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new mutator: g_touchexplode (spawn explosion where two players touch). Ideal with...
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 #define SPAWNPOINT_SCORE frags
2
3 .float wantswelcomemessage;
4 .string netname_previous;
5
6 void spawnfunc_info_player_survivor (void)
7 {
8         spawnfunc_info_player_deathmatch();
9 }
10
11 void spawnfunc_info_player_start (void)
12 {
13         spawnfunc_info_player_deathmatch();
14 }
15
16 void spawnfunc_info_player_deathmatch (void)
17 {
18         self.classname = "info_player_deathmatch";
19         relocate_spawnpoint();
20 }
21
22 void spawnpoint_use()
23 {
24         if(teams_matter)
25         if(have_team_spawns)
26         {
27                 self.team = activator.team;
28                 some_spawn_has_been_used = 1;
29         }
30 };
31
32 // Returns:
33 //   -1 if a spawn can't be used
34 //   otherwise, a weight of the spawnpoint
35 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
36 {
37         float shortest, thisdist;
38         entity player;
39
40         // filter out spots for the wrong team
41         if(teamcheck)
42         if(spot.team != teamcheck)
43                 return -1;
44
45         if(race_spawns)
46                 if(spot.target == "")
47                         return -1;
48
49         // filter out spots for assault
50         if(spot.target != "") {
51                 local entity ent;
52                 float good;
53                 ent = find(world, targetname, spot.target);
54                 while(ent) {
55                         if(ent.classname == "target_objective")
56                         {
57                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
58                                         return -1;
59                                 good = 1;
60                         }
61                         else if(ent.classname == "trigger_race_checkpoint")
62                         {
63                                 if(self.classname == "player") // spectators may spawn everywhere
64                                 {
65                                         if(g_race_qualifying)
66                                         {
67                                                 // spawn at first
68                                                 if(ent.race_checkpoint != 0)
69                                                         return -1;
70                                                 if(spot.race_place != race_lowest_place_spawn)
71                                                         return -1;
72                                         }
73                                         else
74                                         {
75                                                 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
76                                                         return -1;
77                                                 float pl;
78                                                 pl = self.race_place;
79                                                 if(pl > race_highest_place_spawn)
80                                                         pl = 0;
81                                                 if(spot.race_place != pl)
82                                                         return -1;
83                                         }
84                                 }
85                                 good = 1;
86                         }
87                         else
88                         {
89                         }
90                         ent = find(ent, targetname, spot.target);
91                 }
92
93                 if(!good)
94                         return -1;
95         }
96
97         player = playerlist;
98         shortest = vlen(world.maxs - world.mins);
99         for(player = playerlist; player; player = player.chain)
100                 if (player != self)
101                 {
102                         thisdist = vlen(player.origin - spot.origin);
103                         if (thisdist < shortest)
104                                 shortest = thisdist;
105                 }
106         return shortest;
107 }
108
109 float spawn_allbad;
110 float spawn_allgood;
111 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
112 {
113         local entity spot, spotlist, spotlistend;
114         spawn_allgood = TRUE;
115         spawn_allbad = TRUE;
116
117         spotlist = world;
118         spotlistend = world;
119
120         for(spot = firstspot; spot; spot = spot.chain)
121         {
122                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
123
124                 if(cvar("spawn_debugview"))
125                 {
126                         setmodel(spot, "models/runematch/rune.mdl");
127                         if(spot.SPAWNPOINT_SCORE < mindist)
128                         {
129                                 spot.colormod = '1 0 0';
130                                 spot.scale = 1;
131                         }
132                         else
133                         {
134                                 spot.colormod = '0 1 0';
135                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
136                         }
137                 }
138
139                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
140                 {
141                         if(spot.SPAWNPOINT_SCORE < mindist)
142                         {
143                                 // too short distance
144                                 spawn_allgood = FALSE;
145                         }
146                         else 
147                         {
148                                 // perfect
149                                 spawn_allbad = FALSE;
150
151                                 if(spotlistend)
152                                         spotlistend.chain = spot;
153                                 spotlistend = spot;
154                                 if(!spotlist)
155                                         spotlist = spot;
156
157                                 /*
158                                 if(teamcheck)
159                                 if(spot.team != teamcheck)
160                                         error("invalid spawn added");
161
162                                 print("added ", etos(spot), "\n");
163                                 */
164                         }
165                 }
166         }
167         if(spotlistend)
168                 spotlistend.chain = world;
169
170         /*
171                 entity e;
172                 if(teamcheck)
173                         for(e = spotlist; e; e = e.chain)
174                         {
175                                 print("seen ", etos(e), "\n");
176                                 if(e.team != teamcheck)
177                                         error("invalid spawn found");
178                         }
179         */
180
181         return spotlist;
182 }
183
184 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
185 {
186         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
187         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
188         local entity spot;
189
190         RandomSelection_Init();
191         for(spot = firstspot; spot; spot = spot.chain)
192                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
193
194         return RandomSelection_chosen_ent;
195 }
196
197 /*
198 =============
199 SelectSpawnPoint
200
201 Finds a point to respawn
202 =============
203 */
204 entity SelectSpawnPoint (float anypoint)
205 {
206         local float teamcheck;
207         local entity firstspot_new;
208         local entity spot, firstspot, playerlist;
209
210         spot = find (world, classname, "testplayerstart");
211         if (spot)
212                 return spot;
213
214         teamcheck = 0;
215
216         if(!anypoint && have_team_spawns)
217                 teamcheck = self.team;
218
219         // get the list of players
220         playerlist = findchain(classname, "player");
221         // get the entire list of spots
222         firstspot = findchain(classname, "info_player_deathmatch");
223         // filter out the bad ones
224         // (note this returns the original list if none survived)
225         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
226         if(!firstspot_new)
227                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
228         firstspot = firstspot_new;
229
230         // there is 50/50 chance of choosing a random spot or the furthest spot
231         // (this means that roughly every other spawn will be furthest, so you
232         // usually won't get fragged at spawn twice in a row)
233         if (arena_roundbased)
234         {
235                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
236                 if(firstspot_new)
237                         firstspot = firstspot_new;
238                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
239         }
240         else if (random() > cvar("g_spawn_furthest"))
241                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
242         else
243                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
244
245         if(cvar("spawn_debugview"))
246         {
247                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
248
249                 entity e;
250                 if(teamcheck)
251                         for(e = firstspot; e; e = e.chain)
252                                 if(e.team != teamcheck)
253                                         error("invalid spawn found");
254         }
255
256         if (!spot)
257         {
258                 if(cvar("spawn_debug"))
259                         GotoNextMap();
260                 else
261                 {
262                         if(some_spawn_has_been_used)
263                                 return world; // team can't spawn any more, because of actions of other team
264                         else
265                                 error("Cannot find a spawn point - please fix the map!");
266                 }
267         }
268
269         return spot;
270 }
271
272 /*
273 =============
274 CheckPlayerModel
275
276 Checks if the argument string can be a valid playermodel.
277 Returns a valid one in doubt.
278 =============
279 */
280 string FallbackPlayerModel = "models/player/marine.zym";
281 string CheckPlayerModel(string plyermodel) {
282         if(strlen(plyermodel) < 4)
283                 return FallbackPlayerModel;
284         if( substring(plyermodel,0,14) != "models/player/")
285                 return FallbackPlayerModel;
286         else if(cvar("sv_servermodelsonly"))
287         {
288                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
289                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
290                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
291                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
292                         return FallbackPlayerModel;
293                 if(plyermodel != strtolower(plyermodel))
294                         return FallbackPlayerModel;
295                 if(!fexists(plyermodel))
296                         return FallbackPlayerModel;
297         }
298         return plyermodel;
299 }
300
301 /*
302 =============
303 Client_customizeentityforclient
304
305 LOD reduction
306 =============
307 */
308 float Client_customizeentityforclient()
309 {
310 #ifdef ALLOW_VARIABLE_LOD
311         // self: me
312         // other: the player viewing me
313         float distance;
314         float f;
315
316         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
317                 return TRUE;
318
319         if(other.cvar_cl_playerdetailreduction <= 0)
320         {
321                 if(other.cvar_cl_playerdetailreduction <= -2)
322                         self.modelindex = self.modelindex_lod2;
323                 else if(other.cvar_cl_playerdetailreduction <= -1)
324                         self.modelindex = self.modelindex_lod1;
325                 else
326                         self.modelindex = self.modelindex_lod0;
327         }
328         else
329         {
330                 distance = vlen(self.origin - other.origin);
331                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
332                 if(f > 10000)
333                         self.modelindex = self.modelindex_lod2;
334                 else if(f > 5000)
335                         self.modelindex = self.modelindex_lod1;
336                 else
337                         self.modelindex = self.modelindex_lod0;
338         }
339 #endif
340
341         return TRUE;
342 }
343
344 void UpdatePlayerSounds();
345 void setmodel_lod(entity e, string modelname)
346 {
347 #ifdef ALLOW_VARIABLE_LOD
348         string s;
349
350         // FIXME: this only supports 3-letter extensions
351         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
352         if(fexists(s))
353         {
354                 precache_model(s);
355                 setmodel(e, s); // players have high precision
356                 self.modelindex_lod1 = self.modelindex;
357         }
358         else
359                 self.modelindex_lod1 = -1;
360
361         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
362         if(fexists(s))
363         {
364                 precache_model(s);
365                 setmodel(e, s); // players have high precision
366                 self.modelindex_lod2 = self.modelindex;
367         }
368         else
369                 self.modelindex_lod2 = -1;
370
371         precache_model(modelname);
372         setmodel(e, modelname); // players have high precision
373         self.modelindex_lod0 = self.modelindex;
374
375         if(self.modelindex_lod1 < 0)
376                 self.modelindex_lod1 = self.modelindex;
377
378         if(self.modelindex_lod2 < 0)
379                 self.modelindex_lod2 = self.modelindex;
380 #else
381         precache_model(modelname);
382         setmodel(e, modelname); // players have high precision
383 #endif
384         player_setupanimsformodel();
385         UpdatePlayerSounds();
386 }
387
388 /*
389 =============
390 PutObserverInServer
391
392 putting a client as observer in the server
393 =============
394 */
395 void PutObserverInServer (void)
396 {
397         entity  spot;
398
399         race_PreSpawnObserver();
400
401         spot = SelectSpawnPoint (TRUE);
402         if(!spot)
403                 error("No spawnpoints for observers?!?\n");
404         RemoveGrapplingHook(self); // Wazat's Grappling Hook
405
406         if(clienttype(self) == CLIENTTYPE_REAL)
407         {
408                 msg_entity = self;
409                 WriteByte(MSG_ONE, SVC_SETVIEW);
410                 WriteEntity(MSG_ONE, self);
411         }
412
413         DropAllRunes(self);
414         kh_Key_DropAll(self, TRUE);
415
416         Portal_ClearAll(self);
417
418         if(self.flagcarried)
419                 DropFlag(self.flagcarried, world, world);
420
421         WaypointSprite_PlayerDead();
422         
423         if(self.killcount != -666)
424         {
425                 if(g_lms)
426                 {
427                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
428                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
429                         else
430                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
431                 }
432                 else
433                         bprint ("^4", self.netname, "^4 is spectating now\n");
434         }
435
436         PlayerScore_Clear(self); // clear scores when needed
437
438         self.spectatortime = time;
439         
440         self.classname = "observer";
441         self.iscreature = FALSE;
442         self.health = -666;
443         self.takedamage = DAMAGE_NO;
444         self.solid = SOLID_NOT;
445         self.movetype = MOVETYPE_NOCLIP;
446         self.flags = FL_CLIENT | FL_NOTARGET;
447         self.armorvalue = 666;
448         self.effects = 0;
449         self.armorvalue = cvar("g_balance_armor_start");
450         self.pauserotarmor_finished = 0;
451         self.pauserothealth_finished = 0;
452         self.pauseregen_finished = 0;
453         self.damageforcescale = 0;
454         self.death_time = 0;
455         self.dead_frame = 0;
456         self.alpha = 0;
457         self.scale = 0;
458         self.fade_time = 0;
459         self.pain_frame = 0;
460         self.pain_finished = 0;
461         self.strength_finished = 0;
462         self.invincible_finished = 0;
463         self.pushltime = 0;
464         self.think = SUB_Null;
465         self.nextthink = 0;
466         self.hook_time = 0;
467         self.runes = 0;
468         self.deadflag = DEAD_NO;
469         self.angles = spot.angles;
470         self.angles_z = 0;
471         self.fixangle = TRUE;
472         self.crouch = FALSE;
473         self.touch = SUB_Null;
474
475         self.view_ofs = PL_VIEW_OFS;
476         setorigin (self, spot.origin);
477         setsize (self, '0 0 0', '0 0 0');
478         self.oldorigin = self.origin;
479         self.items = 0;
480         self.weapons = 0;
481         self.model = "";
482         self.modelindex = 0;
483         self.weapon = 0;
484         self.weaponmodel = "";
485         self.weaponentity = world;
486         self.killcount = -666;
487         self.velocity = '0 0 0';
488         self.avelocity = '0 0 0';
489         self.punchangle = '0 0 0';
490         self.punchvector = '0 0 0';
491         self.oldvelocity = self.velocity;
492         self.customizeentityforclient = Client_customizeentityforclient;
493         self.wantswelcomemessage = 1;
494
495         if(g_arena)
496         {
497                 if(self.version_mismatch)
498                 {
499                         Spawnqueue_Unmark(self);
500                         Spawnqueue_Remove(self);
501                 }
502                 else
503                 {
504                         Spawnqueue_Insert(self);
505                 }
506         }
507         else if(g_lms)
508         {
509                 // Only if the player cannot play at all
510                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
511                         self.frags = -666;
512                 else
513                         self.frags = -667;
514         }
515         else
516                 self.frags = -666;
517 }
518
519 float RestrictSkin(float s)
520 {
521         if(!teams_matter)
522                 return s;
523         if(s == 6)
524                 return 6;
525         return mod(s, 3);
526 }
527
528 void FixPlayermodel()
529 {
530         local string defaultmodel;
531         local float defaultskin;
532         local vector m1, m2;
533
534         defaultmodel = "";
535
536         if(cvar("sv_defaultcharacter") == 1) {
537                 defaultskin = 0;
538
539                 if(teams_matter)
540                 {
541                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
542                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
543                 }
544
545                 if(defaultmodel == "")
546                 {
547                         defaultmodel = cvar_string("sv_defaultplayermodel");
548                         defaultskin = cvar("sv_defaultplayerskin");
549                 }
550         }
551
552         if(self.modelindex == 0)
553         {
554                 if(self.model != "")
555                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
556                 self.model = ""; // force the != checks to return true
557         }
558
559         if(defaultmodel != "")
560         {
561                 if (defaultmodel != self.model)
562                 {
563                         m1 = self.mins;
564                         m2 = self.maxs;
565                         setmodel_lod (self, defaultmodel);
566                         setsize (self, m1, m2);
567                 }
568
569                 self.skin = defaultskin;
570         } else {
571                 if (self.playermodel != self.model)
572                 {
573                         self.playermodel = CheckPlayerModel(self.playermodel);
574                         m1 = self.mins;
575                         m2 = self.maxs;
576                         setmodel_lod (self, self.playermodel);
577                         setsize (self, m1, m2);
578                 }
579
580                 self.skin = RestrictSkin(stof(self.playerskin));
581         }
582
583         if(!teams_matter)
584                 if(strlen(cvar_string("sv_defaultplayercolors")))
585                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
586                                 setcolor(self, cvar("sv_defaultplayercolors"));
587 }
588
589 .float touchexplode_time;
590
591 void PlayerTouchExplode()
592 {
593         if(self.owner.classname == "player")
594         if(self.owner.deadflag == DEAD_NO)
595         if(self.enemy.classname == "player")
596         if(self.enemy.deadflag == DEAD_NO)
597         if not(IS_INDEPENDENT_PLAYER(self.owner))
598         if not(IS_INDEPENDENT_PLAYER(self.enemy))
599         {
600                 vector org;
601                 org = (self.owner.origin + self.enemy.origin) * 0.5;
602                 org_z += (self.owner.mins_z + self.enemy.mins_z) * 0.5;
603                 setorigin(self, org);
604
605                 te_explosion(org);
606                 RadiusDamage(self, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
607         }
608         remove(self);
609 }
610
611 void PlayerTouch()
612 {
613         if(g_touchexplode && time > self.touchexplode_time && time > other.touchexplode_time)
614         {
615                 if(self.classname == "player")
616                 if(self.deadflag == DEAD_NO)
617                 if(other.classname == "player")
618                 if(other.deadflag == DEAD_NO)
619                 if not(IS_INDEPENDENT_PLAYER(self))
620                 if not(IS_INDEPENDENT_PLAYER(other))
621                 {
622                         entity e;
623                         e = spawn();
624                         e.classname = "touchexplode";
625                         e.think = PlayerTouchExplode;
626                         e.nextthink = time;
627                         e.owner = self;
628                         e.enemy = other;
629
630                         self.touchexplode_time = other.touchexplode_time = time + 0.2;
631                 }
632         }
633 }
634
635 /*
636 =============
637 PutClientInServer
638
639 Called when a client spawns in the server
640 =============
641 */
642 //void() ctf_playerchanged;
643 void PutClientInServer (void)
644 {
645         if(clienttype(self) == CLIENTTYPE_BOT)
646         {
647                 self.classname = "player";
648         }
649         else if(clienttype(self) == CLIENTTYPE_REAL)
650         {
651                 msg_entity = self;
652                 WriteByte(MSG_ONE, SVC_SETVIEW);
653                 WriteEntity(MSG_ONE, self);
654         }
655
656         // player is dead and becomes observer
657         // FIXME fix LMS scoring for new system
658         if(g_lms)
659         {
660                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
661                         self.classname = "observer";
662         }
663
664         if(g_arena)
665         if(!self.spawned)
666                 self.classname = "observer";
667
668         if(self.classname == "player") {
669                 entity spot, oldself;
670
671                 race_PreSpawn();
672
673                 spot = SelectSpawnPoint (FALSE);
674                 if(!spot)
675                 {
676                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
677                         return; // spawn failed
678                 }
679
680                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
681
682                 self.classname = "player";
683                 self.iscreature = TRUE;
684                 self.movetype = MOVETYPE_WALK;
685                 self.solid = SOLID_SLIDEBOX;
686                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
687                 if(independent_players)
688                         MAKE_INDEPENDENT_PLAYER(self);
689                 self.flags = FL_CLIENT;
690                 self.takedamage = DAMAGE_AIM;
691                 if(g_minstagib)
692                         self.effects = EF_FULLBRIGHT;
693                 else
694                         self.effects = 0;
695                 self.air_finished = time + 12;
696                 self.dmg = 2;
697
698                 if(inWarmupStage)
699                 {
700                         self.ammo_shells = warmup_start_ammo_shells;
701                         self.ammo_nails = warmup_start_ammo_nails;
702                         self.ammo_rockets = warmup_start_ammo_rockets;
703                         self.ammo_cells = warmup_start_ammo_cells;
704                         self.health = warmup_start_health;
705                         self.armorvalue = warmup_start_armorvalue;
706                         self.weapons = warmup_start_weapons;
707                 }
708                 else
709                 {
710                         self.ammo_shells = start_ammo_shells;
711                         self.ammo_nails = start_ammo_nails;
712                         self.ammo_rockets = start_ammo_rockets;
713                         self.ammo_cells = start_ammo_cells;
714                         self.health = start_health;
715                         self.armorvalue = start_armorvalue;
716                         self.weapons = start_weapons;
717                 }
718                 self.items = start_items;
719                 self.switchweapon = w_getbestweapon(self);
720                 self.cnt = self.switchweapon;
721                 self.weapon = 0;
722                 self.jump_interval = time;
723
724                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
725                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
726                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
727                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
728                 //extend the pause of rotting if client was reset at the beginning of the countdown
729                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
730                         self.spawnshieldtime += game_starttime - time;
731                         self.pauserotarmor_finished += game_starttime - time;
732                         self.pauserothealth_finished += game_starttime - time;
733                         self.pauseregen_finished += game_starttime - time;
734                 }
735                 self.damageforcescale = 2;
736                 self.death_time = 0;
737                 self.dead_frame = 0;
738                 self.alpha = 0;
739                 self.scale = 0;
740                 self.fade_time = 0;
741                 self.pain_frame = 0;
742                 self.pain_finished = 0;
743                 self.strength_finished = 0;
744                 self.invincible_finished = 0;
745                 self.pushltime = 0;
746                 //self.speed_finished = 0;
747                 //self.slowmo_finished = 0;
748                 // players have no think function
749                 self.think = SUB_Null;
750                 self.nextthink = 0;
751                 self.hook_time = 0;
752
753                 self.runes = 0;
754
755                 self.deadflag = DEAD_NO;
756
757                 self.angles = spot.angles;
758
759                 self.angles_z = 0; // never spawn tilted even if the spot says to
760                 self.fixangle = TRUE; // turn this way immediately
761                 self.velocity = '0 0 0';
762                 self.avelocity = '0 0 0';
763                 self.punchangle = '0 0 0';
764                 self.punchvector = '0 0 0';
765                 self.oldvelocity = self.velocity;
766
767                 msg_entity = self;
768                 WRITESPECTATABLE_MSG_ONE({
769                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
770                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
771                 });
772
773                 self.customizeentityforclient = Client_customizeentityforclient;
774
775                 self.model = "";
776                 FixPlayermodel();
777
778                 self.crouch = FALSE;
779                 self.touch = PlayerTouch;
780                 self.view_ofs = PL_VIEW_OFS;
781                 setsize (self, PL_MIN, PL_MAX);
782                 self.spawnorigin = spot.origin;
783                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
784                 // don't reset back to last position, even if new position is stuck in solid
785                 self.oldorigin = self.origin;
786
787                 if(g_arena)
788                 {
789                         Spawnqueue_Remove(self);
790                         Spawnqueue_Mark(self);
791                 }
792
793                 self.event_damage = PlayerDamage;
794
795                 self.bot_attack = TRUE;
796
797                 self.statdraintime = time + 5;
798                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
799
800                 if(self.killcount == -666) {
801                         PlayerScore_Clear(self);
802                         self.killcount = 0;
803                         self.frags = 0;
804                 }
805
806                 self.cnt = WEP_LASER;
807                 self.nixnex_lastchange_id = -1;
808
809                 CL_SpawnWeaponentity();
810                 self.alpha = default_player_alpha;
811                 self.colormod = '1 1 1' * cvar("g_player_brightness");
812                 self.exteriorweaponentity.alpha = default_weapon_alpha;
813
814                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
815                 self.lms_traveled_distance = 0;
816                 self.speedrunning = FALSE;
817
818                 race_PostSpawn(spot);
819
820                 if(cvar("spawn_debug"))
821                 {
822                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
823                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
824                 }
825
826                 //stuffcmd(self, "chase_active 0");
827                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
828
829                 if (cvar("g_spawnsound"))
830                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
831
832                 if(g_assault) {
833                         if(self.team == assault_attacker_team)
834                                 centerprint(self, "You are attacking!\n");
835                         else
836                                 centerprint(self, "You are defending!\n");
837                 }
838
839                 target_voicescript_clear(self);
840
841                 oldself = self;
842                 self = spot;
843                         activator = oldself;
844                                 SUB_UseTargets();
845                         activator = world;
846                 self = oldself;
847
848         } else if(self.classname == "observer") {
849                 PutObserverInServer ();
850         }
851
852         //if(g_ctf)
853         //      ctf_playerchanged();
854 }
855
856 /*
857 =============
858 SendCSQCInfo
859
860 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
861 =============
862 */
863 void SendCSQCInfo(void)
864 {
865         float i;
866         if(clienttype(self) != CLIENTTYPE_REAL)
867                 return;
868         msg_entity = self;
869         WriteByte(MSG_ONE, SVC_TEMPENTITY);
870         WriteByte(MSG_ONE, TE_CSQC_INIT);
871         WriteShort(MSG_ONE, CSQC_REVISION);
872         WriteByte(MSG_ONE, maxclients);
873         for(i = 1; i <= 24; ++i)
874                 WriteByte(MSG_ONE, (get_weaponinfo(i)).impulse + 1);
875         WriteCoord(MSG_ONE, hook_shotorigin_x);
876         WriteCoord(MSG_ONE, hook_shotorigin_y);
877         WriteCoord(MSG_ONE, hook_shotorigin_z);
878 }
879
880 /*
881 =============
882 SetNewParms
883 =============
884 */
885 void SetNewParms (void)
886 {
887         // initialize parms for a new player
888         parm1 = -(86400 * 366);
889 }
890
891 /*
892 =============
893 SetChangeParms
894 =============
895 */
896 void SetChangeParms (void)
897 {
898         // save parms for level change
899         parm1 = self.parm_idlesince - time;
900 }
901
902 /*
903 =============
904 DecodeLevelParms
905 =============
906 */
907 void DecodeLevelParms (void)
908 {
909         // load parms
910         self.parm_idlesince = parm1;
911         if(self.parm_idlesince == -(86400 * 366))
912                 self.parm_idlesince = time;
913 }
914
915 /*
916 =============
917 ClientKill
918
919 Called when a client types 'kill' in the console
920 =============
921 */
922
923 void ClientKill_Now_TeamChange()
924 {
925         if(self.killindicator_teamchange == -1)
926         {
927                 self.team = -1;
928                 JoinBestTeam( self, FALSE, FALSE );
929         }
930         else
931         {
932                 SV_ChangeTeam(self.killindicator_teamchange - 1);
933         }
934 }
935
936 void ClientKill_Now()
937 {
938         if(self.killindicator_teamchange)
939                 ClientKill_Now_TeamChange();
940
941         // in any case:
942         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
943
944         if(self.killindicator)
945         {
946                 dprint("Cleaned up after a leaked kill indicator.\n");
947                 remove(self.killindicator);
948                 self.killindicator = world;
949         }
950 }
951 void KillIndicator_Think()
952 {
953         if (!self.owner.modelindex)
954         {
955                 self.owner.killindicator = world;
956                 remove(self);
957                 return;
958         }
959
960         if(self.cnt <= 0)
961         {
962                 self = self.owner;
963                 ClientKill_Now(); // no oldself needed
964                 return;
965         }
966         else
967         {
968                 if(self.cnt <= 10)
969                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
970                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
971                 {
972                         if(self.cnt <= 10)
973                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
974                         if(self.owner.killindicator_teamchange)
975                         {
976                                 if(self.owner.killindicator_teamchange == -1)
977                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
978                                 else
979                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
980                         }
981                         else
982                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
983                 }
984                 self.nextthink = time + 1;
985                 self.cnt -= 1;
986         }
987 }
988
989 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
990 {
991         float killtime;
992         entity e;
993         killtime = cvar("g_balance_kill_delay");
994
995         self.killindicator_teamchange = targetteam;
996
997         if(!self.killindicator)
998         {
999                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1000                 {
1001                         ClientKill_Now();
1002                 }
1003                 else
1004                 {
1005                         self.killindicator = spawn();
1006                         self.killindicator.owner = self;
1007                         self.killindicator.scale = 0.5;
1008                         setattachment(self.killindicator, self, "");
1009                         setorigin(self.killindicator, '0 0 52');
1010                         self.killindicator.think = KillIndicator_Think;
1011                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1012                         self.killindicator.cnt = ceil(killtime);
1013                         self.killindicator.count = bound(0, ceil(killtime), 10);
1014                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1015
1016                         for(e = world; (e = find(e, classname, "body")) != world; )
1017                         {
1018                                 if(e.enemy != self)
1019                                         continue;
1020                                 e.killindicator = spawn();
1021                                 e.killindicator.owner = e;
1022                                 e.killindicator.scale = 0.5;
1023                                 setattachment(e.killindicator, e, "");
1024                                 setorigin(e.killindicator, '0 0 52');
1025                                 e.killindicator.think = KillIndicator_Think;
1026                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1027                                 e.killindicator.cnt = ceil(killtime);
1028                         }
1029                         self.lip = 0;
1030                 }
1031         }
1032         if(self.killindicator)
1033         {
1034                 if(targetteam)
1035                         self.killindicator.colormod = TeamColor(targetteam);
1036                 else
1037                         self.killindicator.colormod = '0 0 0';
1038         }
1039 }
1040
1041 void ClientKill (void)
1042 {
1043         ClientKill_TeamChange(0);
1044 }
1045
1046 void DoTeamChange(float destteam)
1047 {
1048         float t, c0;
1049         if(!cvar("teamplay"))
1050         {
1051                 if(destteam >= 0)
1052                         SetPlayerColors(self, destteam);
1053                 return;
1054         }
1055         if(self.classname == "player")
1056         if(destteam == -1)
1057         {
1058                 CheckAllowedTeams(self);
1059                 t = FindSmallestTeam(self, TRUE);
1060                 switch(self.team)
1061                 {
1062                         case COLOR_TEAM1: c0 = c1; break;
1063                         case COLOR_TEAM2: c0 = c2; break;
1064                         case COLOR_TEAM3: c0 = c3; break;
1065                         case COLOR_TEAM4: c0 = c4; break;
1066                         default:          c0 = 999;
1067                 }
1068                 switch(t)
1069                 {
1070                         case 1:
1071                                 if(c0 > c1)
1072                                         destteam = COLOR_TEAM1;
1073                                 break;
1074                         case 2:
1075                                 if(c0 > c2)
1076                                         destteam = COLOR_TEAM2;
1077                                 break;
1078                         case 3:
1079                                 if(c0 > c3)
1080                                         destteam = COLOR_TEAM3;
1081                                 break;
1082                         case 4:
1083                                 if(c0 > c4)
1084                                         destteam = COLOR_TEAM4;
1085                                 break;
1086                 }
1087                 if(destteam == -1)
1088                         return;
1089         }
1090         if(destteam == self.team && !self.killindicator)
1091                 return;
1092         ClientKill_TeamChange(destteam);
1093 }
1094
1095 void FixClientCvars(entity e)
1096 {
1097         // send prediction settings to the client
1098         stuffcmd(e, "\nin_bindmap 0 0\n");
1099         /*
1100          * we no longer need to stuff this. Remove this comment block if you feel 
1101          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1102         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1103         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1104         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1105         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1106         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1107         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1108         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1109         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1110         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1111         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1112         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1113         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1114         stuffcmd(e, "cl_movement_edgefriction 1\n");
1115          */
1116 }
1117
1118 .float fog_set;
1119 void SendFog()
1120 {
1121         if(clienttype(self) == CLIENTTYPE_REAL)
1122         if(world.fog) // NOT string_null!
1123         {
1124                 if(!self.fog_set)
1125                 {
1126                         if(sv_foginterval)
1127                         {
1128                                 msg_entity = self;
1129                                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1130                                 WriteByte(MSG_ONE, TE_CSQC_FOG);
1131                                 WriteCoord(MSG_ONE, sv_foginterval);
1132                                 WriteString(MSG_ONE, world.fog);
1133                         }
1134                         else
1135                                 // set it once
1136                                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1137
1138                         self.fog_set = 1;
1139                 }
1140         }
1141 }
1142
1143 /*
1144 =============
1145 ClientConnect
1146
1147 Called when a client connects to the server
1148 =============
1149 */
1150 //void ctf_clientconnect();
1151 string ColoredTeamName(float t);
1152 void DecodeLevelParms (void);
1153 //void dom_player_join_team(entity pl);
1154 void ClientConnect (void)
1155 {
1156         local string s;
1157
1158         if(self.flags & FL_CLIENT)
1159         {
1160                 print("Warning: ClientConnect, but already connected!\n");
1161                 return;
1162         }
1163
1164         if(Ban_MaybeEnforceBan(self))
1165                 return;
1166
1167         DecodeLevelParms();
1168
1169         self.classname = "player_joining";
1170
1171         self.flags = self.flags | FL_CLIENT;
1172         self.version_nagtime = time + 10 + random() * 10;
1173
1174         if(player_count<0)
1175         {
1176                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1177                 player_count = 0;
1178         }
1179
1180         PlayerScore_Attach(self);
1181
1182         bot_clientconnect();
1183
1184         race_PreSpawnObserver();
1185
1186         //if(g_domination)
1187         //      dom_player_join_team(self);
1188
1189         //JoinBestTeam(self, FALSE, FALSE);
1190         //
1191         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1192                 self.classname = "observer";
1193         } else {
1194                 self.classname = "player";
1195                 campaign_bots_may_start = 1;
1196         }
1197
1198         self.playerid = (playerid_last = playerid_last + 1);
1199         if(cvar("sv_eventlog"))
1200         {
1201                 if(clienttype(self) == CLIENTTYPE_REAL)
1202                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1203                 else
1204                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1205                 s = strcat(":team:", ftos(self.playerid), ":");
1206                 s = strcat(s, ftos(self.team));
1207                 GameLogEcho(s);
1208         }
1209         self.netname_previous = strzone(self.netname);
1210
1211         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1212
1213         bprint ("^4",self.netname);
1214         bprint ("^4 connected");
1215
1216         if(g_domination || g_ctf)
1217         {
1218                 bprint(" and joined the ");
1219                 bprint(ColoredTeamName(self.team));
1220         }
1221
1222         bprint("\n");
1223
1224         self.welcomemessage_time = 0;
1225
1226         stuffcmd(self, strcat(clientstuff, "\n"));
1227         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1228         stuffcmd(self, "cl_particles_reloadeffects\n");
1229
1230         FixClientCvars(self);
1231
1232         // spawnfunc_waypoint sprites
1233         WaypointSprite_InitClient(self);
1234
1235         // Wazat's grappling hook
1236         SetGrappleHookBindings();
1237
1238         // get autoswitch state from player when he toggles it
1239         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1240
1241         // get version info from player
1242         stuffcmd(self, "cmd clientversion $gameversion\n");
1243
1244         // get other cvars from player
1245         GetCvars(0);
1246
1247         // set cvar for team scoreboard
1248         if (teams_matter)
1249         {
1250                 local float t;
1251                 t = cvar("teamplay");
1252                 // we have to stuff the correct teamplay value because if this is a listen server, this changes the teamplay mode of the server itself, which is bad
1253                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1254         }
1255         else
1256                 stuffcmd(self, "set teamplay 0\n");
1257
1258         // notify about available teams
1259         if(teamplay)
1260         {
1261                 CheckAllowedTeams(self);
1262                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1263                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1264         }
1265         else
1266                 stuffcmd(self, "set _teams_available 0\n");
1267
1268         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1269
1270         if(g_arena)
1271         {
1272                 self.classname = "observer";
1273                 Spawnqueue_Insert(self);
1274         }
1275         /*else if(g_ctf)
1276         {
1277                 ctf_clientconnect();
1278         }*/
1279
1280         if(teams_matter)
1281                 attach_entcs();
1282
1283         bot_relinkplayerlist();
1284
1285         self.spectatortime = time;
1286         if(blockSpectators)
1287         {
1288                 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"));
1289         }
1290
1291         self.jointime = time;
1292         self.allowedTimeouts = cvar("sv_timeout_number");
1293
1294         if(clienttype(self) == CLIENTTYPE_REAL)
1295         {
1296                 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1297                 SendCSQCInfo();
1298                 msg_entity = self;
1299                 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1300                 {
1301                         MapVote_SendData(MSG_ONE);
1302                         MapVote_UpdateData(MSG_ONE);
1303                 }
1304                 ScoreInfo_Write(MSG_ONE);
1305
1306                 if(inWarmupStage)
1307                 {
1308                         msg_entity = self;
1309                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
1310                         WriteByte(MSG_ONE, TE_CSQC_WARMUP);
1311                         WriteByte(MSG_ONE, 1);
1312                 }
1313
1314                 if(cvar("g_bugrigs"))
1315                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1316         }
1317
1318         if(g_lms)
1319         {
1320                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1321                 {
1322                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1323                         self.frags = -666; // FIXME do we still need this?
1324                 }
1325         }
1326
1327         SendFog();
1328 }
1329
1330 /*
1331 =============
1332 ClientDisconnect
1333
1334 Called when a client disconnects from the server
1335 =============
1336 */
1337 .entity chatbubbleentity;
1338 .entity teambubbleentity;
1339 void ReadyCount();
1340 void ClientDisconnect (void)
1341 {
1342         if not(self.flags & FL_CLIENT)
1343         {
1344                 print("Warning: ClientDisconnect without ClientConnect\n");
1345                 return;
1346         }
1347
1348         bot_clientdisconnect();
1349
1350         if(teams_matter)
1351                 detach_entcs();
1352         
1353         if(cvar("sv_eventlog"))
1354                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1355         bprint ("^4",self.netname);
1356         bprint ("^4 disconnected\n");
1357
1358         DropAllRunes(self);
1359         kh_Key_DropAll(self, TRUE);
1360
1361         Portal_ClearAll(self);
1362
1363         if(self.flagcarried)
1364                 DropFlag(self.flagcarried, world, world);
1365
1366         // Here, everything has been done that requires this player to be a client.
1367
1368         self.flags (-) FL_CLIENT;
1369
1370         if (self.chatbubbleentity)
1371                 remove (self.chatbubbleentity);
1372
1373         if (self.teambubbleentity)
1374                 remove (self.teambubbleentity);
1375
1376         if (self.killindicator)
1377                 remove (self.killindicator);
1378
1379         WaypointSprite_PlayerGone();
1380
1381         bot_relinkplayerlist();
1382
1383         // remove laserdot
1384         if(self.weaponentity)
1385                 if(self.weaponentity.lasertarget)
1386                         remove(self.weaponentity.lasertarget);
1387
1388         if(g_arena)
1389         {
1390                 Spawnqueue_Unmark(self);
1391                 Spawnqueue_Remove(self);
1392         }
1393
1394         PlayerScore_Detach(self);
1395
1396         if(self.netname_previous)
1397                 strunzone(self.netname_previous);
1398
1399         ClearPlayerSounds();
1400
1401         self.playerid = 0;
1402         ReadyCount();
1403
1404         // free cvars
1405         GetCvars(-1);
1406 }
1407
1408 .float BUTTON_CHAT;
1409 void ChatBubbleThink()
1410 {
1411         self.nextthink = time;
1412         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1413         {
1414                 if(self.owner) // but why can that ever be world?
1415                         self.owner.chatbubbleentity = world;
1416                 remove(self);
1417                 return;
1418         }
1419         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1420         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1421                 self.model = self.mdl;
1422         else
1423                 self.model = "";
1424 };
1425
1426 void UpdateChatBubble()
1427 {
1428         if (!self.modelindex)
1429                 return;
1430         // spawn a chatbubble entity if needed
1431         if (!self.chatbubbleentity)
1432         {
1433                 self.chatbubbleentity = spawn();
1434                 self.chatbubbleentity.owner = self;
1435                 self.chatbubbleentity.exteriormodeltoclient = self;
1436                 self.chatbubbleentity.think = ChatBubbleThink;
1437                 self.chatbubbleentity.nextthink = time;
1438                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1439                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1440                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1441                 self.chatbubbleentity.model = "";
1442                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1443         }
1444 }
1445
1446
1447 void TeamBubbleThink()
1448 {
1449         self.nextthink = time;
1450         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1451         {
1452                 if(self.owner) // but why can that ever be world?
1453                         self.owner.teambubbleentity = world;
1454                 remove(self);
1455                 return;
1456         }
1457 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1458         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1459                 self.model = "";
1460         else
1461                 self.model = self.mdl;
1462
1463 };
1464
1465 float TeamBubble_customizeentityforclient()
1466 {
1467         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1468 }
1469
1470 void UpdateTeamBubble()
1471 {
1472         if (!self.modelindex || !cvar("teamplay"))
1473                 return;
1474         // spawn a teambubble entity if needed
1475         if (!self.teambubbleentity && cvar("teamplay"))
1476         {
1477                 self.teambubbleentity = spawn();
1478                 self.teambubbleentity.owner = self;
1479                 self.teambubbleentity.exteriormodeltoclient = self;
1480                 self.teambubbleentity.think = TeamBubbleThink;
1481                 self.teambubbleentity.nextthink = time;
1482                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1483 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1484                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1485                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1486                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1487                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1488                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1489                 self.teambubbleentity.effects = EF_LOWPRECISION;
1490         }
1491 }
1492
1493 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1494 // added to the model skins
1495 /*void UpdateColorModHack()
1496 {
1497         local float c;
1498         c = self.clientcolors & 15;
1499         // LordHavoc: only bothering to support white, green, red, yellow, blue
1500              if (teamplay == 0) self.colormod = '0 0 0';
1501         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1502         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1503         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1504         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1505         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1506         else self.colormod = '1 1 1';
1507 };*/
1508
1509 void respawn(void)
1510 {
1511         CopyBody(1);
1512         self.effects |= EF_NODRAW; // prevent another CopyBody
1513         PutClientInServer();
1514 }
1515
1516 /**
1517  * When sv_timeout is used this function returs strings like
1518  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1519  * Called by centerprint functions
1520  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1521  */
1522 string getTimeoutText(float addOneSecond) {
1523         if (!cvar("sv_timeout") || !timeoutStatus)
1524                 return "";
1525
1526         local string retStr;
1527         if (timeoutStatus == 1) {
1528                 if (addOneSecond == 1) {
1529                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1530                 }
1531                 else {
1532                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1533                 }
1534                 return retStr;
1535         }
1536         else if (timeoutStatus == 2) {
1537                 if (addOneSecond) {
1538                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1539                         //don't show messages like "Timeout ends in 0 seconds"...
1540                         if ((remainingTimeoutTime + 1) > 0)
1541                                 return retStr;
1542                         else
1543                                 return "";
1544                 }
1545                 else {
1546                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1547                         //don't show messages like "Timeout ends in 0 seconds"...
1548                         if (remainingTimeoutTime > 0)
1549                                 return retStr;
1550                         else
1551                                 return "";
1552                 }
1553         }
1554         else return "";
1555 }
1556
1557 void player_powerups (void)
1558 {
1559         if (g_minstagib)
1560         {
1561                 if (self.items & IT_STRENGTH)
1562                 {
1563                         if (time > self.strength_finished)
1564                         {
1565                                 if (g_minstagib_invis_alpha > 0)
1566                                 {
1567                                         self.alpha = default_player_alpha;
1568                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1569                                         self.effects = self.effects | EF_FULLBRIGHT;
1570                                 }
1571                                 else
1572                                 {
1573                                         self.effects -= self.effects & EF_NODRAW;
1574                                 }
1575                                 self.items = self.items - (self.items & IT_STRENGTH);
1576                                 sprint(self, "^3Invisibility has worn off\n");
1577                         }
1578                 }
1579                 else
1580                 {
1581                         if (time < self.strength_finished)
1582                         {
1583                                 if (g_minstagib_invis_alpha > 0)
1584                                 {
1585                                         self.alpha = g_minstagib_invis_alpha;
1586                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1587                                         self.effects -= self.effects & EF_FULLBRIGHT;
1588                                 }
1589                                 else
1590                                 {
1591                                         self.effects = self.effects | EF_NODRAW;
1592                                 }
1593                                 self.items = self.items | IT_STRENGTH;
1594                                 sprint(self, "^3You are invisible\n");
1595                         }
1596                 }
1597
1598                 if (self.items & IT_INVINCIBLE)
1599                 {
1600                         if (time > self.invincible_finished)
1601                         {
1602                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1603                                 sprint(self, "^3Speed has worn off\n");
1604                         }
1605                 }
1606                 else
1607                 {
1608                         if (time < self.invincible_finished)
1609                         {
1610                                 self.items = self.items | IT_INVINCIBLE;
1611                                 sprint(self, "^3You are on speed\n");
1612                         }
1613                 }
1614                 return;
1615         }
1616
1617         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1618         if (self.items & IT_STRENGTH)
1619         {
1620                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1621                 if (time > self.strength_finished)
1622                 {
1623                         self.items = self.items - (self.items & IT_STRENGTH);
1624                         sprint(self, "^3Strength has worn off\n");
1625                 }
1626         }
1627         else
1628         {
1629                 if (time < self.strength_finished)
1630                 {
1631                         self.items = self.items | IT_STRENGTH;
1632                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1633                 }
1634         }
1635         if (self.items & IT_INVINCIBLE)
1636         {
1637                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1638                 if (time > self.invincible_finished)
1639                 {
1640                         self.items = self.items - (self.items & IT_INVINCIBLE);
1641                         sprint(self, "^3Shield has worn off\n");
1642                 }
1643         }
1644         else
1645         {
1646                 if (time < self.invincible_finished)
1647                 {
1648                         self.items = self.items | IT_INVINCIBLE;
1649                         sprint(self, "^3Shield surrounds you\n");
1650                 }
1651         }
1652
1653         if (cvar("g_fullbrightplayers"))
1654                 self.effects = self.effects | EF_FULLBRIGHT;
1655
1656         // midair gamemode: damage only while in the air
1657         // if in midair mode, being on ground grants temporary invulnerability
1658         // (this is so that multishot weapon don't clear the ground flag on the
1659         // first damage in the frame, leaving the player vulnerable to the
1660         // remaining hits in the same frame)
1661         if (self.flags & FL_ONGROUND)
1662         if (g_midair)
1663                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1664
1665         if (time >= game_starttime)
1666         if (time < self.spawnshieldtime)
1667                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1668 }
1669
1670 float CalcRegen(float current, float stable, float regenfactor)
1671 {
1672         if(current > stable)
1673                 return current;
1674         else if(current > stable - 0.25) // when close enough, "snap"
1675                 return stable;
1676         else
1677                 return min(stable, current + (stable - current) * regenfactor * frametime);
1678 }
1679
1680 void player_regen (void)
1681 {
1682         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1683         maxh = cvar("g_balance_health_stable");
1684         maxa = cvar("g_balance_armor_stable");
1685         limith = cvar("g_balance_health_limit");
1686         limita = cvar("g_balance_armor_limit");
1687
1688         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1689                 return;
1690
1691         max_mod = regen_mod = rot_mod = limit_mod = 1;
1692
1693         if (self.runes & RUNE_REGEN)
1694         {
1695                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1696                 {
1697                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1698                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1699                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1700                 }
1701                 else
1702                 {
1703                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1704                         max_mod = cvar("g_balance_rune_regen_hpmod");
1705                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1706                 }
1707         }
1708         else if (self.runes & CURSE_VENOM)
1709         {
1710                 max_mod = cvar("g_balance_curse_venom_hpmod");
1711                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1712                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1713                 else
1714                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1715                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1716                 //if (!self.runes & RUNE_REGEN)
1717                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1718         }
1719         maxh = maxh * max_mod;
1720         //maxa = maxa * max_mod;
1721         limith = limith * limit_mod;
1722         limita = limita * limit_mod;
1723
1724         if (self.armorvalue > maxa)
1725         {
1726                 if (time > self.pauserotarmor_finished)
1727                 {
1728                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1729                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1730                 }
1731         }
1732         else if (self.armorvalue < maxa)
1733         {
1734                 if (time > self.pauseregen_finished)
1735                 {
1736                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1737                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1738                 }
1739         }
1740         if (self.health > maxh)
1741         {
1742                 if (time > self.pauserothealth_finished)
1743                 {
1744                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1745                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1746                 }
1747         }
1748         else if (self.health < maxh)
1749         {
1750                 if (time > self.pauseregen_finished)
1751                 {
1752                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1753                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1754                 }
1755         }
1756
1757         if (self.health > limith)
1758                 self.health = limith;
1759         if (self.armorvalue > limita)
1760                 self.armorvalue = limita;
1761
1762         // if player rotted to death...  die!
1763         if(self.health < 1)
1764                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1765 }
1766
1767 .float zoomstate;
1768 float zoomstate_set;
1769 void SetZoomState(float z)
1770 {
1771         if(z != self.zoomstate)
1772         {
1773                 msg_entity = self;
1774                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1775                 WriteByte(MSG_ONE, TE_CSQC_ZOOMNOTIFY);
1776                 WriteByte(MSG_ONE, z);
1777                 self.zoomstate = z;
1778         }
1779         zoomstate_set = 1;
1780 }
1781
1782 /*
1783 ======================
1784 spectate mode routines
1785 ======================
1786 */
1787 void SpectateCopy(entity spectatee) {
1788         self.armortype = spectatee.armortype;
1789         self.armorvalue = spectatee.armorvalue;
1790         self.currentammo = spectatee.currentammo;
1791         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1792         self.health = spectatee.health;
1793         self.impulse = 0;
1794         self.items = spectatee.items;
1795         self.weapons = spectatee.weapons;
1796         self.switchweapon = spectatee.switchweapon;
1797         self.weapon = spectatee.weapon;
1798         self.punchangle = spectatee.punchangle;
1799         self.view_ofs = spectatee.view_ofs;
1800         self.v_angle = spectatee.v_angle;
1801         self.velocity = spectatee.velocity;
1802         self.dmg_take = spectatee.dmg_take;
1803         self.dmg_save = spectatee.dmg_save;
1804         self.dmg_inflictor = spectatee.dmg_inflictor;
1805         self.angles = spectatee.v_angle;
1806         self.fixangle = TRUE;
1807         setorigin(self, spectatee.origin);
1808         setsize(self, spectatee.mins, spectatee.maxs);
1809         SetZoomState(spectatee.zoomstate);
1810 }
1811
1812 float SpectateUpdate() {
1813         if(!self.enemy)
1814                 return 0;
1815
1816         if (self == self.enemy)
1817                 return 0;
1818         
1819         if(self.enemy.flags & FL_NOTARGET)
1820                 return 0;
1821
1822         SpectateCopy(self.enemy);
1823
1824         return 1;
1825 }
1826
1827 float SpectateNext() {
1828         other = find(self.enemy, classname, "player");
1829         if (!other) {
1830                 other = find(other, classname, "player");
1831         }
1832         if (other) {
1833                 self.enemy = other;
1834         }
1835         if(self.enemy.classname == "player") {
1836                 msg_entity = self;
1837                 WriteByte(MSG_ONE, SVC_SETVIEW);
1838                 WriteEntity(MSG_ONE, self.enemy);
1839                 self.wantswelcomemessage = 1;
1840                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1841                 if(!SpectateUpdate())
1842                         PutObserverInServer();
1843                 return 1;
1844         } else {
1845                 return 0;
1846         }
1847 }
1848
1849 /*
1850 =============
1851 ShowRespawnCountdown()
1852
1853 Update a respawn countdown display.
1854 =============
1855 */
1856 void ShowRespawnCountdown()
1857 {
1858         float number;
1859         if(self.deadflag == DEAD_NO) // just respawned?
1860                 return;
1861         else
1862         {
1863                 number = ceil(self.death_time - time);
1864                 if(number <= 0)
1865                         return;
1866                 if(number <= self.respawn_countdown)
1867                 {
1868                         self.respawn_countdown = number - 1;
1869                         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
1870                                 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
1871                 }
1872         }
1873 }
1874
1875 void LeaveSpectatorMode()
1876 {
1877         if(isJoinAllowed()) {
1878                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1879                         self.classname = "player";
1880                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1881                                 JoinBestTeam(self, FALSE, TRUE);
1882                         if(cvar("g_campaign"))
1883                                 campaign_bots_may_start = 1;
1884                         PutClientInServer();
1885                         if(!(self.flags & FL_NOTARGET))
1886                                 bprint ("^4", self.netname, "^4 is playing now\n");
1887                         centerprint(self,"");
1888                         return;
1889                 } else {
1890                         stuffcmd(self,"menu_showteamselect\n");
1891                         return;
1892                 }
1893         }
1894         else {
1895                 //player may not join because of g_maxplayers is set
1896                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1897         }
1898 }
1899
1900 /**
1901  * Determines whether the player is allowed to join. This depends on cvar
1902  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1903  * it checks whether the number of currently playing players exceeds g_maxplayers.
1904  * @return bool TRUE if the player is allowed to join, false otherwise
1905  */
1906 float isJoinAllowed() {
1907         if (!cvar("g_maxplayers"))
1908                 return TRUE;
1909
1910         local entity e;
1911         local float currentlyPlaying;
1912         FOR_EACH_REALPLAYER(e) {
1913                 if(e.classname == "player")
1914                         currentlyPlaying += 1;
1915         }
1916         if(currentlyPlaying < cvar("g_maxplayers"))
1917                 return TRUE;
1918
1919         return FALSE;
1920 }
1921
1922 /**
1923  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1924  * g_maxplayers_spectator_blocktime seconds
1925  */
1926 void checkSpectatorBlock() {
1927         if(self.classname == "spectator" || self.classname == "observer") {
1928                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1929                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1930                         dropclient(self);
1931                 }
1932         }
1933 }
1934
1935 float vercmp_recursive(string v1, string v2)
1936 {
1937         float dot1, dot2;
1938         string s1, s2;
1939         float r;
1940
1941         dot1 = strstrofs(v1, ".", 0);
1942         dot2 = strstrofs(v2, ".", 0);
1943         if(dot1 == -1)
1944                 s1 = v1;
1945         else
1946                 s1 = substring(v1, 0, dot1);
1947         if(dot2 == -1)
1948                 s2 = v2;
1949         else
1950                 s2 = substring(v2, 0, dot2);
1951
1952         r = stof(s1) - stof(s2);
1953         if(r != 0)
1954                 return r;
1955
1956         r = strcasecmp(s1, s2);
1957         if(r != 0)
1958                 return r;
1959
1960         if(dot1 == -1)
1961                 if(dot2 == -1)
1962                         return 0;
1963                 else
1964                         return -1;
1965         else
1966                 if(dot2 == -1)
1967                         return 1;
1968                 else
1969                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1970 }
1971
1972 float vercmp(string v1, string v2)
1973 {
1974         if(strcasecmp(v1, v2) == 0) // early out check
1975                 return 0;
1976         return vercmp_recursive(v1, v2);
1977 }
1978
1979 void ObserverThink()
1980 {
1981         if (self.flags & FL_JUMPRELEASED) {
1982                 if (self.BUTTON_JUMP && !self.version_mismatch) {
1983                         self.welcomemessage_time = 0;
1984                         self.flags = self.flags - FL_JUMPRELEASED;
1985                         LeaveSpectatorMode();
1986                         return;
1987                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1988                         self.welcomemessage_time = 0;
1989                         self.flags = self.flags - FL_JUMPRELEASED;
1990                         if(SpectateNext() == 1) {
1991                                 self.classname = "spectator";
1992                         }
1993                 }
1994         } else {
1995                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1996                         self.flags = self.flags | FL_JUMPRELEASED;
1997                 }
1998         }
1999         if(self.BUTTON_ZOOM)
2000                 self.wantswelcomemessage = 0;
2001         if(self.wantswelcomemessage)
2002                 PrintWelcomeMessage(self);
2003 }
2004
2005 void SpectatorThink()
2006 {
2007         if (self.flags & FL_JUMPRELEASED) {
2008                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2009                         self.welcomemessage_time = 0;
2010                         self.flags = self.flags - FL_JUMPRELEASED;
2011                         LeaveSpectatorMode();
2012                         return;
2013                 } else if(self.BUTTON_ATCK) {
2014                         self.welcomemessage_time = 0;
2015                         self.flags = self.flags - FL_JUMPRELEASED;
2016                         if(SpectateNext() == 1) {
2017                                 self.classname = "spectator";
2018                         } else {
2019                                 self.classname = "observer";
2020                                 PutClientInServer();
2021                         }
2022                 } else if (self.BUTTON_ATCK2) {
2023                         self.welcomemessage_time = 0;
2024                         self.flags = self.flags - FL_JUMPRELEASED;
2025                         self.classname = "observer";
2026                         PutClientInServer();
2027                 } else {
2028                         if(!SpectateUpdate())
2029                                 PutObserverInServer();
2030                 }
2031         } else {
2032                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2033                         self.flags = self.flags | FL_JUMPRELEASED;
2034                 }
2035         }
2036         if(self.BUTTON_ZOOM)
2037                 self.wantswelcomemessage = 0;
2038         if(self.wantswelcomemessage)
2039                 PrintWelcomeMessage(self);
2040         self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
2041 }
2042
2043 /*
2044 =============
2045 PlayerPreThink
2046
2047 Called every frame for each client before the physics are run
2048 =============
2049 */
2050 void() ctf_setstatus;
2051 .float spectatee_status;
2052 void PlayerPreThink (void)
2053 {
2054         self.stat_sys_ticrate = cvar("sys_ticrate");
2055         self.stat_game_starttime = game_starttime;
2056
2057         if(blockSpectators)
2058                 checkSpectatorBlock();
2059         
2060         zoomstate_set = 0;
2061
2062         if(self.netname_previous != self.netname)
2063         {
2064                 if(cvar("sv_eventlog"))
2065                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2066                 if(self.netname_previous)
2067                         strunzone(self.netname_previous);
2068                 self.netname_previous = strzone(self.netname);
2069         }
2070
2071         // version nagging
2072         if(self.version_nagtime)
2073                 if(self.cvar_g_nexuizversion)
2074                         if(time > self.version_nagtime)
2075                         {
2076                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2077                                 {
2078                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2079                                         {
2080                                                 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");
2081                                                 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"));
2082                                         }
2083                                         else
2084                                         {
2085                                                 float r;
2086                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2087                                                 if(r < 0)
2088                                                 {
2089                                                         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");
2090                                                         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"));
2091                                                 }
2092                                                 else if(r > 0)
2093                                                 {
2094                                                         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");
2095                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2096                                                 }
2097                                         }
2098                                 }
2099                                 self.version_nagtime = 0;
2100                         }
2101
2102         // GOD MODE info
2103         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2104         {
2105                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2106                 self.max_armorvalue = 0;
2107         }
2108
2109         if(frametime)
2110         {
2111                 SendFog();
2112                 antilag_record(self);
2113         }
2114
2115         if(self.classname == "player") {
2116 //              if(self.netname == "Wazat")
2117 //                      bprint(self.classname, "\n");
2118
2119                 CheckRules_Player();
2120
2121                 if(self.BUTTON_INFO)
2122                         PrintWelcomeMessage(self);
2123
2124                 if(g_lms || !cvar("sv_spectate"))
2125                 if((time - self.jointime) <= cvar("welcome_message_time"))
2126                         PrintWelcomeMessage(self);
2127
2128                 if (intermission_running)
2129                 {
2130                         IntermissionThink ();   // otherwise a button could be missed between
2131                         return;                                 // the think tics
2132                 }
2133
2134                 if(self.teleport_time)
2135                 if(time > self.teleport_time)
2136                 {
2137                         self.teleport_time = 0;
2138                         self.effects = self.effects - (self.effects & EF_NODRAW);
2139                         if(self.weaponentity)
2140                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
2141                 }
2142
2143                 Nixnex_GiveCurrentWeapon();
2144
2145                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2146                         UpdateSelectedPlayer();
2147
2148                 //don't allow the player to turn around while game is paused!
2149                 if(timeoutStatus == 2) {
2150                         self.v_angle = self.lastV_angle;
2151                         self.angles = self.lastV_angle;
2152                         self.fixangle = TRUE;
2153                 }
2154
2155                 if (self.deadflag != DEAD_NO)
2156                 {
2157                         float button_pressed, force_respawn;
2158                         player_anim();
2159                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2160                         force_respawn = (g_lms || cvar("g_forced_respawn"));
2161                         if (self.deadflag == DEAD_DYING)
2162                         {
2163                                 if(force_respawn)
2164                                         self.deadflag = DEAD_RESPAWNING;
2165                                 else if(!button_pressed)
2166                                         self.deadflag = DEAD_DEAD;
2167                         }
2168                         else if (self.deadflag == DEAD_DEAD)
2169                         {
2170                                 if(button_pressed)
2171                                         self.deadflag = DEAD_RESPAWNABLE;
2172                         }
2173                         else if (self.deadflag == DEAD_RESPAWNABLE)
2174                         {
2175                                 if(!button_pressed)
2176                                         self.deadflag = DEAD_RESPAWNING;
2177                         }
2178                         else if (self.deadflag == DEAD_RESPAWNING)
2179                         {
2180                                 if(time > self.death_time)
2181                                 {
2182                                         self.death_time = time + 1; // only retry once a second
2183                                         respawn();
2184                                 }
2185                         }
2186                         ShowRespawnCountdown();
2187                         return;
2188                 }
2189
2190                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2191                 {
2192                         vector dist;
2193
2194                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2195                         dist = self.oldorigin - self.origin;
2196                         dist_z = 0;
2197                         self.lms_traveled_distance += fabs(vlen(dist));
2198
2199                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2200                         {
2201                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2202                                 self.lms_traveled_distance = 0;
2203                         }
2204
2205                         if(time > self.lms_nextcheck)
2206                         {
2207                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2208                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2209                                 {
2210                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2211                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2212                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2213                                         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');
2214                                 }
2215                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2216                                 self.lms_traveled_distance = 0;
2217                         }
2218                 }
2219
2220                 if (self.BUTTON_CROUCH && !self.hook.state)
2221                 {
2222                         if (!self.crouch)
2223                         {
2224                                 self.crouch = TRUE;
2225                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2226                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2227                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2228                         }
2229                 }
2230                 else
2231                 {
2232                         if (self.crouch)
2233                         {
2234                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2235                                 if (!trace_startsolid)
2236                                 {
2237                                         self.crouch = FALSE;
2238                                         self.view_ofs = PL_VIEW_OFS;
2239                                         setsize (self, PL_MIN, PL_MAX);
2240                                 }
2241                         }
2242                 }
2243
2244                 FixPlayermodel();
2245
2246                 GrapplingHookFrame();
2247
2248                 W_WeaponFrame();
2249
2250                 player_powerups();
2251                 player_regen();
2252                 player_anim();
2253
2254                 if (g_minstagib)
2255                         minstagib_ammocheck();
2256
2257                 ctf_setstatus();
2258                 kh_setstatus();
2259
2260                 //self.angles_y=self.v_angle_y + 90;   // temp
2261
2262                 //if (TetrisPreFrame()) return;
2263         } else if(gameover) {
2264                 if (intermission_running)
2265                         IntermissionThink ();   // otherwise a button could be missed between
2266                 return;
2267         } else if(self.classname == "observer") {
2268                 ObserverThink();
2269         } else if(self.classname == "spectator") {
2270                 SpectatorThink();
2271         }
2272
2273         if(!zoomstate_set)
2274                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2275
2276         float oldspectatee_status;
2277         oldspectatee_status = self.spectatee_status;
2278         if(self.classname == "spectator")
2279                 self.spectatee_status = num_for_edict(self.enemy);
2280         else if(self.classname == "observer")
2281                 self.spectatee_status = num_for_edict(self);
2282         else
2283                 self.spectatee_status = 0;
2284         if(self.spectatee_status != oldspectatee_status)
2285         {
2286                 msg_entity = self;
2287                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
2288                 WriteByte(MSG_ONE, TE_CSQC_SPECTATING);
2289                 WriteByte(MSG_ONE, self.spectatee_status);
2290                 if(g_race)
2291                         race_InitSpectator();
2292         }
2293
2294         if(self.teamkill_soundtime)
2295         if(time > self.teamkill_soundtime)
2296         {
2297                 self.teamkill_soundtime = 0;
2298
2299                 entity oldpusher, oldself;
2300
2301                 oldself = self; self = self.teamkill_soundsource;
2302                 oldpusher = self.pusher; self.pusher = oldself;
2303
2304                 VoiceMessage("teamshoot_auto");
2305
2306                 self.pusher = oldpusher;
2307                 self = oldself;
2308         }
2309
2310         target_voicescript_next(self);
2311 }
2312
2313
2314 /*
2315 =============
2316 PlayerPostThink
2317
2318 Called every frame for each client after the physics are run
2319 =============
2320 */
2321 .float idlekick_lasttimeleft;
2322 .float race_penalty;
2323 .float race_penalty_nagged;
2324 .float race_penalty_nagtime;
2325 void PlayerPostThink (void)
2326 {
2327         // Savage: Check for nameless players
2328         if (strlen(self.netname) < 1) {
2329                 self.netname = "Player";
2330                 stuffcmd(self, "seta _cl_name Player\n");
2331         }
2332
2333         if(sv_maxidle)
2334         {
2335                 float timeleft;
2336                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2337                 if(timeleft <= 0)
2338                 {
2339                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2340                         announce(self, "announcer/robotic/terminated.wav");
2341                         dropclient(self);
2342                         return;
2343                 }
2344                 else if(timeleft <= 10)
2345                 {
2346                         if(timeleft != self.idlekick_lasttimeleft)
2347                         {
2348                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2349                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2350                         }
2351                 }
2352                 else
2353                 {
2354                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2355                 }
2356                 self.idlekick_lasttimeleft = timeleft;
2357         }
2358
2359         if(self.classname == "player") {
2360                 CheckRules_Player();
2361                 UpdateChatBubble();
2362                 UpdateTeamBubble();
2363                 if (self.impulse)
2364                         ImpulseCommands();
2365                 if (intermission_running)
2366                         return;         // intermission or finale
2367
2368                 //PrintWelcomeMessage(self);
2369                 //if (TetrisPostFrame()) return;
2370
2371                 // restart countdown
2372                         if(time < game_starttime) {
2373                                 if (!cvar("sv_ready_restart_after_countdown"))
2374                                 {
2375                                         if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2376                                         {
2377                                                 if(time < game_starttime - 2)
2378                                                 {
2379                                                         if(!self.race_penalty_nagged)
2380                                                         {
2381                                                                 // TODO better notification for this!
2382                                                                 self.race_penalty_nagtime = 0;
2383                                                                 self.race_penalty_nagged = 1;
2384                                                         }
2385                                                 }
2386                                                 else if(!self.race_penalty)
2387                                                 {
2388                                                         self.race_penalty_nagtime = 0;
2389                                                         self.race_penalty = time + 5;
2390                                                 }
2391                                         }
2392                                         if(time > self.race_penalty_nagtime)
2393                                         {
2394                                                 if(self.race_penalty > time)
2395                                                 {
2396                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2397                                                 }
2398                                                 else if(self.race_penalty_nagged && time < game_starttime - 2)
2399                                                 {
2400                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2401                                                 }
2402                                                 self.race_penalty_nagtime = time + self.cvar_scr_centertime * 0.6;
2403                                         }
2404                                         self.movetype = MOVETYPE_NONE;          
2405                                         self.velocity = '0 0 0';
2406                                         self.avelocity = '0 0 0';
2407                                         self.movement = '0 0 0';
2408                                 }
2409                         }
2410                         else if (time < self.race_penalty)
2411                         {
2412                                 self.movetype = MOVETYPE_NONE;          
2413                                 self.velocity = '0 0 0';
2414                                 self.avelocity = '0 0 0';
2415                                 self.movement = '0 0 0';
2416                         }
2417                         else
2418                         {
2419                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2420                                 if (!cvar("sv_ready_restart_after_countdown"))
2421                                 {
2422                                         if(self.movetype == MOVETYPE_NONE)
2423                                         {
2424                                                 self.movetype = MOVETYPE_WALK;
2425                                         }
2426                                         self.race_penalty = 0;
2427                                         self.race_penalty_nagged = 0;
2428                                 }
2429                         }
2430                 
2431         } else if (self.classname == "observer") {
2432                 //do nothing
2433         } else if (self.classname == "spectator") {
2434                 //do nothing
2435         }
2436
2437         /*
2438         float i;
2439         for(i = 0; i < 1000; ++i)
2440         {
2441                 vector end;
2442                 end = self.origin + '0 0 1024' + 512 * randomvec();
2443                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2444                 if(trace_fraction < 1)
2445                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2446                 {
2447                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2448                         break;
2449                 }
2450         }
2451         */
2452
2453         Arena_Warmup();
2454
2455         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2456 }