here.
342                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
343         }
344         // only in right path
345         if( substring(plyermodel,0,14) != "models/player/")
346                 return FallbackPlayerModel;
347         // only good file extensions
348         if(substring(plyermodel,-4,4) != ".zym")
349         if(substring(plyermodel,-4,4) != ".dpm")
350         if(substring(plyermodel,-4,4) != ".iqm")
351         if(substring(plyermodel,-4,4) != ".md3")
352         if(substring(plyermodel,-4,4) != ".psk")
353                 return FallbackPlayerModel;
354         // forbid the LOD models
355         if(substring(plyermodel, -9,5) == "_lod1")
356                 return FallbackPlayerModel;
357         if(substring(plyermodel, -9,5) == "_lod2")
358                 return FallbackPlayerModel;
359         if(plyermodel != strtolower(plyermodel))
360                 return FallbackPlayerModel;
361         // also, restrict to server models
362         if(autocvar_sv_servermodelsonly)
363         {
364                 if(!fexists(plyermodel))
365                         return FallbackPlayerModel;
366         }
367         return plyermodel;
368 }
369
370 void setplayermodel(entity e, string modelname)
371 {
372         precache_model(modelname);
373         setmodel(e, modelname);
374         player_setupanimsformodel();
375         UpdatePlayerSounds();
376 }
377
378 /*
379 =============
380 PutObserverInServer
381
382 putting a client as observer in the server
383 =============
384 */
385 void FixPlayermodel();
386 void PutObserverInServer (void)
387 {
388         entity  spot;
389     self.hud = HUD_NORMAL;
390         race_PreSpawnObserver();
391
392         spot = SelectSpawnPoint (TRUE);
393         if(!spot)
394                 error("No spawnpoints for observers?!?\n");
395         RemoveGrapplingHook(self); // Wazat's Grappling Hook
396
397         if(clienttype(self) == CLIENTTYPE_REAL)
398         {
399                 msg_entity = self;
400                 WriteByte(MSG_ONE, SVC_SETVIEW);
401                 WriteEntity(MSG_ONE, self);
402         }
403
404         DropAllRunes(self);
405         MUTATOR_CALLHOOK(MakePlayerObserver);
406
407         minstagib_stop_countdown(self);
408
409         Portal_ClearAll(self);
410
411         if(self.alivetime)
412         {
413                 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
414                 self.alivetime = 0;
415         }
416
417         if(self.vehicle)
418                 vehicles_exit(VHEF_RELESE);         
419
420         WaypointSprite_PlayerDead();
421
422         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
423                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
424
425         if(self.killcount != -666) {
426                 if(g_lms) {
427                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
428                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
429                         else
430                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
431                 } else
432                         bprint ("^4", self.netname, "^4 is spectating now\n");
433
434                 if(self.just_joined == FALSE) {
435                         LogTeamchange(self.playerid, -1, 4);
436                 } else
437                         self.just_joined = FALSE;
438         }
439
440         PlayerScore_Clear(self); // clear scores when needed
441
442         accuracy_resend(self);
443
444         self.spectatortime = time;
445         
446         self.classname = "observer";
447         self.iscreature = FALSE;
448         self.teleportable = TELEPORT_SIMPLE;
449         self.damagedbycontents = FALSE;
450         self.health = -666;
451         self.takedamage = DAMAGE_NO;
452         self.solid = SOLID_NOT;
453         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
454         self.flags = FL_CLIENT | FL_NOTARGET;
455         self.armorvalue = 666;
456         self.effects = 0;
457         self.armorvalue = autocvar_g_balance_armor_start;
458         self.pauserotarmor_finished = 0;
459         self.pauserothealth_finished = 0;
460         self.pauseregen_finished = 0;
461         self.damageforcescale = 0;
462         self.death_time = 0;
463         self.respawn_time = 0;
464         self.alpha = 0;
465         self.scale = 0;
466         self.fade_time = 0;
467         self.pain_frame = 0;
468         self.pain_finished = 0;
469         self.strength_finished = 0;
470         self.invincible_finished = 0;
471         self.superweapons_finished = 0;
472         self.pushltime = 0;
473         self.istypefrag = 0;
474         self.think = func_null;
475         self.nextthink = 0;
476         self.hook_time = 0;
477         self.runes = 0;
478         self.deadflag = DEAD_NO;
479         self.angles = spot.angles;
480         self.angles_z = 0;
481         self.fixangle = TRUE;
482         self.crouch = FALSE;
483
484         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
485         self.prevorigin = self.origin;
486         self.items = 0;
487         WEPSET_CLEAR_E(self);
488         self.model = "";
489         FixPlayermodel();
490         setmodel(self, "null");
491         self.drawonlytoclient = self;
492
493         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
494         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
495
496         self.weapon = 0;
497         self.weaponname = "";
498         self.switchingweapon = 0;
499         self.weaponmodel = "";
500         self.weaponentity = world;
501         self.exteriorweaponentity = world;
502         self.killcount = -666;
503         self.velocity = '0 0 0';
504         self.avelocity = '0 0 0';
505         self.punchangle = '0 0 0';
506         self.punchvector = '0 0 0';
507         self.oldvelocity = self.velocity;
508         self.fire_endtime = -1;
509
510         if(g_arena)
511         {
512                 if(self.version_mismatch)
513                 {
514                         Spawnqueue_Unmark(self);
515                         Spawnqueue_Remove(self);
516                 }
517                 else
518                 {
519                         Spawnqueue_Insert(self);
520                 }
521         }
522         else if(g_lms)
523         {
524                 // Only if the player cannot play at all
525                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
526                         self.frags = FRAGS_SPECTATOR;
527                 else
528                         self.frags = FRAGS_LMS_LOSER;
529         }
530         else if(g_ca)
531         {
532                 if(self.caplayer)
533                         self.frags = FRAGS_LMS_LOSER;
534                 else
535                         self.frags = FRAGS_SPECTATOR;
536         }
537         else
538                 self.frags = FRAGS_SPECTATOR;
539 }
540
541 .float model_randomizer;
542 void FixPlayermodel()
543 {
544         string defaultmodel;
545         float defaultskin, chmdl, oldskin, n, i;
546         vector m1, m2;
547
548         defaultmodel = "";
549         defaultskin = 0;
550         chmdl = FALSE;
551
552         if(autocvar_sv_defaultcharacter == 1)
553         {
554                 if(teamplay)
555                 {
556                         string s;
557                         s = Team_ColorNameLowerCase(self.team);
558                         if(s != "neutral")
559                         {
560                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
561                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
562                         }
563                 }
564
565                 if(defaultmodel == "")
566                 {
567                         defaultmodel = autocvar_sv_defaultplayermodel;
568                         defaultskin = autocvar_sv_defaultplayerskin;
569                 }
570
571                 n = tokenize_console(defaultmodel);
572                 if(n > 0)
573                         defaultmodel = argv(floor(n * self.model_randomizer));
574
575                 i = strstrofs(defaultmodel, ":", 0);
576                 if(i >= 0)
577                 {
578                         defaultskin = stof(substring(defaultmodel, i+1, -1));
579                         defaultmodel = substring(defaultmodel, 0, i);
580                 }
581         }
582
583         if(defaultmodel != "")
584         {
585                 if (defaultmodel != self.model)
586                 {
587                         m1 = self.mins;
588                         m2 = self.maxs;
589                         setplayermodel (self, defaultmodel);
590                         setsize (self, m1, m2);
591                         chmdl = TRUE;
592                 }
593
594                 oldskin = self.skin;
595                 self.skin = defaultskin;
596         } else {
597                 if (self.playermodel != self.model || self.playermodel == "")
598                 {
599                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
600                         m1 = self.mins;
601                         m2 = self.maxs;
602                         setplayermodel (self, self.playermodel);
603                         setsize (self, m1, m2);
604                         chmdl = TRUE;
605                 }
606
607                 oldskin = self.skin;
608                 self.skin = stof(self.playerskin);
609         }
610
611         if(chmdl || oldskin != self.skin)
612                 self.species = player_getspecies(); // model or skin has changed
613
614         if(!teamplay)
615                 if(strlen(autocvar_sv_defaultplayercolors))
616                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
617                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
618 }
619
620 void PlayerTouchExplode(entity p1, entity p2)
621 {
622         vector org;
623         org = (p1.origin + p2.origin) * 0.5;
624         org_z += (p1.mins_z + p2.mins_z) * 0.5;
625
626         te_explosion(org);
627
628         entity e;
629         e = spawn();
630         setorigin(e, org);
631         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
632         remove(e);
633 }
634
635 /*
636 =============
637 PutClientInServer
638
639 Called when a client spawns in the server
640 =============
641 */
642
643 void PutClientInServer (void)
644 {
645         if(clienttype(self) == CLIENTTYPE_BOT)
646         {
647                 self.classname = "player";
648                 if(g_ca)
649                         self.caplayer = 1;
650         }
651         else if(clienttype(self) == CLIENTTYPE_REAL)
652         {
653                 msg_entity = self;
654                 WriteByte(MSG_ONE, SVC_SETVIEW);
655                 WriteEntity(MSG_ONE, self);
656         }
657
658         // reset player keys
659         self.itemkeys = 0;
660
661         // player is dead and becomes observer
662         // FIXME fix LMS scoring for new system
663         if(g_lms)
664         {
665                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
666                         self.classname = "observer";
667         }
668
669         if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
670                 self.classname = "observer";
671
672         if(gameover)
673                 self.classname = "observer";
674
675         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
676                 entity spot, oldself;
677                 float j;
678
679                 accuracy_resend(self);
680
681                 if(self.team < 0)
682                         JoinBestTeam(self, FALSE, TRUE);
683
684                 race_PreSpawn();
685
686                 spot = SelectSpawnPoint (FALSE);
687                 if(!spot)
688                 {
689                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
690                         return; // spawn failed
691                 }
692
693                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
694
695                 self.classname = "player";
696                 self.wasplayer = TRUE;
697                 self.iscreature = TRUE;
698                 self.teleportable = TELEPORT_NORMAL;
699                 self.damagedbycontents = TRUE;
700                 self.movetype = MOVETYPE_WALK;
701                 self.solid = SOLID_SLIDEBOX;
702                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
703                 if(autocvar_g_playerclip_collisions)
704                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
705                 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
706                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
707                 self.frags = FRAGS_PLAYER;
708                 if(INDEPENDENT_PLAYERS)
709                         MAKE_INDEPENDENT_PLAYER(self);
710                 self.flags = FL_CLIENT;
711                 if(autocvar__notarget)
712                         self.flags |= FL_NOTARGET;
713                 self.takedamage = DAMAGE_AIM;
714                 if(g_minstagib)
715                         self.effects = EF_FULLBRIGHT;
716                 else
717                         self.effects = 0;
718                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
719                 self.air_finished = time + 12;
720                 self.dmg = 2;
721                 if(autocvar_g_balance_nex_charge)
722                 {
723                         if(autocvar_g_balance_nex_secondary_chargepool)
724                                 self.nex_chargepool_ammo = 1;
725                         self.nex_charge = autocvar_g_balance_nex_charge_start;
726                 }
727
728                 if(inWarmupStage)
729                 {
730                         self.ammo_shells = warmup_start_ammo_shells;
731                         self.ammo_nails = warmup_start_ammo_nails;
732                         self.ammo_rockets = warmup_start_ammo_rockets;
733                         self.ammo_cells = warmup_start_ammo_cells;
734                         self.ammo_fuel = warmup_start_ammo_fuel;
735                         self.health = warmup_start_health;
736                         self.armorvalue = warmup_start_armorvalue;
737                         WEPSET_COPY_EA(self, warmup_start_weapons);
738                 }
739                 else
740                 {
741                         self.ammo_shells = start_ammo_shells;
742                         self.ammo_nails = start_ammo_nails;
743                         self.ammo_rockets = start_ammo_rockets;
744                         self.ammo_cells = start_ammo_cells;
745                         self.ammo_fuel = start_ammo_fuel;
746                         self.health = start_health;
747                         self.armorvalue = start_armorvalue;
748                         WEPSET_COPY_EA(self, start_weapons);
749                 }
750
751                 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
752                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
753                 else
754                         self.superweapons_finished = 0;
755
756                 if(g_weaponarena_random)
757                 {
758                         if(g_weaponarena_random_with_laser)
759                                 WEPSET_ANDNOT_EW(self, WEP_LASER);
760                         W_RandomWeapons(self, g_weaponarena_random);
761                         if(g_weaponarena_random_with_laser)
762                                 WEPSET_OR_EW(self, WEP_LASER);
763                 }
764
765                 self.items = start_items;
766
767                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
768                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
769                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
770                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
771                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
772                 //extend the pause of rotting if client was reset at the beginning of the countdown
773                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
774                         self.spawnshieldtime += game_starttime - time;
775                         self.pauserotarmor_finished += game_starttime - time;
776                         self.pauserothealth_finished += game_starttime - time;
777                         self.pauseregen_finished += game_starttime - time;
778                 }
779                 self.damageforcescale = 2;
780                 self.death_time = 0;
781                 self.respawn_time = 0;
782                 self.scale = 0;
783                 self.fade_time = 0;
784                 self.pain_frame = 0;
785                 self.pain_finished = 0;
786                 self.strength_finished = 0;
787                 self.invincible_finished = 0;
788                 self.pushltime = 0;
789                 // players have no think function
790                 self.think = func_null;
791                 self.nextthink = 0;
792                 self.hook_time = 0;
793                 self.dmg_team = 0;
794                 self.ballistics_density = autocvar_g_ballistics_density_player;
795
796                 self.metertime = 0;
797
798                 self.runes = 0;
799
800                 self.deadflag = DEAD_NO;
801
802                 self.angles = spot.angles;
803
804                 self.angles_z = 0; // never spawn tilted even if the spot says to
805                 self.fixangle = TRUE; // turn this way immediately
806                 self.velocity = '0 0 0';
807                 self.avelocity = '0 0 0';
808                 self.punchangle = '0 0 0';
809                 self.punchvector = '0 0 0';
810                 self.oldvelocity = self.velocity;
811                 self.fire_endtime = -1;
812
813                 msg_entity = self;
814                 WRITESPECTATABLE_MSG_ONE({
815                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
816                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
817                 });
818
819                 self.model = "";
820                 FixPlayermodel();
821                 self.drawonlytoclient = world;
822
823                 self.crouch = FALSE;
824                 self.view_ofs = PL_VIEW_OFS;
825                 setsize (self, PL_MIN, PL_MAX);
826                 self.spawnorigin = spot.origin;
827                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
828                 // don't reset back to last position, even if new position is stuck in solid
829                 self.oldorigin = self.origin;
830                 self.prevorigin = self.origin;
831                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
832                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
833         self.hud = HUD_NORMAL;
834
835                 if(g_arena)
836                 {
837                         Spawnqueue_Remove(self);
838                         Spawnqueue_Mark(self);
839                 }
840                 else if(g_ca)
841                         self.caplayer = 1;
842
843                 self.event_damage = PlayerDamage;
844
845                 self.bot_attack = TRUE;
846                 self.monster_attack = TRUE;
847
848                 self.statdraintime = time + 5;
849                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
850
851                 if(self.killcount == -666) {
852                         PlayerScore_Clear(self);
853                         self.killcount = 0;
854                 }
855
856                 CL_SpawnWeaponentity();
857                 self.alpha = default_player_alpha;
858                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
859                 self.exteriorweaponentity.alpha = default_weapon_alpha;
860
861                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
862                 self.lms_traveled_distance = 0;
863                 self.speedrunning = FALSE;
864
865                 race_PostSpawn(spot);
866
867                 //stuffcmd(self, "chase_active 0");
868                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
869
870                 if(g_assault) {
871                         if(self.team == assault_attacker_team)
872                                 centerprint(self, "You are attacking!");
873                         else
874                                 centerprint(self, "You are defending!");
875                 }
876
877                 target_voicescript_clear(self);
878
879                 // reset fields the weapons may use
880                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
881                 {
882                         weapon_action(j, WR_RESETPLAYER);
883
884                         // all weapons must be fully loaded when we spawn
885                         entity e;
886                         e = get_weaponinfo(j);
887                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
888                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
889                 }
890
891                 oldself = self;
892                 self = spot;
893                         activator = oldself;
894                                 string s;
895                                 s = self.target;
896                                 self.target = string_null;
897                                 SUB_UseTargets();
898                                 self.target = s;
899                         activator = world;
900                 self = oldself;
901                 
902                 Unfreeze(self);
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
924                 if (autocvar_g_spawnsound)
925                         soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
926         } else if(self.classname == "observer") {
927                 PutObserverInServer ();
928         }
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, serverflags); // client has to know if it should zoom or not
963         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
964         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
965         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
966         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
967         return TRUE;
968 }
969
970 void ClientInit_CheckUpdate()
971 {
972         self.nextthink = time;
973         if(self.count != autocvar_g_balance_armor_blockpercent)
974         {
975                 self.count = autocvar_g_balance_armor_blockpercent;
976                 self.SendFlags |= 1;
977         }
978         if(self.cnt != autocvar_g_balance_weaponswitchdelay)
979         {
980                 self.cnt = autocvar_g_balance_weaponswitchdelay;
981                 self.SendFlags |= 1;
982         }
983         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
984         {
985                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
986                 self.SendFlags |= 1;
987         }
988         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
989         {
990                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
991                 self.SendFlags |= 1;
992         }
993         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
994         {
995                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
996                 self.SendFlags |= 1;
997         }
998         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
999         {
1000                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1001                 self.SendFlags |= 1;
1002         }
1003 }
1004
1005 void ClientInit_Spawn()
1006 {
1007         entity o;
1008         entity e;
1009         e = spawn();
1010         e.classname = "clientinit";
1011         e.think = ClientInit_CheckUpdate;
1012         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1013
1014         o = self;
1015         self = e;
1016         ClientInit_CheckUpdate();
1017         self = o;
1018 }
1019
1020 /*
1021 =============
1022 SetNewParms
1023 =============
1024 */
1025 void SetNewParms (void)
1026 {
1027         // initialize parms for a new player
1028         parm1 = -(86400 * 366);
1029 }
1030
1031 /*
1032 =============
1033 SetChangeParms
1034 =============
1035 */
1036 void SetChangeParms (void)
1037 {
1038         // save parms for level change
1039         parm1 = self.parm_idlesince - time;
1040 }
1041
1042 /*
1043 =============
1044 DecodeLevelParms
1045 =============
1046 */
1047 void DecodeLevelParms (void)
1048 {
1049         // load parms
1050         self.parm_idlesince = parm1;
1051         if(self.parm_idlesince == -(86400 * 366))
1052                 self.parm_idlesince = time;
1053
1054         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1055         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1056 }
1057
1058 /*
1059 =============
1060 ClientKill
1061
1062 Called when a client types 'kill' in the console
1063 =============
1064 */
1065
1066 .float clientkill_nexttime;
1067 void ClientKill_Now_TeamChange()
1068 {
1069         if(self.killindicator_teamchange == -1)
1070         {
1071                 JoinBestTeam( self, FALSE, TRUE );
1072         }
1073         else if(self.killindicator_teamchange == -2)
1074         {
1075                 if(g_ca)
1076                         self.caplayer = 0;
1077                 if(blockSpectators)
1078                         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"));
1079                 PutObserverInServer();
1080         }
1081         else
1082                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1083 }
1084
1085 void ClientKill_Now()
1086 {
1087         if(self.vehicle)
1088         {
1089             vehicles_exit(VHEF_RELESE);
1090             if(!self.killindicator_teamchange)
1091             {
1092             self.vehicle_health = -1;
1093             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');             
1094             }
1095         }
1096
1097         if(self.killindicator && !wasfreed(self.killindicator))
1098                 remove(self.killindicator);
1099
1100         self.killindicator = world;
1101
1102         if(self.killindicator_teamchange)
1103                 ClientKill_Now_TeamChange();
1104
1105         // in any case:
1106         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1107
1108         // now I am sure the player IS dead
1109 }
1110 void KillIndicator_Think()
1111 {
1112         if (gameover)
1113         {
1114                 self.owner.killindicator = world;
1115                 remove(self);
1116                 return;
1117         }
1118
1119         if (self.owner.alpha < 0 && !self.owner.vehicle)
1120         {
1121                 self.owner.killindicator = world;
1122                 remove(self);
1123                 return;
1124         }
1125
1126         if(self.cnt <= 0)
1127         {
1128                 self = self.owner;
1129                 ClientKill_Now(); // no oldself needed
1130                 return;
1131         }
1132     else if(g_cts && self.health == 1) // health == 1 means that it's silent
1133     {
1134         self.nextthink = time + 1;
1135         self.cnt -= 1;
1136     }
1137         else
1138         {
1139                 if(self.cnt <= 10)
1140                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1141                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1142                 {
1143                         if(self.cnt <= 10)
1144                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1145                 }
1146                 self.nextthink = time + 1;
1147                 self.cnt -= 1;
1148         }
1149 }
1150
1151 float clientkilltime;
1152 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1153 {
1154         float killtime;
1155         float starttime;
1156         entity e;
1157
1158         if (gameover)
1159                 return;
1160
1161         killtime = autocvar_g_balance_kill_delay;
1162
1163         if(g_race_qualifying || g_cts)
1164                 killtime = 0;
1165
1166     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1167     {
1168                 remove(self.killindicator);
1169                 self.killindicator = world;
1170
1171         ClientKill_Now(); // allow instant kill in this case
1172         return;
1173     }
1174
1175         self.killindicator_teamchange = targetteam;
1176
1177     if(!self.killindicator)
1178         {
1179                 if(self.deadflag == DEAD_NO)
1180                 {
1181                         killtime = max(killtime, self.clientkill_nexttime - time);
1182                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1183                 }
1184
1185                 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1186                 {
1187                         ClientKill_Now();
1188                 }
1189                 else
1190                 {
1191                         starttime = max(time, clientkilltime);
1192
1193                         self.killindicator = spawn();
1194                         self.killindicator.owner = self;
1195                         self.killindicator.scale = 0.5;
1196                         setattachment(self.killindicator, self, "");
1197                         setorigin(self.killindicator, '0 0 52');
1198                         self.killindicator.think = KillIndicator_Think;
1199                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1200                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1201                         self.killindicator.cnt = ceil(killtime);
1202                         self.killindicator.count = bound(0, ceil(killtime), 10);
1203                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1204
1205                         for(e = world; (e = find(e, classname, "body")) != world; )
1206                         {
1207                                 if(e.enemy != self)
1208                                         continue;
1209                                 e.killindicator = spawn();
1210                                 e.killindicator.owner = e;
1211                                 e.killindicator.scale = 0.5;
1212                                 setattachment(e.killindicator, e, "");
1213                                 setorigin(e.killindicator, '0 0 52');
1214                                 e.killindicator.think = KillIndicator_Think;
1215                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1216                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1217                                 e.killindicator.cnt = ceil(killtime);
1218                         }
1219                         self.lip = 0;
1220                 }
1221         }
1222         if(self.killindicator)
1223         {
1224                 if(targetteam == 0) // just die
1225                 {
1226                         self.killindicator.colormod = '0 0 0';
1227                         if(clienttype(self) == CLIENTTYPE_REAL)
1228                         if(self.killindicator.cnt > 0)
1229                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1230                 }
1231                 else if(targetteam == -1) // auto
1232                 {
1233                         self.killindicator.colormod = '0 1 0';
1234                         if(clienttype(self) == CLIENTTYPE_REAL)
1235                         if(self.killindicator.cnt > 0)
1236                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1237                 }
1238                 else if(targetteam == -2) // spectate
1239                 {
1240                         self.killindicator.colormod = '0.5 0.5 0.5';
1241                         if(clienttype(self) == CLIENTTYPE_REAL)
1242                         if(self.killindicator.cnt > 0)
1243                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1244                 }
1245                 else
1246                 {
1247                         self.killindicator.colormod = TeamColor(targetteam);
1248                         if(clienttype(self) == CLIENTTYPE_REAL)
1249                         if(self.killindicator.cnt > 0)
1250                                 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1251                 }
1252         }
1253
1254 }
1255
1256 void ClientKill (void)
1257 {
1258         if (gameover)
1259                 return;
1260
1261         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1262         {
1263                 // do nothing
1264         }
1265     else if(self.freezetag_frozen)
1266     {
1267         // do nothing
1268     }
1269         else
1270                 ClientKill_TeamChange(0);
1271 }
1272
1273 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
1274 {
1275     e.killindicator = spawn();
1276     e.killindicator.owner = e;
1277     e.killindicator.think = KillIndicator_Think;
1278     e.killindicator.nextthink = time + (e.lip) * 0.05;
1279     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1280     e.killindicator.health = 1; // this is used to indicate that it should be silent
1281     e.lip = 0;
1282 }
1283
1284 void FixClientCvars(entity e)
1285 {
1286         // send prediction settings to the client
1287         stuffcmd(e, "\nin_bindmap 0 0\n");
1288         if(g_race || g_cts)
1289                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1290         if(autocvar_g_antilag == 3) // client side hitscan
1291                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1292         if(sv_gentle)
1293                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1294         /*
1295          * we no longer need to stuff this. Remove this comment block if you feel
1296          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1297         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1298         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1299         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1300         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1301         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1302         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1303         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1304         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1305         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1306         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1307         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1308         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1309         stuffcmd(e, "cl_movement_edgefriction 1\n");
1310          */
1311 }
1312
1313 float PlayerInIDList(entity p, string idlist)
1314 {
1315         float n, i;
1316         string s;
1317
1318         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1319         if not(p.crypto_idfp)
1320                 return 0;
1321
1322         // this function allows abbreviated player IDs too!
1323         n = tokenize_console(idlist);
1324         for(i = 0; i < n; ++i)
1325         {
1326                 s = argv(i);
1327                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1328                         return 1;
1329         }
1330
1331         return 0;
1332 }
1333
1334 /*
1335 =============
1336 ClientConnect
1337
1338 Called when a client connects to the server
1339 =============
1340 */
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_MaybeEnforceBanOnce(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)
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         if(g_arena || g_ca)
1507         {
1508                 self.classname = "observer";
1509                 if(g_arena)
1510                         Spawnqueue_Insert(self);
1511         }
1512
1513         attach_entcs();
1514
1515         bot_relinkplayerlist();
1516
1517         self.spectatortime = time;
1518         if(blockSpectators)
1519         {
1520                 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"));
1521         }
1522
1523         self.jointime = time;
1524         self.allowed_timeouts = autocvar_sv_timeout_number;
1525
1526         if(clienttype(self) == CLIENTTYPE_REAL)
1527         {
1528                 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1529                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1530         }
1531
1532         if(g_lms)
1533         {
1534                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1535                 {
1536                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1537                         self.frags = FRAGS_SPECTATOR;
1538                 }
1539         }
1540
1541         if(!sv_foginterval && world.fog != "")
1542                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1543
1544         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1545         {
1546                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1547                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1548         }
1549         else
1550                 self.hitplotfh = -1;
1551
1552         if(g_race || g_cts) {
1553                 string rr;
1554                 if(g_cts)
1555                         rr = CTS_RECORD;
1556                 else
1557                         rr = RACE_RECORD;
1558
1559                 msg_entity = self;
1560                 race_send_recordtime(MSG_ONE);
1561                 race_send_speedaward(MSG_ONE);
1562
1563                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1564                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1565                 race_send_speedaward_alltimebest(MSG_ONE);
1566
1567                 float i;
1568                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1569                         race_SendRankings(i, 0, 0, MSG_ONE);
1570                 }
1571         }
1572         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1573                 send_CSQC_teamnagger();
1574
1575         if (g_domination)
1576                 set_dom_state(self);
1577
1578         CheatInitClient();
1579
1580         if(!autocvar_g_campaign)
1581                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1582
1583         CSQCMODEL_AUTOINIT();
1584
1585         self.model_randomizer = random();
1586     
1587     if(clienttype(self) != CLIENTTYPE_REAL)
1588         return;
1589         
1590     sv_notice_join();
1591     
1592     MUTATOR_CALLHOOK(ClientConnect);
1593 }
1594 /*
1595 =============
1596 ClientDisconnect
1597
1598 Called when a client disconnects from the server
1599 =============
1600 */
1601 .entity chatbubbleentity;
1602 void ReadyCount();
1603 void ClientDisconnect (void)
1604 {
1605         if(self.vehicle)
1606             vehicles_exit(VHEF_RELESE);
1607
1608         if not(self.flags & FL_CLIENT)
1609         {
1610                 print("Warning: ClientDisconnect without ClientConnect\n");
1611                 return;
1612         }
1613
1614         PlayerStats_AddGlobalInfo(self);
1615
1616         CheatShutdownClient();
1617
1618         if(self.hitplotfh >= 0)
1619         {
1620                 fclose(self.hitplotfh);
1621                 self.hitplotfh = -1;
1622         }
1623
1624         anticheat_report();
1625         anticheat_shutdown();
1626
1627         playerdemo_shutdown();
1628
1629         bot_clientdisconnect();
1630
1631         if(self.entcs)
1632                 detach_entcs();
1633
1634         if(autocvar_sv_eventlog)
1635                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1636         bprint ("^4",self.netname);
1637         bprint ("^4 disconnected\n");
1638
1639         DropAllRunes(self);
1640         MUTATOR_CALLHOOK(ClientDisconnect);
1641
1642         Portal_ClearAll(self);
1643
1644         RemoveGrapplingHook(self);
1645
1646         // Here, everything has been done that requires this player to be a client.
1647
1648         self.flags &~= FL_CLIENT;
1649
1650         if (self.chatbubbleentity)
1651                 remove (self.chatbubbleentity);
1652
1653         if (self.killindicator)
1654                 remove (self.killindicator);
1655
1656         WaypointSprite_PlayerGone();
1657
1658         bot_relinkplayerlist();
1659
1660         if(g_arena)
1661         {
1662                 Spawnqueue_Unmark(self);
1663                 Spawnqueue_Remove(self);
1664         }
1665
1666         accuracy_free(self);
1667         ClientData_Detach();
1668         PlayerScore_Detach(self);
1669
1670         if(self.netname_previous)
1671                 strunzone(self.netname_previous);
1672         if(self.clientstatus)
1673                 strunzone(self.clientstatus);
1674         if(self.weaponorder_byimpulse)
1675                 strunzone(self.weaponorder_byimpulse);
1676
1677         ClearPlayerSounds();
1678
1679         if(self.personal)
1680                 remove(self.personal);
1681
1682         self.playerid = 0;
1683         ReadyCount();
1684
1685         // free cvars
1686         GetCvars(-1);
1687 }
1688
1689 .float BUTTON_CHAT;
1690 void ChatBubbleThink()
1691 {
1692         self.nextthink = time;
1693         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1694         {
1695                 if(self.owner) // but why can that ever be world?
1696                         self.owner.chatbubbleentity = world;
1697                 remove(self);
1698                 return;
1699         }
1700         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1701 #ifdef TETRIS
1702                 || self.owner.tetris_on
1703 #endif
1704         )
1705                 self.model = self.mdl;
1706         else
1707                 self.model = "";
1708 }
1709
1710 void UpdateChatBubble()
1711 {
1712         if (self.alpha < 0)
1713                 return;
1714         // spawn a chatbubble entity if needed
1715         if (!self.chatbubbleentity)
1716         {
1717                 self.chatbubbleentity = spawn();
1718                 self.chatbubbleentity.owner = self;
1719                 self.chatbubbleentity.exteriormodeltoclient = self;
1720                 self.chatbubbleentity.think = ChatBubbleThink;
1721                 self.chatbubbleentity.nextthink = time;
1722                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1723                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1724                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1725                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1726                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1727                 self.chatbubbleentity.model = "";
1728                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1729         }
1730 }
1731
1732
1733 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1734 // added to the model skins
1735 /*void UpdateColorModHack()
1736 {
1737         float c;
1738         c = self.clientcolors & 15;
1739         // LordHavoc: only bothering to support white, green, red, yellow, blue
1740              if (!teamplay) self.colormod = '0 0 0';
1741         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1742         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1743         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1744         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1745         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1746         else self.colormod = '1 1 1';
1747 }*/
1748
1749 void respawn(void)
1750 {
1751         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1752         {
1753                 self.solid = SOLID_NOT;
1754                 self.takedamage = DAMAGE_NO;
1755                 self.movetype = MOVETYPE_FLY;
1756                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1757                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1758                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1759                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1760                 if(autocvar_g_respawn_ghosts_maxtime)
1761                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1762         }
1763
1764         CopyBody(1);
1765
1766         self.effects |= EF_NODRAW; // prevent another CopyBody
1767         PutClientInServer();
1768 }
1769
1770 void play_countdown(float finished, string samp)
1771 {
1772         if(clienttype(self) == CLIENTTYPE_REAL)
1773                 if(floor(finished - time - frametime) != floor(finished - time))
1774                         if(finished - time < 6)
1775                                 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1776 }
1777
1778 void player_powerups (void)
1779 {
1780         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1781         olditems = self.items;
1782
1783         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1784                 self.modelflags |= MF_ROCKET;
1785         else
1786                 self.modelflags &~= MF_ROCKET;
1787
1788         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1789
1790         if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1791                 return;
1792
1793         Fire_ApplyDamage(self);
1794         Fire_ApplyEffect(self);
1795
1796         if (g_minstagib)
1797         {
1798                 self.effects |= EF_FULLBRIGHT;
1799
1800                 if (self.items & IT_STRENGTH)
1801                 {
1802                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1803                         if (time > self.strength_finished)
1804                         {
1805                                 self.alpha = default_player_alpha;
1806                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1807                                 self.items &~= IT_STRENGTH;
1808                                 sprint(self, "^3Invisibility has worn off\n");
1809                         }
1810                 }
1811                 else
1812                 {
1813                         if (time < self.strength_finished)
1814                         {
1815                                 self.alpha = g_minstagib_invis_alpha;
1816                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1817                                 self.items |= IT_STRENGTH;
1818                                 sprint(self, "^3You are invisible\n");
1819                         }
1820                 }
1821
1822                 if (self.items & IT_INVINCIBLE)
1823                 {
1824                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1825                         if (time > self.invincible_finished)
1826                         {
1827                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1828                                 sprint(self, "^3Speed has worn off\n");
1829                         }
1830                 }
1831                 else
1832                 {
1833                         if (time < self.invincible_finished)
1834                         {
1835                                 self.items = self.items | IT_INVINCIBLE;
1836                                 sprint(self, "^3You are on speed\n");
1837                         }
1838                 }
1839         }
1840         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.
1841         {
1842                 if (self.items & IT_STRENGTH)
1843                 {
1844                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1845                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1846                         if (time > self.strength_finished)
1847                         {
1848                                 self.items = self.items - (self.items & IT_STRENGTH);
1849                                 sprint(self, "^3Strength has worn off\n");
1850                         }
1851                 }
1852                 else
1853                 {
1854                         if (time < self.strength_finished)
1855                         {
1856                                 self.items = self.items | IT_STRENGTH;
1857                                 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1858                         }
1859                 }
1860                 if (self.items & IT_INVINCIBLE)
1861                 {
1862                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1863                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1864                         if (time > self.invincible_finished)
1865                         {
1866                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1867                                 sprint(self, "^3Shield has worn off\n");
1868                         }
1869                 }
1870                 else
1871                 {
1872                         if (time < self.invincible_finished)
1873                         {
1874                                 self.items = self.items | IT_INVINCIBLE;
1875                                 sprint(self, "^3Shield surrounds you\n");
1876                         }
1877                 }
1878                 if (self.items & IT_SUPERWEAPON)
1879                 {
1880                         if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1881                         {
1882                                 self.superweapons_finished = 0;
1883                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1884                                 sprint(self, "^3Superweapons have been lost\n");
1885                         }
1886                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1887                         {
1888                                 // don't let them run out
1889                         }
1890                         else
1891                         {
1892                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1893                                 if (time > self.superweapons_finished)
1894                                 {
1895                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1896                                         WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1897                                         sprint(self, "^3Superweapons have broken down\n");
1898                                 }
1899                         }
1900                 }
1901                 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1902                 {
1903                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1904                         {
1905                                 self.items = self.items | IT_SUPERWEAPON;
1906                                 sprint(self, "^3You now have a superweapon\n");
1907                         }
1908                         else
1909                         {
1910                                 self.superweapons_finished = 0;
1911                                 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1912                         }
1913                 }
1914                 else
1915                 {
1916                         self.superweapons_finished = 0;
1917                 }
1918         }
1919         
1920         if(autocvar_g_nodepthtestplayers)
1921                 self.effects = self.effects | EF_NODEPTHTEST;
1922
1923         if(autocvar_g_fullbrightplayers)
1924                 self.effects = self.effects | EF_FULLBRIGHT;
1925
1926         // midair gamemode: damage only while in the air
1927         // if in midair mode, being on ground grants temporary invulnerability
1928         // (this is so that multishot weapon don't clear the ground flag on the
1929         // first damage in the frame, leaving the player vulnerable to the
1930         // remaining hits in the same frame)
1931         if (self.flags & FL_ONGROUND)
1932         if (g_midair)
1933                 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1934
1935         if (time >= game_starttime)
1936         if (time < self.spawnshieldtime)
1937                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1938
1939         MUTATOR_CALLHOOK(PlayerPowerups);
1940 }
1941
1942 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1943 {
1944         if(current > stable)
1945                 return current;
1946         else if(current > stable - 0.25) // when close enough, "snap"
1947                 return stable;
1948         else
1949                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1950 }
1951
1952 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1953 {
1954         if(current < stable)
1955                 return current;
1956         else if(current < stable + 0.25) // when close enough, "snap"
1957                 return stable;
1958         else
1959                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1960 }
1961
1962 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1963 {
1964         if(current > rotstable)
1965         {
1966                 if(rotframetime > 0)
1967                 {
1968                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1969                         current = max(rotstable, current - rotlinear * rotframetime);
1970                 }
1971         }
1972         else if(current < regenstable)
1973         {
1974                 if(regenframetime > 0)
1975                 {
1976                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1977                         current = min(regenstable, current + regenlinear * regenframetime);
1978                 }
1979         }
1980
1981         if(current > limit)
1982                 current = limit;
1983
1984         return current;
1985 }
1986
1987 void player_regen (void)
1988 {
1989         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1990         maxh = autocvar_g_balance_health_rotstable;
1991         maxa = autocvar_g_balance_armor_rotstable;
1992         maxf = autocvar_g_balance_fuel_rotstable;
1993         minh = autocvar_g_balance_health_regenstable;
1994         mina = autocvar_g_balance_armor_regenstable;
1995         minf = autocvar_g_balance_fuel_regenstable;
1996         limith = autocvar_g_balance_health_limit;
1997         limita = autocvar_g_balance_armor_limit;
1998         limitf = autocvar_g_balance_fuel_limit;
1999
2000         max_mod = regen_mod = rot_mod = limit_mod = 1;
2001
2002         if (self.runes & RUNE_REGEN)
2003         {
2004                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2005                 {
2006                         regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2007                         max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2008                         limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2009                 }
2010                 else
2011                 {
2012                         regen_mod = autocvar_g_balance_rune_regen_regenrate;
2013                         max_mod = autocvar_g_balance_rune_regen_hpmod;
2014                         limit_mod = autocvar_g_balance_rune_regen_limitmod;
2015                 }
2016         }
2017         else if (self.runes & CURSE_VENOM)
2018         {
2019                 max_mod = autocvar_g_balance_curse_venom_hpmod;
2020                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2021                         rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2022                 else
2023                         rot_mod = autocvar_g_balance_curse_venom_rotrate;
2024                 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2025                 //if (!self.runes & RUNE_REGEN)
2026                 //      rot_mod = autocvar_g_balance_curse_venom_rotrate;
2027         }
2028         maxh = maxh * max_mod;
2029         //maxa = maxa * max_mod;
2030         //maxf = maxf * max_mod;
2031         minh = minh * max_mod;
2032         //mina = mina * max_mod;
2033         //minf = minf * max_mod;
2034         limith = limith * limit_mod;
2035         limita = limita * limit_mod;
2036         //limitf = limitf * limit_mod;
2037
2038         if(g_lms && g_ca)
2039                 rot_mod = 0;
2040
2041         if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2042         {
2043                 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);
2044                 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);
2045
2046                 // if player rotted to death...  die!
2047                 if(self.health < 1)
2048                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2049         }
2050
2051         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2052                 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);
2053 }
2054
2055 float zoomstate_set;
2056 void SetZoomState(float z)
2057 {
2058         if(z != self.zoomstate)
2059         {
2060                 self.zoomstate = z;
2061                 ClientData_Touch(self);
2062         }
2063         zoomstate_set = 1;
2064 }
2065
2066 void GetPressedKeys(void) {
2067         MUTATOR_CALLHOOK(GetPressedKeys);
2068         if (self.movement_x > 0) // get if movement keys are pressed
2069         {       // forward key pressed
2070                 self.pressedkeys |= KEY_FORWARD;
2071                 self.pressedkeys &~= KEY_BACKWARD;
2072         }
2073         else if (self.movement_x < 0)
2074         {       // backward key pressed
2075                 self.pressedkeys |= KEY_BACKWARD;
2076                 self.pressedkeys &~= KEY_FORWARD;
2077         }
2078         else
2079         {       // no x input
2080                 self.pressedkeys &~= KEY_FORWARD;
2081                 self.pressedkeys &~= KEY_BACKWARD;
2082         }
2083
2084         if (self.movement_y > 0)
2085         {       // right key pressed
2086                 self.pressedkeys |= KEY_RIGHT;
2087                 self.pressedkeys &~= KEY_LEFT;
2088         }
2089         else if (self.movement_y < 0)
2090         {       // left key pressed
2091                 self.pressedkeys |= KEY_LEFT;
2092                 self.pressedkeys &~= KEY_RIGHT;
2093         }
2094         else
2095         {       // no y input
2096                 self.pressedkeys &~= KEY_RIGHT;
2097                 self.pressedkeys &~= KEY_LEFT;
2098         }
2099
2100         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2101                 self.pressedkeys |= KEY_JUMP;
2102         else
2103                 self.pressedkeys &~= KEY_JUMP;
2104         if (self.BUTTON_CROUCH)
2105                 self.pressedkeys |= KEY_CROUCH;
2106         else
2107                 self.pressedkeys &~= KEY_CROUCH;
2108
2109         if (self.BUTTON_ATCK)
2110                 self.pressedkeys |= KEY_ATCK;
2111         else
2112                 self.pressedkeys &~= KEY_ATCK;
2113         if (self.BUTTON_ATCK2)
2114                 self.pressedkeys |= KEY_ATCK2;
2115         else
2116                 self.pressedkeys &~= KEY_ATCK2;
2117 }
2118
2119 /*
2120 ======================
2121 spectate mode routines
2122 ======================
2123 */
2124
2125 void SpectateCopy(entity spectatee) {
2126         other = spectatee;
2127         MUTATOR_CALLHOOK(SpectateCopy);
2128         self.armortype = spectatee.armortype;
2129         self.armorvalue = spectatee.armorvalue;
2130         self.ammo_cells = spectatee.ammo_cells;
2131         self.ammo_shells = spectatee.ammo_shells;
2132         self.ammo_nails = spectatee.ammo_nails;
2133         self.ammo_rockets = spectatee.ammo_rockets;
2134         self.ammo_fuel = spectatee.ammo_fuel;
2135         self.clip_load = spectatee.clip_load;
2136         self.clip_size = spectatee.clip_size;
2137         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2138         self.health = spectatee.health;
2139         self.impulse = 0;
2140         self.items = spectatee.items;
2141         self.last_pickup = spectatee.last_pickup;
2142         self.hit_time = spectatee.hit_time;
2143         self.metertime = spectatee.metertime;
2144         self.strength_finished = spectatee.strength_finished;
2145         self.invincible_finished = spectatee.invincible_finished;
2146         self.pressedkeys = spectatee.pressedkeys;
2147         WEPSET_COPY_EE(self, spectatee);
2148         self.switchweapon = spectatee.switchweapon;
2149         self.switchingweapon = spectatee.switchingweapon;
2150         self.weapon = spectatee.weapon;
2151         self.nex_charge = spectatee.nex_charge;
2152         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2153         self.hagar_load = spectatee.hagar_load;
2154         self.minelayer_mines = spectatee.minelayer_mines;
2155         self.punchangle = spectatee.punchangle;
2156         self.view_ofs = spectatee.view_ofs;
2157         self.velocity = spectatee.velocity;
2158         self.dmg_take = spectatee.dmg_take;
2159         self.dmg_save = spectatee.dmg_save;
2160         self.dmg_inflictor = spectatee.dmg_inflictor;
2161         self.v_angle = spectatee.v_angle;
2162         self.angles = spectatee.v_angle;
2163         self.stat_respawn_time = spectatee.stat_respawn_time;
2164         if(!self.BUTTON_USE)
2165                 self.fixangle = TRUE;
2166         setorigin(self, spectatee.origin);
2167         setsize(self, spectatee.mins, spectatee.maxs);
2168         SetZoomState(spectatee.zoomstate);
2169     
2170     anticheat_spectatecopy(spectatee);
2171         self.hud = spectatee.hud;
2172         if(spectatee.vehicle)
2173     {
2174         self.fixangle = FALSE;
2175         //self.velocity = spectatee.vehicle.velocity;
2176         self.vehicle_health = spectatee.vehicle_health;
2177         self.vehicle_shield = spectatee.vehicle_shield;
2178         self.vehicle_energy = spectatee.vehicle_energy;
2179         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2180         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2181         self.vehicle_reload1 = spectatee.vehicle_reload1;
2182         self.vehicle_reload2 = spectatee.vehicle_reload2;
2183
2184         msg_entity = self;
2185         
2186         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2187             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
2188             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
2189             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
2190
2191         //WriteByte (MSG_ONE, SVC_SETVIEW);
2192         //    WriteEntity(MSG_ONE, self);            
2193         //makevectors(spectatee.v_angle);
2194         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/    
2195     }
2196 }
2197
2198 float SpectateUpdate() {
2199         if(!self.enemy)
2200             return 0;           
2201
2202         if (self == self.enemy)
2203                 return 0;
2204
2205         if(self.enemy.classname != "player")
2206                 return 0;
2207
2208         SpectateCopy(self.enemy);
2209
2210         return 1;
2211 }
2212
2213
2214 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2215 entity CA_SpectateNext(entity start) {
2216         if (start.team == self.team) {
2217                 return start;
2218         }
2219         
2220         other = start;
2221         // continue from current player
2222         while(other && other.team != self.team) {
2223                 other = find(other, classname, "player");
2224         }
2225         
2226         if (!other) {
2227                 // restart from begining
2228                 other = find(other, classname, "player");
2229                 while(other && other.team != self.team) {
2230                         other = find(other, classname, "player");
2231                 }
2232         }
2233         
2234         return other;
2235 }
2236
2237 float SpectateNext(entity _prefer) {
2238         
2239         if(_prefer)
2240                 other = _prefer;        
2241         else
2242                 other = find(self.enemy, classname, "player");
2243         
2244         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2245                 // CA and ca players when spectating enemies is forbidden
2246                 other = CA_SpectateNext(other);
2247         } else {
2248                 // other modes and ca spectators or spectating enemies is allowed
2249                 if (!other)
2250                         other = find(other, classname, "player");
2251         }
2252         
2253         if (other)
2254                 self.enemy = other;
2255
2256         if(self.enemy.classname == "player") {
2257             /*if(self.enemy.vehicle)
2258             {      
2259             
2260             msg_entity = self;
2261             WriteByte(MSG_ONE, SVC_SETVIEW);
2262             WriteEntity(MSG_ONE, self.enemy);
2263             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2264             
2265             self.movetype = MOVETYPE_NONE;
2266             accuracy_resend(self);
2267             }
2268             else 
2269             {*/         
2270             msg_entity = self;
2271             WriteByte(MSG_ONE, SVC_SETVIEW);
2272             WriteEntity(MSG_ONE, self.enemy);
2273             //stuffcmd(self, "set viewsize $tmpviewsize \n");
2274             self.movetype = MOVETYPE_NONE;
2275             accuracy_resend(self);
2276
2277             if(!SpectateUpdate())
2278                 PutObserverInServer();
2279         //}
2280         return 1;
2281         } else {
2282                 return 0;
2283         }
2284 }
2285
2286 /*
2287 =============
2288 ShowRespawnCountdown()
2289
2290 Update a respawn countdown display.
2291 =============
2292 */
2293 void ShowRespawnCountdown()
2294 {
2295         float number;
2296         if(self.deadflag == DEAD_NO) // just respawned?
2297                 return;
2298         else
2299         {
2300                 number = ceil(self.respawn_time - time);
2301                 if(number <= 0)
2302                         return;
2303                 if(number <= self.respawn_countdown)
2304                 {
2305                         self.respawn_countdown = number - 1;
2306                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2307                                 AnnounceTo(self, strcat(ftos(number), ""));
2308                 }
2309         }
2310 }
2311
2312 .float prevent_join_msgtime;
2313 void LeaveSpectatorMode()
2314 {
2315         if(nJoinAllowed(self)) {
2316                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2317                         self.classname = "player";
2318
2319                         if(autocvar_g_campaign || autocvar_g_balance_teams)
2320                                 JoinBestTeam(self, FALSE, TRUE);
2321
2322                         if(autocvar_g_campaign)
2323                                 campaign_bots_may_start = 1;
2324
2325                         PutClientInServer();
2326
2327                         if(self.classname == "player")
2328                                 bprint ("^4", self.netname, "^4 is playing now\n");
2329
2330                         if(!autocvar_g_campaign)
2331                         if (time < self.jointime + autocvar_welcome_message_time)
2332                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2333
2334                         if (self.prevent_join_msgtime)
2335                         {
2336                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2337                                 self.prevent_join_msgtime = 0;
2338                         }
2339
2340                         return;
2341                 } else {
2342                         if (g_ca && self.caplayer) {
2343                         }       // do nothing
2344                         else
2345                                 stuffcmd(self,"menu_showteamselect\n");
2346                         return;
2347                 }
2348         }
2349         else {
2350                 //player may not join because of g_maxplayers is set
2351                 if (time - self.prevent_join_msgtime > 2)
2352                 {
2353                         Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2354                         self.prevent_join_msgtime = time;
2355                 }
2356         }
2357 }
2358
2359 /**
2360  * Determines whether the player is allowed to join. This depends on cvar
2361  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2362  * it checks whether the number of currently playing players exceeds g_maxplayers.
2363  * @return int number of free slots for players, 0 if none
2364  */
2365 float nJoinAllowed(entity ignore) {
2366         if(!ignore)
2367         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2368         // so report 0 free slots if restricted
2369         {
2370                 if(autocvar_g_forced_team_otherwise == "spectate")
2371                         return 0;
2372                 if(autocvar_g_forced_team_otherwise == "spectator")
2373                         return 0;
2374         }
2375
2376         if(self.team_forced < 0)
2377                 return 0; // forced spectators can never join
2378
2379         // TODO simplify this
2380         entity e;
2381         float totalClients = 0;
2382         FOR_EACH_CLIENT(e)
2383                 if(e != ignore)
2384                         totalClients += 1;
2385
2386         if (!autocvar_g_maxplayers)
2387                 return maxclients - totalClients;
2388
2389         float currentlyPlaying = 0;
2390         FOR_EACH_REALPLAYER(e)
2391                 currentlyPlaying += 1;
2392
2393         if(currentlyPlaying < autocvar_g_maxplayers)
2394                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2395
2396         return 0;
2397 }
2398
2399 /**
2400  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2401  * g_maxplayers_spectator_blocktime seconds
2402  */
2403 void checkSpectatorBlock() {
2404         if(self.classname == "spectator" || self.classname == "observer") {
2405                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2406                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2407                         dropclient(self);
2408                 }
2409         }
2410 }
2411
2412 .float motd_actived_time; // used for both motd and campaign_message
2413 void PrintWelcomeMessage()
2414 {
2415         if (self.motd_actived_time == 0) { // is there already a message showing?
2416                 if (autocvar_g_campaign) {
2417                         if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2418                                 self.motd_actived_time = time;
2419                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2420                         }
2421                 } else {
2422                         if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2423                                 self.motd_actived_time = time;
2424                                 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2425                         }
2426                 }
2427         } else { // showing MOTD or campaign message
2428                 if (autocvar_g_campaign) {
2429                         if (self.BUTTON_INFO)
2430                                 self.motd_actived_time = time;
2431                         else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2432                                 self.motd_actived_time = 0;
2433                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2434                         }
2435                 } else {
2436                         if ((time - self.jointime) > autocvar_welcome_message_time) {
2437                                 if (self.BUTTON_INFO)
2438                                         self.motd_actived_time = time;
2439                                 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2440                                         self.motd_actived_time = 0;
2441                                         Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2442                                 }
2443                         }
2444                 }
2445         }
2446 }
2447
2448 void ObserverThink()
2449 {
2450         float prefered_movetype;
2451         if (self.flags & FL_JUMPRELEASED) {
2452                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2453                         self.flags &~= FL_JUMPRELEASED;
2454                         self.flags |= FL_SPAWNING;
2455                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2456                         self.flags &~= FL_JUMPRELEASED;
2457                         if(SpectateNext(world) == 1) {
2458                                 self.classname = "spectator";
2459                         }
2460                 } else {
2461                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2462                         if (self.movetype != prefered_movetype)
2463                                 self.movetype = prefered_movetype;
2464                 }
2465         } else {
2466                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2467                         self.flags |= FL_JUMPRELEASED;
2468                         if(self.flags & FL_SPAWNING)
2469                         {
2470                                 self.flags &~= FL_SPAWNING;
2471                                 LeaveSpectatorMode();
2472                                 return;
2473                         }
2474                 }
2475         }
2476
2477         PrintWelcomeMessage();
2478 }
2479
2480 void SpectatorThink()
2481 {
2482         if (self.flags & FL_JUMPRELEASED) {
2483                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2484                         self.flags &~= FL_JUMPRELEASED;
2485                         self.flags |= FL_SPAWNING;
2486                 } else if(self.BUTTON_ATCK) {
2487                         self.flags &~= FL_JUMPRELEASED;
2488                         if(SpectateNext(world) == 1) {
2489                                 self.classname = "spectator";
2490                         } else {
2491                                 self.classname = "observer";
2492                                 PutClientInServer();
2493                         }
2494                 } else if (self.BUTTON_ATCK2) {
2495                         self.flags &~= FL_JUMPRELEASED;
2496                         self.classname = "observer";
2497                         PutClientInServer();
2498                 } else {
2499                         if(!SpectateUpdate())
2500                                 PutObserverInServer();
2501                 }
2502         } else {
2503                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2504                         self.flags |= FL_JUMPRELEASED;
2505                         if(self.flags & FL_SPAWNING)
2506                         {
2507                                 self.flags &~= FL_SPAWNING;
2508                                 LeaveSpectatorMode();
2509                                 return;
2510                         }
2511                 }
2512                 if(!SpectateUpdate())
2513                         PutObserverInServer();
2514         }
2515
2516         PrintWelcomeMessage();
2517         self.flags |= FL_CLIENT | FL_NOTARGET;
2518 }
2519
2520 void PlayerUseKey()
2521 {
2522         if(self.classname != "player")
2523                 return;
2524
2525         if(self.vehicle)
2526         {
2527         vehicles_exit(VHEF_NORMAL);
2528         return;
2529         }
2530         
2531         // a use key was pressed; call handlers
2532         MUTATOR_CALLHOOK(PlayerUseKey);
2533 }
2534
2535 .float touchexplode_time;
2536
2537 /*
2538 =============
2539 PlayerPreThink
2540
2541 Called every frame for each client before the physics are run
2542 =============
2543 */
2544 .float usekeypressed;
2545 void() nexball_setstatus;
2546 .float items_added;
2547 void PlayerPreThink (void)
2548 {
2549         WarpZone_PlayerPhysics_FixVAngle();
2550
2551         self.stat_game_starttime = game_starttime;
2552         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2553         self.stat_leadlimit = autocvar_leadlimit;
2554
2555         if(g_arena || (g_ca && !allowed_to_spawn))
2556                 self.stat_respawn_time = 0;
2557         else
2558                 self.stat_respawn_time = self.respawn_time;
2559
2560         if(frametime)
2561         {
2562                 // physics frames: update anticheat stuff
2563                 anticheat_prethink();
2564         }
2565
2566         if(blockSpectators && frametime)
2567                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2568                 checkSpectatorBlock();
2569
2570         zoomstate_set = 0;
2571
2572         if(self.netname_previous != self.netname)
2573         {
2574                 if(autocvar_sv_eventlog)
2575                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2576                 if(self.netname_previous)
2577                         strunzone(self.netname_previous);
2578                 self.netname_previous = strzone(self.netname);
2579         }
2580
2581         // version nagging
2582         if(self.version_nagtime)
2583                 if(self.cvar_g_xonoticversion)
2584                         if(time > self.version_nagtime)
2585                         {
2586                                 // don't notify git users
2587                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2588                                 {
2589                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2590                                         {
2591                                                 // notify release users if connecting to git
2592                                                 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");
2593                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2594                                         }
2595                                         else
2596                                         {
2597                                                 float r;
2598                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2599                                                 if(r < 0)
2600                                                 {
2601                                                         // give users new version
2602                                                         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");
2603                                                         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"));
2604                                                 }
2605                                                 else if(r > 0)
2606                                                 {
2607                                                         // notify users about old server version
2608                                                         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");
2609                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2610                                                 }
2611                                         }
2612                                 }
2613                                 self.version_nagtime = 0;
2614                         }
2615
2616         // GOD MODE info
2617         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2618         {
2619                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2620                 self.max_armorvalue = 0;
2621         }
2622
2623 #ifdef TETRIS
2624         if (TetrisPreFrame())
2625                 return;
2626 #endif
2627
2628         if(self.frozen)
2629         {
2630                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2631                 self.health = max(1, self.revive_progress * autocvar_g_balance_health_start);
2632
2633                 if(self.revive_progress >= 1)
2634                         Unfreeze(self);
2635         }
2636
2637         MUTATOR_CALLHOOK(PlayerPreThink);
2638
2639         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2640         {
2641                 if(self.BUTTON_USE && !self.usekeypressed)
2642                         PlayerUseKey();
2643                 self.usekeypressed = self.BUTTON_USE;
2644         }
2645
2646         PrintWelcomeMessage();
2647
2648         if(self.classname == "player") {
2649 //              if(self.netname == "Wazat")
2650 //                      bprint(self.classname, "\n");
2651
2652                 CheckRules_Player();
2653
2654                 if (intermission_running)
2655                 {
2656                         IntermissionThink ();   // otherwise a button could be missed between
2657                         return;                                 // the think tics
2658                 }
2659
2660                 //don't allow the player to turn around while game is paused!
2661                 if(timeout_status == TIMEOUT_ACTIVE) {
2662                         // FIXME turn this into CSQC stuff
2663                         self.v_angle = self.lastV_angle;
2664                         self.angles = self.lastV_angle;
2665                         self.fixangle = TRUE;
2666                 }
2667
2668                 if(frametime)
2669                 {
2670 #ifndef NO_LEGACY_NETWORKING
2671                         self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2672 #endif
2673
2674                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2675                         {
2676                                 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);
2677                                 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);
2678                                 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);
2679
2680                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2681                                 {
2682                                         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);
2683                                         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);
2684                                         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);
2685                                 }
2686                         }
2687                         else
2688                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2689
2690                         player_powerups();
2691                 }
2692
2693                 if (g_minstagib)
2694                         minstagib_ammocheck();
2695
2696                 if (self.deadflag != DEAD_NO)
2697                 {
2698                         float button_pressed, force_respawn;
2699                         if(self.personal && g_race_qualifying)
2700                         {
2701                                 if(time > self.respawn_time)
2702                                 {
2703                                         self.respawn_time = time + 1; // only retry once a second
2704                                         respawn();
2705                                         self.impulse = 141;
2706                                 }
2707                         }
2708                         else
2709                         {
2710                                 if(frametime)
2711                                         player_anim();
2712                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2713                                 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2714                                 if (self.deadflag == DEAD_DYING)
2715                                 {
2716                                         if(force_respawn)
2717                                                 self.deadflag = DEAD_RESPAWNING;
2718                                         else if(!button_pressed)
2719                                                 self.deadflag = DEAD_DEAD;
2720                                 }
2721                                 else if (self.deadflag == DEAD_DEAD)
2722                                 {
2723                                         if(button_pressed)
2724                                                 self.deadflag = DEAD_RESPAWNABLE;
2725                                 }
2726                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2727                                 {
2728                                         if(!button_pressed)
2729                                                 self.deadflag = DEAD_RESPAWNING;
2730                                 }
2731                                 else if (self.deadflag == DEAD_RESPAWNING)
2732                                 {
2733                                         if(time > self.respawn_time)
2734                                         {
2735                                                 self.respawn_time = time + 1; // only retry once a second
2736                                                 respawn();
2737                                         }
2738                                 }
2739                                 ShowRespawnCountdown();
2740                         }
2741
2742                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2743                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2744                                 self.stat_respawn_time *= -1;
2745
2746                         return;
2747                 }
2748                 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2749                 // so (self.deadflag == DEAD_NO) is always true in the code below
2750
2751                 if(g_touchexplode)
2752                 if(time > self.touchexplode_time)
2753                 if(self.classname == "player")
2754                 if(self.deadflag == DEAD_NO)
2755                 if not(IS_INDEPENDENT_PLAYER(self))
2756                 FOR_EACH_PLAYER(other) if(self != other)
2757                 {
2758                         if(time > other.touchexplode_time)
2759                         if(other.deadflag == DEAD_NO)
2760                         if not(IS_INDEPENDENT_PLAYER(other))
2761                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2762                         {
2763                                 PlayerTouchExplode(self, other);
2764                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2765                         }
2766                 }
2767
2768                 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2769                 {
2770                         vector dist;
2771
2772                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2773                         dist = self.prevorigin - self.origin;
2774                         dist_z = 0;
2775                         self.lms_traveled_distance += fabs(vlen(dist));
2776
2777                         if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2778                         {
2779                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2780                                 self.lms_traveled_distance = 0;
2781                         }
2782
2783                         if(time > self.lms_nextcheck)
2784                         {
2785                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2786                                 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2787                                 {
2788                                         centerprint(self, autocvar_g_lms_campcheck_message);
2789                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2790                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2791                                         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');
2792                                 }
2793                                 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2794                                 self.lms_traveled_distance = 0;
2795                         }
2796                 }
2797
2798                 self.prevorigin = self.origin;
2799
2800                 if (!self.vehicle)
2801                 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x && !self.freezetag_frozen && !self.frozen) // prevent crouching if using melee attack
2802                 {
2803                         if (!self.crouch)
2804                         {
2805                                 self.crouch = TRUE;
2806                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2807                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2808                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2809                         }
2810                 }
2811                 else
2812                 {
2813                         if (self.crouch)
2814                         {
2815                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2816                                 if (!trace_startsolid)
2817                                 {
2818                                         self.crouch = FALSE;
2819                                         self.view_ofs = PL_VIEW_OFS;
2820                                         setsize (self, PL_MIN, PL_MAX);
2821                                 }
2822                         }
2823                 }
2824
2825                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2826                 {
2827                         if(self.bloodloss_timer < time)
2828                         {
2829                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2830                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2831                         }
2832                 }
2833
2834                 FixPlayermodel();
2835
2836                 GrapplingHookFrame();
2837
2838                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2839                 //if(frametime)
2840                 {
2841                         self.items &~= self.items_added;
2842
2843                         W_WeaponFrame();
2844
2845                         self.items_added = 0;
2846                         if(self.items & IT_JETPACK)
2847                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2848                                         self.items_added |= IT_FUEL;
2849
2850                         self.items |= self.items_added;
2851                 }
2852
2853                 player_regen();
2854
2855                 // rot nex charge to the charge limit
2856                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2857                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2858
2859                 if(frametime)
2860                         player_anim();
2861
2862                 if(g_nexball)
2863                         nexball_setstatus();
2864                 
2865                 // secret status
2866                 secrets_setstatus();
2867                 
2868                 // monsters status
2869                 monsters_setstatus();
2870                 
2871                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2872
2873                 //self.angles_y=self.v_angle_y + 90;   // temp
2874         } else if(gameover) {
2875                 if (intermission_running)
2876                         IntermissionThink ();   // otherwise a button could be missed between
2877                 return;
2878         } else if(self.classname == "observer") {
2879                 ObserverThink();
2880         } else if(self.classname == "spectator") {
2881                 SpectatorThink();
2882         }
2883
2884         if(!zoomstate_set)
2885                 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));
2886
2887         float oldspectatee_status;
2888         oldspectatee_status = self.spectatee_status;
2889         if(self.classname == "spectator")
2890                 self.spectatee_status = num_for_edict(self.enemy);
2891         else if(self.classname == "observer")
2892                 self.spectatee_status = num_for_edict(self);
2893         else
2894                 self.spectatee_status = 0;
2895         if(self.spectatee_status != oldspectatee_status)
2896         {
2897                 ClientData_Touch(self);
2898                 if(g_race || g_cts)
2899                         race_InitSpectator();
2900         }
2901
2902         if(self.teamkill_soundtime)
2903         if(time > self.teamkill_soundtime)
2904         {
2905                 self.teamkill_soundtime = 0;
2906
2907                 entity oldpusher, oldself;
2908
2909                 oldself = self; self = self.teamkill_soundsource;
2910                 oldpusher = self.pusher; self.pusher = oldself;
2911
2912                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2913
2914                 self.pusher = oldpusher;
2915                 self = oldself;
2916         }
2917
2918         if(self.taunt_soundtime)
2919         if(time > self.taunt_soundtime)
2920         {
2921                 self.taunt_soundtime = 0;
2922                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2923         }
2924
2925         target_voicescript_next(self);
2926
2927         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2928         if(!self.weapon)
2929                 self.clip_load = self.clip_size = 0;
2930 }
2931
2932 float isInvisibleString(string s)
2933 {
2934         float i, n, c;
2935         s = strdecolorize(s);
2936         for((i = 0), (n = strlen(s)); i < n; ++i)
2937         {
2938                 c = str2chr(s, i);
2939                 switch(c)
2940                 {
2941                         case 0:
2942                         case 32: // space
2943                                 break;
2944                         case 192: // charmap space
2945                                 if (!autocvar_utf8_enable)
2946                                         break;
2947                                 return FALSE;
2948                         case 160: // space in unicode fonts
2949                         case 0xE000 + 192: // utf8 charmap space
2950                                 if (autocvar_utf8_enable)
2951                                         break;
2952                         default:
2953                                 return FALSE;
2954                 }
2955         }
2956         return TRUE;
2957 }
2958
2959 /*
2960 =============
2961 PlayerPostThink
2962
2963 Called every frame for each client after the physics are run
2964 =============
2965 */
2966 .float idlekick_lasttimeleft;
2967 .entity showheadshotbbox;
2968 void showheadshotbbox_think()
2969 {
2970         if(self.owner.showheadshotbbox != self)
2971         {
2972                 remove(self);
2973                 return;
2974         }
2975         self.nextthink = time;
2976         setorigin(self, self.owner.origin);
2977         setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2978 }
2979 void PlayerPostThink (void)
2980 {
2981         // Savage: Check for nameless players
2982         if (isInvisibleString(self.netname)) {
2983                 self.netname = "Player";
2984                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2985         }
2986
2987         if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2988         {
2989                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2990                 {
2991                         if(self.idlekick_lasttimeleft)
2992                         {
2993                                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2994                                 self.idlekick_lasttimeleft = 0;
2995                         }
2996                 }
2997                 else
2998                 {
2999                         float timeleft;
3000                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3001                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
3002                         {
3003                                 if(!self.idlekick_lasttimeleft)
3004                                         Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
3005                         }
3006                         if(timeleft <= 0)
3007                         {
3008                                 bprint("^3", self.netname, "^3 was kicked for idling.\n");
3009                                 AnnounceTo(self, "terminated");
3010                                 dropclient(self);
3011                                 return;
3012                         }
3013                         else if(timeleft <= 10)
3014                         {
3015                                 if(timeleft != self.idlekick_lasttimeleft)
3016                                         AnnounceTo(self, ftos(timeleft));
3017                                 self.idlekick_lasttimeleft = timeleft;
3018                         }
3019                 }
3020         }
3021
3022 #ifdef TETRIS
3023         if(self.impulse == 100)
3024                 ImpulseCommands();
3025         if (!TetrisPostFrame())
3026         {
3027 #endif
3028
3029         CheatFrame();
3030
3031         //CheckPlayerJump();
3032
3033         if(self.classname == "player") {
3034                 CheckRules_Player();
3035                 UpdateChatBubble();
3036                 if (self.impulse)
3037                         ImpulseCommands();
3038                 if (intermission_running)
3039                         return;         // intermission or finale
3040                 GetPressedKeys();
3041         }
3042         
3043 #ifdef TETRIS
3044         }
3045 #endif
3046
3047         /*
3048         float i;
3049         for(i = 0; i < 1000; ++i)
3050         {
3051                 vector end;
3052                 end = self.origin + '0 0 1024' + 512 * randomvec();
3053                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3054                 if(trace_fraction < 1)
3055                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3056                 {
3057                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3058                         break;
3059                 }
3060         }
3061         */
3062
3063         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3064
3065         if(self.waypointsprite_attachedforcarrier)
3066                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3067
3068         if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3069         {
3070                 if(!self.showheadshotbbox)
3071                 {
3072                         self.showheadshotbbox = spawn();
3073                         self.showheadshotbbox.classname = "headshotbbox";
3074                         self.showheadshotbbox.owner = self;
3075                         self.showheadshotbbox.think = showheadshotbbox_think;
3076                         self.showheadshotbbox.nextthink = time;
3077                         self = self.showheadshotbbox;
3078                         self.think();
3079                         self = self.owner;
3080                 }
3081         }
3082         else
3083         {
3084                 if(self.showheadshotbbox)
3085                         if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3086                 remove(self.showheadshotbbox);
3087         }
3088
3089         playerdemo_write();
3090
3091         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3092         {
3093                 if not(self.stored_netname)
3094                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
3095                 if(self.stored_netname != self.netname)
3096                 {
3097                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3098                         strunzone(self.stored_netname);
3099                         self.stored_netname = strzone(self.netname);
3100                 }
3101         }
3102
3103         /*
3104         if(g_race)
3105                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3106         */
3107
3108         CSQCMODEL_AUTOUPDATE();
3109 }