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change LOD code to support the models the way morphed named them. Next time, morphed...
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 .float spectatee_status;
2 .float zoomstate;
3 .float bloodloss_timer;
4 .float restriction;
5
6 .entity clientdata;
7 float ClientData_Send(entity to, float sf)
8 {
9         if(to != self.owner)
10         {
11                 error("wtf");
12                 return FALSE;
13         }
14
15         entity e;
16
17         e = to;
18         if(to.classname == "spectator")
19                 e = to.enemy;
20
21         sf = 0;
22
23         if(e.race_completed)
24                 sf |= 1; // forced scoreboard
25         if(to.spectatee_status)
26                 sf |= 2; // spectator ent number follows
27         if(e.zoomstate)
28                 sf |= 4; // zoomed
29         if(e.porto_v_angle_held)
30                 sf |= 8; // angles held
31         
32         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
33         WriteByte(MSG_ENTITY, sf);
34
35         if(sf & 2)
36                 WriteByte(MSG_ENTITY, to.spectatee_status);
37         
38         if(sf & 8)
39         {
40                 WriteAngle(MSG_ENTITY, e.v_angle_x);
41                 WriteAngle(MSG_ENTITY, e.v_angle_y);
42         }
43
44         return TRUE;
45 }
46
47 void ClientData_Attach()
48 {
49         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
50         self.clientdata.drawonlytoclient = self;
51         self.clientdata.owner = self;
52 }
53
54 void ClientData_Detach()
55 {
56         remove(self.clientdata);
57         self.clientdata = world;
58 }
59
60 void ClientData_Touch(entity e)
61 {
62         e.clientdata.SendFlags = 1;
63
64         // make it spectatable
65         entity e2;
66         FOR_EACH_REALCLIENT(e2)
67         {
68                 if(e2 != e)
69                         if(e2.classname == "spectator")
70                                 if(e2.enemy == e)
71                                         e2.clientdata.SendFlags = 1;
72         }
73 }
74
75
76 #define SPAWNPOINT_SCORE frags
77
78 .string netname_previous;
79
80 void spawnfunc_info_player_survivor (void)
81 {
82         spawnfunc_info_player_deathmatch();
83 }
84
85 void spawnfunc_info_player_start (void)
86 {
87         spawnfunc_info_player_deathmatch();
88 }
89
90 void spawnfunc_info_player_deathmatch (void)
91 {
92         self.classname = "info_player_deathmatch";
93         relocate_spawnpoint();
94 }
95
96 void spawnpoint_use()
97 {
98         if(teams_matter)
99         if(have_team_spawns)
100         {
101                 self.team = activator.team;
102                 some_spawn_has_been_used = 1;
103         }
104 };
105
106 // Returns:
107 //   -1 if a spawn can't be used
108 //   otherwise, a weight of the spawnpoint
109 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
110 {
111         float shortest, thisdist;
112         entity player;
113
114         // filter out spots for the wrong team
115         if(teamcheck)
116         if(spot.team != teamcheck)
117                 return -1;
118
119         if(race_spawns)
120                 if(spot.target == "")
121                         return -1;
122         
123         if(clienttype(self) == CLIENTTYPE_REAL)
124         {
125                 if(spot.restriction == 1)
126                         return -1;
127         }
128         else
129         {
130                 if(spot.restriction == 2)
131                         return -1;
132         }
133
134         // filter out spots for assault
135         if(spot.target != "") {
136                 local entity ent;
137                 float good, found;
138                 ent = find(world, targetname, spot.target);
139                 while(ent) {
140                         if(ent.classname == "target_objective")
141                         {
142                                 found = 1;
143                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
144                                         return -1;
145                                 good = 1;
146                         }
147                         else if(ent.classname == "trigger_race_checkpoint")
148                         {
149                                 found = 1;
150                                 if(self.classname == "player") // spectators may spawn everywhere
151                                 {
152                                         if(g_race_qualifying)
153                                         {
154                                                 // spawn at first
155                                                 if(ent.race_checkpoint != 0)
156                                                         return -1;
157                                                 if(spot.race_place != race_lowest_place_spawn)
158                                                         return -1;
159                                         }
160                                         else
161                                         {
162                                                 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
163                                                         return -1;
164                                                 float pl;
165                                                 pl = self.race_place;
166                                                 if(pl > race_highest_place_spawn)
167                                                         pl = 0;
168                                                 if(spot.race_place != pl)
169                                                         return -1;
170                                         }
171                                 }
172                                 good = 1;
173                         }
174                         ent = find(ent, targetname, spot.target);
175                 }
176
177                 if(found && !good)
178                         return -1;
179         }
180
181         player = playerlist;
182         shortest = vlen(world.maxs - world.mins);
183         for(player = playerlist; player; player = player.chain)
184                 if (player != self)
185                 {
186                         thisdist = vlen(player.origin - spot.origin);
187                         if (thisdist < shortest)
188                                 shortest = thisdist;
189                 }
190         return shortest;
191 }
192
193 float spawn_allbad;
194 float spawn_allgood;
195 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
196 {
197         local entity spot, spotlist, spotlistend;
198         spawn_allgood = TRUE;
199         spawn_allbad = TRUE;
200
201         spotlist = world;
202         spotlistend = world;
203
204         for(spot = firstspot; spot; spot = spot.chain)
205         {
206                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
207
208                 if(cvar("spawn_debugview"))
209                 {
210                         setmodel(spot, "models/runematch/rune.mdl");
211                         if(spot.SPAWNPOINT_SCORE < mindist)
212                         {
213                                 spot.colormod = '1 0 0';
214                                 spot.scale = 1;
215                         }
216                         else
217                         {
218                                 spot.colormod = '0 1 0';
219                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
220                         }
221                 }
222
223                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
224                 {
225                         if(spot.SPAWNPOINT_SCORE < mindist)
226                         {
227                                 // too short distance
228                                 spawn_allgood = FALSE;
229                         }
230                         else 
231                         {
232                                 // perfect
233                                 spawn_allbad = FALSE;
234
235                                 if(spotlistend)
236                                         spotlistend.chain = spot;
237                                 spotlistend = spot;
238                                 if(!spotlist)
239                                         spotlist = spot;
240
241                                 /*
242                                 if(teamcheck)
243                                 if(spot.team != teamcheck)
244                                         error("invalid spawn added");
245
246                                 print("added ", etos(spot), "\n");
247                                 */
248                         }
249                 }
250         }
251         if(spotlistend)
252                 spotlistend.chain = world;
253
254         /*
255                 entity e;
256                 if(teamcheck)
257                         for(e = spotlist; e; e = e.chain)
258                         {
259                                 print("seen ", etos(e), "\n");
260                                 if(e.team != teamcheck)
261                                         error("invalid spawn found");
262                         }
263         */
264
265         return spotlist;
266 }
267
268 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
269 {
270         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
271         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
272         local entity spot;
273
274         RandomSelection_Init();
275         for(spot = firstspot; spot; spot = spot.chain)
276                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
277
278         return RandomSelection_chosen_ent;
279 }
280
281 /*
282 =============
283 SelectSpawnPoint
284
285 Finds a point to respawn
286 =============
287 */
288 entity SelectSpawnPoint (float anypoint)
289 {
290         local float teamcheck;
291         local entity firstspot_new;
292         local entity spot, firstspot, playerlist;
293
294         spot = find (world, classname, "testplayerstart");
295         if (spot)
296                 return spot;
297
298         teamcheck = 0;
299
300         if(!anypoint && have_team_spawns)
301                 teamcheck = self.team;
302
303         // get the list of players
304         playerlist = findchain(classname, "player");
305         // get the entire list of spots
306         firstspot = findchain(classname, "info_player_deathmatch");
307         // filter out the bad ones
308         // (note this returns the original list if none survived)
309         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
310         if(!firstspot_new)
311                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
312         firstspot = firstspot_new;
313
314         // there is 50/50 chance of choosing a random spot or the furthest spot
315         // (this means that roughly every other spawn will be furthest, so you
316         // usually won't get fragged at spawn twice in a row)
317         if (arena_roundbased)
318         {
319                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
320                 if(firstspot_new)
321                         firstspot = firstspot_new;
322                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
323         }
324         else if (random() > cvar("g_spawn_furthest"))
325                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
326         else
327                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
328
329         if(cvar("spawn_debugview"))
330         {
331                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
332
333                 entity e;
334                 if(teamcheck)
335                         for(e = firstspot; e; e = e.chain)
336                                 if(e.team != teamcheck)
337                                         error("invalid spawn found");
338         }
339
340         if (!spot)
341         {
342                 if(cvar("spawn_debug"))
343                         GotoNextMap();
344                 else
345                 {
346                         if(some_spawn_has_been_used)
347                                 return world; // team can't spawn any more, because of actions of other team
348                         else
349                                 error("Cannot find a spawn point - please fix the map!");
350                 }
351         }
352
353         return spot;
354 }
355
356 /*
357 =============
358 CheckPlayerModel
359
360 Checks if the argument string can be a valid playermodel.
361 Returns a valid one in doubt.
362 =============
363 */
364 string FallbackPlayerModel = "models/player/marine.zym";
365 string CheckPlayerModel(string plyermodel) {
366         if(strlen(plyermodel) < 4)
367                 return FallbackPlayerModel;
368         if( substring(plyermodel,0,14) != "models/player/")
369                 return FallbackPlayerModel;
370         else if(cvar("sv_servermodelsonly"))
371         {
372                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
373                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
374                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
375                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
376                         return FallbackPlayerModel;
377                 // forbid the LOD models
378                 if(substring(plyermodel, strlen(plyermodel)-6,2) == "_lod1")
379                         return FallbackPlayerModel;
380                 if(substring(plyermodel, strlen(plyermodel)-6,2) == "_lod2")
381                         return FallbackPlayerModel;
382                 if(plyermodel != strtolower(plyermodel))
383                         return FallbackPlayerModel;
384                 if(!fexists(plyermodel))
385                         return FallbackPlayerModel;
386         }
387         return plyermodel;
388 }
389
390 /*
391 =============
392 Client_customizeentityforclient
393
394 LOD reduction
395 =============
396 */
397 float Client_customizeentityforclient()
398 {
399         entity modelsource;
400
401         if(self.modelindex == 0)
402                 return TRUE;
403
404         modelsource = self;
405         if(other.cvar_cl_forceplayermodelsfromnexuiz)
406                 if not(self.modelindex_lod0_from_nexuiz)
407                         modelsource = other;
408         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
409                 modelsource = other;
410
411         self.skin = modelsource.skinindex;
412 #if 0
413         if(modelsource == self)
414                 self.skin = modelsource.skinindex;
415         else
416                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
417 #endif
418
419 #ifdef ALLOW_VARIABLE_LOD
420         // self: me
421         // other: the player viewing me
422         float distance;
423         float f;
424
425         if(self.classname != "player")
426                 return TRUE;
427
428         if(other.cvar_cl_playerdetailreduction <= 0)
429         {
430                 if(other.cvar_cl_playerdetailreduction <= -2)
431                         self.modelindex = modelsource.modelindex_lod2;
432                 else if(other.cvar_cl_playerdetailreduction <= -1)
433                         self.modelindex = modelsource.modelindex_lod1;
434                 else
435                         self.modelindex = modelsource.modelindex_lod0;
436         }
437         else
438         {
439                 distance = vlen(self.origin - other.origin);
440                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
441                 if(f > 10000)
442                         self.modelindex = modelsource.modelindex_lod2;
443                 else if(f > 5000)
444                         self.modelindex = modelsource.modelindex_lod1;
445                 else
446                         self.modelindex = modelsource.modelindex_lod0;
447         }
448 #else
449         self.modelindex = modelsource.modelindex_lod0;
450 #endif
451
452         return TRUE;
453 }
454
455 void UpdatePlayerSounds();
456 void setmodel_lod(entity e, string modelname)
457 {
458 #ifdef ALLOW_VARIABLE_LOD
459         string s;
460
461         // FIXME: this only supports 3-letter extensions
462         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_lod1", substring(modelname, 0, strlen(modelname) - 4));
463         if(fexists(s))
464         {
465                 precache_model(s);
466                 setmodel(e, s); // players have high precision
467                 self.modelindex_lod1 = self.modelindex;
468         }
469         else
470                 self.modelindex_lod1 = -1;
471
472         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_lod2", substring(modelname, 0, strlen(modelname) - 4));
473         if(fexists(s))
474         {
475                 precache_model(s);
476                 setmodel(e, s); // players have high precision
477                 self.modelindex_lod2 = self.modelindex;
478         }
479         else
480                 self.modelindex_lod2 = -1;
481
482         precache_model(modelname);
483         setmodel(e, modelname); // players have high precision
484         self.modelindex_lod0 = self.modelindex;
485
486         if(self.modelindex_lod1 < 0)
487                 self.modelindex_lod1 = self.modelindex;
488
489         if(self.modelindex_lod2 < 0)
490                 self.modelindex_lod2 = self.modelindex;
491 #else
492         precache_model(modelname);
493         setmodel(e, modelname); // players have high precision
494         self.modelindex_lod0 = self.modelindex;
495                 // save it for possible player model forcing
496 #endif
497
498         string s;
499         s = whichpack(self.model);
500         self.modelindex_lod0_from_nexuiz = ((s == "") || (substring(s, 0, 4) == "data"));
501
502         player_setupanimsformodel();
503         UpdatePlayerSounds();
504 }
505
506 /*
507 =============
508 PutObserverInServer
509
510 putting a client as observer in the server
511 =============
512 */
513 void PutObserverInServer (void)
514 {
515         entity  spot;
516
517         race_PreSpawnObserver();
518
519         spot = SelectSpawnPoint (TRUE);
520         if(!spot)
521                 error("No spawnpoints for observers?!?\n");
522         RemoveGrapplingHook(self); // Wazat's Grappling Hook
523
524         if(clienttype(self) == CLIENTTYPE_REAL)
525         {
526                 msg_entity = self;
527                 WriteByte(MSG_ONE, SVC_SETVIEW);
528                 WriteEntity(MSG_ONE, self);
529         }
530
531         DropAllRunes(self);
532         kh_Key_DropAll(self, TRUE);
533
534         Portal_ClearAll(self);
535
536         if(self.flagcarried)
537                 DropFlag(self.flagcarried, world, world);
538         if(self.ballcarried)
539                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
540
541         WaypointSprite_PlayerDead();
542         
543         if(self.killcount != -666)
544         {
545                 if(g_lms)
546                 {
547                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
548                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
549                         else
550                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
551                 }
552                 else
553                         bprint ("^4", self.netname, "^4 is spectating now\n");
554         }
555
556         PlayerScore_Clear(self); // clear scores when needed
557
558         self.spectatortime = time;
559         
560         self.classname = "observer";
561         self.iscreature = FALSE;
562         self.health = -666;
563         self.takedamage = DAMAGE_NO;
564         self.solid = SOLID_NOT;
565         self.movetype = MOVETYPE_NOCLIP;
566         self.flags = FL_CLIENT | FL_NOTARGET;
567         self.armorvalue = 666;
568         self.effects = 0;
569         self.armorvalue = cvar("g_balance_armor_start");
570         self.pauserotarmor_finished = 0;
571         self.pauserothealth_finished = 0;
572         self.pauseregen_finished = 0;
573         self.damageforcescale = 0;
574         self.death_time = 0;
575         self.dead_frame = 0;
576         self.alpha = 0;
577         self.scale = 0;
578         self.fade_time = 0;
579         self.pain_frame = 0;
580         self.pain_finished = 0;
581         self.strength_finished = 0;
582         self.invincible_finished = 0;
583         self.damage_hits = 0;
584         self.maxdamage_fired = 0;
585         self.pushltime = 0;
586         self.think = SUB_Null;
587         self.nextthink = 0;
588         self.hook_time = 0;
589         self.runes = 0;
590         self.deadflag = DEAD_NO;
591         self.angles = spot.angles;
592         self.angles_z = 0;
593         self.fixangle = TRUE;
594         self.crouch = FALSE;
595
596         self.view_ofs = PL_VIEW_OFS;
597         setorigin (self, spot.origin);
598         setsize (self, '0 0 0', '0 0 0');
599         self.prevorigin = self.origin;
600         self.items = 0;
601         self.weapons = 0;
602         self.model = "";
603         self.modelindex = 0;
604         self.weapon = 0;
605         self.weaponmodel = "";
606         self.weaponentity = world;
607         self.exteriorweaponentity = world;
608         self.killcount = -666;
609         self.velocity = '0 0 0';
610         self.avelocity = '0 0 0';
611         self.punchangle = '0 0 0';
612         self.punchvector = '0 0 0';
613         self.oldvelocity = self.velocity;
614         self.customizeentityforclient = Client_customizeentityforclient;
615
616         self.team = -1;
617
618         if(g_arena)
619         {
620                 if(self.version_mismatch)
621                 {
622                         Spawnqueue_Unmark(self);
623                         Spawnqueue_Remove(self);
624                 }
625                 else
626                 {
627                         Spawnqueue_Insert(self);
628                 }
629         }
630         else if(g_lms)
631         {
632                 // Only if the player cannot play at all
633                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
634                         self.frags = FRAGS_SPECTATOR;
635                 else
636                         self.frags = FRAGS_LMS_LOSER;
637         }
638         else
639                 self.frags = FRAGS_SPECTATOR;
640 }
641
642 float RestrictSkin(float s)
643 {
644         if(!teams_matter)
645                 return s;
646         if(s == 6)
647                 return 6;
648         return mod(s, 3);
649 }
650
651 void FixPlayermodel()
652 {
653         local string defaultmodel;
654         local float defaultskin, chmdl, oldskin;
655         local vector m1, m2;
656
657         defaultmodel = "";
658
659         if(cvar("sv_defaultcharacter") == 1) {
660                 defaultskin = 0;
661
662                 if(teams_matter)
663                 {
664                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
665                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
666                 }
667
668                 if(defaultmodel == "")
669                 {
670                         defaultmodel = cvar_string("sv_defaultplayermodel");
671                         defaultskin = cvar("sv_defaultplayerskin");
672                 }
673         }
674
675         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
676         {
677                 if(self.model != "")
678                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
679                 self.model = ""; // force the != checks to return true
680         }
681
682         if(defaultmodel != "")
683         {
684                 if (defaultmodel != self.model)
685                 {
686                         m1 = self.mins;
687                         m2 = self.maxs;
688                         setmodel_lod (self, defaultmodel);
689                         setsize (self, m1, m2);
690                         chmdl = TRUE;
691                 }
692
693                 oldskin = self.skinindex;
694                 self.skinindex = defaultskin;
695         } else {
696                 if (self.playermodel != self.model)
697                 {
698                         self.playermodel = CheckPlayerModel(self.playermodel);
699                         m1 = self.mins;
700                         m2 = self.maxs;
701                         setmodel_lod (self, self.playermodel);
702                         setsize (self, m1, m2);
703                         chmdl = TRUE;
704                 }
705
706                 oldskin = self.skinindex;
707                 self.skinindex = RestrictSkin(stof(self.playerskin));
708         }
709         
710         if(chmdl || oldskin != self.skinindex)
711                 self.species = player_getspecies(); // model or skin has changed
712
713         if(!teams_matter)
714                 if(strlen(cvar_string("sv_defaultplayercolors")))
715                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
716                                 setcolor(self, cvar("sv_defaultplayercolors"));
717 }
718
719 void PlayerTouchExplode(entity p1, entity p2)
720 {
721         vector org;
722         org = (p1.origin + p2.origin) * 0.5;
723         org_z += (p1.mins_z + p2.mins_z) * 0.5;
724
725         te_explosion(org);
726
727         entity e;
728         e = spawn();
729         setorigin(e, org);
730         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
731         remove(e);
732 }
733
734 /*
735 =============
736 PutClientInServer
737
738 Called when a client spawns in the server
739 =============
740 */
741 //void() ctf_playerchanged;
742 void PutClientInServer (void)
743 {
744         if(clienttype(self) == CLIENTTYPE_BOT)
745         {
746                 self.classname = "player";
747         }
748         else if(clienttype(self) == CLIENTTYPE_REAL)
749         {
750                 msg_entity = self;
751                 WriteByte(MSG_ONE, SVC_SETVIEW);
752                 WriteEntity(MSG_ONE, self);
753         }
754
755         // player is dead and becomes observer
756         // FIXME fix LMS scoring for new system
757         if(g_lms)
758         {
759                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
760                         self.classname = "observer";
761         }
762
763         if(g_arena)
764         if(!self.spawned)
765                 self.classname = "observer";
766
767         if(self.classname == "player") {
768                 entity spot, oldself;
769
770                 if(self.team < 0)
771                         JoinBestTeam(self, FALSE, TRUE);
772
773                 race_PreSpawn();
774
775                 spot = SelectSpawnPoint (FALSE);
776                 if(!spot)
777                 {
778                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
779                         return; // spawn failed
780                 }
781
782                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
783                 self.campingrifle_bulletcounter = 0;
784
785                 self.classname = "player";
786                 self.wasplayer = TRUE;
787                 self.iscreature = TRUE;
788                 self.movetype = MOVETYPE_WALK;
789                 self.solid = SOLID_SLIDEBOX;
790                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
791                 self.frags = FRAGS_PLAYER;
792                 if(independent_players)
793                         MAKE_INDEPENDENT_PLAYER(self);
794                 self.flags = FL_CLIENT;
795                 self.takedamage = DAMAGE_AIM;
796                 if(g_minstagib)
797                         self.effects = EF_FULLBRIGHT;
798                 else
799                         self.effects = 0;
800                 self.air_finished = time + 12;
801                 self.dmg = 2;
802
803                 if(inWarmupStage)
804                 {
805                         self.ammo_shells = warmup_start_ammo_shells;
806                         self.ammo_nails = warmup_start_ammo_nails;
807                         self.ammo_rockets = warmup_start_ammo_rockets;
808                         self.ammo_cells = warmup_start_ammo_cells;
809                         self.ammo_fuel = warmup_start_ammo_fuel;
810                         self.health = warmup_start_health;
811                         self.armorvalue = warmup_start_armorvalue;
812                         self.weapons = warmup_start_weapons;
813                 }
814                 else
815                 {
816                         self.ammo_shells = start_ammo_shells;
817                         self.ammo_nails = start_ammo_nails;
818                         self.ammo_rockets = start_ammo_rockets;
819                         self.ammo_cells = start_ammo_cells;
820                         self.ammo_fuel = start_ammo_fuel;
821                         self.health = start_health;
822                         self.armorvalue = start_armorvalue;
823                         self.weapons = start_weapons;
824                 }
825                 self.items = start_items;
826                 self.switchweapon = w_getbestweapon(self);
827                 self.cnt = self.switchweapon;
828                 self.weapon = 0;
829                 self.jump_interval = time;
830
831                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
832                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
833                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
834                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
835                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
836                 //extend the pause of rotting if client was reset at the beginning of the countdown
837                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
838                         self.spawnshieldtime += game_starttime - time;
839                         self.pauserotarmor_finished += game_starttime - time;
840                         self.pauserothealth_finished += game_starttime - time;
841                         self.pauseregen_finished += game_starttime - time;
842                 }
843                 self.damageforcescale = 2;
844                 self.death_time = 0;
845                 self.dead_frame = 0;
846                 self.alpha = 0;
847                 self.scale = 0;
848                 self.fade_time = 0;
849                 self.pain_frame = 0;
850                 self.pain_finished = 0;
851                 self.strength_finished = 0;
852                 self.invincible_finished = 0;
853                 self.maxdamage_fired = 0;
854                 self.damage_hits = 0;
855                 self.pushltime = 0;
856                 //self.speed_finished = 0;
857                 //self.slowmo_finished = 0;
858                 // players have no think function
859                 self.think = SUB_Null;
860                 self.nextthink = 0;
861                 self.hook_time = 0;
862                 self.dmg_team = 0;
863
864                 self.metertime = 0;
865
866                 self.runes = 0;
867
868                 self.deadflag = DEAD_NO;
869
870                 self.angles = spot.angles;
871
872                 self.angles_z = 0; // never spawn tilted even if the spot says to
873                 self.fixangle = TRUE; // turn this way immediately
874                 self.velocity = '0 0 0';
875                 self.avelocity = '0 0 0';
876                 self.punchangle = '0 0 0';
877                 self.punchvector = '0 0 0';
878                 self.oldvelocity = self.velocity;
879
880                 msg_entity = self;
881                 WRITESPECTATABLE_MSG_ONE({
882                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
883                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
884                 });
885
886                 self.customizeentityforclient = Client_customizeentityforclient;
887
888                 self.model = "";
889                 FixPlayermodel();
890
891                 self.crouch = FALSE;
892                 self.view_ofs = PL_VIEW_OFS;
893                 setsize (self, PL_MIN, PL_MAX);
894                 self.spawnorigin = spot.origin;
895                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
896                 // don't reset back to last position, even if new position is stuck in solid
897                 self.oldorigin = self.origin;
898                 self.prevorigin = self.origin;
899                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
900
901                 if(g_arena)
902                 {
903                         Spawnqueue_Remove(self);
904                         Spawnqueue_Mark(self);
905                 }
906
907                 self.event_damage = PlayerDamage;
908
909                 self.bot_attack = TRUE;
910
911                 self.statdraintime = time + 5;
912                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
913
914                 if(self.killcount == -666) {
915                         PlayerScore_Clear(self);
916                         self.killcount = 0;
917                 }
918
919                 self.cnt = WEP_LASER;
920                 self.nixnex_lastchange_id = -1;
921
922                 CL_SpawnWeaponentity();
923                 self.alpha = default_player_alpha;
924                 self.colormod = '1 1 1' * cvar("g_player_brightness");
925                 self.exteriorweaponentity.alpha = default_weapon_alpha;
926
927                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
928                 self.lms_traveled_distance = 0;
929                 self.speedrunning = FALSE;
930
931                 race_PostSpawn(spot);
932
933                 if(cvar("spawn_debug"))
934                 {
935                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
936                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
937                 }
938
939                 //stuffcmd(self, "chase_active 0");
940                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
941
942                 if (cvar("g_spawnsound"))
943                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
944
945                 if(g_assault) {
946                         if(self.team == assault_attacker_team)
947                                 centerprint(self, "You are attacking!");
948                         else
949                                 centerprint(self, "You are defending!");
950                 }
951
952                 target_voicescript_clear(self);
953
954                 oldself = self;
955                 self = spot;
956                         activator = oldself;
957                                 SUB_UseTargets();
958                         activator = world;
959                 self = oldself;
960
961         } else if(self.classname == "observer") {
962                 PutObserverInServer ();
963         }
964
965         //if(g_ctf)
966         //      ctf_playerchanged();
967 }
968
969 float ClientInit_SendEntity(entity to, float sf)
970 {
971         float i;
972         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
973         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
974         for(i = 1; i <= 24; ++i)
975                 WriteByte(MSG_ENTITY, (get_weaponinfo(i)).impulse + 1);
976         WriteCoord(MSG_ENTITY, hook_shotorigin_x);
977         WriteCoord(MSG_ENTITY, hook_shotorigin_y);
978         WriteCoord(MSG_ENTITY, hook_shotorigin_z);
979
980         if(sv_foginterval && world.fog != "")
981                 WriteString(MSG_ENTITY, world.fog);
982         else
983                 WriteString(MSG_ENTITY, "");
984         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);
985         return TRUE;
986 }
987
988 void ClientInit_Spawn()
989 {
990         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);
991 }
992
993 /*
994 =============
995 SetNewParms
996 =============
997 */
998 void SetNewParms (void)
999 {
1000         // initialize parms for a new player
1001         parm1 = -(86400 * 366);
1002 }
1003
1004 /*
1005 =============
1006 SetChangeParms
1007 =============
1008 */
1009 void SetChangeParms (void)
1010 {
1011         // save parms for level change
1012         parm1 = self.parm_idlesince - time;
1013 }
1014
1015 /*
1016 =============
1017 DecodeLevelParms
1018 =============
1019 */
1020 void DecodeLevelParms (void)
1021 {
1022         // load parms
1023         self.parm_idlesince = parm1;
1024         if(self.parm_idlesince == -(86400 * 366))
1025                 self.parm_idlesince = time;
1026
1027         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1028         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1029 }
1030
1031 /*
1032 =============
1033 ClientKill
1034
1035 Called when a client types 'kill' in the console
1036 =============
1037 */
1038
1039 void ClientKill_Now_TeamChange()
1040 {
1041         if(self.killindicator_teamchange == -1)
1042         {
1043                 self.team = -1;
1044                 JoinBestTeam( self, FALSE, FALSE );
1045         }
1046         else
1047                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1048 }
1049
1050 void ClientKill_Now()
1051 {
1052         if(self.killindicator_teamchange)
1053                 ClientKill_Now_TeamChange();
1054
1055         // in any case:
1056         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1057
1058         if(self.killindicator)
1059         {
1060                 dprint("Cleaned up after a leaked kill indicator.\n");
1061                 remove(self.killindicator);
1062                 self.killindicator = world;
1063         }
1064 }
1065 void KillIndicator_Think()
1066 {
1067         if (!self.owner.modelindex)
1068         {
1069                 self.owner.killindicator = world;
1070                 remove(self);
1071                 return;
1072         }
1073
1074         if(self.cnt <= 0)
1075         {
1076                 self = self.owner;
1077                 ClientKill_Now(); // no oldself needed
1078                 return;
1079         }
1080         else
1081         {
1082                 if(self.cnt <= 10)
1083                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1084                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1085                 {
1086                         if(self.cnt <= 10)
1087                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
1088                         if(self.owner.killindicator_teamchange)
1089                         {
1090                                 if(self.owner.killindicator_teamchange == -1)
1091                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1092                                 else
1093                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1094                         }
1095                         else
1096                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1097                 }
1098                 self.nextthink = time + 1;
1099                 self.cnt -= 1;
1100         }
1101 }
1102
1103 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1104 {
1105         float killtime;
1106         entity e;
1107         killtime = cvar("g_balance_kill_delay");
1108
1109         self.killindicator_teamchange = targetteam;
1110
1111         if(!self.killindicator)
1112         {
1113                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1114                 {
1115                         ClientKill_Now();
1116                 }
1117                 else
1118                 {
1119                         self.killindicator = spawn();
1120                         self.killindicator.owner = self;
1121                         self.killindicator.scale = 0.5;
1122                         setattachment(self.killindicator, self, "");
1123                         setorigin(self.killindicator, '0 0 52');
1124                         self.killindicator.think = KillIndicator_Think;
1125                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1126                         self.killindicator.cnt = ceil(killtime);
1127                         self.killindicator.count = bound(0, ceil(killtime), 10);
1128                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1129
1130                         for(e = world; (e = find(e, classname, "body")) != world; )
1131                         {
1132                                 if(e.enemy != self)
1133                                         continue;
1134                                 e.killindicator = spawn();
1135                                 e.killindicator.owner = e;
1136                                 e.killindicator.scale = 0.5;
1137                                 setattachment(e.killindicator, e, "");
1138                                 setorigin(e.killindicator, '0 0 52');
1139                                 e.killindicator.think = KillIndicator_Think;
1140                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1141                                 e.killindicator.cnt = ceil(killtime);
1142                         }
1143                         self.lip = 0;
1144                 }
1145         }
1146         if(self.killindicator)
1147         {
1148                 if(targetteam)
1149                         self.killindicator.colormod = TeamColor(targetteam);
1150                 else
1151                         self.killindicator.colormod = '0 0 0';
1152         }
1153 }
1154
1155 void ClientKill (void)
1156 {
1157         ClientKill_TeamChange(0);
1158 }
1159
1160 void DoTeamChange(float destteam)
1161 {
1162         float t, c0;
1163         if(!teams_matter)
1164         {
1165                 if(destteam >= 0)
1166                         SetPlayerColors(self, destteam);
1167                 return;
1168         }
1169         if(self.classname == "player")
1170         if(destteam == -1)
1171         {
1172                 CheckAllowedTeams(self);
1173                 t = FindSmallestTeam(self, TRUE);
1174                 switch(self.team)
1175                 {
1176                         case COLOR_TEAM1: c0 = c1; break;
1177                         case COLOR_TEAM2: c0 = c2; break;
1178                         case COLOR_TEAM3: c0 = c3; break;
1179                         case COLOR_TEAM4: c0 = c4; break;
1180                         default:          c0 = 999;
1181                 }
1182                 switch(t)
1183                 {
1184                         case 1:
1185                                 if(c0 > c1)
1186                                         destteam = COLOR_TEAM1;
1187                                 break;
1188                         case 2:
1189                                 if(c0 > c2)
1190                                         destteam = COLOR_TEAM2;
1191                                 break;
1192                         case 3:
1193                                 if(c0 > c3)
1194                                         destteam = COLOR_TEAM3;
1195                                 break;
1196                         case 4:
1197                                 if(c0 > c4)
1198                                         destteam = COLOR_TEAM4;
1199                                 break;
1200                 }
1201                 if(destteam == -1)
1202                         return;
1203         }
1204         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1205                 return;
1206         ClientKill_TeamChange(destteam);
1207 }
1208
1209 void FixClientCvars(entity e)
1210 {
1211         // send prediction settings to the client
1212         stuffcmd(e, "\nin_bindmap 0 0\n");
1213         /*
1214          * we no longer need to stuff this. Remove this comment block if you feel 
1215          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1216         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1217         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1218         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1219         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1220         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1221         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1222         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1223         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1224         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1225         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1226         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1227         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1228         stuffcmd(e, "cl_movement_edgefriction 1\n");
1229          */
1230 }
1231
1232 /*
1233 =============
1234 ClientConnect
1235
1236 Called when a client connects to the server
1237 =============
1238 */
1239 //void ctf_clientconnect();
1240 string ColoredTeamName(float t);
1241 void DecodeLevelParms (void);
1242 //void dom_player_join_team(entity pl);
1243 void ClientConnect (void)
1244 {
1245         local string s;
1246         float t;
1247
1248         if(self.flags & FL_CLIENT)
1249         {
1250                 print("Warning: ClientConnect, but already connected!\n");
1251                 return;
1252         }
1253
1254         if(Ban_MaybeEnforceBan(self))
1255                 return;
1256
1257         DecodeLevelParms();
1258
1259         self.classname = "player_joining";
1260
1261         self.flags = FL_CLIENT;
1262         self.version_nagtime = time + 10 + random() * 10;
1263
1264         if(player_count<0)
1265         {
1266                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1267                 player_count = 0;
1268         }
1269
1270         PlayerScore_Attach(self);
1271         ClientData_Attach();
1272
1273         bot_clientconnect();
1274
1275         race_PreSpawnObserver();
1276
1277         //if(g_domination)
1278         //      dom_player_join_team(self);
1279
1280         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1281
1282         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1283                 self.classname = "observer";
1284         } else {
1285                 if(teams_matter)
1286                 {
1287                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1288                         {
1289                                 self.classname = "player";
1290                                 campaign_bots_may_start = 1;
1291                         }
1292                         else
1293                         {
1294                                 self.classname = "observer"; // do it anyway
1295                         }
1296                 }
1297                 else
1298                 {
1299                         self.classname = "player";
1300                         campaign_bots_may_start = 1;
1301                 }
1302         }
1303
1304         self.playerid = (playerid_last = playerid_last + 1);
1305         if(cvar("sv_eventlog"))
1306         {
1307                 if(clienttype(self) == CLIENTTYPE_REAL)
1308                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1309                 else
1310                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1311                 s = strcat(":team:", ftos(self.playerid), ":");
1312                 s = strcat(s, ftos(self.team));
1313                 GameLogEcho(s);
1314         }
1315         self.netname_previous = strzone(self.netname);
1316
1317         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1318
1319         bprint ("^4",self.netname);
1320         bprint ("^4 connected");
1321
1322         if(g_domination || g_ctf)
1323         {
1324                 bprint(" and joined the ");
1325                 bprint(ColoredTeamName(self.team));
1326         }
1327
1328         bprint("\n");
1329
1330         self.welcomemessage_time = 0;
1331
1332         stuffcmd(self, strcat(clientstuff, "\n"));
1333         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1334         stuffcmd(self, "cl_particles_reloadeffects\n");
1335
1336         FixClientCvars(self);
1337
1338         // spawnfunc_waypoint sprites
1339         WaypointSprite_InitClient(self);
1340
1341         // Wazat's grappling hook
1342         SetGrappleHookBindings();
1343
1344         // get autoswitch state from player when he toggles it
1345         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1346
1347         // get version info from player
1348         stuffcmd(self, "cmd clientversion $gameversion\n");
1349
1350         // get other cvars from player
1351         GetCvars(0);
1352
1353         // set cvar for team scoreboard
1354         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1355
1356         // notify about available teams
1357         if(teams_matter)
1358         {
1359                 CheckAllowedTeams(self);
1360                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1361                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1362         }
1363         else
1364                 stuffcmd(self, "set _teams_available 0\n");
1365
1366         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1367
1368         if(g_arena)
1369         {
1370                 self.classname = "observer";
1371                 Spawnqueue_Insert(self);
1372         }
1373         /*else if(g_ctf)
1374         {
1375                 ctf_clientconnect();
1376         }*/
1377
1378         if(teams_matter || sv_cheats)
1379                 attach_entcs();
1380
1381         bot_relinkplayerlist();
1382
1383         self.spectatortime = time;
1384         if(blockSpectators)
1385         {
1386                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1387         }
1388
1389         self.jointime = time;
1390         self.allowedTimeouts = cvar("sv_timeout_number");
1391
1392         if(clienttype(self) == CLIENTTYPE_REAL)
1393         {
1394                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1395                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1396         }
1397
1398         if(g_lms)
1399         {
1400                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1401                 {
1402                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1403                         self.frags = FRAGS_SPECTATOR;
1404                 }
1405         }
1406
1407         if(!sv_foginterval && world.fog != "")
1408                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1409
1410         SoundEntity_Attach(self);
1411
1412         if(cvar("g_hitplots"))
1413         {
1414                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1415                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1416         }
1417         else
1418                 self.hitplotfh = -1;
1419 }
1420
1421 /*
1422 =============
1423 ClientDisconnect
1424
1425 Called when a client disconnects from the server
1426 =============
1427 */
1428 .entity chatbubbleentity;
1429 .entity teambubbleentity;
1430 void ReadyCount();
1431 void ClientDisconnect (void)
1432 {
1433         if not(self.flags & FL_CLIENT)
1434         {
1435                 print("Warning: ClientDisconnect without ClientConnect\n");
1436                 return;
1437         }
1438
1439         if(self.hitplotfh >= 0)
1440         {
1441                 fclose(self.hitplotfh);
1442                 self.hitplotfh = -1;
1443         }
1444
1445         bot_clientdisconnect();
1446
1447         if(self.entcs)
1448                 detach_entcs();
1449         
1450         if(cvar("sv_eventlog"))
1451                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1452         bprint ("^4",self.netname);
1453         bprint ("^4 disconnected\n");
1454         
1455         SoundEntity_Detach(self);
1456
1457         DropAllRunes(self);
1458         kh_Key_DropAll(self, TRUE);
1459
1460         Portal_ClearAll(self);
1461
1462         if(self.flagcarried)
1463                 DropFlag(self.flagcarried, world, world);
1464         if(self.ballcarried)
1465                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1466
1467         // Here, everything has been done that requires this player to be a client.
1468
1469         self.flags &~= FL_CLIENT;
1470
1471         if (self.chatbubbleentity)
1472                 remove (self.chatbubbleentity);
1473
1474         if (self.teambubbleentity)
1475                 remove (self.teambubbleentity);
1476
1477         if (self.killindicator)
1478                 remove (self.killindicator);
1479
1480         WaypointSprite_PlayerGone();
1481
1482         bot_relinkplayerlist();
1483
1484         // remove laserdot
1485         if(self.weaponentity)
1486                 if(self.weaponentity.lasertarget)
1487                         remove(self.weaponentity.lasertarget);
1488
1489         if(g_arena)
1490         {
1491                 Spawnqueue_Unmark(self);
1492                 Spawnqueue_Remove(self);
1493         }
1494
1495         ClientData_Detach();
1496         PlayerScore_Detach(self);
1497
1498         if(self.netname_previous)
1499                 strunzone(self.netname_previous);
1500         if(self.clientstatus)
1501                 strunzone(self.clientstatus);
1502
1503         ClearPlayerSounds();
1504
1505         self.playerid = 0;
1506         ReadyCount();
1507
1508         // free cvars
1509         GetCvars(-1);
1510 }
1511
1512 .float BUTTON_CHAT;
1513 void ChatBubbleThink()
1514 {
1515         self.nextthink = time;
1516         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1517         {
1518                 if(self.owner) // but why can that ever be world?
1519                         self.owner.chatbubbleentity = world;
1520                 remove(self);
1521                 return;
1522         }
1523         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1524                 self.model = self.mdl;
1525         else
1526                 self.model = "";
1527 };
1528
1529 void UpdateChatBubble()
1530 {
1531         if (!self.modelindex)
1532                 return;
1533         // spawn a chatbubble entity if needed
1534         if (!self.chatbubbleentity)
1535         {
1536                 self.chatbubbleentity = spawn();
1537                 self.chatbubbleentity.owner = self;
1538                 self.chatbubbleentity.exteriormodeltoclient = self;
1539                 self.chatbubbleentity.think = ChatBubbleThink;
1540                 self.chatbubbleentity.nextthink = time;
1541                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1542                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1543                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1544                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1545                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1546                 self.chatbubbleentity.model = "";
1547                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1548         }
1549 }
1550
1551
1552 void TeamBubbleThink()
1553 {
1554         self.nextthink = time;
1555         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1556         {
1557                 if(self.owner) // but why can that ever be world?
1558                         self.owner.teambubbleentity = world;
1559                 remove(self);
1560                 return;
1561         }
1562 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1563         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1564                 self.model = "";
1565         else
1566                 self.model = self.mdl;
1567
1568 };
1569
1570 float TeamBubble_customizeentityforclient()
1571 {
1572         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1573 }
1574
1575 void UpdateTeamBubble()
1576 {
1577         if (!self.modelindex || !teams_matter)
1578                 return;
1579         // spawn a teambubble entity if needed
1580         if (!self.teambubbleentity && teams_matter)
1581         {
1582                 self.teambubbleentity = spawn();
1583                 self.teambubbleentity.owner = self;
1584                 self.teambubbleentity.exteriormodeltoclient = self;
1585                 self.teambubbleentity.think = TeamBubbleThink;
1586                 self.teambubbleentity.nextthink = time;
1587                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1588 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1589                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1590                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1591                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1592                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1593                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1594                 self.teambubbleentity.effects = EF_LOWPRECISION;
1595         }
1596 }
1597
1598 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1599 // added to the model skins
1600 /*void UpdateColorModHack()
1601 {
1602         local float c;
1603         c = self.clientcolors & 15;
1604         // LordHavoc: only bothering to support white, green, red, yellow, blue
1605              if (!teams_matter) self.colormod = '0 0 0';
1606         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1607         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1608         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1609         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1610         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1611         else self.colormod = '1 1 1';
1612 };*/
1613
1614 void respawn(void)
1615 {
1616         CopyBody(1);
1617         self.effects |= EF_NODRAW; // prevent another CopyBody
1618         PutClientInServer();
1619 }
1620
1621 void play_countdown(float finished, string samp)
1622 {
1623         if(clienttype(self) == CLIENTTYPE_REAL)
1624                 if(floor(finished - time - frametime) != floor(finished - time))
1625                         if(finished - time < 6)
1626                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1627 }
1628
1629 /**
1630  * When sv_timeout is used this function returs strings like
1631  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1632  * Called by centerprint functions
1633  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1634  */
1635 string getTimeoutText(float addOneSecond) {
1636         if (!cvar("sv_timeout") || !timeoutStatus)
1637                 return "";
1638
1639         local string retStr;
1640         if (timeoutStatus == 1) {
1641                 if (addOneSecond == 1) {
1642                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1643                 }
1644                 else {
1645                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1646                 }
1647                 return retStr;
1648         }
1649         else if (timeoutStatus == 2) {
1650                 if (addOneSecond) {
1651                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1652                         //don't show messages like "Timeout ends in 0 seconds"...
1653                         if ((remainingTimeoutTime + 1) > 0)
1654                                 return retStr;
1655                         else
1656                                 return "";
1657                 }
1658                 else {
1659                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1660                         //don't show messages like "Timeout ends in 0 seconds"...
1661                         if (remainingTimeoutTime > 0)
1662                                 return retStr;
1663                         else
1664                                 return "";
1665                 }
1666         }
1667         else return "";
1668 }
1669
1670 void player_powerups (void)
1671 {
1672         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1673         {
1674                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1675                 self.modelflags |= MF_ROCKET;
1676         }
1677         else
1678         {
1679                 SoundEntity_StopSound(self, CHAN_PLAYER);
1680                 self.modelflags &~= MF_ROCKET;
1681         }
1682
1683         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1684
1685         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1686                 return;
1687
1688         if (g_minstagib)
1689         {
1690                 self.effects |= EF_FULLBRIGHT;
1691
1692                 if (self.items & IT_STRENGTH)
1693                 {
1694                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1695                         if (time > self.strength_finished)
1696                         {
1697                                 self.alpha = default_player_alpha;
1698                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1699                                 self.items &~= IT_STRENGTH;
1700                                 sprint(self, "^3Invisibility has worn off\n");
1701                         }
1702                 }
1703                 else
1704                 {
1705                         if (time < self.strength_finished)
1706                         {
1707                                 self.alpha = g_minstagib_invis_alpha;
1708                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1709                                 self.items |= IT_STRENGTH;
1710                                 sprint(self, "^3You are invisible\n");
1711                         }
1712                 }
1713
1714                 if (self.items & IT_INVINCIBLE)
1715                 {
1716                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1717                         if (time > self.invincible_finished)
1718                         {
1719                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1720                                 sprint(self, "^3Speed has worn off\n");
1721                         }
1722                 }
1723                 else
1724                 {
1725                         if (time < self.invincible_finished)
1726                         {
1727                                 self.items = self.items | IT_INVINCIBLE;
1728                                 sprint(self, "^3You are on speed\n");
1729                         }
1730                 }
1731                 return;
1732         }
1733
1734         if (self.items & IT_STRENGTH)
1735         {
1736                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1737                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1738                 if (time > self.strength_finished)
1739                 {
1740                         self.items = self.items - (self.items & IT_STRENGTH);
1741                         sprint(self, "^3Strength has worn off\n");
1742                 }
1743         }
1744         else
1745         {
1746                 if (time < self.strength_finished)
1747                 {
1748                         self.items = self.items | IT_STRENGTH;
1749                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1750                 }
1751         }
1752         if (self.items & IT_INVINCIBLE)
1753         {
1754                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1755                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1756                 if (time > self.invincible_finished)
1757                 {
1758                         self.items = self.items - (self.items & IT_INVINCIBLE);
1759                         sprint(self, "^3Shield has worn off\n");
1760                 }
1761         }
1762         else
1763         {
1764                 if (time < self.invincible_finished)
1765                 {
1766                         self.items = self.items | IT_INVINCIBLE;
1767                         sprint(self, "^3Shield surrounds you\n");
1768                 }
1769         }
1770
1771         if (cvar("g_fullbrightplayers"))
1772                 self.effects = self.effects | EF_FULLBRIGHT;
1773
1774         // midair gamemode: damage only while in the air
1775         // if in midair mode, being on ground grants temporary invulnerability
1776         // (this is so that multishot weapon don't clear the ground flag on the
1777         // first damage in the frame, leaving the player vulnerable to the
1778         // remaining hits in the same frame)
1779         if (self.flags & FL_ONGROUND)
1780         if (g_midair)
1781                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1782
1783         if (time >= game_starttime)
1784         if (time < self.spawnshieldtime)
1785                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1786 }
1787
1788 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1789 {
1790         if(current > stable)
1791                 return current;
1792         else if(current > stable - 0.25) // when close enough, "snap"
1793                 return stable;
1794         else
1795                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1796 }
1797
1798 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1799 {
1800         if(current < stable)
1801                 return current;
1802         else if(current < stable + 0.25) // when close enough, "snap"
1803                 return stable;
1804         else
1805                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1806 }
1807
1808 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1809 {
1810         if(current > rotstable)
1811         {
1812                 if(rotframetime > 0)
1813                 {
1814                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1815                         current = max(rotstable, current - rotlinear * rotframetime);
1816                 }
1817         }
1818         else if(current < regenstable)
1819         {
1820                 if(regenframetime > 0)
1821                 {
1822                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1823                         current = min(regenstable, current + regenlinear * regenframetime);
1824                 }
1825         }
1826
1827         if(current > limit)
1828                 current = limit;
1829
1830         return current;
1831 }
1832
1833 void player_regen (void)
1834 {
1835         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1836         maxh = cvar("g_balance_health_rotstable");
1837         maxa = cvar("g_balance_armor_rotstable");
1838         maxf = cvar("g_balance_fuel_rotstable");
1839         minh = cvar("g_balance_health_regenstable");
1840         mina = cvar("g_balance_armor_regenstable");
1841         minf = cvar("g_balance_fuel_regenstable");
1842         limith = cvar("g_balance_health_limit");
1843         limita = cvar("g_balance_armor_limit");
1844         limitf = cvar("g_balance_fuel_limit");
1845
1846         max_mod = regen_mod = rot_mod = limit_mod = 1;
1847
1848         if (self.runes & RUNE_REGEN)
1849         {
1850                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1851                 {
1852                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1853                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1854                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1855                 }
1856                 else
1857                 {
1858                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1859                         max_mod = cvar("g_balance_rune_regen_hpmod");
1860                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1861                 }
1862         }
1863         else if (self.runes & CURSE_VENOM)
1864         {
1865                 max_mod = cvar("g_balance_curse_venom_hpmod");
1866                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1867                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1868                 else
1869                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1870                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1871                 //if (!self.runes & RUNE_REGEN)
1872                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1873         }
1874         maxh = maxh * max_mod;
1875         //maxa = maxa * max_mod;
1876         //maxf = maxf * max_mod;
1877         minh = minh * max_mod;
1878         //mina = mina * max_mod;
1879         //minf = minf * max_mod;
1880         limith = limith * limit_mod;
1881         limita = limita * limit_mod;
1882         //limitf = limitf * limit_mod;
1883
1884         if(g_lms)
1885                 rot_mod = 0;
1886
1887         if (!g_minstagib && (!g_lms || cvar("g_lms_regenerate")))
1888         {
1889                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
1890                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1891
1892                 // if player rotted to death...  die!
1893                 if(self.health < 1)
1894                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1895         }
1896
1897         self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
1898 }
1899
1900 float zoomstate_set;
1901 void SetZoomState(float z)
1902 {
1903         if(z != self.zoomstate)
1904         {
1905                 self.zoomstate = z;
1906                 ClientData_Touch(self);
1907         }
1908         zoomstate_set = 1;
1909 }
1910
1911 void GetPressedKeys(void) {
1912         if (self.movement_x > 0) // get if movement keys are pressed
1913         {       // forward key pressed
1914                 self.pressedkeys |= KEY_FORWARD;
1915                 self.pressedkeys &~= KEY_BACKWARD;
1916         }
1917         else if (self.movement_x < 0)
1918         {       // backward key pressed
1919                 self.pressedkeys |= KEY_BACKWARD;
1920                 self.pressedkeys &~= KEY_FORWARD;
1921         }
1922         else
1923         {       // no x input
1924                 self.pressedkeys &~= KEY_FORWARD;
1925                 self.pressedkeys &~= KEY_BACKWARD;
1926         }
1927         
1928         if (self.movement_y > 0)
1929         {       // right key pressed
1930                 self.pressedkeys |= KEY_RIGHT;
1931                 self.pressedkeys &~= KEY_LEFT;
1932         }
1933         else if (self.movement_y < 0)
1934         {       // left key pressed
1935                 self.pressedkeys |= KEY_LEFT;
1936                 self.pressedkeys &~= KEY_RIGHT;
1937         }
1938         else
1939         {       // no y input
1940                 self.pressedkeys &~= KEY_RIGHT;
1941                 self.pressedkeys &~= KEY_LEFT;
1942         }
1943         
1944         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1945                 self.pressedkeys |= KEY_JUMP;
1946         else
1947                 self.pressedkeys &~= KEY_JUMP;
1948         if (self.BUTTON_CROUCH)
1949                 self.pressedkeys |= KEY_CROUCH;
1950         else
1951                 self.pressedkeys &~= KEY_CROUCH;
1952 }
1953
1954 /*
1955 ======================
1956 spectate mode routines
1957 ======================
1958 */
1959 void SpectateCopy(entity spectatee) {
1960         self.armortype = spectatee.armortype;
1961         self.armorvalue = spectatee.armorvalue;
1962         self.ammo_cells = spectatee.ammo_cells;
1963         self.ammo_shells = spectatee.ammo_shells;
1964         self.ammo_nails = spectatee.ammo_nails;
1965         self.ammo_rockets = spectatee.ammo_rockets;
1966         self.ammo_fuel = spectatee.ammo_fuel;
1967         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1968         self.health = spectatee.health;
1969         self.impulse = 0;
1970         self.items = spectatee.items;
1971         self.metertime = spectatee.metertime;
1972         self.strength_finished = spectatee.strength_finished;
1973         self.invincible_finished = spectatee.invincible_finished;
1974         self.maxdamage_fired = spectatee.maxdamage_fired;
1975         self.damage_hits = spectatee.damage_hits;
1976         self.pressedkeys = spectatee.pressedkeys;
1977         self.weapons = spectatee.weapons;
1978         self.switchweapon = spectatee.switchweapon;
1979         self.weapon = spectatee.weapon;
1980         self.punchangle = spectatee.punchangle;
1981         self.view_ofs = spectatee.view_ofs;
1982         self.v_angle = spectatee.v_angle;
1983         self.velocity = spectatee.velocity;
1984         self.dmg_take = spectatee.dmg_take;
1985         self.dmg_save = spectatee.dmg_save;
1986         self.dmg_inflictor = spectatee.dmg_inflictor;
1987         self.angles = spectatee.v_angle;
1988         self.fixangle = TRUE;
1989         setorigin(self, spectatee.origin);
1990         setsize(self, spectatee.mins, spectatee.maxs);
1991         SetZoomState(spectatee.zoomstate);
1992 }
1993
1994 float SpectateUpdate() {
1995         if(!self.enemy)
1996                 return 0;
1997
1998         if (self == self.enemy)
1999                 return 0;
2000         
2001         if(self.enemy.classname != "player")
2002                 return 0;
2003
2004         SpectateCopy(self.enemy);
2005
2006         return 1;
2007 }
2008
2009 float SpectateNext() {
2010         other = find(self.enemy, classname, "player");
2011         if (!other) {
2012                 other = find(other, classname, "player");
2013         }
2014         if (other) {
2015                 self.enemy = other;
2016         }
2017         if(self.enemy.classname == "player") {
2018                 msg_entity = self;
2019                 WriteByte(MSG_ONE, SVC_SETVIEW);
2020                 WriteEntity(MSG_ONE, self.enemy);
2021                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2022                 if(!SpectateUpdate())
2023                         PutObserverInServer();
2024                 return 1;
2025         } else {
2026                 return 0;
2027         }
2028 }
2029
2030 /*
2031 =============
2032 ShowRespawnCountdown()
2033
2034 Update a respawn countdown display.
2035 =============
2036 */
2037 void ShowRespawnCountdown()
2038 {
2039         float number;
2040         if(self.deadflag == DEAD_NO) // just respawned?
2041                 return;
2042         else
2043         {
2044                 number = ceil(self.death_time - time);
2045                 if(number <= 0)
2046                         return;
2047                 if(number <= self.respawn_countdown)
2048                 {
2049                         self.respawn_countdown = number - 1;
2050                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2051                                 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
2052                 }
2053         }
2054 }
2055
2056 void LeaveSpectatorMode()
2057 {
2058         if(isJoinAllowed()) {
2059                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2060                         self.classname = "player";
2061                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2062                                 JoinBestTeam(self, FALSE, TRUE);
2063                         if(cvar("g_campaign"))
2064                                 campaign_bots_may_start = 1;
2065                         PutClientInServer();
2066                         if(self.classname == "player")
2067                                 bprint ("^4", self.netname, "^4 is playing now\n");
2068                         if(!cvar("g_campaign"))
2069                                 centerprint(self,""); // clear MOTD
2070                         return;
2071                 } else {
2072                         stuffcmd(self,"menu_showteamselect\n");
2073                         return;
2074                 }
2075         }
2076         else {
2077                 //player may not join because of g_maxplayers is set
2078                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2079         }
2080 }
2081
2082 /**
2083  * Determines whether the player is allowed to join. This depends on cvar
2084  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2085  * it checks whether the number of currently playing players exceeds g_maxplayers.
2086  * @return bool TRUE if the player is allowed to join, false otherwise
2087  */
2088 float isJoinAllowed() {
2089         if (!cvar("g_maxplayers"))
2090                 return TRUE;
2091
2092         local entity e;
2093         local float currentlyPlaying;
2094         FOR_EACH_REALPLAYER(e) {
2095                 if(e.classname == "player")
2096                         currentlyPlaying += 1;
2097         }
2098         if(currentlyPlaying < cvar("g_maxplayers"))
2099                 return TRUE;
2100
2101         return FALSE;
2102 }
2103
2104 /**
2105  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2106  * g_maxplayers_spectator_blocktime seconds
2107  */
2108 void checkSpectatorBlock() {
2109         if(self.classname == "spectator" || self.classname == "observer") {
2110                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2111                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2112                         dropclient(self);
2113                 }
2114         }
2115 }
2116
2117 float vercmp_recursive(string v1, string v2)
2118 {
2119         float dot1, dot2;
2120         string s1, s2;
2121         float r;
2122
2123         dot1 = strstrofs(v1, ".", 0);
2124         dot2 = strstrofs(v2, ".", 0);
2125         if(dot1 == -1)
2126                 s1 = v1;
2127         else
2128                 s1 = substring(v1, 0, dot1);
2129         if(dot2 == -1)
2130                 s2 = v2;
2131         else
2132                 s2 = substring(v2, 0, dot2);
2133
2134         r = stof(s1) - stof(s2);
2135         if(r != 0)
2136                 return r;
2137
2138         r = strcasecmp(s1, s2);
2139         if(r != 0)
2140                 return r;
2141
2142         if(dot1 == -1)
2143                 if(dot2 == -1)
2144                         return 0;
2145                 else
2146                         return -1;
2147         else
2148                 if(dot2 == -1)
2149                         return 1;
2150                 else
2151                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2152 }
2153
2154 float vercmp(string v1, string v2)
2155 {
2156         if(strcasecmp(v1, v2) == 0) // early out check
2157                 return 0;
2158         return vercmp_recursive(v1, v2);
2159 }
2160
2161 void ObserverThink()
2162 {
2163         if (self.flags & FL_JUMPRELEASED) {
2164                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2165                         self.welcomemessage_time = 0;
2166                         self.flags &~= FL_JUMPRELEASED;
2167                         self.flags |= FL_SPAWNING;
2168                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2169                         self.welcomemessage_time = 0;
2170                         self.flags &~= FL_JUMPRELEASED;
2171                         if(SpectateNext() == 1) {
2172                                 self.classname = "spectator";
2173                         }
2174                 }
2175         } else {
2176                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2177                         self.flags |= FL_JUMPRELEASED;
2178                         if(self.flags & FL_SPAWNING)
2179                         {
2180                                 self.flags &~= FL_SPAWNING;
2181                                 LeaveSpectatorMode();
2182                                 return;
2183                         }
2184                 }
2185         }
2186         PrintWelcomeMessage(self);
2187 }
2188
2189 void SpectatorThink()
2190 {
2191         if (self.flags & FL_JUMPRELEASED) {
2192                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2193                         self.welcomemessage_time = 0;
2194                         self.flags &~= FL_JUMPRELEASED;
2195                         self.flags |= FL_SPAWNING;
2196                 } else if(self.BUTTON_ATCK) {
2197                         self.welcomemessage_time = 0;
2198                         self.flags &~= FL_JUMPRELEASED;
2199                         if(SpectateNext() == 1) {
2200                                 self.classname = "spectator";
2201                         } else {
2202                                 self.classname = "observer";
2203                                 PutClientInServer();
2204                         }
2205                 } else if (self.BUTTON_ATCK2) {
2206                         self.welcomemessage_time = 0;
2207                         self.flags &~= FL_JUMPRELEASED;
2208                         self.classname = "observer";
2209                         PutClientInServer();
2210                 } else {
2211                         if(!SpectateUpdate())
2212                                 PutObserverInServer();
2213                 }
2214         } else {
2215                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2216                         self.flags |= FL_JUMPRELEASED;
2217                         if(self.flags & FL_SPAWNING)
2218                         {
2219                                 self.flags &~= FL_SPAWNING;
2220                                 LeaveSpectatorMode();
2221                                 return;
2222                         }
2223                 }
2224         }
2225         PrintWelcomeMessage(self);
2226         self.flags |= FL_CLIENT | FL_NOTARGET;
2227 }
2228
2229 .float touchexplode_time;
2230
2231 /*
2232 =============
2233 PlayerPreThink
2234
2235 Called every frame for each client before the physics are run
2236 =============
2237 */
2238 void() ctf_setstatus;
2239 void() nexball_setstatus;
2240 .float items_added;
2241 void PlayerPreThink (void)
2242 {
2243         self.stat_game_starttime = game_starttime;
2244         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2245         self.stat_leadlimit = cvar("leadlimit");
2246
2247         if(blockSpectators && frametime)
2248                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2249                 checkSpectatorBlock();
2250         
2251         zoomstate_set = 0;
2252
2253         if(self.netname_previous != self.netname)
2254         {
2255                 if(cvar("sv_eventlog"))
2256                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2257                 if(self.netname_previous)
2258                         strunzone(self.netname_previous);
2259                 self.netname_previous = strzone(self.netname);
2260         }
2261
2262         // version nagging
2263         if(self.version_nagtime)
2264                 if(self.cvar_g_nexuizversion)
2265                         if(time > self.version_nagtime)
2266                         {
2267                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2268                                 {
2269                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2270                                         {
2271                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
2272                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2273                                         }
2274                                         else
2275                                         {
2276                                                 float r;
2277                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2278                                                 if(r < 0)
2279                                                 {
2280                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n");
2281                                                         sprint(self, strcat("\{1}^1NOTE: ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n"));
2282                                                 }
2283                                                 else if(r > 0)
2284                                                 {
2285                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
2286                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2287                                                 }
2288                                         }
2289                                 }
2290                                 self.version_nagtime = 0;
2291                         }
2292
2293         // GOD MODE info
2294         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2295         {
2296                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2297                 self.max_armorvalue = 0;
2298         }
2299
2300         if(frametime)
2301                 antilag_record(self);
2302
2303         if(self.classname == "player") {
2304 //              if(self.netname == "Wazat")
2305 //                      bprint(self.classname, "\n");
2306
2307                 CheckRules_Player();
2308
2309                 PrintWelcomeMessage(self);
2310
2311                 if (intermission_running)
2312                 {
2313                         IntermissionThink ();   // otherwise a button could be missed between
2314                         return;                                 // the think tics
2315                 }
2316
2317                 if(self.teleport_time)
2318                 if(time > self.teleport_time)
2319                 {
2320                         self.teleport_time = 0;
2321                         self.effects = self.effects - (self.effects & EF_NODRAW);
2322                 }
2323
2324                 Nixnex_GiveCurrentWeapon();
2325
2326                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2327                         UpdateSelectedPlayer();
2328
2329                 //don't allow the player to turn around while game is paused!
2330                 if(timeoutStatus == 2) {
2331                         self.v_angle = self.lastV_angle;
2332                         self.angles = self.lastV_angle;
2333                         self.fixangle = TRUE;
2334                 }
2335
2336                 if(frametime)
2337                         player_powerups();
2338
2339                 if (self.deadflag != DEAD_NO)
2340                 {
2341                         float button_pressed, force_respawn;
2342                         if(frametime)
2343                                 player_anim();
2344                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2345                         force_respawn = (g_lms || cvar("g_forced_respawn"));
2346                         if (self.deadflag == DEAD_DYING)
2347                         {
2348                                 if(force_respawn)
2349                                         self.deadflag = DEAD_RESPAWNING;
2350                                 else if(!button_pressed)
2351                                         self.deadflag = DEAD_DEAD;
2352                         }
2353                         else if (self.deadflag == DEAD_DEAD)
2354                         {
2355                                 if(button_pressed)
2356                                         self.deadflag = DEAD_RESPAWNABLE;
2357                         }
2358                         else if (self.deadflag == DEAD_RESPAWNABLE)
2359                         {
2360                                 if(!button_pressed)
2361                                         self.deadflag = DEAD_RESPAWNING;
2362                         }
2363                         else if (self.deadflag == DEAD_RESPAWNING)
2364                         {
2365                                 if(time > self.death_time)
2366                                 {
2367                                         self.death_time = time + 1; // only retry once a second
2368                                         respawn();
2369                                 }
2370                         }
2371                         ShowRespawnCountdown();
2372                         return;
2373                 }
2374
2375                 if(g_touchexplode)
2376                 if(time > self.touchexplode_time)
2377                 if(self.classname == "player")
2378                 if(self.deadflag == DEAD_NO)
2379                 if not(IS_INDEPENDENT_PLAYER(self))
2380                 FOR_EACH_PLAYER(other) if(self != other)
2381                 {
2382                         if(time > other.touchexplode_time)
2383                         if(other.classname == "player")
2384                         if(other.deadflag == DEAD_NO)
2385                         if not(IS_INDEPENDENT_PLAYER(other))
2386                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2387                         {
2388                                 PlayerTouchExplode(self, other);
2389                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2390                         }
2391                 }
2392
2393                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2394                 {
2395                         vector dist;
2396
2397                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2398                         dist = self.prevorigin - self.origin;
2399                         dist_z = 0;
2400                         self.lms_traveled_distance += fabs(vlen(dist));
2401
2402                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2403                         {
2404                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2405                                 self.lms_traveled_distance = 0;
2406                         }
2407
2408                         if(time > self.lms_nextcheck)
2409                         {
2410                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2411                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2412                                 {
2413                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2414                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2415                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2416                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');
2417                                 }
2418                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2419                                 self.lms_traveled_distance = 0;
2420                         }
2421                 }
2422
2423                 self.prevorigin = self.origin;
2424
2425                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2426                 {
2427                         if (!self.crouch)
2428                         {
2429                                 self.crouch = TRUE;
2430                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2431                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2432                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2433                         }
2434                 }
2435                 else
2436                 {
2437                         if (self.crouch)
2438                         {
2439                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2440                                 if (!trace_startsolid)
2441                                 {
2442                                         self.crouch = FALSE;
2443                                         self.view_ofs = PL_VIEW_OFS;
2444                                         setsize (self, PL_MIN, PL_MAX);
2445                                 }
2446                         }
2447                 }
2448                 
2449                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2450                 {
2451                         if(self.bloodloss_timer < time)
2452                         {
2453                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2454                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2455                         }
2456                 }
2457
2458                 FixPlayermodel();
2459
2460                 GrapplingHookFrame();
2461
2462                 if(frametime)
2463                 {
2464                         self.items &~= self.items_added;
2465
2466                         W_WeaponFrame();
2467
2468                         self.items_added = 0;
2469                         if(self.items & IT_JETPACK)
2470                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2471                                         self.items_added |= IT_FUEL;
2472
2473                         self.items |= self.items_added;
2474                 }
2475
2476                 player_regen();
2477                 if(frametime)
2478                         player_anim();
2479
2480                 if (g_minstagib)
2481                         minstagib_ammocheck();
2482
2483                 ctf_setstatus();
2484                 kh_setstatus();
2485                 nexball_setstatus();
2486
2487                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2488
2489                 //self.angles_y=self.v_angle_y + 90;   // temp
2490
2491                 //if (TetrisPreFrame()) return;
2492         } else if(gameover) {
2493                 if (intermission_running)
2494                         IntermissionThink ();   // otherwise a button could be missed between
2495                 return;
2496         } else if(self.classname == "observer") {
2497                 ObserverThink();
2498         } else if(self.classname == "spectator") {
2499                 SpectatorThink();
2500         }
2501
2502         if(!zoomstate_set)
2503                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2504
2505         float oldspectatee_status;
2506         oldspectatee_status = self.spectatee_status;
2507         if(self.classname == "spectator")
2508                 self.spectatee_status = num_for_edict(self.enemy);
2509         else if(self.classname == "observer")
2510                 self.spectatee_status = num_for_edict(self);
2511         else
2512                 self.spectatee_status = 0;
2513         if(self.spectatee_status != oldspectatee_status)
2514         {
2515                 ClientData_Touch(self);
2516                 if(g_race)
2517                         race_InitSpectator();
2518         }
2519
2520         if(self.teamkill_soundtime)
2521         if(time > self.teamkill_soundtime)
2522         {
2523                 self.teamkill_soundtime = 0;
2524
2525                 entity oldpusher, oldself;
2526
2527                 oldself = self; self = self.teamkill_soundsource;
2528                 oldpusher = self.pusher; self.pusher = oldself;
2529
2530                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2531
2532                 self.pusher = oldpusher;
2533                 self = oldself;
2534         }
2535
2536         if(self.taunt_soundtime)
2537         if(time > self.taunt_soundtime)
2538         {
2539                 self.taunt_soundtime = 0;
2540                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2541         }
2542
2543         target_voicescript_next(self);
2544 }
2545
2546 // on dragger:
2547 .entity dragentity;
2548 .float draggravity;
2549 .float dragspeed; // speed of mouse wheel action
2550 .float dragdistance; // distance of dragentity's draglocalvector from view_ofs
2551 .vector draglocalvector; // local attachment vector of the dragentity
2552 .float draglocalangle;
2553 // on draggee:
2554 .entity draggedby;
2555 .float dragmovetype;
2556 void Drag_Begin(entity dragger, entity draggee, vector touchpoint)
2557 {
2558         float tagscale;
2559
2560         draggee.dragmovetype = draggee.movetype;
2561         draggee.draggravity = draggee.gravity;
2562         draggee.movetype = MOVETYPE_WALK;
2563         draggee.gravity = 0.00001;
2564         draggee.flags &~= FL_ONGROUND;
2565         draggee.draggedby = dragger;
2566
2567         dragger.dragentity = draggee;
2568
2569         dragger.dragdistance = vlen(touchpoint - dragger.origin - dragger.view_ofs);
2570         dragger.draglocalangle = draggee.angles_y - dragger.v_angle_y;
2571         touchpoint = touchpoint - gettaginfo(draggee, 0);
2572         tagscale = pow(vlen(v_forward), -2);
2573         dragger.draglocalvector_x = touchpoint * v_forward * tagscale;
2574         dragger.draglocalvector_y = touchpoint * v_right * tagscale;
2575         dragger.draglocalvector_z = touchpoint * v_up * tagscale;
2576
2577         dragger.dragspeed = 64;
2578 }
2579
2580 void Drag_Finish(entity dragger)
2581 {
2582         entity draggee;
2583         draggee = dragger.dragentity;
2584         if(dragger)
2585                 dragger.dragentity = world;
2586         draggee.draggedby = world;
2587         draggee.movetype = draggee.dragmovetype;
2588         draggee.gravity = draggee.draggravity;
2589
2590         switch(draggee.movetype)
2591         {
2592                 case MOVETYPE_TOSS:
2593                 case MOVETYPE_WALK:
2594                 case MOVETYPE_STEP:
2595                 case MOVETYPE_FLYMISSILE:
2596                 case MOVETYPE_BOUNCE:
2597                 case MOVETYPE_BOUNCEMISSILE:
2598                         break;
2599                 default:
2600                         draggee.velocity = '0 0 0';
2601                         break;
2602         }
2603
2604         if((draggee.flags & FL_ITEM) && (vlen(draggee.velocity) < 32))
2605         {
2606                 draggee.velocity = '0 0 0';
2607                 draggee.flags |= FL_ONGROUND; // floating items are FUN
2608         }
2609 }
2610
2611 float Drag_IsDraggable(entity draggee)
2612 {
2613         // TODO add more checks for bad stuff here
2614         if(draggee.classname == "func_bobbing")
2615                 return FALSE;
2616         if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps)
2617                 return FALSE;
2618         if(draggee.classname == "plat")
2619                 return FALSE;
2620         if(draggee.classname == "func_button")
2621                 return FALSE;
2622         if(draggee.model == "")
2623                 return FALSE;
2624         if(draggee.classname == "spectator")
2625                 return FALSE;
2626         if(draggee.classname == "observer")
2627                 return FALSE;
2628         if(draggee.classname == "exteriorweaponentity")
2629                 return FALSE;
2630
2631         return TRUE;
2632 }
2633
2634 float Drag_MayChangeAngles(entity draggee)
2635 {
2636         // TODO add more checks for bad stuff here
2637         if(substring(draggee.model, 0, 1) == "*")
2638                 return FALSE;
2639         return TRUE;
2640 }
2641
2642 void Drag_MoveForward(entity dragger)
2643 {
2644         dragger.dragdistance += dragger.dragspeed;
2645 }
2646
2647 void Drag_SetSpeed(entity dragger, float s)
2648 {
2649         dragger.dragspeed = pow(2, s);
2650 }
2651
2652 void Drag_MoveBackward(entity dragger)
2653 {
2654         dragger.dragdistance = max(0, dragger.dragdistance - dragger.dragspeed);
2655 }
2656
2657 void Drag_Update(entity dragger)
2658 {
2659         vector curorigin, neworigin, goodvelocity;
2660         float f;
2661         entity draggee;
2662
2663         draggee = dragger.dragentity;
2664         draggee.flags &~= FL_ONGROUND;
2665
2666         curorigin = gettaginfo(draggee, 0);
2667         curorigin = curorigin + v_forward * dragger.draglocalvector_x + v_right * dragger.draglocalvector_y + v_up * dragger.draglocalvector_z;
2668         makevectors(dragger.v_angle);
2669         neworigin = dragger.origin + dragger.view_ofs + v_forward * dragger.dragdistance;
2670         goodvelocity = (neworigin - curorigin) * (1 / frametime);
2671
2672         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle > 180)
2673                 dragger.draglocalangle += 360;
2674         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle <= -180)
2675                 dragger.draglocalangle -= 360;
2676
2677         f = min(frametime * 10, 1);
2678         draggee.velocity = draggee.velocity * (1 - f) + goodvelocity * f;
2679
2680         if(Drag_MayChangeAngles(draggee))
2681                 draggee.angles_y = draggee.angles_y * (1 - f) + (dragger.v_angle_y + dragger.draglocalangle) * f;
2682         
2683         draggee.ltime = max(servertime + serverframetime, draggee.ltime); // fixes func_train breakage
2684
2685         te_lightning1(dragger, dragger.origin + dragger.view_ofs, curorigin);
2686 }
2687
2688 float Drag_CanDrag(entity dragger)
2689 {
2690         return (dragger.deadflag == DEAD_NO) || (dragger.classname == "player");
2691 }
2692
2693 float Drag_IsDragging(entity dragger)
2694 {
2695         if(!dragger.dragentity)
2696                 return FALSE;
2697         if(wasfreed(dragger.dragentity) || dragger.dragentity.draggedby != dragger)
2698         {
2699                 dragger.dragentity = world;
2700                 return FALSE;
2701         }
2702         if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity))
2703         {
2704                 Drag_Finish(dragger);
2705                 return FALSE;
2706         }
2707         return TRUE;
2708 }
2709
2710 void Drag_MoveDrag(entity from, entity to)
2711 {
2712         if(from.draggedby)
2713         {
2714                 to.draggedby = from.draggedby;
2715                 to.draggedby.dragentity = to;
2716                 from.draggedby = world;
2717         }
2718 }
2719
2720 /*
2721 =============
2722 PlayerPostThink
2723
2724 Called every frame for each client after the physics are run
2725 =============
2726 */
2727 .float idlekick_lasttimeleft;
2728 .float race_penalty;
2729 .float race_penalty_nagged;
2730 .float race_penalty_nagtime;
2731 void PlayerPostThink (void)
2732 {
2733         // Savage: Check for nameless players
2734         if (strlen(self.netname) < 1) {
2735                 self.netname = "Player";
2736                 stuffcmd(self, "seta _cl_name Player\n");
2737         }
2738
2739         if(sv_maxidle && frametime)
2740         {
2741                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2742                 float timeleft;
2743                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2744                 if(timeleft <= 0)
2745                 {
2746                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2747                         announce(self, "announcer/robotic/terminated.wav");
2748                         dropclient(self);
2749                         return;
2750                 }
2751                 else if(timeleft <= 10)
2752                 {
2753                         if(timeleft != self.idlekick_lasttimeleft)
2754                         {
2755                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2756                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2757                         }
2758                 }
2759                 else
2760                 {
2761                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2762                 }
2763                 self.idlekick_lasttimeleft = timeleft;
2764         }
2765
2766         if(sv_cheats || self.maycheat)
2767                 if(Drag_CanDrag(self))
2768                         if(self.BUTTON_DRAG)
2769                                 if(!self.dragentity)
2770                                         if(self.cursor_trace_ent)
2771                                                 if(Drag_IsDraggable(self.cursor_trace_ent))
2772                                                 {
2773                                                         if(self.cursor_trace_ent.draggedby)
2774                                                                 Drag_Finish(self.cursor_trace_ent.draggedby);
2775                                                         if(self.cursor_trace_ent.tag_entity)
2776                                                                 detach_sameorigin(self.cursor_trace_ent);
2777                                                         Drag_Begin(self, self.cursor_trace_ent, self.cursor_trace_endpos);
2778                                                 }
2779         
2780         if(Drag_IsDragging(self))
2781         {
2782                 if(self.BUTTON_DRAG)
2783                 {
2784                         if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
2785                         {
2786                                 Drag_MoveForward(self);
2787                                 self.impulse = 0;
2788                         }
2789                         else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
2790                         {
2791                                 Drag_MoveBackward(self);
2792                                 self.impulse = 0;
2793                         }
2794                         else if(self.impulse >= 1 && self.impulse <= 9)
2795                         {
2796                                 Drag_SetSpeed(self, self.impulse - 1);
2797                         }
2798                         else if(self.impulse == 14)
2799                         {
2800                                 Drag_SetSpeed(self, 9);
2801                         }
2802
2803                         if(frametime)
2804                                 Drag_Update(self);
2805                 }
2806                 else
2807                 {
2808                         Drag_Finish(self);
2809                 }
2810         }
2811
2812         if(self.classname == "player") {
2813                 CheckRules_Player();
2814                 UpdateChatBubble();
2815                 UpdateTeamBubble();
2816                 if (self.impulse)
2817                         ImpulseCommands();
2818                 if (intermission_running)
2819                         return;         // intermission or finale
2820
2821                 //if (TetrisPostFrame()) return;
2822
2823                 // restart countdown
2824                         if(time < game_starttime) {
2825                                 if (!cvar("sv_ready_restart_after_countdown"))
2826                                 {
2827                                         if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2828                                         {
2829                                                 if(time < game_starttime - 2)
2830                                                 {
2831                                                         if(!self.race_penalty_nagged)
2832                                                         {
2833                                                                 // TODO better notification for this!
2834                                                                 self.race_penalty_nagtime = 0;
2835                                                                 self.race_penalty_nagged = 1;
2836                                                         }
2837                                                 }
2838                                                 else if(!self.race_penalty)
2839                                                 {
2840                                                         self.race_penalty_nagtime = 0;
2841                                                         self.race_penalty = time + 5;
2842                                                 }
2843                                         }
2844                                         if(time > self.race_penalty_nagtime)
2845                                         {
2846                                                 if(self.race_penalty > time)
2847                                                 {
2848                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2849                                                 }
2850                                                 else if(self.race_penalty_nagged && time < game_starttime - 2)
2851                                                 {
2852                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2853                                                 }
2854                                                 self.race_penalty_nagtime = time + self.cvar_scr_centertime * 0.6;
2855                                         }
2856                                         self.movetype = MOVETYPE_NONE;          
2857                                         self.velocity = '0 0 0';
2858                                         self.avelocity = '0 0 0';
2859                                         self.movement = '0 0 0';
2860                                 }
2861                         }
2862                         else if (time < self.race_penalty)
2863                         {
2864                                 self.movetype = MOVETYPE_NONE;          
2865                                 self.velocity = '0 0 0';
2866                                 self.avelocity = '0 0 0';
2867                                 self.movement = '0 0 0';
2868                         }
2869                         else
2870                         {
2871                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2872                                 if (!cvar("sv_ready_restart_after_countdown"))
2873                                 {
2874                                         if(self.movetype == MOVETYPE_NONE)
2875                                         {
2876                                                 self.movetype = MOVETYPE_WALK;
2877                                         }
2878                                         self.race_penalty = 0;
2879                                         self.race_penalty_nagged = 0;
2880                                 }
2881                         }
2882                 GetPressedKeys();
2883         } else if (self.classname == "observer") {
2884                 //do nothing
2885         } else if (self.classname == "spectator") {
2886                 //do nothing
2887         }
2888
2889         /*
2890         float i;
2891         for(i = 0; i < 1000; ++i)
2892         {
2893                 vector end;
2894                 end = self.origin + '0 0 1024' + 512 * randomvec();
2895                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2896                 if(trace_fraction < 1)
2897                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2898                 {
2899                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2900                         break;
2901                 }
2902         }
2903         */
2904
2905         Arena_Warmup();
2906
2907         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2908
2909         if(self.waypointsprite_attachedforcarrier)
2910                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
2911 }