]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
move antilag player recording elsewhere, as per suggestion by LordHavoc. PLEASE TEST.
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 float ClientData_Send(entity to, float sf)
2 {
3         if(to != self.owner)
4         {
5                 error("wtf");
6                 return FALSE;
7         }
8
9         entity e;
10
11         e = to;
12         if(to.classname == "spectator")
13                 e = to.enemy;
14
15         sf = 0;
16
17         if(e.race_completed)
18                 sf |= 1; // forced scoreboard
19         if(to.spectatee_status)
20                 sf |= 2; // spectator ent number follows
21         if(e.zoomstate)
22                 sf |= 4; // zoomed
23         if(e.porto_v_angle_held)
24                 sf |= 8; // angles held
25
26         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
27         WriteByte(MSG_ENTITY, sf);
28
29         if(sf & 2)
30                 WriteByte(MSG_ENTITY, to.spectatee_status);
31
32         if(sf & 8)
33         {
34                 WriteAngle(MSG_ENTITY, e.v_angle_x);
35                 WriteAngle(MSG_ENTITY, e.v_angle_y);
36         }
37
38         return TRUE;
39 }
40
41 void ClientData_Attach()
42 {
43         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
44         self.clientdata.drawonlytoclient = self;
45         self.clientdata.owner = self;
46 }
47
48 void ClientData_Detach()
49 {
50         remove(self.clientdata);
51         self.clientdata = world;
52 }
53
54 void ClientData_Touch(entity e)
55 {
56         e.clientdata.SendFlags = 1;
57
58         // make it spectatable
59         entity e2;
60         FOR_EACH_REALCLIENT(e2)
61         {
62                 if(e2 != e)
63                         if(e2.classname == "spectator")
64                                 if(e2.enemy == e)
65                                         e2.clientdata.SendFlags = 1;
66         }
67 }
68
69
70 #define SPAWNPOINT_SCORE frags
71
72 .string netname_previous;
73
74 void spawnfunc_info_player_survivor (void)
75 {
76         spawnfunc_info_player_deathmatch();
77 }
78
79 void spawnfunc_info_player_start (void)
80 {
81         spawnfunc_info_player_deathmatch();
82 }
83
84 void spawnfunc_info_player_deathmatch (void)
85 {
86         self.classname = "info_player_deathmatch";
87         relocate_spawnpoint();
88 }
89
90 void spawnpoint_use()
91 {
92         if(teams_matter)
93         if(have_team_spawns)
94         {
95                 self.team = activator.team;
96                 some_spawn_has_been_used = 1;
97         }
98 };
99
100 // Returns:
101 //   -1 if a spawn can't be used
102 //   otherwise, a weight of the spawnpoint
103 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
104 {
105         float shortest, thisdist;
106         entity player;
107
108         // filter out spots for the wrong team
109         if(teamcheck)
110         if(spot.team != teamcheck)
111                 return -1;
112
113         if(race_spawns)
114                 if(spot.target == "")
115                         return -1;
116
117         if(clienttype(self) == CLIENTTYPE_REAL)
118         {
119                 if(spot.restriction == 1)
120                         return -1;
121         }
122         else
123         {
124                 if(spot.restriction == 2)
125                         return -1;
126         }
127
128         // filter out spots for assault
129         if(spot.target != "") {
130                 local entity ent;
131                 float good, found;
132                 ent = find(world, targetname, spot.target);
133                 while(ent) {
134                         if(ent.classname == "target_objective")
135                         {
136                                 found = 1;
137                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
138                                         return -1;
139                                 good = 1;
140                         }
141                         else if(ent.classname == "trigger_race_checkpoint")
142                         {
143                                 found = 1;
144                                 if(self.classname == "player") // spectators may spawn everywhere
145                                 {
146                                         if(g_race_qualifying)
147                                         {
148                                                 // spawn at first
149                                                 if(ent.race_checkpoint != 0)
150                                                         return -1;
151                                                 if(spot.race_place != race_lowest_place_spawn)
152                                                         return -1;
153                                         }
154                                         else
155                                         {
156                                                 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
157                                                         return -1;
158                                                 float pl;
159                                                 pl = self.race_place;
160                                                 if(pl > race_highest_place_spawn)
161                                                         pl = 0;
162                                                 if(spot.race_place != pl)
163                                                         return -1;
164                                         }
165                                 }
166                                 good = 1;
167                         }
168                         ent = find(ent, targetname, spot.target);
169                 }
170
171                 if(found && !good)
172                         return -1;
173         }
174
175         player = playerlist;
176         shortest = vlen(world.maxs - world.mins);
177         for(player = playerlist; player; player = player.chain)
178                 if (player != self)
179                 {
180                         thisdist = vlen(player.origin - spot.origin);
181                         if (thisdist < shortest)
182                                 shortest = thisdist;
183                 }
184         return shortest;
185 }
186
187 float spawn_allbad;
188 float spawn_allgood;
189 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
190 {
191         local entity spot, spotlist, spotlistend;
192         spawn_allgood = TRUE;
193         spawn_allbad = TRUE;
194
195         spotlist = world;
196         spotlistend = world;
197
198         for(spot = firstspot; spot; spot = spot.chain)
199         {
200                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
201
202                 if(cvar("spawn_debugview"))
203                 {
204                         setmodel(spot, "models/runematch/rune.mdl");
205                         if(spot.SPAWNPOINT_SCORE < mindist)
206                         {
207                                 spot.colormod = '1 0 0';
208                                 spot.scale = 1;
209                         }
210                         else
211                         {
212                                 spot.colormod = '0 1 0';
213                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
214                         }
215                 }
216
217                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
218                 {
219                         if(spot.SPAWNPOINT_SCORE < mindist)
220                         {
221                                 // too short distance
222                                 spawn_allgood = FALSE;
223                         }
224                         else
225                         {
226                                 // perfect
227                                 spawn_allbad = FALSE;
228
229                                 if(spotlistend)
230                                         spotlistend.chain = spot;
231                                 spotlistend = spot;
232                                 if(!spotlist)
233                                         spotlist = spot;
234
235                                 /*
236                                 if(teamcheck)
237                                 if(spot.team != teamcheck)
238                                         error("invalid spawn added");
239
240                                 print("added ", etos(spot), "\n");
241                                 */
242                         }
243                 }
244         }
245         if(spotlistend)
246                 spotlistend.chain = world;
247
248         /*
249                 entity e;
250                 if(teamcheck)
251                         for(e = spotlist; e; e = e.chain)
252                         {
253                                 print("seen ", etos(e), "\n");
254                                 if(e.team != teamcheck)
255                                         error("invalid spawn found");
256                         }
257         */
258
259         return spotlist;
260 }
261
262 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
263 {
264         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
265         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
266         local entity spot;
267
268         RandomSelection_Init();
269         for(spot = firstspot; spot; spot = spot.chain)
270                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
271
272         return RandomSelection_chosen_ent;
273 }
274
275 /*
276 =============
277 SelectSpawnPoint
278
279 Finds a point to respawn
280 =============
281 */
282 entity SelectSpawnPoint (float anypoint)
283 {
284         local float teamcheck;
285         local entity firstspot_new;
286         local entity spot, firstspot, playerlist;
287
288         spot = find (world, classname, "testplayerstart");
289         if (spot)
290                 return spot;
291
292         teamcheck = 0;
293
294         if(!anypoint && have_team_spawns)
295                 teamcheck = self.team;
296
297         // get the list of players
298         playerlist = findchain(classname, "player");
299         // get the entire list of spots
300         firstspot = findchain(classname, "info_player_deathmatch");
301         // filter out the bad ones
302         // (note this returns the original list if none survived)
303         if(anypoint)
304         {
305                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
306         }
307         else
308         {
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
330         if(cvar("spawn_debugview"))
331         {
332                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
333
334                 entity e;
335                 if(teamcheck)
336                         for(e = firstspot; e; e = e.chain)
337                                 if(e.team != teamcheck)
338                                         error("invalid spawn found");
339         }
340
341         if (!spot)
342         {
343                 if(cvar("spawn_debug"))
344                         GotoNextMap();
345                 else
346                 {
347                         if(some_spawn_has_been_used)
348                                 return world; // team can't spawn any more, because of actions of other team
349                         else
350                                 error("Cannot find a spawn point - please fix the map!");
351                 }
352         }
353
354         return spot;
355 }
356
357 /*
358 =============
359 CheckPlayerModel
360
361 Checks if the argument string can be a valid playermodel.
362 Returns a valid one in doubt.
363 =============
364 */
365 string FallbackPlayerModel = "models/player/marine.zym";
366 string CheckPlayerModel(string plyermodel) {
367         if(strlen(plyermodel) < 4)
368                 return FallbackPlayerModel;
369         if( substring(plyermodel,0,14) != "models/player/")
370                 return FallbackPlayerModel;
371         else if(cvar("sv_servermodelsonly"))
372         {
373                 if(substring(plyermodel,-4,4) != ".zym")
374                 if(substring(plyermodel,-4,4) != ".dpm")
375                 if(substring(plyermodel,-4,4) != ".md3")
376                 if(substring(plyermodel,-4,4) != ".psk")
377                         return FallbackPlayerModel;
378                 // forbid the LOD models
379                 if(substring(plyermodel, -9,5) == "_lod1")
380                         return FallbackPlayerModel;
381                 if(substring(plyermodel, -9,5) == "_lod2")
382                         return FallbackPlayerModel;
383                 if(plyermodel != strtolower(plyermodel))
384                         return FallbackPlayerModel;
385                 if(!fexists(plyermodel))
386                         return FallbackPlayerModel;
387         }
388         return plyermodel;
389 }
390
391 /*
392 =============
393 Client_customizeentityforclient
394
395 LOD reduction
396 =============
397 */
398 void Client_uncustomizeentityforclient()
399 {
400         if(self.modelindex == 0) // no need to uncustomize then
401                 return;
402         self.modelindex = self.modelindex_lod0;
403         self.skin = self.skinindex;
404 }
405
406 float Client_customizeentityforclient()
407 {
408         entity modelsource;
409
410         if(self.modelindex == 0)
411                 return TRUE;
412
413         // forcemodel stuff
414
415 #ifdef PROFILING
416         float t0;
417         t0 = gettime(GETTIME_HIRES); // reference
418 #endif
419
420         modelsource = self;
421
422 #ifdef ALLOW_FORCEMODELS
423         if(other.cvar_cl_forceplayermodelsfromnexuiz)
424                 if not(self.modelindex_lod0_from_nexuiz)
425                         modelsource = other;
426         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
427                 modelsource = other;
428 #endif
429
430         self.skin = modelsource.skinindex;
431
432 #if 0
433         if(modelsource == self)
434                 self.skin = modelsource.skinindex;
435         else
436                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
437 #endif
438
439         // self: me
440         // other: the player viewing me
441         float distance;
442         float f;
443
444         if(other.cvar_cl_playerdetailreduction <= 0)
445         {
446                 if(other.cvar_cl_playerdetailreduction <= -2)
447                         self.modelindex = modelsource.modelindex_lod2;
448                 else if(other.cvar_cl_playerdetailreduction <= -1)
449                         self.modelindex = modelsource.modelindex_lod1;
450                 else
451                         self.modelindex = modelsource.modelindex_lod0;
452         }
453         else
454         {
455                 distance = vlen(self.origin - other.origin);
456                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
457                 if(f > sv_loddistance2)
458                         self.modelindex = modelsource.modelindex_lod2;
459                 else if(f > sv_loddistance1)
460                         self.modelindex = modelsource.modelindex_lod1;
461                 else
462                         self.modelindex = modelsource.modelindex_lod0;
463         }
464
465 #ifdef PROFILING
466         float t1;
467         t1 = gettime(GETTIME_HIRES); // reference
468         client_cefc_accumulator += (t1 - t0);
469 #endif
470
471         return TRUE;
472 }
473
474 void UpdatePlayerSounds();
475 void setmodel_lod(entity e, string modelname)
476 {
477         string s;
478
479         if(sv_loddistance1)
480         {
481                 // FIXME: this only supports 3-letter extensions
482                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
483                 if(fexists(s))
484                 {
485                         setmodel(e, s); // players have high precision
486                         self.modelindex_lod1 = self.modelindex;
487                 }
488                 else
489                         self.modelindex_lod1 = -1;
490
491                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
492                 if(fexists(s))
493                 {
494                         setmodel(e, s); // players have high precision
495                         self.modelindex_lod2 = self.modelindex;
496                 }
497                 else
498                         self.modelindex_lod2 = -1;
499
500                 precache_model(modelname);
501                 setmodel(e, modelname); // players have high precision
502                 self.modelindex_lod0 = self.modelindex;
503
504                 if(self.modelindex_lod1 < 0)
505                         self.modelindex_lod1 = self.modelindex;
506
507                 if(self.modelindex_lod2 < 0)
508                         self.modelindex_lod2 = self.modelindex;
509         }
510         else
511         {
512                 precache_model(modelname);
513                 setmodel(e, modelname); // players have high precision
514                 self.modelindex_lod0 = self.modelindex;
515                         // save it for possible player model forcing
516         }
517
518         s = whichpack(self.model);
519         self.modelindex_lod0_from_nexuiz = ((s == "") || (substring(s, 0, 4) == "data"));
520
521         player_setupanimsformodel();
522         UpdatePlayerSounds();
523 }
524
525 /*
526 =============
527 PutObserverInServer
528
529 putting a client as observer in the server
530 =============
531 */
532 void FixPlayermodel();
533 void PutObserverInServer (void)
534 {
535         entity  spot;
536
537         race_PreSpawnObserver();
538
539         spot = SelectSpawnPoint (TRUE);
540         if(!spot)
541                 error("No spawnpoints for observers?!?\n");
542         RemoveGrapplingHook(self); // Wazat's Grappling Hook
543
544         if(clienttype(self) == CLIENTTYPE_REAL)
545         {
546                 msg_entity = self;
547                 WriteByte(MSG_ONE, SVC_SETVIEW);
548                 WriteEntity(MSG_ONE, self);
549         }
550
551         DropAllRunes(self);
552         kh_Key_DropAll(self, TRUE);
553
554         Portal_ClearAll(self);
555
556         if(self.flagcarried)
557                 DropFlag(self.flagcarried, world, world);
558         if(self.ballcarried)
559                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
560
561         WaypointSprite_PlayerDead();
562
563         if(self.killcount != -666)
564         {
565                 if(g_lms)
566                 {
567                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
568                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
569                         else
570                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
571                 }
572                 else
573                         bprint ("^4", self.netname, "^4 is spectating now\n");
574         }
575
576         PlayerScore_Clear(self); // clear scores when needed
577
578         self.spectatortime = time;
579
580         self.classname = "observer";
581         self.iscreature = FALSE;
582         self.health = -666;
583         self.takedamage = DAMAGE_NO;
584         self.solid = SOLID_NOT;
585         self.movetype = MOVETYPE_NOCLIP;
586         self.flags = FL_CLIENT | FL_NOTARGET;
587         self.armorvalue = 666;
588         self.effects = 0;
589         self.armorvalue = cvar("g_balance_armor_start");
590         self.pauserotarmor_finished = 0;
591         self.pauserothealth_finished = 0;
592         self.pauseregen_finished = 0;
593         self.damageforcescale = 0;
594         self.death_time = 0;
595         self.dead_frame = 0;
596         self.alpha = 0;
597         self.scale = 0;
598         self.fade_time = 0;
599         self.pain_frame = 0;
600         self.pain_finished = 0;
601         self.strength_finished = 0;
602         self.invincible_finished = 0;
603         self.pushltime = 0;
604         self.think = SUB_Null;
605         self.nextthink = 0;
606         self.hook_time = 0;
607         self.runes = 0;
608         self.deadflag = DEAD_NO;
609         self.angles = spot.angles;
610         self.angles_z = 0;
611         self.fixangle = TRUE;
612         self.crouch = FALSE;
613
614         self.view_ofs = PL_VIEW_OFS;
615         setorigin (self, spot.origin);
616         setsize (self, '0 0 0', '0 0 0');
617         self.prevorigin = self.origin;
618         self.items = 0;
619         self.weapons = 0;
620         self.model = "";
621         FixPlayermodel();
622         self.model = "";
623         self.modelindex = 0;
624         self.weapon = 0;
625         self.weaponmodel = "";
626         self.weaponentity = world;
627         self.exteriorweaponentity = world;
628         self.killcount = -666;
629         self.velocity = '0 0 0';
630         self.avelocity = '0 0 0';
631         self.punchangle = '0 0 0';
632         self.punchvector = '0 0 0';
633         self.oldvelocity = self.velocity;
634         self.fire_endtime = -1;
635
636         if(sv_loddistance1)
637                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
638
639         self.team = -1;
640
641         if(g_arena)
642         {
643                 if(self.version_mismatch)
644                 {
645                         Spawnqueue_Unmark(self);
646                         Spawnqueue_Remove(self);
647                 }
648                 else
649                 {
650                         Spawnqueue_Insert(self);
651                 }
652         }
653         else if(g_lms)
654         {
655                 // Only if the player cannot play at all
656                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
657                         self.frags = FRAGS_SPECTATOR;
658                 else
659                         self.frags = FRAGS_LMS_LOSER;
660         }
661         else
662                 self.frags = FRAGS_SPECTATOR;
663 }
664
665 float RestrictSkin(float s)
666 {
667         if(!teams_matter)
668                 return s;
669         if(s == 6)
670                 return 6;
671         return mod(s, 3);
672 }
673
674 void FixPlayermodel()
675 {
676         local string defaultmodel;
677         local float defaultskin, chmdl, oldskin;
678         local vector m1, m2;
679
680         defaultmodel = "";
681
682         if(cvar("sv_defaultcharacter") == 1) {
683                 defaultskin = 0;
684
685                 if(teams_matter)
686                 {
687                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
688                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
689                 }
690
691                 if(defaultmodel == "")
692                 {
693                         defaultmodel = cvar_string("sv_defaultplayermodel");
694                         defaultskin = cvar("sv_defaultplayerskin");
695                 }
696         }
697
698         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
699         {
700                 if(self.model != "")
701                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
702                 self.model = ""; // force the != checks to return true
703         }
704
705         if(defaultmodel != "")
706         {
707                 if (defaultmodel != self.model)
708                 {
709                         m1 = self.mins;
710                         m2 = self.maxs;
711                         setmodel_lod (self, defaultmodel);
712                         setsize (self, m1, m2);
713                         chmdl = TRUE;
714                 }
715
716                 oldskin = self.skinindex;
717                 self.skinindex = defaultskin;
718         } else {
719                 if (self.playermodel != self.model)
720                 {
721                         self.playermodel = CheckPlayerModel(self.playermodel);
722                         m1 = self.mins;
723                         m2 = self.maxs;
724                         setmodel_lod (self, self.playermodel);
725                         setsize (self, m1, m2);
726                         chmdl = TRUE;
727                 }
728
729                 oldskin = self.skinindex;
730                 self.skinindex = RestrictSkin(stof(self.playerskin));
731         }
732
733         if(chmdl || oldskin != self.skinindex)
734                 self.species = player_getspecies(); // model or skin has changed
735
736         if(!teams_matter)
737                 if(strlen(cvar_string("sv_defaultplayercolors")))
738                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
739                                 setcolor(self, cvar("sv_defaultplayercolors"));
740 }
741
742 void PlayerTouchExplode(entity p1, entity p2)
743 {
744         vector org;
745         org = (p1.origin + p2.origin) * 0.5;
746         org_z += (p1.mins_z + p2.mins_z) * 0.5;
747
748         te_explosion(org);
749
750         entity e;
751         e = spawn();
752         setorigin(e, org);
753         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
754         remove(e);
755 }
756
757 /*
758 =============
759 PutClientInServer
760
761 Called when a client spawns in the server
762 =============
763 */
764 //void() ctf_playerchanged;
765 void PutClientInServer (void)
766 {
767         if(clienttype(self) == CLIENTTYPE_BOT)
768         {
769                 self.classname = "player";
770         }
771         else if(clienttype(self) == CLIENTTYPE_REAL)
772         {
773                 msg_entity = self;
774                 WriteByte(MSG_ONE, SVC_SETVIEW);
775                 WriteEntity(MSG_ONE, self);
776         }
777
778         // player is dead and becomes observer
779         // FIXME fix LMS scoring for new system
780         if(g_lms)
781         {
782                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
783                         self.classname = "observer";
784         }
785
786         if(g_arena)
787         if(!self.spawned)
788                 self.classname = "observer";
789
790         if(gameover)
791                 self.classname = "observer";
792
793         if(self.classname == "player") {
794                 entity spot, oldself;
795
796                 if(self.team < 0)
797                         JoinBestTeam(self, FALSE, TRUE);
798
799                 race_PreSpawn();
800
801                 spot = SelectSpawnPoint (FALSE);
802                 if(!spot)
803                 {
804                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
805                         return; // spawn failed
806                 }
807
808                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
809                 self.campingrifle_bulletcounter = cvar("g_balance_campingrifle_magazinecapacity");
810
811                 self.classname = "player";
812                 self.wasplayer = TRUE;
813                 self.iscreature = TRUE;
814                 self.movetype = MOVETYPE_WALK;
815                 self.solid = SOLID_SLIDEBOX;
816                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
817                 self.frags = FRAGS_PLAYER;
818                 if(independent_players)
819                         MAKE_INDEPENDENT_PLAYER(self);
820                 self.flags = FL_CLIENT;
821                 self.takedamage = DAMAGE_AIM;
822                 if(g_minstagib)
823                         self.effects = EF_FULLBRIGHT;
824                 else
825                         self.effects = 0;
826                 self.air_finished = time + 12;
827                 self.dmg = 2;
828
829                 if(inWarmupStage)
830                 {
831                         self.ammo_shells = warmup_start_ammo_shells;
832                         self.ammo_nails = warmup_start_ammo_nails;
833                         self.ammo_rockets = warmup_start_ammo_rockets;
834                         self.ammo_cells = warmup_start_ammo_cells;
835                         self.ammo_fuel = warmup_start_ammo_fuel;
836                         self.health = warmup_start_health;
837                         self.armorvalue = warmup_start_armorvalue;
838                         self.weapons = warmup_start_weapons;
839                 }
840                 else
841                 {
842                         self.ammo_shells = start_ammo_shells;
843                         self.ammo_nails = start_ammo_nails;
844                         self.ammo_rockets = start_ammo_rockets;
845                         self.ammo_cells = start_ammo_cells;
846                         self.ammo_fuel = start_ammo_fuel;
847                         self.health = start_health;
848                         self.armorvalue = start_armorvalue;
849                         self.weapons = start_weapons;
850                 }
851                 self.items = start_items;
852                 self.switchweapon = w_getbestweapon(self);
853                 self.cnt = self.switchweapon;
854                 self.weapon = 0;
855                 self.jump_interval = time;
856
857                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
858                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
859                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
860                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
861                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
862                 //extend the pause of rotting if client was reset at the beginning of the countdown
863                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
864                         self.spawnshieldtime += game_starttime - time;
865                         self.pauserotarmor_finished += game_starttime - time;
866                         self.pauserothealth_finished += game_starttime - time;
867                         self.pauseregen_finished += game_starttime - time;
868                 }
869                 self.damageforcescale = 2;
870                 self.death_time = 0;
871                 self.dead_frame = 0;
872                 self.alpha = 0;
873                 self.scale = 0;
874                 self.fade_time = 0;
875                 self.pain_frame = 0;
876                 self.pain_finished = 0;
877                 self.strength_finished = 0;
878                 self.invincible_finished = 0;
879                 self.pushltime = 0;
880                 //self.speed_finished = 0;
881                 //self.slowmo_finished = 0;
882                 // players have no think function
883                 self.think = SUB_Null;
884                 self.nextthink = 0;
885                 self.hook_time = 0;
886                 self.dmg_team = 0;
887
888                 self.metertime = 0;
889
890                 self.runes = 0;
891
892                 self.deadflag = DEAD_NO;
893
894                 self.angles = spot.angles;
895
896                 self.angles_z = 0; // never spawn tilted even if the spot says to
897                 self.fixangle = TRUE; // turn this way immediately
898                 self.velocity = '0 0 0';
899                 self.avelocity = '0 0 0';
900                 self.punchangle = '0 0 0';
901                 self.punchvector = '0 0 0';
902                 self.oldvelocity = self.velocity;
903                 self.fire_endtime = -1;
904
905                 msg_entity = self;
906                 WRITESPECTATABLE_MSG_ONE({
907                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
908                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
909                 });
910
911                 if(sv_loddistance1)
912                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
913
914                 self.model = "";
915                 FixPlayermodel();
916
917                 self.crouch = FALSE;
918                 self.view_ofs = PL_VIEW_OFS;
919                 setsize (self, PL_MIN, PL_MAX);
920                 self.spawnorigin = spot.origin;
921                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
922                 // don't reset back to last position, even if new position is stuck in solid
923                 self.oldorigin = self.origin;
924                 self.prevorigin = self.origin;
925                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
926
927                 if(g_arena)
928                 {
929                         Spawnqueue_Remove(self);
930                         Spawnqueue_Mark(self);
931                 }
932
933                 self.event_damage = PlayerDamage;
934
935                 self.bot_attack = TRUE;
936
937                 self.statdraintime = time + 5;
938                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
939
940                 if(self.killcount == -666) {
941                         PlayerScore_Clear(self);
942                         self.killcount = 0;
943                 }
944
945                 self.cnt = WEP_LASER;
946                 self.nixnex_lastchange_id = -1;
947
948                 CL_SpawnWeaponentity();
949                 self.alpha = default_player_alpha;
950                 self.colormod = '1 1 1' * cvar("g_player_brightness");
951                 self.exteriorweaponentity.alpha = default_weapon_alpha;
952
953                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
954                 self.lms_traveled_distance = 0;
955                 self.speedrunning = FALSE;
956
957                 race_PostSpawn(spot);
958
959                 if(cvar("spawn_debug"))
960                 {
961                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
962                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
963                 }
964
965                 //stuffcmd(self, "chase_active 0");
966                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
967
968                 if (cvar("g_spawnsound"))
969                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
970
971                 if(g_assault) {
972                         if(self.team == assault_attacker_team)
973                                 centerprint(self, "You are attacking!");
974                         else
975                                 centerprint(self, "You are defending!");
976                 }
977
978                 target_voicescript_clear(self);
979
980                 oldself = self;
981                 self = spot;
982                         activator = oldself;
983                                 SUB_UseTargets();
984                         activator = world;
985                 self = oldself;
986
987         } else if(self.classname == "observer") {
988                 PutObserverInServer ();
989         }
990
991         //if(g_ctf)
992         //      ctf_playerchanged();
993 }
994
995 float ClientInit_SendEntity(entity to, float sf)
996 {
997         float i;
998         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
999         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1000         for(i = 1; i <= 24; ++i)
1001                 WriteByte(MSG_ENTITY, (get_weaponinfo(i)).impulse + 1);
1002         WriteCoord(MSG_ENTITY, hook_shotorigin_x);
1003         WriteCoord(MSG_ENTITY, hook_shotorigin_y);
1004         WriteCoord(MSG_ENTITY, hook_shotorigin_z);
1005
1006         if(sv_foginterval && world.fog != "")
1007                 WriteString(MSG_ENTITY, world.fog);
1008         else
1009                 WriteString(MSG_ENTITY, "");
1010         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);
1011         return TRUE;
1012 }
1013
1014 void ClientInit_Spawn()
1015 {
1016         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);
1017 }
1018
1019 /*
1020 =============
1021 SetNewParms
1022 =============
1023 */
1024 void SetNewParms (void)
1025 {
1026         // initialize parms for a new player
1027         parm1 = -(86400 * 366);
1028 }
1029
1030 /*
1031 =============
1032 SetChangeParms
1033 =============
1034 */
1035 void SetChangeParms (void)
1036 {
1037         // save parms for level change
1038         parm1 = self.parm_idlesince - time;
1039 }
1040
1041 /*
1042 =============
1043 DecodeLevelParms
1044 =============
1045 */
1046 void DecodeLevelParms (void)
1047 {
1048         // load parms
1049         self.parm_idlesince = parm1;
1050         if(self.parm_idlesince == -(86400 * 366))
1051                 self.parm_idlesince = time;
1052
1053         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1054         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1055 }
1056
1057 /*
1058 =============
1059 ClientKill
1060
1061 Called when a client types 'kill' in the console
1062 =============
1063 */
1064
1065 void ClientKill_Now_TeamChange()
1066 {
1067         if(self.killindicator_teamchange == -1)
1068         {
1069                 self.team = -1;
1070                 JoinBestTeam( self, FALSE, FALSE );
1071         }
1072         else
1073                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1074 }
1075
1076 void ClientKill_Now()
1077 {
1078         if(self.killindicator_teamchange)
1079                 ClientKill_Now_TeamChange();
1080
1081         // in any case:
1082         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1083
1084         if(self.killindicator)
1085         {
1086                 dprint("Cleaned up after a leaked kill indicator.\n");
1087                 remove(self.killindicator);
1088                 self.killindicator = world;
1089         }
1090 }
1091 void KillIndicator_Think()
1092 {
1093         if (!self.owner.modelindex)
1094         {
1095                 self.owner.killindicator = world;
1096                 remove(self);
1097                 return;
1098         }
1099
1100         if(self.cnt <= 0)
1101         {
1102                 self = self.owner;
1103                 ClientKill_Now(); // no oldself needed
1104                 return;
1105         }
1106         else
1107         {
1108                 if(self.cnt <= 10)
1109                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1110                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1111                 {
1112                         if(self.cnt <= 10)
1113                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
1114                         if(self.owner.killindicator_teamchange)
1115                         {
1116                                 if(self.owner.killindicator_teamchange == -1)
1117                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1118                                 else
1119                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1120                         }
1121                         else
1122                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1123                 }
1124                 self.nextthink = time + 1;
1125                 self.cnt -= 1;
1126         }
1127 }
1128
1129 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1130 {
1131         float killtime;
1132         entity e;
1133         killtime = cvar("g_balance_kill_delay");
1134
1135         if(g_race_qualifying)
1136                 killtime = 0;
1137
1138         self.killindicator_teamchange = targetteam;
1139
1140         if(!self.killindicator)
1141         {
1142                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1143                 {
1144                         ClientKill_Now();
1145                 }
1146                 else
1147                 {
1148                         self.killindicator = spawn();
1149                         self.killindicator.owner = self;
1150                         self.killindicator.scale = 0.5;
1151                         setattachment(self.killindicator, self, "");
1152                         setorigin(self.killindicator, '0 0 52');
1153                         self.killindicator.think = KillIndicator_Think;
1154                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1155                         self.killindicator.cnt = ceil(killtime);
1156                         self.killindicator.count = bound(0, ceil(killtime), 10);
1157                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1158
1159                         for(e = world; (e = find(e, classname, "body")) != world; )
1160                         {
1161                                 if(e.enemy != self)
1162                                         continue;
1163                                 e.killindicator = spawn();
1164                                 e.killindicator.owner = e;
1165                                 e.killindicator.scale = 0.5;
1166                                 setattachment(e.killindicator, e, "");
1167                                 setorigin(e.killindicator, '0 0 52');
1168                                 e.killindicator.think = KillIndicator_Think;
1169                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1170                                 e.killindicator.cnt = ceil(killtime);
1171                         }
1172                         self.lip = 0;
1173                 }
1174         }
1175         if(self.killindicator)
1176         {
1177                 if(targetteam)
1178                         self.killindicator.colormod = TeamColor(targetteam);
1179                 else
1180                         self.killindicator.colormod = '0 0 0';
1181         }
1182 }
1183
1184 void ClientKill (void)
1185 {
1186         ClientKill_TeamChange(0);
1187 }
1188
1189 void DoTeamChange(float destteam)
1190 {
1191         float t, c0;
1192         if(!teams_matter)
1193         {
1194                 if(destteam >= 0)
1195                         SetPlayerColors(self, destteam);
1196                 return;
1197         }
1198         if(self.classname == "player")
1199         if(destteam == -1)
1200         {
1201                 CheckAllowedTeams(self);
1202                 t = FindSmallestTeam(self, TRUE);
1203                 switch(self.team)
1204                 {
1205                         case COLOR_TEAM1: c0 = c1; break;
1206                         case COLOR_TEAM2: c0 = c2; break;
1207                         case COLOR_TEAM3: c0 = c3; break;
1208                         case COLOR_TEAM4: c0 = c4; break;
1209                         default:          c0 = 999;
1210                 }
1211                 switch(t)
1212                 {
1213                         case 1:
1214                                 if(c0 > c1)
1215                                         destteam = COLOR_TEAM1;
1216                                 break;
1217                         case 2:
1218                                 if(c0 > c2)
1219                                         destteam = COLOR_TEAM2;
1220                                 break;
1221                         case 3:
1222                                 if(c0 > c3)
1223                                         destteam = COLOR_TEAM3;
1224                                 break;
1225                         case 4:
1226                                 if(c0 > c4)
1227                                         destteam = COLOR_TEAM4;
1228                                 break;
1229                 }
1230                 if(destteam == -1)
1231                         return;
1232         }
1233         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1234                 return;
1235         ClientKill_TeamChange(destteam);
1236 }
1237
1238 void FixClientCvars(entity e)
1239 {
1240         // send prediction settings to the client
1241         stuffcmd(e, "\nin_bindmap 0 0\n");
1242         if(g_race || g_cts)
1243                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1244         /*
1245          * we no longer need to stuff this. Remove this comment block if you feel
1246          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1247         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1248         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1249         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1250         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1251         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1252         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1253         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1254         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1255         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1256         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1257         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1258         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1259         stuffcmd(e, "cl_movement_edgefriction 1\n");
1260          */
1261 }
1262
1263 /*
1264 =============
1265 ClientConnect
1266
1267 Called when a client connects to the server
1268 =============
1269 */
1270 //void ctf_clientconnect();
1271 string ColoredTeamName(float t);
1272 void DecodeLevelParms (void);
1273 //void dom_player_join_team(entity pl);
1274 void ClientConnect (void)
1275 {
1276         local string s;
1277         float t;
1278
1279         if(self.flags & FL_CLIENT)
1280         {
1281                 print("Warning: ClientConnect, but already connected!\n");
1282                 return;
1283         }
1284
1285         if(Ban_MaybeEnforceBan(self))
1286                 return;
1287
1288         DecodeLevelParms();
1289
1290         self.classname = "player_joining";
1291
1292         self.flags = FL_CLIENT;
1293         self.version_nagtime = time + 10 + random() * 10;
1294
1295         if(player_count<0)
1296         {
1297                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1298                 player_count = 0;
1299         }
1300
1301         PlayerScore_Attach(self);
1302         ClientData_Attach();
1303
1304         bot_clientconnect();
1305
1306         race_PreSpawnObserver();
1307
1308         //if(g_domination)
1309         //      dom_player_join_team(self);
1310
1311         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1312
1313         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1314                 self.classname = "observer";
1315         } else {
1316                 if(teams_matter)
1317                 {
1318                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1319                         {
1320                                 self.classname = "player";
1321                                 campaign_bots_may_start = 1;
1322                         }
1323                         else
1324                         {
1325                                 self.classname = "observer"; // do it anyway
1326                         }
1327                 }
1328                 else
1329                 {
1330                         self.classname = "player";
1331                         campaign_bots_may_start = 1;
1332                 }
1333         }
1334
1335         self.playerid = (playerid_last = playerid_last + 1);
1336         if(cvar("sv_eventlog"))
1337         {
1338                 if(clienttype(self) == CLIENTTYPE_REAL)
1339                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1340                 else
1341                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1342                 s = strcat(":team:", ftos(self.playerid), ":");
1343                 s = strcat(s, ftos(self.team));
1344                 GameLogEcho(s);
1345         }
1346         self.netname_previous = strzone(self.netname);
1347
1348         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1349
1350         bprint ("^4",self.netname);
1351         bprint ("^4 connected");
1352
1353         if(g_domination || g_ctf)
1354         {
1355                 bprint(" and joined the ");
1356                 bprint(ColoredTeamName(self.team));
1357         }
1358
1359         bprint("\n");
1360
1361         self.welcomemessage_time = 0;
1362
1363         stuffcmd(self, strcat(clientstuff, "\n"));
1364         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1365         stuffcmd(self, "cl_particles_reloadeffects\n");
1366
1367         FixClientCvars(self);
1368
1369         // spawnfunc_waypoint sprites
1370         WaypointSprite_InitClient(self);
1371
1372         // Wazat's grappling hook
1373         SetGrappleHookBindings();
1374
1375         // get autoswitch state from player when he toggles it
1376         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1377
1378         // get version info from player
1379         stuffcmd(self, "cmd clientversion $gameversion\n");
1380
1381         // get other cvars from player
1382         GetCvars(0);
1383
1384         // set cvar for team scoreboard
1385         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1386
1387         // notify about available teams
1388         if(teams_matter)
1389         {
1390                 CheckAllowedTeams(self);
1391                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1392                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1393         }
1394         else
1395                 stuffcmd(self, "set _teams_available 0\n");
1396
1397         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1398
1399         if(g_arena)
1400         {
1401                 self.classname = "observer";
1402                 Spawnqueue_Insert(self);
1403         }
1404         /*else if(g_ctf)
1405         {
1406                 ctf_clientconnect();
1407         }*/
1408
1409         if(teams_matter || sv_cheats)
1410                 attach_entcs();
1411
1412         bot_relinkplayerlist();
1413
1414         self.spectatortime = time;
1415         if(blockSpectators)
1416         {
1417                 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"));
1418         }
1419
1420         self.jointime = time;
1421         self.allowedTimeouts = cvar("sv_timeout_number");
1422
1423         if(clienttype(self) == CLIENTTYPE_REAL)
1424         {
1425                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1426                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1427         }
1428
1429         if(g_lms)
1430         {
1431                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1432                 {
1433                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1434                         self.frags = FRAGS_SPECTATOR;
1435                 }
1436         }
1437
1438         if(!sv_foginterval && world.fog != "")
1439                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1440
1441         SoundEntity_Attach(self);
1442
1443         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1444         {
1445                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1446                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1447         }
1448         else
1449                 self.hitplotfh = -1;
1450 }
1451
1452 /*
1453 =============
1454 ClientDisconnect
1455
1456 Called when a client disconnects from the server
1457 =============
1458 */
1459 .entity chatbubbleentity;
1460 .entity teambubbleentity;
1461 void ReadyCount();
1462 void ClientDisconnect (void)
1463 {
1464         if not(self.flags & FL_CLIENT)
1465         {
1466                 print("Warning: ClientDisconnect without ClientConnect\n");
1467                 return;
1468         }
1469
1470         if(self.hitplotfh >= 0)
1471         {
1472                 fclose(self.hitplotfh);
1473                 self.hitplotfh = -1;
1474         }
1475
1476         bot_clientdisconnect();
1477
1478         if(self.entcs)
1479                 detach_entcs();
1480
1481         if(cvar("sv_eventlog"))
1482                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1483         bprint ("^4",self.netname);
1484         bprint ("^4 disconnected\n");
1485
1486         SoundEntity_Detach(self);
1487
1488         DropAllRunes(self);
1489         kh_Key_DropAll(self, TRUE);
1490
1491         Portal_ClearAll(self);
1492
1493         if(self.flagcarried)
1494                 DropFlag(self.flagcarried, world, world);
1495         if(self.ballcarried)
1496                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1497
1498         // Here, everything has been done that requires this player to be a client.
1499
1500         self.flags &~= FL_CLIENT;
1501
1502         if (self.chatbubbleentity)
1503                 remove (self.chatbubbleentity);
1504
1505         if (self.teambubbleentity)
1506                 remove (self.teambubbleentity);
1507
1508         if (self.killindicator)
1509                 remove (self.killindicator);
1510
1511         WaypointSprite_PlayerGone();
1512
1513         bot_relinkplayerlist();
1514
1515         // remove laserdot
1516         if(self.weaponentity)
1517                 if(self.weaponentity.lasertarget)
1518                         remove(self.weaponentity.lasertarget);
1519
1520         if(g_arena)
1521         {
1522                 Spawnqueue_Unmark(self);
1523                 Spawnqueue_Remove(self);
1524         }
1525
1526         ClientData_Detach();
1527         PlayerScore_Detach(self);
1528
1529         if(self.netname_previous)
1530                 strunzone(self.netname_previous);
1531         if(self.clientstatus)
1532                 strunzone(self.clientstatus);
1533
1534         ClearPlayerSounds();
1535
1536         self.playerid = 0;
1537         ReadyCount();
1538
1539         // free cvars
1540         GetCvars(-1);
1541 }
1542
1543 .float BUTTON_CHAT;
1544 void ChatBubbleThink()
1545 {
1546         self.nextthink = time;
1547         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1548         {
1549                 if(self.owner) // but why can that ever be world?
1550                         self.owner.chatbubbleentity = world;
1551                 remove(self);
1552                 return;
1553         }
1554         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1555 #ifdef TETRIS
1556                 || self.owner.tetris_on
1557 #endif
1558         )
1559                 self.model = self.mdl;
1560         else
1561                 self.model = "";
1562 };
1563
1564 void UpdateChatBubble()
1565 {
1566         if (!self.modelindex)
1567                 return;
1568         // spawn a chatbubble entity if needed
1569         if (!self.chatbubbleentity)
1570         {
1571                 self.chatbubbleentity = spawn();
1572                 self.chatbubbleentity.owner = self;
1573                 self.chatbubbleentity.exteriormodeltoclient = self;
1574                 self.chatbubbleentity.think = ChatBubbleThink;
1575                 self.chatbubbleentity.nextthink = time;
1576                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1577                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1578                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1579                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1580                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1581                 self.chatbubbleentity.model = "";
1582                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1583         }
1584 }
1585
1586
1587 void TeamBubbleThink()
1588 {
1589         self.nextthink = time;
1590         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1591         {
1592                 if(self.owner) // but why can that ever be world?
1593                         self.owner.teambubbleentity = world;
1594                 remove(self);
1595                 return;
1596         }
1597 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1598         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1599                 self.model = "";
1600         else
1601                 self.model = self.mdl;
1602
1603 };
1604
1605 float TeamBubble_customizeentityforclient()
1606 {
1607         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1608 }
1609
1610 void UpdateTeamBubble()
1611 {
1612         if (!self.modelindex || !teams_matter)
1613                 return;
1614         // spawn a teambubble entity if needed
1615         if (!self.teambubbleentity && teams_matter)
1616         {
1617                 self.teambubbleentity = spawn();
1618                 self.teambubbleentity.owner = self;
1619                 self.teambubbleentity.exteriormodeltoclient = self;
1620                 self.teambubbleentity.think = TeamBubbleThink;
1621                 self.teambubbleentity.nextthink = time;
1622                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1623 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1624                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1625                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1626                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1627                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1628                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1629                 self.teambubbleentity.effects = EF_LOWPRECISION;
1630         }
1631 }
1632
1633 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1634 // added to the model skins
1635 /*void UpdateColorModHack()
1636 {
1637         local float c;
1638         c = self.clientcolors & 15;
1639         // LordHavoc: only bothering to support white, green, red, yellow, blue
1640              if (!teams_matter) self.colormod = '0 0 0';
1641         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1642         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1643         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1644         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1645         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1646         else self.colormod = '1 1 1';
1647 };*/
1648
1649 void respawn(void)
1650 {
1651         CopyBody(1);
1652         self.effects |= EF_NODRAW; // prevent another CopyBody
1653         PutClientInServer();
1654 }
1655
1656 void play_countdown(float finished, string samp)
1657 {
1658         if(clienttype(self) == CLIENTTYPE_REAL)
1659                 if(floor(finished - time - frametime) != floor(finished - time))
1660                         if(finished - time < 6)
1661                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1662 }
1663
1664 /**
1665  * When sv_timeout is used this function returs strings like
1666  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1667  * Called by centerprint functions
1668  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1669  */
1670 string getTimeoutText(float addOneSecond) {
1671         if (!cvar("sv_timeout") || !timeoutStatus)
1672                 return "";
1673
1674         local string retStr;
1675         if (timeoutStatus == 1) {
1676                 if (addOneSecond == 1) {
1677                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1678                 }
1679                 else {
1680                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1681                 }
1682                 return retStr;
1683         }
1684         else if (timeoutStatus == 2) {
1685                 if (addOneSecond) {
1686                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1687                         //don't show messages like "Timeout ends in 0 seconds"...
1688                         if ((remainingTimeoutTime + 1) > 0)
1689                                 return retStr;
1690                         else
1691                                 return "";
1692                 }
1693                 else {
1694                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1695                         //don't show messages like "Timeout ends in 0 seconds"...
1696                         if (remainingTimeoutTime > 0)
1697                                 return retStr;
1698                         else
1699                                 return "";
1700                 }
1701         }
1702         else return "";
1703 }
1704
1705 void player_powerups (void)
1706 {
1707         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1708         {
1709                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1710                 self.modelflags |= MF_ROCKET;
1711         }
1712         else
1713         {
1714                 SoundEntity_StopSound(self, CHAN_PLAYER);
1715                 self.modelflags &~= MF_ROCKET;
1716         }
1717
1718         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME);
1719
1720         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1721                 return;
1722         
1723         Fire_ApplyDamage(self);
1724         Fire_ApplyEffect(self);
1725
1726         if (g_minstagib)
1727         {
1728                 self.effects |= EF_FULLBRIGHT;
1729
1730                 if (self.items & IT_STRENGTH)
1731                 {
1732                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1733                         if (time > self.strength_finished)
1734                         {
1735                                 self.alpha = default_player_alpha;
1736                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1737                                 self.items &~= IT_STRENGTH;
1738                                 sprint(self, "^3Invisibility has worn off\n");
1739                         }
1740                 }
1741                 else
1742                 {
1743                         if (time < self.strength_finished)
1744                         {
1745                                 self.alpha = g_minstagib_invis_alpha;
1746                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1747                                 self.items |= IT_STRENGTH;
1748                                 sprint(self, "^3You are invisible\n");
1749                         }
1750                 }
1751
1752                 if (self.items & IT_INVINCIBLE)
1753                 {
1754                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1755                         if (time > self.invincible_finished)
1756                         {
1757                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1758                                 sprint(self, "^3Speed has worn off\n");
1759                         }
1760                 }
1761                 else
1762                 {
1763                         if (time < self.invincible_finished)
1764                         {
1765                                 self.items = self.items | IT_INVINCIBLE;
1766                                 sprint(self, "^3You are on speed\n");
1767                         }
1768                 }
1769                 return;
1770         }
1771
1772         if (self.items & IT_STRENGTH)
1773         {
1774                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1775                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1776                 if (time > self.strength_finished)
1777                 {
1778                         self.items = self.items - (self.items & IT_STRENGTH);
1779                         sprint(self, "^3Strength has worn off\n");
1780                 }
1781         }
1782         else
1783         {
1784                 if (time < self.strength_finished)
1785                 {
1786                         self.items = self.items | IT_STRENGTH;
1787                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1788                 }
1789         }
1790         if (self.items & IT_INVINCIBLE)
1791         {
1792                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1793                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1794                 if (time > self.invincible_finished)
1795                 {
1796                         self.items = self.items - (self.items & IT_INVINCIBLE);
1797                         sprint(self, "^3Shield has worn off\n");
1798                 }
1799         }
1800         else
1801         {
1802                 if (time < self.invincible_finished)
1803                 {
1804                         self.items = self.items | IT_INVINCIBLE;
1805                         sprint(self, "^3Shield surrounds you\n");
1806                 }
1807         }
1808
1809         if (cvar("g_fullbrightplayers"))
1810                 self.effects = self.effects | EF_FULLBRIGHT;
1811
1812         // midair gamemode: damage only while in the air
1813         // if in midair mode, being on ground grants temporary invulnerability
1814         // (this is so that multishot weapon don't clear the ground flag on the
1815         // first damage in the frame, leaving the player vulnerable to the
1816         // remaining hits in the same frame)
1817         if (self.flags & FL_ONGROUND)
1818         if (g_midair)
1819                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1820
1821         if (time >= game_starttime)
1822         if (time < self.spawnshieldtime)
1823                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1824 }
1825
1826 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1827 {
1828         if(current > stable)
1829                 return current;
1830         else if(current > stable - 0.25) // when close enough, "snap"
1831                 return stable;
1832         else
1833                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1834 }
1835
1836 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1837 {
1838         if(current < stable)
1839                 return current;
1840         else if(current < stable + 0.25) // when close enough, "snap"
1841                 return stable;
1842         else
1843                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1844 }
1845
1846 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1847 {
1848         if(current > rotstable)
1849         {
1850                 if(rotframetime > 0)
1851                 {
1852                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1853                         current = max(rotstable, current - rotlinear * rotframetime);
1854                 }
1855         }
1856         else if(current < regenstable)
1857         {
1858                 if(regenframetime > 0)
1859                 {
1860                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1861                         current = min(regenstable, current + regenlinear * regenframetime);
1862                 }
1863         }
1864
1865         if(current > limit)
1866                 current = limit;
1867
1868         return current;
1869 }
1870
1871 void player_regen (void)
1872 {
1873         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1874         maxh = cvar("g_balance_health_rotstable");
1875         maxa = cvar("g_balance_armor_rotstable");
1876         maxf = cvar("g_balance_fuel_rotstable");
1877         minh = cvar("g_balance_health_regenstable");
1878         mina = cvar("g_balance_armor_regenstable");
1879         minf = cvar("g_balance_fuel_regenstable");
1880         limith = cvar("g_balance_health_limit");
1881         limita = cvar("g_balance_armor_limit");
1882         limitf = cvar("g_balance_fuel_limit");
1883
1884         max_mod = regen_mod = rot_mod = limit_mod = 1;
1885
1886         if (self.runes & RUNE_REGEN)
1887         {
1888                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1889                 {
1890                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1891                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1892                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1893                 }
1894                 else
1895                 {
1896                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1897                         max_mod = cvar("g_balance_rune_regen_hpmod");
1898                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1899                 }
1900         }
1901         else if (self.runes & CURSE_VENOM)
1902         {
1903                 max_mod = cvar("g_balance_curse_venom_hpmod");
1904                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1905                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1906                 else
1907                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1908                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1909                 //if (!self.runes & RUNE_REGEN)
1910                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1911         }
1912         maxh = maxh * max_mod;
1913         //maxa = maxa * max_mod;
1914         //maxf = maxf * max_mod;
1915         minh = minh * max_mod;
1916         //mina = mina * max_mod;
1917         //minf = minf * max_mod;
1918         limith = limith * limit_mod;
1919         limita = limita * limit_mod;
1920         //limitf = limitf * limit_mod;
1921
1922         if(g_lms)
1923                 rot_mod = 0;
1924
1925         if (!g_minstagib && (!g_lms || cvar("g_lms_regenerate")))
1926         {
1927                 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);
1928                 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);
1929
1930                 // if player rotted to death...  die!
1931                 if(self.health < 1)
1932                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1933         }
1934
1935         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1936                 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);
1937 }
1938
1939 float zoomstate_set;
1940 void SetZoomState(float z)
1941 {
1942         if(z != self.zoomstate)
1943         {
1944                 self.zoomstate = z;
1945                 ClientData_Touch(self);
1946         }
1947         zoomstate_set = 1;
1948 }
1949
1950 void GetPressedKeys(void) {
1951         if (self.movement_x > 0) // get if movement keys are pressed
1952         {       // forward key pressed
1953                 self.pressedkeys |= KEY_FORWARD;
1954                 self.pressedkeys &~= KEY_BACKWARD;
1955         }
1956         else if (self.movement_x < 0)
1957         {       // backward key pressed
1958                 self.pressedkeys |= KEY_BACKWARD;
1959                 self.pressedkeys &~= KEY_FORWARD;
1960         }
1961         else
1962         {       // no x input
1963                 self.pressedkeys &~= KEY_FORWARD;
1964                 self.pressedkeys &~= KEY_BACKWARD;
1965         }
1966
1967         if (self.movement_y > 0)
1968         {       // right key pressed
1969                 self.pressedkeys |= KEY_RIGHT;
1970                 self.pressedkeys &~= KEY_LEFT;
1971         }
1972         else if (self.movement_y < 0)
1973         {       // left key pressed
1974                 self.pressedkeys |= KEY_LEFT;
1975                 self.pressedkeys &~= KEY_RIGHT;
1976         }
1977         else
1978         {       // no y input
1979                 self.pressedkeys &~= KEY_RIGHT;
1980                 self.pressedkeys &~= KEY_LEFT;
1981         }
1982
1983         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1984                 self.pressedkeys |= KEY_JUMP;
1985         else
1986                 self.pressedkeys &~= KEY_JUMP;
1987         if (self.BUTTON_CROUCH)
1988                 self.pressedkeys |= KEY_CROUCH;
1989         else
1990                 self.pressedkeys &~= KEY_CROUCH;
1991 }
1992
1993 /*
1994 ======================
1995 spectate mode routines
1996 ======================
1997 */
1998 void SpectateCopy(entity spectatee) {
1999         self.armortype = spectatee.armortype;
2000         self.armorvalue = spectatee.armorvalue;
2001         self.ammo_cells = spectatee.ammo_cells;
2002         self.ammo_shells = spectatee.ammo_shells;
2003         self.ammo_nails = spectatee.ammo_nails;
2004         self.ammo_rockets = spectatee.ammo_rockets;
2005         self.ammo_fuel = spectatee.ammo_fuel;
2006         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2007         self.health = spectatee.health;
2008         self.impulse = 0;
2009         self.items = spectatee.items;
2010         self.metertime = spectatee.metertime;
2011         self.strength_finished = spectatee.strength_finished;
2012         self.invincible_finished = spectatee.invincible_finished;
2013         self.pressedkeys = spectatee.pressedkeys;
2014         self.weapons = spectatee.weapons;
2015         self.switchweapon = spectatee.switchweapon;
2016         self.weapon = spectatee.weapon;
2017         self.punchangle = spectatee.punchangle;
2018         self.view_ofs = spectatee.view_ofs;
2019         self.v_angle = spectatee.v_angle;
2020         self.velocity = spectatee.velocity;
2021         self.dmg_take = spectatee.dmg_take;
2022         self.dmg_save = spectatee.dmg_save;
2023         self.dmg_inflictor = spectatee.dmg_inflictor;
2024         self.angles = spectatee.v_angle;
2025         self.fixangle = TRUE;
2026         setorigin(self, spectatee.origin);
2027         setsize(self, spectatee.mins, spectatee.maxs);
2028         SetZoomState(spectatee.zoomstate);
2029 }
2030
2031 float SpectateUpdate() {
2032         if(!self.enemy)
2033                 return 0;
2034
2035         if (self == self.enemy)
2036                 return 0;
2037
2038         if(self.enemy.classname != "player")
2039                 return 0;
2040
2041         SpectateCopy(self.enemy);
2042
2043         return 1;
2044 }
2045
2046 float SpectateNext() {
2047         other = find(self.enemy, classname, "player");
2048         if (!other) {
2049                 other = find(other, classname, "player");
2050         }
2051         if (other) {
2052                 self.enemy = other;
2053         }
2054         if(self.enemy.classname == "player") {
2055                 msg_entity = self;
2056                 WriteByte(MSG_ONE, SVC_SETVIEW);
2057                 WriteEntity(MSG_ONE, self.enemy);
2058                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2059                 self.movetype = MOVETYPE_NONE;
2060                 if(!SpectateUpdate())
2061                         PutObserverInServer();
2062                 return 1;
2063         } else {
2064                 return 0;
2065         }
2066 }
2067
2068 /*
2069 =============
2070 ShowRespawnCountdown()
2071
2072 Update a respawn countdown display.
2073 =============
2074 */
2075 void ShowRespawnCountdown()
2076 {
2077         float number;
2078         if(self.deadflag == DEAD_NO) // just respawned?
2079                 return;
2080         else
2081         {
2082                 number = ceil(self.death_time - time);
2083                 if(number <= 0)
2084                         return;
2085                 if(number <= self.respawn_countdown)
2086                 {
2087                         self.respawn_countdown = number - 1;
2088                         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
2089                                 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
2090                 }
2091         }
2092 }
2093
2094 void LeaveSpectatorMode()
2095 {
2096         if(isJoinAllowed()) {
2097                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2098                         self.classname = "player";
2099                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2100                                 JoinBestTeam(self, FALSE, TRUE);
2101                         if(cvar("g_campaign"))
2102                                 campaign_bots_may_start = 1;
2103                         PutClientInServer();
2104                         if(self.classname == "player")
2105                                 bprint ("^4", self.netname, "^4 is playing now\n");
2106                         if(!cvar("g_campaign"))
2107                                 centerprint(self,""); // clear MOTD
2108                         return;
2109                 } else {
2110                         stuffcmd(self,"menu_showteamselect\n");
2111                         return;
2112                 }
2113         }
2114         else {
2115                 //player may not join because of g_maxplayers is set
2116                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2117         }
2118 }
2119
2120 /**
2121  * Determines whether the player is allowed to join. This depends on cvar
2122  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2123  * it checks whether the number of currently playing players exceeds g_maxplayers.
2124  * @return bool TRUE if the player is allowed to join, false otherwise
2125  */
2126 float isJoinAllowed() {
2127         if (!cvar("g_maxplayers"))
2128                 return TRUE;
2129
2130         local entity e;
2131         local float currentlyPlaying;
2132         FOR_EACH_REALPLAYER(e) {
2133                 if(e.classname == "player")
2134                         currentlyPlaying += 1;
2135         }
2136         if(currentlyPlaying < cvar("g_maxplayers"))
2137                 return TRUE;
2138
2139         return FALSE;
2140 }
2141
2142 /**
2143  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2144  * g_maxplayers_spectator_blocktime seconds
2145  */
2146 void checkSpectatorBlock() {
2147         if(self.classname == "spectator" || self.classname == "observer") {
2148                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2149                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2150                         dropclient(self);
2151                 }
2152         }
2153 }
2154
2155 float vercmp_recursive(string v1, string v2)
2156 {
2157         float dot1, dot2;
2158         string s1, s2;
2159         float r;
2160
2161         dot1 = strstrofs(v1, ".", 0);
2162         dot2 = strstrofs(v2, ".", 0);
2163         if(dot1 == -1)
2164                 s1 = v1;
2165         else
2166                 s1 = substring(v1, 0, dot1);
2167         if(dot2 == -1)
2168                 s2 = v2;
2169         else
2170                 s2 = substring(v2, 0, dot2);
2171
2172         r = stof(s1) - stof(s2);
2173         if(r != 0)
2174                 return r;
2175
2176         r = strcasecmp(s1, s2);
2177         if(r != 0)
2178                 return r;
2179
2180         if(dot1 == -1)
2181                 if(dot2 == -1)
2182                         return 0;
2183                 else
2184                         return -1;
2185         else
2186                 if(dot2 == -1)
2187                         return 1;
2188                 else
2189                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2190 }
2191
2192 float vercmp(string v1, string v2)
2193 {
2194         if(strcasecmp(v1, v2) == 0) // early out check
2195                 return 0;
2196         return vercmp_recursive(v1, v2);
2197 }
2198
2199 void ObserverThink()
2200 {
2201         if (self.flags & FL_JUMPRELEASED) {
2202                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2203                         self.welcomemessage_time = 0;
2204                         self.flags &~= FL_JUMPRELEASED;
2205                         self.flags |= FL_SPAWNING;
2206                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2207                         self.welcomemessage_time = 0;
2208                         self.flags &~= FL_JUMPRELEASED;
2209                         if(SpectateNext() == 1) {
2210                                 self.classname = "spectator";
2211                         }
2212                 }
2213         } else {
2214                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2215                         self.flags |= FL_JUMPRELEASED;
2216                         if(self.flags & FL_SPAWNING)
2217                         {
2218                                 self.flags &~= FL_SPAWNING;
2219                                 LeaveSpectatorMode();
2220                                 return;
2221                         }
2222                 }
2223         }
2224         PrintWelcomeMessage(self);
2225 }
2226
2227 void SpectatorThink()
2228 {
2229         if (self.flags & FL_JUMPRELEASED) {
2230                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2231                         self.welcomemessage_time = 0;
2232                         self.flags &~= FL_JUMPRELEASED;
2233                         self.flags |= FL_SPAWNING;
2234                 } else if(self.BUTTON_ATCK) {
2235                         self.welcomemessage_time = 0;
2236                         self.flags &~= FL_JUMPRELEASED;
2237                         if(SpectateNext() == 1) {
2238                                 self.classname = "spectator";
2239                         } else {
2240                                 self.classname = "observer";
2241                                 PutClientInServer();
2242                         }
2243                 } else if (self.BUTTON_ATCK2) {
2244                         self.welcomemessage_time = 0;
2245                         self.flags &~= FL_JUMPRELEASED;
2246                         self.classname = "observer";
2247                         PutClientInServer();
2248                 } else {
2249                         if(!SpectateUpdate())
2250                                 PutObserverInServer();
2251                 }
2252         } else {
2253                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2254                         self.flags |= FL_JUMPRELEASED;
2255                         if(self.flags & FL_SPAWNING)
2256                         {
2257                                 self.flags &~= FL_SPAWNING;
2258                                 LeaveSpectatorMode();
2259                                 return;
2260                         }
2261                 }
2262         }
2263         PrintWelcomeMessage(self);
2264         self.flags |= FL_CLIENT | FL_NOTARGET;
2265 }
2266
2267 .float touchexplode_time;
2268
2269 /*
2270 =============
2271 PlayerPreThink
2272
2273 Called every frame for each client before the physics are run
2274 =============
2275 */
2276 void() ctf_setstatus;
2277 void() nexball_setstatus;
2278 .float items_added;
2279 void PlayerPreThink (void)
2280 {
2281         self.stat_game_starttime = game_starttime;
2282         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2283         self.stat_leadlimit = cvar("leadlimit");
2284
2285         if(blockSpectators && frametime)
2286                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2287                 checkSpectatorBlock();
2288
2289         zoomstate_set = 0;
2290
2291         if(self.netname_previous != self.netname)
2292         {
2293                 if(cvar("sv_eventlog"))
2294                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2295                 if(self.netname_previous)
2296                         strunzone(self.netname_previous);
2297                 self.netname_previous = strzone(self.netname);
2298         }
2299
2300         // version nagging
2301         if(self.version_nagtime)
2302                 if(self.cvar_g_nexuizversion)
2303                         if(time > self.version_nagtime)
2304                         {
2305                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2306                                 {
2307                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2308                                         {
2309                                                 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");
2310                                                 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"));
2311                                         }
2312                                         else
2313                                         {
2314                                                 float r;
2315                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2316                                                 if(r < 0)
2317                                                 {
2318                                                         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");
2319                                                         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"));
2320                                                 }
2321                                                 else if(r > 0)
2322                                                 {
2323                                                         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");
2324                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2325                                                 }
2326                                         }
2327                                 }
2328                                 self.version_nagtime = 0;
2329                         }
2330
2331         // GOD MODE info
2332         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2333         {
2334                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2335                 self.max_armorvalue = 0;
2336         }
2337
2338 #ifdef TETRIS
2339         if (TetrisPreFrame())
2340                 return;
2341 #endif
2342
2343         if(self.classname == "player") {
2344 //              if(self.netname == "Wazat")
2345 //                      bprint(self.classname, "\n");
2346
2347                 CheckRules_Player();
2348
2349                 PrintWelcomeMessage(self);
2350
2351                 if (intermission_running)
2352                 {
2353                         IntermissionThink ();   // otherwise a button could be missed between
2354                         return;                                 // the think tics
2355                 }
2356
2357                 if(self.teleport_time)
2358                 if(time > self.teleport_time)
2359                 {
2360                         self.teleport_time = 0;
2361                         self.effects = self.effects - (self.effects & EF_NODRAW);
2362                 }
2363
2364                 Nixnex_GiveCurrentWeapon();
2365
2366                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2367                         UpdateSelectedPlayer();
2368
2369                 //don't allow the player to turn around while game is paused!
2370                 if(timeoutStatus == 2) {
2371                         self.v_angle = self.lastV_angle;
2372                         self.angles = self.lastV_angle;
2373                         self.fixangle = TRUE;
2374                 }
2375
2376                 if(frametime)
2377                         player_powerups();
2378
2379                 if (self.deadflag != DEAD_NO)
2380                 {
2381                         float button_pressed, force_respawn;
2382                         if(frametime)
2383                                 player_anim();
2384                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2385                         force_respawn = (g_lms || cvar("g_forced_respawn"));
2386                         if (self.deadflag == DEAD_DYING)
2387                         {
2388                                 if(force_respawn)
2389                                         self.deadflag = DEAD_RESPAWNING;
2390                                 else if(!button_pressed)
2391                                         self.deadflag = DEAD_DEAD;
2392                         }
2393                         else if (self.deadflag == DEAD_DEAD)
2394                         {
2395                                 if(button_pressed)
2396                                         self.deadflag = DEAD_RESPAWNABLE;
2397                         }
2398                         else if (self.deadflag == DEAD_RESPAWNABLE)
2399                         {
2400                                 if(!button_pressed)
2401                                         self.deadflag = DEAD_RESPAWNING;
2402                         }
2403                         else if (self.deadflag == DEAD_RESPAWNING)
2404                         {
2405                                 if(time > self.death_time)
2406                                 {
2407                                         self.death_time = time + 1; // only retry once a second
2408                                         respawn();
2409                                 }
2410                         }
2411                         ShowRespawnCountdown();
2412                         return;
2413                 }
2414
2415                 if(g_touchexplode)
2416                 if(time > self.touchexplode_time)
2417                 if(self.classname == "player")
2418                 if(self.deadflag == DEAD_NO)
2419                 if not(IS_INDEPENDENT_PLAYER(self))
2420                 FOR_EACH_PLAYER(other) if(self != other)
2421                 {
2422                         if(time > other.touchexplode_time)
2423                         if(other.classname == "player")
2424                         if(other.deadflag == DEAD_NO)
2425                         if not(IS_INDEPENDENT_PLAYER(other))
2426                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2427                         {
2428                                 PlayerTouchExplode(self, other);
2429                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2430                         }
2431                 }
2432
2433                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2434                 {
2435                         vector dist;
2436
2437                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2438                         dist = self.prevorigin - self.origin;
2439                         dist_z = 0;
2440                         self.lms_traveled_distance += fabs(vlen(dist));
2441
2442                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2443                         {
2444                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2445                                 self.lms_traveled_distance = 0;
2446                         }
2447
2448                         if(time > self.lms_nextcheck)
2449                         {
2450                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2451                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2452                                 {
2453                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2454                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2455                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2456                                         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');
2457                                 }
2458                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2459                                 self.lms_traveled_distance = 0;
2460                         }
2461                 }
2462
2463                 self.prevorigin = self.origin;
2464
2465                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2466                 {
2467                         if (!self.crouch)
2468                         {
2469                                 self.crouch = TRUE;
2470                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2471                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2472                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2473                         }
2474                 }
2475                 else
2476                 {
2477                         if (self.crouch)
2478                         {
2479                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2480                                 if (!trace_startsolid)
2481                                 {
2482                                         self.crouch = FALSE;
2483                                         self.view_ofs = PL_VIEW_OFS;
2484                                         setsize (self, PL_MIN, PL_MAX);
2485                                 }
2486                         }
2487                 }
2488
2489                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2490                 {
2491                         if(self.bloodloss_timer < time)
2492                         {
2493                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2494                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2495                         }
2496                 }
2497
2498                 FixPlayermodel();
2499
2500                 GrapplingHookFrame();
2501
2502                 if(frametime)
2503                 {
2504                         self.items &~= self.items_added;
2505
2506                         W_WeaponFrame();
2507
2508                         self.items_added = 0;
2509                         if(self.items & IT_JETPACK)
2510                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2511                                         self.items_added |= IT_FUEL;
2512
2513                         self.items |= self.items_added;
2514                 }
2515
2516                 player_regen();
2517                 if(frametime)
2518                         player_anim();
2519
2520                 if (g_minstagib)
2521                         minstagib_ammocheck();
2522
2523                 ctf_setstatus();
2524                 kh_setstatus();
2525                 nexball_setstatus();
2526
2527                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2528
2529                 //self.angles_y=self.v_angle_y + 90;   // temp
2530         } else if(gameover) {
2531                 if (intermission_running)
2532                         IntermissionThink ();   // otherwise a button could be missed between
2533                 return;
2534         } else if(self.classname == "observer") {
2535                 ObserverThink();
2536         } else if(self.classname == "spectator") {
2537                 SpectatorThink();
2538         }
2539
2540         if(!zoomstate_set)
2541                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2542
2543         float oldspectatee_status;
2544         oldspectatee_status = self.spectatee_status;
2545         if(self.classname == "spectator")
2546                 self.spectatee_status = num_for_edict(self.enemy);
2547         else if(self.classname == "observer")
2548                 self.spectatee_status = num_for_edict(self);
2549         else
2550                 self.spectatee_status = 0;
2551         if(self.spectatee_status != oldspectatee_status)
2552         {
2553                 ClientData_Touch(self);
2554                 if(g_race || g_cts)
2555                         race_InitSpectator();
2556         }
2557
2558         if(self.teamkill_soundtime)
2559         if(time > self.teamkill_soundtime)
2560         {
2561                 self.teamkill_soundtime = 0;
2562
2563                 entity oldpusher, oldself;
2564
2565                 oldself = self; self = self.teamkill_soundsource;
2566                 oldpusher = self.pusher; self.pusher = oldself;
2567
2568                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2569
2570                 self.pusher = oldpusher;
2571                 self = oldself;
2572         }
2573
2574         if(self.taunt_soundtime)
2575         if(time > self.taunt_soundtime)
2576         {
2577                 self.taunt_soundtime = 0;
2578                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2579         }
2580
2581         target_voicescript_next(self);
2582 }
2583
2584 // on dragger:
2585 .entity dragentity;
2586 .float draggravity;
2587 .float dragspeed; // speed of mouse wheel action
2588 .float dragdistance; // distance of dragentity's draglocalvector from view_ofs
2589 .vector draglocalvector; // local attachment vector of the dragentity
2590 .float draglocalangle;
2591 // on draggee:
2592 .entity draggedby;
2593 .float dragmovetype;
2594 void Drag_Begin(entity dragger, entity draggee, vector touchpoint)
2595 {
2596         float tagscale;
2597
2598         draggee.dragmovetype = draggee.movetype;
2599         draggee.draggravity = draggee.gravity;
2600         draggee.movetype = MOVETYPE_WALK;
2601         draggee.gravity = 0.00001;
2602         draggee.flags &~= FL_ONGROUND;
2603         draggee.draggedby = dragger;
2604
2605         dragger.dragentity = draggee;
2606
2607         dragger.dragdistance = vlen(touchpoint - dragger.origin - dragger.view_ofs);
2608         dragger.draglocalangle = draggee.angles_y - dragger.v_angle_y;
2609         touchpoint = touchpoint - gettaginfo(draggee, 0);
2610         tagscale = pow(vlen(v_forward), -2);
2611         dragger.draglocalvector_x = touchpoint * v_forward * tagscale;
2612         dragger.draglocalvector_y = touchpoint * v_right * tagscale;
2613         dragger.draglocalvector_z = touchpoint * v_up * tagscale;
2614
2615         dragger.dragspeed = 64;
2616 }
2617
2618 void Drag_Finish(entity dragger)
2619 {
2620         entity draggee;
2621         draggee = dragger.dragentity;
2622         if(dragger)
2623                 dragger.dragentity = world;
2624         draggee.draggedby = world;
2625         draggee.movetype = draggee.dragmovetype;
2626         draggee.gravity = draggee.draggravity;
2627
2628         switch(draggee.movetype)
2629         {
2630                 case MOVETYPE_TOSS:
2631                 case MOVETYPE_WALK:
2632                 case MOVETYPE_STEP:
2633                 case MOVETYPE_FLYMISSILE:
2634                 case MOVETYPE_BOUNCE:
2635                 case MOVETYPE_BOUNCEMISSILE:
2636                         break;
2637                 default:
2638                         draggee.velocity = '0 0 0';
2639                         break;
2640         }
2641
2642         if((draggee.flags & FL_ITEM) && (vlen(draggee.velocity) < 32))
2643         {
2644                 draggee.velocity = '0 0 0';
2645                 draggee.flags |= FL_ONGROUND; // floating items are FUN
2646         }
2647 }
2648
2649 float Drag_IsDraggable(entity draggee)
2650 {
2651         // TODO add more checks for bad stuff here
2652         if(draggee.classname == "func_bobbing")
2653                 return FALSE;
2654         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)
2655                 return FALSE;
2656         if(draggee.classname == "plat")
2657                 return FALSE;
2658         if(draggee.classname == "func_button")
2659                 return FALSE;
2660         if(draggee.model == "")
2661                 return FALSE;
2662         if(draggee.classname == "spectator")
2663                 return FALSE;
2664         if(draggee.classname == "observer")
2665                 return FALSE;
2666         if(draggee.classname == "exteriorweaponentity")
2667                 return FALSE;
2668
2669         return TRUE;
2670 }
2671
2672 float Drag_MayChangeAngles(entity draggee)
2673 {
2674         // TODO add more checks for bad stuff here
2675         if(substring(draggee.model, 0, 1) == "*")
2676                 return FALSE;
2677         return TRUE;
2678 }
2679
2680 void Drag_MoveForward(entity dragger)
2681 {
2682         dragger.dragdistance += dragger.dragspeed;
2683 }
2684
2685 void Drag_SetSpeed(entity dragger, float s)
2686 {
2687         dragger.dragspeed = pow(2, s);
2688 }
2689
2690 void Drag_MoveBackward(entity dragger)
2691 {
2692         dragger.dragdistance = max(0, dragger.dragdistance - dragger.dragspeed);
2693 }
2694
2695 void Drag_Update(entity dragger)
2696 {
2697         vector curorigin, neworigin, goodvelocity;
2698         float f;
2699         entity draggee;
2700
2701         draggee = dragger.dragentity;
2702         draggee.flags &~= FL_ONGROUND;
2703
2704         curorigin = gettaginfo(draggee, 0);
2705         curorigin = curorigin + v_forward * dragger.draglocalvector_x + v_right * dragger.draglocalvector_y + v_up * dragger.draglocalvector_z;
2706         makevectors(dragger.v_angle);
2707         neworigin = dragger.origin + dragger.view_ofs + v_forward * dragger.dragdistance;
2708         goodvelocity = (neworigin - curorigin) * (1 / frametime);
2709
2710         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle > 180)
2711                 dragger.draglocalangle += 360;
2712         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle <= -180)
2713                 dragger.draglocalangle -= 360;
2714
2715         f = min(frametime * 10, 1);
2716         draggee.velocity = draggee.velocity * (1 - f) + goodvelocity * f;
2717
2718         if(Drag_MayChangeAngles(draggee))
2719                 draggee.angles_y = draggee.angles_y * (1 - f) + (dragger.v_angle_y + dragger.draglocalangle) * f;
2720
2721         draggee.ltime = max(servertime + serverframetime, draggee.ltime); // fixes func_train breakage
2722
2723         te_lightning1(dragger, dragger.origin + dragger.view_ofs, curorigin);
2724 }
2725
2726 float Drag_CanDrag(entity dragger)
2727 {
2728         return (dragger.deadflag == DEAD_NO) || (dragger.classname == "player");
2729 }
2730
2731 float Drag_IsDragging(entity dragger)
2732 {
2733         if(!dragger.dragentity)
2734                 return FALSE;
2735         if(wasfreed(dragger.dragentity) || dragger.dragentity.draggedby != dragger)
2736         {
2737                 dragger.dragentity = world;
2738                 return FALSE;
2739         }
2740         if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity))
2741         {
2742                 Drag_Finish(dragger);
2743                 return FALSE;
2744         }
2745         return TRUE;
2746 }
2747
2748 void Drag_MoveDrag(entity from, entity to)
2749 {
2750         if(from.draggedby)
2751         {
2752                 to.draggedby = from.draggedby;
2753                 to.draggedby.dragentity = to;
2754                 from.draggedby = world;
2755         }
2756 }
2757
2758 /*
2759 =============
2760 PlayerPostThink
2761
2762 Called every frame for each client after the physics are run
2763 =============
2764 */
2765 .float idlekick_lasttimeleft;
2766 void PlayerPostThink (void)
2767 {
2768         // Savage: Check for nameless players
2769         if (strlen(self.netname) < 1) {
2770                 self.netname = "Player";
2771                 stuffcmd(self, "seta _cl_name Player\n");
2772         }
2773
2774         if(sv_maxidle && frametime)
2775         {
2776                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2777                 float timeleft;
2778                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2779                 if(timeleft <= 0)
2780                 {
2781                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2782                         announce(self, "announcer/robotic/terminated.wav");
2783                         dropclient(self);
2784                         return;
2785                 }
2786                 else if(timeleft <= 10)
2787                 {
2788                         if(timeleft != self.idlekick_lasttimeleft)
2789                         {
2790                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2791                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2792                         }
2793                 }
2794                 else
2795                 {
2796                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2797                 }
2798                 self.idlekick_lasttimeleft = timeleft;
2799         }
2800
2801         if(frametime)
2802                 antilag_record(self);
2803
2804 #ifdef TETRIS
2805         if(self.impulse == 100)
2806                 ImpulseCommands();
2807         if (TetrisPostFrame())
2808                 return;
2809 #endif
2810
2811         if(sv_cheats || self.maycheat)
2812                 if(Drag_CanDrag(self))
2813                         if(self.BUTTON_DRAG)
2814                                 if(!self.dragentity)
2815                                         if(self.cursor_trace_ent)
2816                                                 if(Drag_IsDraggable(self.cursor_trace_ent))
2817                                                 {
2818                                                         if(self.cursor_trace_ent.draggedby)
2819                                                                 Drag_Finish(self.cursor_trace_ent.draggedby);
2820                                                         if(self.cursor_trace_ent.tag_entity)
2821                                                                 detach_sameorigin(self.cursor_trace_ent);
2822                                                         Drag_Begin(self, self.cursor_trace_ent, self.cursor_trace_endpos);
2823                                                 }
2824
2825         if(Drag_IsDragging(self))
2826         {
2827                 if(self.BUTTON_DRAG)
2828                 {
2829                         if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
2830                         {
2831                                 Drag_MoveForward(self);
2832                                 self.impulse = 0;
2833                         }
2834                         else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
2835                         {
2836                                 Drag_MoveBackward(self);
2837                                 self.impulse = 0;
2838                         }
2839                         else if(self.impulse >= 1 && self.impulse <= 9)
2840                         {
2841                                 Drag_SetSpeed(self, self.impulse - 1);
2842                         }
2843                         else if(self.impulse == 14)
2844                         {
2845                                 Drag_SetSpeed(self, 9);
2846                         }
2847
2848                         if(frametime)
2849                                 Drag_Update(self);
2850                 }
2851                 else
2852                 {
2853                         Drag_Finish(self);
2854                 }
2855         }
2856
2857         if(self.classname == "player") {
2858                 CheckRules_Player();
2859                 UpdateChatBubble();
2860                 UpdateTeamBubble();
2861                 if (self.impulse)
2862                         ImpulseCommands();
2863                 if (intermission_running)
2864                         return;         // intermission or finale
2865
2866                 GetPressedKeys();
2867         } else if (self.classname == "observer") {
2868                 //do nothing
2869         } else if (self.classname == "spectator") {
2870                 //do nothing
2871         }
2872
2873         /*
2874         float i;
2875         for(i = 0; i < 1000; ++i)
2876         {
2877                 vector end;
2878                 end = self.origin + '0 0 1024' + 512 * randomvec();
2879                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2880                 if(trace_fraction < 1)
2881                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2882                 {
2883                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2884                         break;
2885                 }
2886         }
2887         */
2888
2889         Arena_Warmup();
2890
2891         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2892
2893         if(self.waypointsprite_attachedforcarrier)
2894                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
2895 }