]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
fix a stupid bug
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 void race_send_recordtime();
2
3 float ClientData_Send(entity to, float sf)
4 {
5         if(to != self.owner)
6         {
7                 error("wtf");
8                 return FALSE;
9         }
10
11         entity e;
12
13         e = to;
14         if(to.classname == "spectator")
15                 e = to.enemy;
16
17         sf = 0;
18
19         if(e.race_completed)
20                 sf |= 1; // forced scoreboard
21         if(to.spectatee_status)
22                 sf |= 2; // spectator ent number follows
23         if(e.zoomstate)
24                 sf |= 4; // zoomed
25         if(e.porto_v_angle_held)
26                 sf |= 8; // angles held
27
28         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
29         WriteByte(MSG_ENTITY, sf);
30
31         if(sf & 2)
32                 WriteByte(MSG_ENTITY, to.spectatee_status);
33
34         if(sf & 8)
35         {
36                 WriteAngle(MSG_ENTITY, e.v_angle_x);
37                 WriteAngle(MSG_ENTITY, e.v_angle_y);
38         }
39
40         return TRUE;
41 }
42
43 void ClientData_Attach()
44 {
45         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
46         self.clientdata.drawonlytoclient = self;
47         self.clientdata.owner = self;
48 }
49
50 void ClientData_Detach()
51 {
52         remove(self.clientdata);
53         self.clientdata = world;
54 }
55
56 void ClientData_Touch(entity e)
57 {
58         e.clientdata.SendFlags = 1;
59
60         // make it spectatable
61         entity e2;
62         FOR_EACH_REALCLIENT(e2)
63         {
64                 if(e2 != e)
65                         if(e2.classname == "spectator")
66                                 if(e2.enemy == e)
67                                         e2.clientdata.SendFlags = 1;
68         }
69 }
70
71
72 #define SPAWNPOINT_SCORE frags
73
74 .string netname_previous;
75
76 void spawnfunc_info_player_survivor (void)
77 {
78         spawnfunc_info_player_deathmatch();
79 }
80
81 void spawnfunc_info_player_start (void)
82 {
83         spawnfunc_info_player_deathmatch();
84 }
85
86 void spawnfunc_info_player_deathmatch (void)
87 {
88         self.classname = "info_player_deathmatch";
89         relocate_spawnpoint();
90 }
91
92 void spawnpoint_use()
93 {
94         if(teams_matter)
95         if(have_team_spawns)
96         {
97                 self.team = activator.team;
98                 some_spawn_has_been_used = 1;
99         }
100 };
101
102 // Returns:
103 //   -1 if a spawn can't be used
104 //   otherwise, a weight of the spawnpoint
105 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
106 {
107         float shortest, thisdist;
108         entity player;
109
110         // filter out spots for the wrong team
111         if(teamcheck)
112         if(spot.team != teamcheck)
113                 return -1;
114
115         if(race_spawns)
116                 if(spot.target == "")
117                         return -1;
118
119         if(clienttype(self) == CLIENTTYPE_REAL)
120         {
121                 if(spot.restriction == 1)
122                         return -1;
123         }
124         else
125         {
126                 if(spot.restriction == 2)
127                         return -1;
128         }
129
130         // filter out spots for assault
131         if(spot.target != "") {
132                 local entity ent;
133                 float good, found;
134                 ent = find(world, targetname, spot.target);
135                 while(ent) {
136                         if(ent.classname == "target_objective")
137                         {
138                                 found = 1;
139                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
140                                         return -1;
141                                 good = 1;
142                         }
143                         else if(ent.classname == "trigger_race_checkpoint")
144                         {
145                                 found = 1;
146                                 if(self.classname == "player") // spectators may spawn everywhere
147                                 {
148                                         if(g_race_qualifying)
149                                         {
150                                                 // spawn at first
151                                                 if(ent.race_checkpoint != 0)
152                                                         return -1;
153                                                 if(spot.race_place != race_lowest_place_spawn)
154                                                         return -1;
155                                         }
156                                         else
157                                         {
158                                                 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
159                                                         return -1;
160                                                 float pl;
161                                                 pl = self.race_place;
162                                                 if(pl > race_highest_place_spawn)
163                                                         pl = 0;
164                                                 if(spot.race_place != pl)
165                                                         return -1;
166                                         }
167                                 }
168                                 good = 1;
169                         }
170                         ent = find(ent, targetname, spot.target);
171                 }
172
173                 if(found && !good)
174                         return -1;
175         }
176
177         player = playerlist;
178         shortest = vlen(world.maxs - world.mins);
179         for(player = playerlist; player; player = player.chain)
180                 if (player != self)
181                 {
182                         thisdist = vlen(player.origin - spot.origin);
183                         if (thisdist < shortest)
184                                 shortest = thisdist;
185                 }
186         return shortest;
187 }
188
189 float spawn_allbad;
190 float spawn_allgood;
191 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
192 {
193         local entity spot, spotlist, spotlistend;
194         spawn_allgood = TRUE;
195         spawn_allbad = TRUE;
196
197         spotlist = world;
198         spotlistend = world;
199
200         for(spot = firstspot; spot; spot = spot.chain)
201         {
202                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
203
204                 if(cvar("spawn_debugview"))
205                 {
206                         setmodel(spot, "models/runematch/rune.mdl");
207                         if(spot.SPAWNPOINT_SCORE < mindist)
208                         {
209                                 spot.colormod = '1 0 0';
210                                 spot.scale = 1;
211                         }
212                         else
213                         {
214                                 spot.colormod = '0 1 0';
215                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
216                         }
217                 }
218
219                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
220                 {
221                         if(spot.SPAWNPOINT_SCORE < mindist)
222                         {
223                                 // too short distance
224                                 spawn_allgood = FALSE;
225                         }
226                         else
227                         {
228                                 // perfect
229                                 spawn_allbad = FALSE;
230
231                                 if(spotlistend)
232                                         spotlistend.chain = spot;
233                                 spotlistend = spot;
234                                 if(!spotlist)
235                                         spotlist = spot;
236
237                                 /*
238                                 if(teamcheck)
239                                 if(spot.team != teamcheck)
240                                         error("invalid spawn added");
241
242                                 print("added ", etos(spot), "\n");
243                                 */
244                         }
245                 }
246         }
247         if(spotlistend)
248                 spotlistend.chain = world;
249
250         /*
251                 entity e;
252                 if(teamcheck)
253                         for(e = spotlist; e; e = e.chain)
254                         {
255                                 print("seen ", etos(e), "\n");
256                                 if(e.team != teamcheck)
257                                         error("invalid spawn found");
258                         }
259         */
260
261         return spotlist;
262 }
263
264 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
265 {
266         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
267         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
268         local entity spot;
269
270         RandomSelection_Init();
271         for(spot = firstspot; spot; spot = spot.chain)
272                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
273
274         return RandomSelection_chosen_ent;
275 }
276
277 /*
278 =============
279 SelectSpawnPoint
280
281 Finds a point to respawn
282 =============
283 */
284 entity SelectSpawnPoint (float anypoint)
285 {
286         local float teamcheck;
287         local entity firstspot_new;
288         local entity spot, firstspot, playerlist;
289
290         spot = find (world, classname, "testplayerstart");
291         if (spot)
292                 return spot;
293
294         teamcheck = 0;
295
296         if(!anypoint && have_team_spawns)
297                 teamcheck = self.team;
298
299         // get the list of players
300         playerlist = findchain(classname, "player");
301         // get the entire list of spots
302         firstspot = findchain(classname, "info_player_deathmatch");
303         // filter out the bad ones
304         // (note this returns the original list if none survived)
305         if(anypoint)
306         {
307                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
308         }
309         else
310         {
311                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
312                 if(!firstspot_new)
313                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
314                 firstspot = firstspot_new;
315
316                 // there is 50/50 chance of choosing a random spot or the furthest spot
317                 // (this means that roughly every other spawn will be furthest, so you
318                 // usually won't get fragged at spawn twice in a row)
319                 if (arena_roundbased)
320                 {
321                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
322                         if(firstspot_new)
323                                 firstspot = firstspot_new;
324                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
325                 }
326                 else if (random() > cvar("g_spawn_furthest"))
327                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
328                 else
329                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
330         }
331
332         if(cvar("spawn_debugview"))
333         {
334                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
335
336                 entity e;
337                 if(teamcheck)
338                         for(e = firstspot; e; e = e.chain)
339                                 if(e.team != teamcheck)
340                                         error("invalid spawn found");
341         }
342
343         if (!spot)
344         {
345                 if(cvar("spawn_debug"))
346                         GotoNextMap();
347                 else
348                 {
349                         if(some_spawn_has_been_used)
350                                 return world; // team can't spawn any more, because of actions of other team
351                         else
352                                 error("Cannot find a spawn point - please fix the map!");
353                 }
354         }
355
356         return spot;
357 }
358
359 /*
360 =============
361 CheckPlayerModel
362
363 Checks if the argument string can be a valid playermodel.
364 Returns a valid one in doubt.
365 =============
366 */
367 string FallbackPlayerModel = "models/player/marine.zym";
368 string CheckPlayerModel(string plyermodel) {
369         if(strlen(plyermodel) < 4)
370                 return FallbackPlayerModel;
371         if( substring(plyermodel,0,14) != "models/player/")
372                 return FallbackPlayerModel;
373         else if(cvar("sv_servermodelsonly"))
374         {
375                 if(substring(plyermodel,-4,4) != ".zym")
376                 if(substring(plyermodel,-4,4) != ".dpm")
377                 if(substring(plyermodel,-4,4) != ".md3")
378                 if(substring(plyermodel,-4,4) != ".psk")
379                         return FallbackPlayerModel;
380                 // forbid the LOD models
381                 if(substring(plyermodel, -9,5) == "_lod1")
382                         return FallbackPlayerModel;
383                 if(substring(plyermodel, -9,5) == "_lod2")
384                         return FallbackPlayerModel;
385                 if(plyermodel != strtolower(plyermodel))
386                         return FallbackPlayerModel;
387                 if(!fexists(plyermodel))
388                         return FallbackPlayerModel;
389         }
390         return plyermodel;
391 }
392
393 /*
394 =============
395 Client_customizeentityforclient
396
397 LOD reduction
398 =============
399 */
400 void Client_uncustomizeentityforclient()
401 {
402         if(self.modelindex == 0) // no need to uncustomize then
403                 return;
404         self.modelindex = self.modelindex_lod0;
405         self.skin = self.skinindex;
406 }
407
408 float Client_customizeentityforclient()
409 {
410         entity modelsource;
411
412         if(self.modelindex == 0)
413                 return TRUE;
414
415         // forcemodel stuff
416
417 #ifdef PROFILING
418         float t0;
419         t0 = gettime(GETTIME_HIRES); // reference
420 #endif
421
422         modelsource = self;
423
424 #ifdef ALLOW_FORCEMODELS
425         if(other.cvar_cl_forceplayermodelsfromnexuiz)
426                 if not(self.modelindex_lod0_from_nexuiz)
427                         modelsource = other;
428         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
429                 modelsource = other;
430 #endif
431
432         self.skin = modelsource.skinindex;
433
434 #if 0
435         if(modelsource == self)
436                 self.skin = modelsource.skinindex;
437         else
438                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
439 #endif
440
441         // self: me
442         // other: the player viewing me
443         float distance;
444         float f;
445
446         if(other.cvar_cl_playerdetailreduction <= 0)
447         {
448                 if(other.cvar_cl_playerdetailreduction <= -2)
449                         self.modelindex = modelsource.modelindex_lod2;
450                 else if(other.cvar_cl_playerdetailreduction <= -1)
451                         self.modelindex = modelsource.modelindex_lod1;
452                 else
453                         self.modelindex = modelsource.modelindex_lod0;
454         }
455         else
456         {
457                 distance = vlen(self.origin - other.origin);
458                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
459                 if(f > sv_loddistance2)
460                         self.modelindex = modelsource.modelindex_lod2;
461                 else if(f > sv_loddistance1)
462                         self.modelindex = modelsource.modelindex_lod1;
463                 else
464                         self.modelindex = modelsource.modelindex_lod0;
465         }
466
467 #ifdef PROFILING
468         float t1;
469         t1 = gettime(GETTIME_HIRES); // reference
470         client_cefc_accumulator += (t1 - t0);
471 #endif
472
473         return TRUE;
474 }
475
476 void UpdatePlayerSounds();
477 void setmodel_lod(entity e, string modelname)
478 {
479         string s;
480
481         if(sv_loddistance1)
482         {
483                 // FIXME: this only supports 3-letter extensions
484                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
485                 if(fexists(s))
486                 {
487                         setmodel(e, s); // players have high precision
488                         self.modelindex_lod1 = self.modelindex;
489                 }
490                 else
491                         self.modelindex_lod1 = -1;
492
493                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
494                 if(fexists(s))
495                 {
496                         setmodel(e, s); // players have high precision
497                         self.modelindex_lod2 = self.modelindex;
498                 }
499                 else
500                         self.modelindex_lod2 = -1;
501
502                 precache_model(modelname);
503                 setmodel(e, modelname); // players have high precision
504                 self.modelindex_lod0 = self.modelindex;
505
506                 if(self.modelindex_lod1 < 0)
507                         self.modelindex_lod1 = self.modelindex;
508
509                 if(self.modelindex_lod2 < 0)
510                         self.modelindex_lod2 = self.modelindex;
511         }
512         else
513         {
514                 precache_model(modelname);
515                 setmodel(e, modelname); // players have high precision
516                 self.modelindex_lod0 = self.modelindex;
517                         // save it for possible player model forcing
518         }
519
520         s = whichpack(self.model);
521         self.modelindex_lod0_from_nexuiz = ((s == "") || (substring(s, 0, 4) == "data"));
522
523         player_setupanimsformodel();
524         UpdatePlayerSounds();
525 }
526
527 /*
528 =============
529 PutObserverInServer
530
531 putting a client as observer in the server
532 =============
533 */
534 void FixPlayermodel();
535 void PutObserverInServer (void)
536 {
537         entity  spot;
538
539         race_PreSpawnObserver();
540
541         spot = SelectSpawnPoint (TRUE);
542         if(!spot)
543                 error("No spawnpoints for observers?!?\n");
544         RemoveGrapplingHook(self); // Wazat's Grappling Hook
545
546         if(clienttype(self) == CLIENTTYPE_REAL)
547         {
548                 msg_entity = self;
549                 WriteByte(MSG_ONE, SVC_SETVIEW);
550                 WriteEntity(MSG_ONE, self);
551         }
552
553         DropAllRunes(self);
554         kh_Key_DropAll(self, TRUE);
555
556         Portal_ClearAll(self);
557
558         if(self.flagcarried)
559                 DropFlag(self.flagcarried, world, world);
560         if(self.ballcarried)
561                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
562
563         WaypointSprite_PlayerDead();
564
565         if(self.killcount != -666)
566         {
567                 if(g_lms)
568                 {
569                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
570                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
571                         else
572                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
573                 }
574                 else
575                         bprint ("^4", self.netname, "^4 is spectating now\n");
576         }
577
578         PlayerScore_Clear(self); // clear scores when needed
579
580         self.spectatortime = time;
581
582         self.classname = "observer";
583         self.iscreature = FALSE;
584         self.health = -666;
585         self.takedamage = DAMAGE_NO;
586         self.solid = SOLID_NOT;
587         self.movetype = MOVETYPE_NOCLIP;
588         self.flags = FL_CLIENT | FL_NOTARGET;
589         self.armorvalue = 666;
590         self.effects = 0;
591         self.armorvalue = cvar("g_balance_armor_start");
592         self.pauserotarmor_finished = 0;
593         self.pauserothealth_finished = 0;
594         self.pauseregen_finished = 0;
595         self.damageforcescale = 0;
596         self.death_time = 0;
597         self.dead_frame = 0;
598         self.alpha = 0;
599         self.scale = 0;
600         self.fade_time = 0;
601         self.pain_frame = 0;
602         self.pain_finished = 0;
603         self.strength_finished = 0;
604         self.invincible_finished = 0;
605         self.pushltime = 0;
606         self.think = SUB_Null;
607         self.nextthink = 0;
608         self.hook_time = 0;
609         self.runes = 0;
610         self.deadflag = DEAD_NO;
611         self.angles = spot.angles;
612         self.angles_z = 0;
613         self.fixangle = TRUE;
614         self.crouch = FALSE;
615
616         self.view_ofs = PL_VIEW_OFS;
617         setorigin (self, spot.origin);
618         setsize (self, '0 0 0', '0 0 0');
619         self.prevorigin = self.origin;
620         self.items = 0;
621         self.weapons = 0;
622         self.model = "";
623         FixPlayermodel();
624         self.model = "";
625         self.modelindex = 0;
626         self.weapon = 0;
627         self.weaponmodel = "";
628         self.weaponentity = world;
629         self.exteriorweaponentity = world;
630         self.killcount = -666;
631         self.velocity = '0 0 0';
632         self.avelocity = '0 0 0';
633         self.punchangle = '0 0 0';
634         self.punchvector = '0 0 0';
635         self.oldvelocity = self.velocity;
636         self.fire_endtime = -1;
637
638         if(sv_loddistance1)
639                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
640
641         self.team = -1;
642
643         if(g_arena)
644         {
645                 if(self.version_mismatch)
646                 {
647                         Spawnqueue_Unmark(self);
648                         Spawnqueue_Remove(self);
649                 }
650                 else
651                 {
652                         Spawnqueue_Insert(self);
653                 }
654         }
655         else if(g_lms)
656         {
657                 // Only if the player cannot play at all
658                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
659                         self.frags = FRAGS_SPECTATOR;
660                 else
661                         self.frags = FRAGS_LMS_LOSER;
662         }
663         else
664                 self.frags = FRAGS_SPECTATOR;
665 }
666
667 float RestrictSkin(float s)
668 {
669         if(!teams_matter)
670                 return s;
671         if(s == 6)
672                 return 6;
673         return mod(s, 3);
674 }
675
676 void FixPlayermodel()
677 {
678         local string defaultmodel;
679         local float defaultskin, chmdl, oldskin;
680         local vector m1, m2;
681
682         defaultmodel = "";
683
684         if(cvar("sv_defaultcharacter") == 1) {
685                 defaultskin = 0;
686
687                 if(teams_matter)
688                 {
689                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
690                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
691                 }
692
693                 if(defaultmodel == "")
694                 {
695                         defaultmodel = cvar_string("sv_defaultplayermodel");
696                         defaultskin = cvar("sv_defaultplayerskin");
697                 }
698         }
699
700         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
701         {
702                 if(self.model != "")
703                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
704                 self.model = ""; // force the != checks to return true
705         }
706
707         if(defaultmodel != "")
708         {
709                 if (defaultmodel != self.model)
710                 {
711                         m1 = self.mins;
712                         m2 = self.maxs;
713                         setmodel_lod (self, defaultmodel);
714                         setsize (self, m1, m2);
715                         chmdl = TRUE;
716                 }
717
718                 oldskin = self.skinindex;
719                 self.skinindex = defaultskin;
720         } else {
721                 if (self.playermodel != self.model)
722                 {
723                         self.playermodel = CheckPlayerModel(self.playermodel);
724                         m1 = self.mins;
725                         m2 = self.maxs;
726                         setmodel_lod (self, self.playermodel);
727                         setsize (self, m1, m2);
728                         chmdl = TRUE;
729                 }
730
731                 oldskin = self.skinindex;
732                 self.skinindex = RestrictSkin(stof(self.playerskin));
733         }
734
735         if(chmdl || oldskin != self.skinindex)
736                 self.species = player_getspecies(); // model or skin has changed
737
738         if(!teams_matter)
739                 if(strlen(cvar_string("sv_defaultplayercolors")))
740                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
741                                 setcolor(self, cvar("sv_defaultplayercolors"));
742 }
743
744 void PlayerTouchExplode(entity p1, entity p2)
745 {
746         vector org;
747         org = (p1.origin + p2.origin) * 0.5;
748         org_z += (p1.mins_z + p2.mins_z) * 0.5;
749
750         te_explosion(org);
751
752         entity e;
753         e = spawn();
754         setorigin(e, org);
755         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
756         remove(e);
757 }
758
759 /*
760 =============
761 PutClientInServer
762
763 Called when a client spawns in the server
764 =============
765 */
766 //void() ctf_playerchanged;
767 void PutClientInServer (void)
768 {
769         if(clienttype(self) == CLIENTTYPE_BOT)
770         {
771                 self.classname = "player";
772         }
773         else if(clienttype(self) == CLIENTTYPE_REAL)
774         {
775                 msg_entity = self;
776                 WriteByte(MSG_ONE, SVC_SETVIEW);
777                 WriteEntity(MSG_ONE, self);
778         }
779
780         // player is dead and becomes observer
781         // FIXME fix LMS scoring for new system
782         if(g_lms)
783         {
784                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
785                         self.classname = "observer";
786         }
787
788         if(g_arena)
789         if(!self.spawned)
790                 self.classname = "observer";
791
792         if(gameover)
793                 self.classname = "observer";
794
795         if(self.classname == "player") {
796                 entity spot, oldself;
797                 float j;
798
799                 if(self.team < 0)
800                         JoinBestTeam(self, FALSE, TRUE);
801
802                 race_PreSpawn();
803
804                 spot = SelectSpawnPoint (FALSE);
805                 if(!spot)
806                 {
807                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
808                         return; // spawn failed
809                 }
810
811                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
812
813                 self.classname = "player";
814                 self.wasplayer = TRUE;
815                 self.iscreature = TRUE;
816                 self.movetype = MOVETYPE_WALK;
817                 self.solid = SOLID_SLIDEBOX;
818                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
819                 self.frags = FRAGS_PLAYER;
820                 if(independent_players)
821                         MAKE_INDEPENDENT_PLAYER(self);
822                 self.flags = FL_CLIENT;
823                 self.takedamage = DAMAGE_AIM;
824                 if(g_minstagib)
825                         self.effects = EF_FULLBRIGHT;
826                 else
827                         self.effects = 0;
828                 self.air_finished = time + 12;
829                 self.dmg = 2;
830
831                 if(inWarmupStage)
832                 {
833                         self.ammo_shells = warmup_start_ammo_shells;
834                         self.ammo_nails = warmup_start_ammo_nails;
835                         self.ammo_rockets = warmup_start_ammo_rockets;
836                         self.ammo_cells = warmup_start_ammo_cells;
837                         self.ammo_fuel = warmup_start_ammo_fuel;
838                         self.health = warmup_start_health;
839                         self.armorvalue = warmup_start_armorvalue;
840                         self.weapons = warmup_start_weapons;
841                 }
842                 else
843                 {
844                         self.ammo_shells = start_ammo_shells;
845                         self.ammo_nails = start_ammo_nails;
846                         self.ammo_rockets = start_ammo_rockets;
847                         self.ammo_cells = start_ammo_cells;
848                         self.ammo_fuel = start_ammo_fuel;
849                         self.health = start_health;
850                         self.armorvalue = start_armorvalue;
851                         self.weapons = start_weapons;
852                 }
853
854                 if(g_weaponarena_random)
855                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
856
857                 self.items = start_items;
858                 self.switchweapon = w_getbestweapon(self);
859                 self.cnt = self.switchweapon;
860                 self.weapon = 0;
861                 self.jump_interval = time;
862
863                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
864                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
865                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
866                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
867                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
868                 //extend the pause of rotting if client was reset at the beginning of the countdown
869                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
870                         self.spawnshieldtime += game_starttime - time;
871                         self.pauserotarmor_finished += game_starttime - time;
872                         self.pauserothealth_finished += game_starttime - time;
873                         self.pauseregen_finished += game_starttime - time;
874                 }
875                 self.damageforcescale = 2;
876                 self.death_time = 0;
877                 self.dead_frame = 0;
878                 self.alpha = 0;
879                 self.scale = 0;
880                 self.fade_time = 0;
881                 self.pain_frame = 0;
882                 self.pain_finished = 0;
883                 self.strength_finished = 0;
884                 self.invincible_finished = 0;
885                 self.pushltime = 0;
886                 //self.speed_finished = 0;
887                 //self.slowmo_finished = 0;
888                 // players have no think function
889                 self.think = SUB_Null;
890                 self.nextthink = 0;
891                 self.hook_time = 0;
892                 self.dmg_team = 0;
893
894                 self.metertime = 0;
895
896                 self.runes = 0;
897
898                 self.deadflag = DEAD_NO;
899
900                 self.angles = spot.angles;
901
902                 self.angles_z = 0; // never spawn tilted even if the spot says to
903                 self.fixangle = TRUE; // turn this way immediately
904                 self.velocity = '0 0 0';
905                 self.avelocity = '0 0 0';
906                 self.punchangle = '0 0 0';
907                 self.punchvector = '0 0 0';
908                 self.oldvelocity = self.velocity;
909                 self.fire_endtime = -1;
910
911                 msg_entity = self;
912                 WRITESPECTATABLE_MSG_ONE({
913                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
914                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
915                 });
916
917                 if(sv_loddistance1)
918                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
919
920                 self.model = "";
921                 FixPlayermodel();
922
923                 self.crouch = FALSE;
924                 self.view_ofs = PL_VIEW_OFS;
925                 setsize (self, PL_MIN, PL_MAX);
926                 self.spawnorigin = spot.origin;
927                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
928                 // don't reset back to last position, even if new position is stuck in solid
929                 self.oldorigin = self.origin;
930                 self.prevorigin = self.origin;
931                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
932
933                 if(g_arena)
934                 {
935                         Spawnqueue_Remove(self);
936                         Spawnqueue_Mark(self);
937                 }
938
939                 self.event_damage = PlayerDamage;
940
941                 self.bot_attack = TRUE;
942
943                 self.statdraintime = time + 5;
944                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
945
946                 if(self.killcount == -666) {
947                         PlayerScore_Clear(self);
948                         self.killcount = 0;
949                 }
950
951                 self.cnt = WEP_LASER;
952                 self.nixnex_lastchange_id = -1;
953
954                 CL_SpawnWeaponentity();
955                 self.alpha = default_player_alpha;
956                 self.colormod = '1 1 1' * cvar("g_player_brightness");
957                 self.exteriorweaponentity.alpha = default_weapon_alpha;
958
959                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
960                 self.lms_traveled_distance = 0;
961                 self.speedrunning = FALSE;
962
963                 race_PostSpawn(spot);
964
965                 if(cvar("spawn_debug"))
966                 {
967                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
968                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
969                 }
970
971                 //stuffcmd(self, "chase_active 0");
972                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
973
974                 if (cvar("g_spawnsound"))
975                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
976
977                 if(g_assault) {
978                         if(self.team == assault_attacker_team)
979                                 centerprint(self, "You are attacking!");
980                         else
981                                 centerprint(self, "You are defending!");
982                 }
983
984                 target_voicescript_clear(self);
985
986                 // reset fields the weapons may use
987         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
988             weapon_action(j, WR_RESETPLAYER);
989
990                 oldself = self;
991                 self = spot;
992                         activator = oldself;
993                                 SUB_UseTargets();
994                         activator = world;
995                 self = oldself;
996         } else if(self.classname == "observer") {
997                 PutObserverInServer ();
998         }
999
1000         //if(g_ctf)
1001         //      ctf_playerchanged();
1002 }
1003
1004 float ClientInit_SendEntity(entity to, float sf)
1005 {
1006         float i;
1007         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1008         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1009         for(i = 1; i <= 24; ++i)
1010                 WriteByte(MSG_ENTITY, (get_weaponinfo(i)).impulse + 1);
1011         WriteCoord(MSG_ENTITY, hook_shotorigin_x);
1012         WriteCoord(MSG_ENTITY, hook_shotorigin_y);
1013         WriteCoord(MSG_ENTITY, hook_shotorigin_z);
1014
1015         if(sv_foginterval && world.fog != "")
1016                 WriteString(MSG_ENTITY, world.fog);
1017         else
1018                 WriteString(MSG_ENTITY, "");
1019         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);
1020         return TRUE;
1021 }
1022
1023 void ClientInit_Spawn()
1024 {
1025         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);
1026 }
1027
1028 /*
1029 =============
1030 SetNewParms
1031 =============
1032 */
1033 void SetNewParms (void)
1034 {
1035         // initialize parms for a new player
1036         parm1 = -(86400 * 366);
1037 }
1038
1039 /*
1040 =============
1041 SetChangeParms
1042 =============
1043 */
1044 void SetChangeParms (void)
1045 {
1046         // save parms for level change
1047         parm1 = self.parm_idlesince - time;
1048 }
1049
1050 /*
1051 =============
1052 DecodeLevelParms
1053 =============
1054 */
1055 void DecodeLevelParms (void)
1056 {
1057         // load parms
1058         self.parm_idlesince = parm1;
1059         if(self.parm_idlesince == -(86400 * 366))
1060                 self.parm_idlesince = time;
1061
1062         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1063         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1064 }
1065
1066 /*
1067 =============
1068 ClientKill
1069
1070 Called when a client types 'kill' in the console
1071 =============
1072 */
1073
1074 void ClientKill_Now_TeamChange()
1075 {
1076         if(self.killindicator_teamchange == -1)
1077         {
1078                 self.team = -1;
1079                 JoinBestTeam( self, FALSE, FALSE );
1080         }
1081         else
1082                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1083 }
1084
1085 void ClientKill_Now()
1086 {
1087         if(self.killindicator_teamchange)
1088                 ClientKill_Now_TeamChange();
1089
1090         // in any case:
1091         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1092
1093         if(self.killindicator)
1094         {
1095                 dprint("Cleaned up after a leaked kill indicator.\n");
1096                 remove(self.killindicator);
1097                 self.killindicator = world;
1098         }
1099 }
1100 void KillIndicator_Think()
1101 {
1102         if (!self.owner.modelindex)
1103         {
1104                 self.owner.killindicator = world;
1105                 remove(self);
1106                 return;
1107         }
1108
1109         if(self.cnt <= 0)
1110         {
1111                 self = self.owner;
1112                 ClientKill_Now(); // no oldself needed
1113                 return;
1114         }
1115         else
1116         {
1117                 if(self.cnt <= 10)
1118                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1119                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1120                 {
1121                         if(self.cnt <= 10)
1122                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
1123                         if(self.owner.killindicator_teamchange)
1124                         {
1125                                 if(self.owner.killindicator_teamchange == -1)
1126                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1127                                 else
1128                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1129                         }
1130                         else
1131                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1132                 }
1133                 self.nextthink = time + 1;
1134                 self.cnt -= 1;
1135         }
1136 }
1137
1138 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1139 {
1140         float killtime;
1141         entity e;
1142         killtime = cvar("g_balance_kill_delay");
1143
1144         if(g_race_qualifying)
1145                 killtime = 0;
1146
1147         self.killindicator_teamchange = targetteam;
1148
1149         if(!self.killindicator)
1150         {
1151                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1152                 {
1153                         ClientKill_Now();
1154                 }
1155                 else
1156                 {
1157                         self.killindicator = spawn();
1158                         self.killindicator.owner = self;
1159                         self.killindicator.scale = 0.5;
1160                         setattachment(self.killindicator, self, "");
1161                         setorigin(self.killindicator, '0 0 52');
1162                         self.killindicator.think = KillIndicator_Think;
1163                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1164                         self.killindicator.cnt = ceil(killtime);
1165                         self.killindicator.count = bound(0, ceil(killtime), 10);
1166                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1167
1168                         for(e = world; (e = find(e, classname, "body")) != world; )
1169                         {
1170                                 if(e.enemy != self)
1171                                         continue;
1172                                 e.killindicator = spawn();
1173                                 e.killindicator.owner = e;
1174                                 e.killindicator.scale = 0.5;
1175                                 setattachment(e.killindicator, e, "");
1176                                 setorigin(e.killindicator, '0 0 52');
1177                                 e.killindicator.think = KillIndicator_Think;
1178                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1179                                 e.killindicator.cnt = ceil(killtime);
1180                         }
1181                         self.lip = 0;
1182                 }
1183         }
1184         if(self.killindicator)
1185         {
1186                 if(targetteam)
1187                         self.killindicator.colormod = TeamColor(targetteam);
1188                 else
1189                         self.killindicator.colormod = '0 0 0';
1190         }
1191 }
1192
1193 void ClientKill (void)
1194 {
1195         ClientKill_TeamChange(0);
1196 }
1197
1198 void DoTeamChange(float destteam)
1199 {
1200         float t, c0;
1201         if(!teams_matter)
1202         {
1203                 if(destteam >= 0)
1204                         SetPlayerColors(self, destteam);
1205                 return;
1206         }
1207         if(self.classname == "player")
1208         if(destteam == -1)
1209         {
1210                 CheckAllowedTeams(self);
1211                 t = FindSmallestTeam(self, TRUE);
1212                 switch(self.team)
1213                 {
1214                         case COLOR_TEAM1: c0 = c1; break;
1215                         case COLOR_TEAM2: c0 = c2; break;
1216                         case COLOR_TEAM3: c0 = c3; break;
1217                         case COLOR_TEAM4: c0 = c4; break;
1218                         default:          c0 = 999;
1219                 }
1220                 switch(t)
1221                 {
1222                         case 1:
1223                                 if(c0 > c1)
1224                                         destteam = COLOR_TEAM1;
1225                                 break;
1226                         case 2:
1227                                 if(c0 > c2)
1228                                         destteam = COLOR_TEAM2;
1229                                 break;
1230                         case 3:
1231                                 if(c0 > c3)
1232                                         destteam = COLOR_TEAM3;
1233                                 break;
1234                         case 4:
1235                                 if(c0 > c4)
1236                                         destteam = COLOR_TEAM4;
1237                                 break;
1238                 }
1239                 if(destteam == -1)
1240                         return;
1241         }
1242         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1243                 return;
1244         ClientKill_TeamChange(destteam);
1245 }
1246
1247 void FixClientCvars(entity e)
1248 {
1249         // send prediction settings to the client
1250         stuffcmd(e, "\nin_bindmap 0 0\n");
1251         if(g_race || g_cts)
1252                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1253         /*
1254          * we no longer need to stuff this. Remove this comment block if you feel
1255          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1256         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1257         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1258         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1259         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1260         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1261         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1262         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1263         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1264         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1265         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1266         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1267         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1268         stuffcmd(e, "cl_movement_edgefriction 1\n");
1269          */
1270 }
1271
1272 /*
1273 =============
1274 ClientConnect
1275
1276 Called when a client connects to the server
1277 =============
1278 */
1279 //void ctf_clientconnect();
1280 string ColoredTeamName(float t);
1281 void DecodeLevelParms (void);
1282 //void dom_player_join_team(entity pl);
1283 void ClientConnect (void)
1284 {
1285         local string s;
1286         float t;
1287
1288         if(g_race || g_cts)
1289                 race_send_recordtime();
1290
1291         if(self.flags & FL_CLIENT)
1292         {
1293                 print("Warning: ClientConnect, but already connected!\n");
1294                 return;
1295         }
1296
1297         if(Ban_MaybeEnforceBan(self))
1298                 return;
1299
1300         DecodeLevelParms();
1301
1302         self.classname = "player_joining";
1303
1304         self.flags = FL_CLIENT;
1305         self.version_nagtime = time + 10 + random() * 10;
1306
1307         if(player_count<0)
1308         {
1309                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1310                 player_count = 0;
1311         }
1312
1313         PlayerScore_Attach(self);
1314         ClientData_Attach();
1315
1316         bot_clientconnect();
1317
1318         race_PreSpawnObserver();
1319
1320         //if(g_domination)
1321         //      dom_player_join_team(self);
1322
1323         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1324
1325         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1326                 self.classname = "observer";
1327         } else {
1328                 if(teams_matter)
1329                 {
1330                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1331                         {
1332                                 self.classname = "player";
1333                                 campaign_bots_may_start = 1;
1334                         }
1335                         else
1336                         {
1337                                 self.classname = "observer"; // do it anyway
1338                         }
1339                 }
1340                 else
1341                 {
1342                         self.classname = "player";
1343                         campaign_bots_may_start = 1;
1344                 }
1345         }
1346
1347         self.playerid = (playerid_last = playerid_last + 1);
1348         if(cvar("sv_eventlog"))
1349         {
1350                 if(clienttype(self) == CLIENTTYPE_REAL)
1351                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1352                 else
1353                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1354                 s = strcat(":team:", ftos(self.playerid), ":");
1355                 s = strcat(s, ftos(self.team));
1356                 GameLogEcho(s);
1357         }
1358         self.netname_previous = strzone(self.netname);
1359
1360         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1361
1362         bprint ("^4",self.netname);
1363         bprint ("^4 connected");
1364
1365         if(g_domination || g_ctf)
1366         {
1367                 bprint(" and joined the ");
1368                 bprint(ColoredTeamName(self.team));
1369         }
1370
1371         bprint("\n");
1372
1373         self.welcomemessage_time = 0;
1374
1375         stuffcmd(self, strcat(clientstuff, "\n"));
1376         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1377         stuffcmd(self, "cl_particles_reloadeffects\n");
1378
1379         FixClientCvars(self);
1380
1381         // spawnfunc_waypoint sprites
1382         WaypointSprite_InitClient(self);
1383
1384         // Wazat's grappling hook
1385         SetGrappleHookBindings();
1386
1387         // get autoswitch state from player when he toggles it
1388         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1389
1390         // get version info from player
1391         stuffcmd(self, "cmd clientversion $gameversion\n");
1392
1393         // get other cvars from player
1394         GetCvars(0);
1395
1396         // set cvar for team scoreboard
1397         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1398
1399         // notify about available teams
1400         if(teams_matter)
1401         {
1402                 CheckAllowedTeams(self);
1403                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1404                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1405         }
1406         else
1407                 stuffcmd(self, "set _teams_available 0\n");
1408
1409         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1410
1411         if(g_arena)
1412         {
1413                 self.classname = "observer";
1414                 Spawnqueue_Insert(self);
1415         }
1416         /*else if(g_ctf)
1417         {
1418                 ctf_clientconnect();
1419         }*/
1420
1421         if(teams_matter || sv_cheats)
1422                 attach_entcs();
1423
1424         bot_relinkplayerlist();
1425
1426         self.spectatortime = time;
1427         if(blockSpectators)
1428         {
1429                 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"));
1430         }
1431
1432         self.jointime = time;
1433         self.allowedTimeouts = cvar("sv_timeout_number");
1434
1435         if(clienttype(self) == CLIENTTYPE_REAL)
1436         {
1437                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1438                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1439         }
1440
1441         if(g_lms)
1442         {
1443                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1444                 {
1445                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1446                         self.frags = FRAGS_SPECTATOR;
1447                 }
1448         }
1449
1450         if(!sv_foginterval && world.fog != "")
1451                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1452
1453         SoundEntity_Attach(self);
1454
1455         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1456         {
1457                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1458                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1459         }
1460         else
1461                 self.hitplotfh = -1;
1462 }
1463
1464 /*
1465 =============
1466 ClientDisconnect
1467
1468 Called when a client disconnects from the server
1469 =============
1470 */
1471 .entity chatbubbleentity;
1472 .entity teambubbleentity;
1473 void ReadyCount();
1474 void ClientDisconnect (void)
1475 {
1476         if not(self.flags & FL_CLIENT)
1477         {
1478                 print("Warning: ClientDisconnect without ClientConnect\n");
1479                 return;
1480         }
1481
1482         if(self.hitplotfh >= 0)
1483         {
1484                 fclose(self.hitplotfh);
1485                 self.hitplotfh = -1;
1486         }
1487
1488         bot_clientdisconnect();
1489
1490         if(self.entcs)
1491                 detach_entcs();
1492
1493         if(cvar("sv_eventlog"))
1494                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1495         bprint ("^4",self.netname);
1496         bprint ("^4 disconnected\n");
1497
1498         SoundEntity_Detach(self);
1499
1500         DropAllRunes(self);
1501         kh_Key_DropAll(self, TRUE);
1502
1503         Portal_ClearAll(self);
1504
1505         if(self.flagcarried)
1506                 DropFlag(self.flagcarried, world, world);
1507         if(self.ballcarried)
1508                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1509
1510         // Here, everything has been done that requires this player to be a client.
1511
1512         self.flags &~= FL_CLIENT;
1513
1514         if (self.chatbubbleentity)
1515                 remove (self.chatbubbleentity);
1516
1517         if (self.teambubbleentity)
1518                 remove (self.teambubbleentity);
1519
1520         if (self.killindicator)
1521                 remove (self.killindicator);
1522
1523         WaypointSprite_PlayerGone();
1524
1525         bot_relinkplayerlist();
1526
1527         // remove laserdot
1528         if(self.weaponentity)
1529                 if(self.weaponentity.lasertarget)
1530                         remove(self.weaponentity.lasertarget);
1531
1532         if(g_arena)
1533         {
1534                 Spawnqueue_Unmark(self);
1535                 Spawnqueue_Remove(self);
1536         }
1537
1538         ClientData_Detach();
1539         PlayerScore_Detach(self);
1540
1541         if(self.netname_previous)
1542                 strunzone(self.netname_previous);
1543         if(self.clientstatus)
1544                 strunzone(self.clientstatus);
1545
1546         ClearPlayerSounds();
1547
1548         if(self.personal)
1549                 remove(self.personal);
1550
1551         self.playerid = 0;
1552         ReadyCount();
1553
1554         // free cvars
1555         GetCvars(-1);
1556 }
1557
1558 .float BUTTON_CHAT;
1559 void ChatBubbleThink()
1560 {
1561         self.nextthink = time;
1562         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1563         {
1564                 if(self.owner) // but why can that ever be world?
1565                         self.owner.chatbubbleentity = world;
1566                 remove(self);
1567                 return;
1568         }
1569         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1570 #ifdef TETRIS
1571                 || self.owner.tetris_on
1572 #endif
1573         )
1574                 self.model = self.mdl;
1575         else
1576                 self.model = "";
1577 };
1578
1579 void UpdateChatBubble()
1580 {
1581         if (!self.modelindex)
1582                 return;
1583         // spawn a chatbubble entity if needed
1584         if (!self.chatbubbleentity)
1585         {
1586                 self.chatbubbleentity = spawn();
1587                 self.chatbubbleentity.owner = self;
1588                 self.chatbubbleentity.exteriormodeltoclient = self;
1589                 self.chatbubbleentity.think = ChatBubbleThink;
1590                 self.chatbubbleentity.nextthink = time;
1591                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1592                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1593                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1594                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1595                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1596                 self.chatbubbleentity.model = "";
1597                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1598         }
1599 }
1600
1601
1602 void TeamBubbleThink()
1603 {
1604         self.nextthink = time;
1605         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1606         {
1607                 if(self.owner) // but why can that ever be world?
1608                         self.owner.teambubbleentity = world;
1609                 remove(self);
1610                 return;
1611         }
1612 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1613         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1614                 self.model = "";
1615         else
1616                 self.model = self.mdl;
1617
1618 };
1619
1620 float TeamBubble_customizeentityforclient()
1621 {
1622         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1623 }
1624
1625 void UpdateTeamBubble()
1626 {
1627         if (!self.modelindex || !teams_matter)
1628                 return;
1629         // spawn a teambubble entity if needed
1630         if (!self.teambubbleentity && teams_matter)
1631         {
1632                 self.teambubbleentity = spawn();
1633                 self.teambubbleentity.owner = self;
1634                 self.teambubbleentity.exteriormodeltoclient = self;
1635                 self.teambubbleentity.think = TeamBubbleThink;
1636                 self.teambubbleentity.nextthink = time;
1637                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1638 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1639                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1640                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1641                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1642                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1643                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1644                 self.teambubbleentity.effects = EF_LOWPRECISION;
1645         }
1646 }
1647
1648 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1649 // added to the model skins
1650 /*void UpdateColorModHack()
1651 {
1652         local float c;
1653         c = self.clientcolors & 15;
1654         // LordHavoc: only bothering to support white, green, red, yellow, blue
1655              if (!teams_matter) self.colormod = '0 0 0';
1656         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1657         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1658         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1659         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1660         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1661         else self.colormod = '1 1 1';
1662 };*/
1663
1664 void respawn(void)
1665 {
1666         CopyBody(1);
1667         self.effects |= EF_NODRAW; // prevent another CopyBody
1668         PutClientInServer();
1669 }
1670
1671 void play_countdown(float finished, string samp)
1672 {
1673         if(clienttype(self) == CLIENTTYPE_REAL)
1674                 if(floor(finished - time - frametime) != floor(finished - time))
1675                         if(finished - time < 6)
1676                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1677 }
1678
1679 /**
1680  * When sv_timeout is used this function returs strings like
1681  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1682  * Called by centerprint functions
1683  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1684  */
1685 string getTimeoutText(float addOneSecond) {
1686         if (!cvar("sv_timeout") || !timeoutStatus)
1687                 return "";
1688
1689         local string retStr;
1690         if (timeoutStatus == 1) {
1691                 if (addOneSecond == 1) {
1692                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1693                 }
1694                 else {
1695                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1696                 }
1697                 return retStr;
1698         }
1699         else if (timeoutStatus == 2) {
1700                 if (addOneSecond) {
1701                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1702                         //don't show messages like "Timeout ends in 0 seconds"...
1703                         if ((remainingTimeoutTime + 1) > 0)
1704                                 return retStr;
1705                         else
1706                                 return "";
1707                 }
1708                 else {
1709                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1710                         //don't show messages like "Timeout ends in 0 seconds"...
1711                         if (remainingTimeoutTime > 0)
1712                                 return retStr;
1713                         else
1714                                 return "";
1715                 }
1716         }
1717         else return "";
1718 }
1719
1720 void player_powerups (void)
1721 {
1722         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1723         {
1724                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1725                 self.modelflags |= MF_ROCKET;
1726         }
1727         else
1728         {
1729                 SoundEntity_StopSound(self, CHAN_PLAYER);
1730                 self.modelflags &~= MF_ROCKET;
1731         }
1732
1733         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME);
1734
1735         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1736                 return;
1737         
1738         Fire_ApplyDamage(self);
1739         Fire_ApplyEffect(self);
1740
1741         if (g_minstagib)
1742         {
1743                 self.effects |= EF_FULLBRIGHT;
1744
1745                 if (self.items & IT_STRENGTH)
1746                 {
1747                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1748                         if (time > self.strength_finished)
1749                         {
1750                                 self.alpha = default_player_alpha;
1751                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1752                                 self.items &~= IT_STRENGTH;
1753                                 sprint(self, "^3Invisibility has worn off\n");
1754                         }
1755                 }
1756                 else
1757                 {
1758                         if (time < self.strength_finished)
1759                         {
1760                                 self.alpha = g_minstagib_invis_alpha;
1761                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1762                                 self.items |= IT_STRENGTH;
1763                                 sprint(self, "^3You are invisible\n");
1764                         }
1765                 }
1766
1767                 if (self.items & IT_INVINCIBLE)
1768                 {
1769                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1770                         if (time > self.invincible_finished)
1771                         {
1772                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1773                                 sprint(self, "^3Speed has worn off\n");
1774                         }
1775                 }
1776                 else
1777                 {
1778                         if (time < self.invincible_finished)
1779                         {
1780                                 self.items = self.items | IT_INVINCIBLE;
1781                                 sprint(self, "^3You are on speed\n");
1782                         }
1783                 }
1784                 return;
1785         }
1786
1787         if (self.items & IT_STRENGTH)
1788         {
1789                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1790                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1791                 if (time > self.strength_finished)
1792                 {
1793                         self.items = self.items - (self.items & IT_STRENGTH);
1794                         sprint(self, "^3Strength has worn off\n");
1795                 }
1796         }
1797         else
1798         {
1799                 if (time < self.strength_finished)
1800                 {
1801                         self.items = self.items | IT_STRENGTH;
1802                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1803                 }
1804         }
1805         if (self.items & IT_INVINCIBLE)
1806         {
1807                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1808                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1809                 if (time > self.invincible_finished)
1810                 {
1811                         self.items = self.items - (self.items & IT_INVINCIBLE);
1812                         sprint(self, "^3Shield has worn off\n");
1813                 }
1814         }
1815         else
1816         {
1817                 if (time < self.invincible_finished)
1818                 {
1819                         self.items = self.items | IT_INVINCIBLE;
1820                         sprint(self, "^3Shield surrounds you\n");
1821                 }
1822         }
1823
1824         if (cvar("g_fullbrightplayers"))
1825                 self.effects = self.effects | EF_FULLBRIGHT;
1826
1827         // midair gamemode: damage only while in the air
1828         // if in midair mode, being on ground grants temporary invulnerability
1829         // (this is so that multishot weapon don't clear the ground flag on the
1830         // first damage in the frame, leaving the player vulnerable to the
1831         // remaining hits in the same frame)
1832         if (self.flags & FL_ONGROUND)
1833         if (g_midair)
1834                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1835
1836         if (time >= game_starttime)
1837         if (time < self.spawnshieldtime)
1838                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1839 }
1840
1841 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1842 {
1843         if(current > stable)
1844                 return current;
1845         else if(current > stable - 0.25) // when close enough, "snap"
1846                 return stable;
1847         else
1848                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1849 }
1850
1851 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1852 {
1853         if(current < stable)
1854                 return current;
1855         else if(current < stable + 0.25) // when close enough, "snap"
1856                 return stable;
1857         else
1858                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1859 }
1860
1861 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1862 {
1863         if(current > rotstable)
1864         {
1865                 if(rotframetime > 0)
1866                 {
1867                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1868                         current = max(rotstable, current - rotlinear * rotframetime);
1869                 }
1870         }
1871         else if(current < regenstable)
1872         {
1873                 if(regenframetime > 0)
1874                 {
1875                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1876                         current = min(regenstable, current + regenlinear * regenframetime);
1877                 }
1878         }
1879
1880         if(current > limit)
1881                 current = limit;
1882
1883         return current;
1884 }
1885
1886 void player_regen (void)
1887 {
1888         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1889         maxh = cvar("g_balance_health_rotstable");
1890         maxa = cvar("g_balance_armor_rotstable");
1891         maxf = cvar("g_balance_fuel_rotstable");
1892         minh = cvar("g_balance_health_regenstable");
1893         mina = cvar("g_balance_armor_regenstable");
1894         minf = cvar("g_balance_fuel_regenstable");
1895         limith = cvar("g_balance_health_limit");
1896         limita = cvar("g_balance_armor_limit");
1897         limitf = cvar("g_balance_fuel_limit");
1898
1899         max_mod = regen_mod = rot_mod = limit_mod = 1;
1900
1901         if (self.runes & RUNE_REGEN)
1902         {
1903                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1904                 {
1905                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1906                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1907                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1908                 }
1909                 else
1910                 {
1911                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1912                         max_mod = cvar("g_balance_rune_regen_hpmod");
1913                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1914                 }
1915         }
1916         else if (self.runes & CURSE_VENOM)
1917         {
1918                 max_mod = cvar("g_balance_curse_venom_hpmod");
1919                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1920                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1921                 else
1922                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1923                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1924                 //if (!self.runes & RUNE_REGEN)
1925                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1926         }
1927         maxh = maxh * max_mod;
1928         //maxa = maxa * max_mod;
1929         //maxf = maxf * max_mod;
1930         minh = minh * max_mod;
1931         //mina = mina * max_mod;
1932         //minf = minf * max_mod;
1933         limith = limith * limit_mod;
1934         limita = limita * limit_mod;
1935         //limitf = limitf * limit_mod;
1936
1937         if(g_lms)
1938                 rot_mod = 0;
1939
1940         if (!g_minstagib && (!g_lms || cvar("g_lms_regenerate")))
1941         {
1942                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
1943                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1944
1945                 // if player rotted to death...  die!
1946                 if(self.health < 1)
1947                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1948         }
1949
1950         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1951                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
1952 }
1953
1954 float zoomstate_set;
1955 void SetZoomState(float z)
1956 {
1957         if(z != self.zoomstate)
1958         {
1959                 self.zoomstate = z;
1960                 ClientData_Touch(self);
1961         }
1962         zoomstate_set = 1;
1963 }
1964
1965 void GetPressedKeys(void) {
1966         if (self.movement_x > 0) // get if movement keys are pressed
1967         {       // forward key pressed
1968                 self.pressedkeys |= KEY_FORWARD;
1969                 self.pressedkeys &~= KEY_BACKWARD;
1970         }
1971         else if (self.movement_x < 0)
1972         {       // backward key pressed
1973                 self.pressedkeys |= KEY_BACKWARD;
1974                 self.pressedkeys &~= KEY_FORWARD;
1975         }
1976         else
1977         {       // no x input
1978                 self.pressedkeys &~= KEY_FORWARD;
1979                 self.pressedkeys &~= KEY_BACKWARD;
1980         }
1981
1982         if (self.movement_y > 0)
1983         {       // right key pressed
1984                 self.pressedkeys |= KEY_RIGHT;
1985                 self.pressedkeys &~= KEY_LEFT;
1986         }
1987         else if (self.movement_y < 0)
1988         {       // left key pressed
1989                 self.pressedkeys |= KEY_LEFT;
1990                 self.pressedkeys &~= KEY_RIGHT;
1991         }
1992         else
1993         {       // no y input
1994                 self.pressedkeys &~= KEY_RIGHT;
1995                 self.pressedkeys &~= KEY_LEFT;
1996         }
1997
1998         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1999                 self.pressedkeys |= KEY_JUMP;
2000         else
2001                 self.pressedkeys &~= KEY_JUMP;
2002         if (self.BUTTON_CROUCH)
2003                 self.pressedkeys |= KEY_CROUCH;
2004         else
2005                 self.pressedkeys &~= KEY_CROUCH;
2006 }
2007
2008 /*
2009 ======================
2010 spectate mode routines
2011 ======================
2012 */
2013 void SpectateCopy(entity spectatee) {
2014         self.kh_state = spectatee.kh_state;
2015         self.armortype = spectatee.armortype;
2016         self.armorvalue = spectatee.armorvalue;
2017         self.ammo_cells = spectatee.ammo_cells;
2018         self.ammo_shells = spectatee.ammo_shells;
2019         self.ammo_nails = spectatee.ammo_nails;
2020         self.ammo_rockets = spectatee.ammo_rockets;
2021         self.ammo_fuel = spectatee.ammo_fuel;
2022         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2023         self.health = spectatee.health;
2024         self.impulse = 0;
2025         self.items = spectatee.items;
2026         self.metertime = spectatee.metertime;
2027         self.strength_finished = spectatee.strength_finished;
2028         self.invincible_finished = spectatee.invincible_finished;
2029         self.pressedkeys = spectatee.pressedkeys;
2030         self.weapons = spectatee.weapons;
2031         self.switchweapon = spectatee.switchweapon;
2032         self.weapon = spectatee.weapon;
2033         self.punchangle = spectatee.punchangle;
2034         self.view_ofs = spectatee.view_ofs;
2035         self.v_angle = spectatee.v_angle;
2036         self.velocity = spectatee.velocity;
2037         self.dmg_take = spectatee.dmg_take;
2038         self.dmg_save = spectatee.dmg_save;
2039         self.dmg_inflictor = spectatee.dmg_inflictor;
2040         self.angles = spectatee.v_angle;
2041         self.fixangle = TRUE;
2042         setorigin(self, spectatee.origin);
2043         setsize(self, spectatee.mins, spectatee.maxs);
2044         SetZoomState(spectatee.zoomstate);
2045 }
2046
2047 float SpectateUpdate() {
2048         if(!self.enemy)
2049                 return 0;
2050
2051         if (self == self.enemy)
2052                 return 0;
2053
2054         if(self.enemy.classname != "player")
2055                 return 0;
2056
2057         SpectateCopy(self.enemy);
2058
2059         return 1;
2060 }
2061
2062 float SpectateNext() {
2063         other = find(self.enemy, classname, "player");
2064         if (!other) {
2065                 other = find(other, classname, "player");
2066         }
2067         if (other) {
2068                 self.enemy = other;
2069         }
2070         if(self.enemy.classname == "player") {
2071                 msg_entity = self;
2072                 WriteByte(MSG_ONE, SVC_SETVIEW);
2073                 WriteEntity(MSG_ONE, self.enemy);
2074                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2075                 self.movetype = MOVETYPE_NONE;
2076                 if(!SpectateUpdate())
2077                         PutObserverInServer();
2078                 return 1;
2079         } else {
2080                 return 0;
2081         }
2082 }
2083
2084 /*
2085 =============
2086 ShowRespawnCountdown()
2087
2088 Update a respawn countdown display.
2089 =============
2090 */
2091 void ShowRespawnCountdown()
2092 {
2093         float number;
2094         if(self.deadflag == DEAD_NO) // just respawned?
2095                 return;
2096         else
2097         {
2098                 number = ceil(self.death_time - time);
2099                 if(number <= 0)
2100                         return;
2101                 if(number <= self.respawn_countdown)
2102                 {
2103                         self.respawn_countdown = number - 1;
2104                         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
2105                                 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
2106                 }
2107         }
2108 }
2109
2110 void LeaveSpectatorMode()
2111 {
2112         if(isJoinAllowed()) {
2113                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2114                         self.classname = "player";
2115                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2116                                 JoinBestTeam(self, FALSE, TRUE);
2117                         if(cvar("g_campaign"))
2118                                 campaign_bots_may_start = 1;
2119                         PutClientInServer();
2120                         if(self.classname == "player")
2121                                 bprint ("^4", self.netname, "^4 is playing now\n");
2122                         if(!cvar("g_campaign"))
2123                                 centerprint(self,""); // clear MOTD
2124                         return;
2125                 } else {
2126                         stuffcmd(self,"menu_showteamselect\n");
2127                         return;
2128                 }
2129         }
2130         else {
2131                 //player may not join because of g_maxplayers is set
2132                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2133         }
2134 }
2135
2136 /**
2137  * Determines whether the player is allowed to join. This depends on cvar
2138  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2139  * it checks whether the number of currently playing players exceeds g_maxplayers.
2140  * @return bool TRUE if the player is allowed to join, false otherwise
2141  */
2142 float isJoinAllowed() {
2143         if (!cvar("g_maxplayers"))
2144                 return TRUE;
2145
2146         local entity e;
2147         local float currentlyPlaying;
2148         FOR_EACH_REALPLAYER(e) {
2149                 if(e.classname == "player")
2150                         currentlyPlaying += 1;
2151         }
2152         if(currentlyPlaying < cvar("g_maxplayers"))
2153                 return TRUE;
2154
2155         return FALSE;
2156 }
2157
2158 /**
2159  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2160  * g_maxplayers_spectator_blocktime seconds
2161  */
2162 void checkSpectatorBlock() {
2163         if(self.classname == "spectator" || self.classname == "observer") {
2164                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2165                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2166                         dropclient(self);
2167                 }
2168         }
2169 }
2170
2171 float vercmp_recursive(string v1, string v2)
2172 {
2173         float dot1, dot2;
2174         string s1, s2;
2175         float r;
2176
2177         dot1 = strstrofs(v1, ".", 0);
2178         dot2 = strstrofs(v2, ".", 0);
2179         if(dot1 == -1)
2180                 s1 = v1;
2181         else
2182                 s1 = substring(v1, 0, dot1);
2183         if(dot2 == -1)
2184                 s2 = v2;
2185         else
2186                 s2 = substring(v2, 0, dot2);
2187
2188         r = stof(s1) - stof(s2);
2189         if(r != 0)
2190                 return r;
2191
2192         r = strcasecmp(s1, s2);
2193         if(r != 0)
2194                 return r;
2195
2196         if(dot1 == -1)
2197                 if(dot2 == -1)
2198                         return 0;
2199                 else
2200                         return -1;
2201         else
2202                 if(dot2 == -1)
2203                         return 1;
2204                 else
2205                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2206 }
2207
2208 float vercmp(string v1, string v2)
2209 {
2210         if(strcasecmp(v1, v2) == 0) // early out check
2211                 return 0;
2212         return vercmp_recursive(v1, v2);
2213 }
2214
2215 void ObserverThink()
2216 {
2217         if (self.flags & FL_JUMPRELEASED) {
2218                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2219                         self.welcomemessage_time = 0;
2220                         self.flags &~= FL_JUMPRELEASED;
2221                         self.flags |= FL_SPAWNING;
2222                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2223                         self.welcomemessage_time = 0;
2224                         self.flags &~= FL_JUMPRELEASED;
2225                         if(SpectateNext() == 1) {
2226                                 self.classname = "spectator";
2227                         }
2228                 }
2229         } else {
2230                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2231                         self.flags |= FL_JUMPRELEASED;
2232                         if(self.flags & FL_SPAWNING)
2233                         {
2234                                 self.flags &~= FL_SPAWNING;
2235                                 LeaveSpectatorMode();
2236                                 return;
2237                         }
2238                 }
2239         }
2240         PrintWelcomeMessage(self);
2241 }
2242
2243 void SpectatorThink()
2244 {
2245         if (self.flags & FL_JUMPRELEASED) {
2246                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2247                         self.welcomemessage_time = 0;
2248                         self.flags &~= FL_JUMPRELEASED;
2249                         self.flags |= FL_SPAWNING;
2250                 } else if(self.BUTTON_ATCK) {
2251                         self.welcomemessage_time = 0;
2252                         self.flags &~= FL_JUMPRELEASED;
2253                         if(SpectateNext() == 1) {
2254                                 self.classname = "spectator";
2255                         } else {
2256                                 self.classname = "observer";
2257                                 PutClientInServer();
2258                         }
2259                 } else if (self.BUTTON_ATCK2) {
2260                         self.welcomemessage_time = 0;
2261                         self.flags &~= FL_JUMPRELEASED;
2262                         self.classname = "observer";
2263                         PutClientInServer();
2264                 } else {
2265                         if(!SpectateUpdate())
2266                                 PutObserverInServer();
2267                 }
2268         } else {
2269                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2270                         self.flags |= FL_JUMPRELEASED;
2271                         if(self.flags & FL_SPAWNING)
2272                         {
2273                                 self.flags &~= FL_SPAWNING;
2274                                 LeaveSpectatorMode();
2275                                 return;
2276                         }
2277                 }
2278         }
2279         PrintWelcomeMessage(self);
2280         self.flags |= FL_CLIENT | FL_NOTARGET;
2281 }
2282
2283 .float touchexplode_time;
2284
2285 /*
2286 =============
2287 PlayerPreThink
2288
2289 Called every frame for each client before the physics are run
2290 =============
2291 */
2292 void() ctf_setstatus;
2293 void() nexball_setstatus;
2294 .float items_added;
2295 void PlayerPreThink (void)
2296 {
2297         self.stat_game_starttime = game_starttime;
2298         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2299         self.stat_leadlimit = cvar("leadlimit");
2300
2301         if(blockSpectators && frametime)
2302                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2303                 checkSpectatorBlock();
2304
2305         zoomstate_set = 0;
2306
2307         if(self.netname_previous != self.netname)
2308         {
2309                 if(cvar("sv_eventlog"))
2310                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2311                 if(self.netname_previous)
2312                         strunzone(self.netname_previous);
2313                 self.netname_previous = strzone(self.netname);
2314         }
2315
2316         // version nagging
2317         if(self.version_nagtime)
2318                 if(self.cvar_g_nexuizversion)
2319                         if(time > self.version_nagtime)
2320                         {
2321                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2322                                 {
2323                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2324                                         {
2325                                                 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");
2326                                                 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"));
2327                                         }
2328                                         else
2329                                         {
2330                                                 float r;
2331                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2332                                                 if(r < 0)
2333                                                 {
2334                                                         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");
2335                                                         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"));
2336                                                 }
2337                                                 else if(r > 0)
2338                                                 {
2339                                                         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");
2340                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2341                                                 }
2342                                         }
2343                                 }
2344                                 self.version_nagtime = 0;
2345                         }
2346
2347         // GOD MODE info
2348         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2349         {
2350                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2351                 self.max_armorvalue = 0;
2352         }
2353
2354 #ifdef TETRIS
2355         if (TetrisPreFrame())
2356                 return;
2357 #endif
2358
2359         if(self.classname == "player") {
2360 //              if(self.netname == "Wazat")
2361 //                      bprint(self.classname, "\n");
2362
2363                 CheckRules_Player();
2364
2365                 PrintWelcomeMessage(self);
2366
2367                 if (intermission_running)
2368                 {
2369                         IntermissionThink ();   // otherwise a button could be missed between
2370                         return;                                 // the think tics
2371                 }
2372
2373                 if(self.teleport_time)
2374                 if(time > self.teleport_time)
2375                 {
2376                         self.teleport_time = 0;
2377                         self.effects = self.effects - (self.effects & EF_NODRAW);
2378                 }
2379
2380                 Nixnex_GiveCurrentWeapon();
2381
2382                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2383                         UpdateSelectedPlayer();
2384
2385                 //don't allow the player to turn around while game is paused!
2386                 if(timeoutStatus == 2) {
2387                         self.v_angle = self.lastV_angle;
2388                         self.angles = self.lastV_angle;
2389                         self.fixangle = TRUE;
2390                 }
2391
2392                 if(frametime)
2393                         player_powerups();
2394
2395                 if (self.deadflag != DEAD_NO)
2396                 {
2397                         float button_pressed, force_respawn;
2398                         if(self.personal && g_race_qualifying)
2399                         {
2400                                 if(time > self.death_time)
2401                                 {
2402                                         self.death_time = time + 1; // only retry once a second
2403                                         respawn();
2404                                         self.impulse = 141;
2405                                 }
2406                         }
2407                         else
2408                         {
2409                                 if(frametime)
2410                                         player_anim();
2411                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2412                                 force_respawn = (g_lms || cvar("g_forced_respawn"));
2413                                 if (self.deadflag == DEAD_DYING)
2414                                 {
2415                                         if(force_respawn)
2416                                                 self.deadflag = DEAD_RESPAWNING;
2417                                         else if(!button_pressed)
2418                                                 self.deadflag = DEAD_DEAD;
2419                                 }
2420                                 else if (self.deadflag == DEAD_DEAD)
2421                                 {
2422                                         if(button_pressed)
2423                                                 self.deadflag = DEAD_RESPAWNABLE;
2424                                 }
2425                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2426                                 {
2427                                         if(!button_pressed)
2428                                                 self.deadflag = DEAD_RESPAWNING;
2429                                 }
2430                                 else if (self.deadflag == DEAD_RESPAWNING)
2431                                 {
2432                                         if(time > self.death_time)
2433                                         {
2434                                                 self.death_time = time + 1; // only retry once a second
2435                                                 respawn();
2436                                         }
2437                                 }
2438                                 ShowRespawnCountdown();
2439                         }
2440                         return;
2441                 }
2442
2443                 if(g_touchexplode)
2444                 if(time > self.touchexplode_time)
2445                 if(self.classname == "player")
2446                 if(self.deadflag == DEAD_NO)
2447                 if not(IS_INDEPENDENT_PLAYER(self))
2448                 FOR_EACH_PLAYER(other) if(self != other)
2449                 {
2450                         if(time > other.touchexplode_time)
2451                         if(other.classname == "player")
2452                         if(other.deadflag == DEAD_NO)
2453                         if not(IS_INDEPENDENT_PLAYER(other))
2454                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2455                         {
2456                                 PlayerTouchExplode(self, other);
2457                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2458                         }
2459                 }
2460
2461                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2462                 {
2463                         vector dist;
2464
2465                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2466                         dist = self.prevorigin - self.origin;
2467                         dist_z = 0;
2468                         self.lms_traveled_distance += fabs(vlen(dist));
2469
2470                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2471                         {
2472                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2473                                 self.lms_traveled_distance = 0;
2474                         }
2475
2476                         if(time > self.lms_nextcheck)
2477                         {
2478                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2479                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2480                                 {
2481                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2482                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2483                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2484                                         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');
2485                                 }
2486                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2487                                 self.lms_traveled_distance = 0;
2488                         }
2489                 }
2490
2491                 self.prevorigin = self.origin;
2492
2493                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2494                 {
2495                         if (!self.crouch)
2496                         {
2497                                 self.crouch = TRUE;
2498                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2499                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2500                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2501                         }
2502                 }
2503                 else
2504                 {
2505                         if (self.crouch)
2506                         {
2507                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2508                                 if (!trace_startsolid)
2509                                 {
2510                                         self.crouch = FALSE;
2511                                         self.view_ofs = PL_VIEW_OFS;
2512                                         setsize (self, PL_MIN, PL_MAX);
2513                                 }
2514                         }
2515                 }
2516
2517                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2518                 {
2519                         if(self.bloodloss_timer < time)
2520                         {
2521                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2522                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2523                         }
2524                 }
2525
2526                 FixPlayermodel();
2527
2528                 GrapplingHookFrame();
2529
2530                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2531                 //if(frametime)
2532                 {
2533                         self.items &~= self.items_added;
2534
2535                         W_WeaponFrame();
2536
2537                         self.items_added = 0;
2538                         if(self.items & IT_JETPACK)
2539                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2540                                         self.items_added |= IT_FUEL;
2541
2542                         self.items |= self.items_added;
2543                 }
2544
2545                 player_regen();
2546                 if(frametime)
2547                         player_anim();
2548
2549                 if (g_minstagib)
2550                         minstagib_ammocheck();
2551
2552                 ctf_setstatus();
2553                 nexball_setstatus();
2554
2555                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2556
2557                 //self.angles_y=self.v_angle_y + 90;   // temp
2558         } else if(gameover) {
2559                 if (intermission_running)
2560                         IntermissionThink ();   // otherwise a button could be missed between
2561                 return;
2562         } else if(self.classname == "observer") {
2563                 ObserverThink();
2564         } else if(self.classname == "spectator") {
2565                 SpectatorThink();
2566         }
2567
2568         if(!zoomstate_set)
2569                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2570
2571         float oldspectatee_status;
2572         oldspectatee_status = self.spectatee_status;
2573         if(self.classname == "spectator")
2574                 self.spectatee_status = num_for_edict(self.enemy);
2575         else if(self.classname == "observer")
2576                 self.spectatee_status = num_for_edict(self);
2577         else
2578                 self.spectatee_status = 0;
2579         if(self.spectatee_status != oldspectatee_status)
2580         {
2581                 ClientData_Touch(self);
2582                 if(g_race || g_cts)
2583                         race_InitSpectator();
2584         }
2585
2586         if(self.teamkill_soundtime)
2587         if(time > self.teamkill_soundtime)
2588         {
2589                 self.teamkill_soundtime = 0;
2590
2591                 entity oldpusher, oldself;
2592
2593                 oldself = self; self = self.teamkill_soundsource;
2594                 oldpusher = self.pusher; self.pusher = oldself;
2595
2596                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2597
2598                 self.pusher = oldpusher;
2599                 self = oldself;
2600         }
2601
2602         if(self.taunt_soundtime)
2603         if(time > self.taunt_soundtime)
2604         {
2605                 self.taunt_soundtime = 0;
2606                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2607         }
2608
2609         target_voicescript_next(self);
2610 }
2611
2612 // on dragger:
2613 .entity dragentity;
2614 .float draggravity;
2615 .float dragspeed; // speed of mouse wheel action
2616 .float dragdistance; // distance of dragentity's draglocalvector from view_ofs
2617 .vector draglocalvector; // local attachment vector of the dragentity
2618 .float draglocalangle;
2619 // on draggee:
2620 .entity draggedby;
2621 .float dragmovetype;
2622 void Drag_Begin(entity dragger, entity draggee, vector touchpoint)
2623 {
2624         float tagscale;
2625
2626         draggee.dragmovetype = draggee.movetype;
2627         draggee.draggravity = draggee.gravity;
2628         draggee.movetype = MOVETYPE_WALK;
2629         draggee.gravity = 0.00001;
2630         draggee.flags &~= FL_ONGROUND;
2631         draggee.draggedby = dragger;
2632
2633         dragger.dragentity = draggee;
2634
2635         dragger.dragdistance = vlen(touchpoint - dragger.origin - dragger.view_ofs);
2636         dragger.draglocalangle = draggee.angles_y - dragger.v_angle_y;
2637         touchpoint = touchpoint - gettaginfo(draggee, 0);
2638         tagscale = pow(vlen(v_forward), -2);
2639         dragger.draglocalvector_x = touchpoint * v_forward * tagscale;
2640         dragger.draglocalvector_y = touchpoint * v_right * tagscale;
2641         dragger.draglocalvector_z = touchpoint * v_up * tagscale;
2642
2643         dragger.dragspeed = 64;
2644 }
2645
2646 void Drag_Finish(entity dragger)
2647 {
2648         entity draggee;
2649         draggee = dragger.dragentity;
2650         if(dragger)
2651                 dragger.dragentity = world;
2652         draggee.draggedby = world;
2653         draggee.movetype = draggee.dragmovetype;
2654         draggee.gravity = draggee.draggravity;
2655
2656         switch(draggee.movetype)
2657         {
2658                 case MOVETYPE_TOSS:
2659                 case MOVETYPE_WALK:
2660                 case MOVETYPE_STEP:
2661                 case MOVETYPE_FLYMISSILE:
2662                 case MOVETYPE_BOUNCE:
2663                 case MOVETYPE_BOUNCEMISSILE:
2664                         break;
2665                 default:
2666                         draggee.velocity = '0 0 0';
2667                         break;
2668         }
2669
2670         if((draggee.flags & FL_ITEM) && (vlen(draggee.velocity) < 32))
2671         {
2672                 draggee.velocity = '0 0 0';
2673                 draggee.flags |= FL_ONGROUND; // floating items are FUN
2674         }
2675 }
2676
2677 float Drag_IsDraggable(entity draggee)
2678 {
2679         // TODO add more checks for bad stuff here
2680         if(draggee.classname == "func_bobbing")
2681                 return FALSE;
2682         if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps)
2683                 return FALSE;
2684         if(draggee.classname == "plat")
2685                 return FALSE;
2686         if(draggee.classname == "func_button")
2687                 return FALSE;
2688         if(draggee.model == "")
2689                 return FALSE;
2690         if(draggee.classname == "spectator")
2691                 return FALSE;
2692         if(draggee.classname == "observer")
2693                 return FALSE;
2694         if(draggee.classname == "exteriorweaponentity")
2695                 return FALSE;
2696
2697         return TRUE;
2698 }
2699
2700 float Drag_MayChangeAngles(entity draggee)
2701 {
2702         // TODO add more checks for bad stuff here
2703         if(substring(draggee.model, 0, 1) == "*")
2704                 return FALSE;
2705         return TRUE;
2706 }
2707
2708 void Drag_MoveForward(entity dragger)
2709 {
2710         dragger.dragdistance += dragger.dragspeed;
2711 }
2712
2713 void Drag_SetSpeed(entity dragger, float s)
2714 {
2715         dragger.dragspeed = pow(2, s);
2716 }
2717
2718 void Drag_MoveBackward(entity dragger)
2719 {
2720         dragger.dragdistance = max(0, dragger.dragdistance - dragger.dragspeed);
2721 }
2722
2723 void Drag_Update(entity dragger)
2724 {
2725         vector curorigin, neworigin, goodvelocity;
2726         float f;
2727         entity draggee;
2728
2729         draggee = dragger.dragentity;
2730         draggee.flags &~= FL_ONGROUND;
2731
2732         curorigin = gettaginfo(draggee, 0);
2733         curorigin = curorigin + v_forward * dragger.draglocalvector_x + v_right * dragger.draglocalvector_y + v_up * dragger.draglocalvector_z;
2734         makevectors(dragger.v_angle);
2735         neworigin = dragger.origin + dragger.view_ofs + v_forward * dragger.dragdistance;
2736         goodvelocity = (neworigin - curorigin) * (1 / frametime);
2737
2738         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle > 180)
2739                 dragger.draglocalangle += 360;
2740         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle <= -180)
2741                 dragger.draglocalangle -= 360;
2742
2743         f = min(frametime * 10, 1);
2744         draggee.velocity = draggee.velocity * (1 - f) + goodvelocity * f;
2745
2746         if(Drag_MayChangeAngles(draggee))
2747                 draggee.angles_y = draggee.angles_y * (1 - f) + (dragger.v_angle_y + dragger.draglocalangle) * f;
2748
2749         draggee.ltime = max(servertime + serverframetime, draggee.ltime); // fixes func_train breakage
2750
2751         te_lightning1(dragger, dragger.origin + dragger.view_ofs, curorigin);
2752 }
2753
2754 float Drag_CanDrag(entity dragger)
2755 {
2756         return (dragger.deadflag == DEAD_NO) || (dragger.classname == "player");
2757 }
2758
2759 float Drag_IsDragging(entity dragger)
2760 {
2761         if(!dragger.dragentity)
2762                 return FALSE;
2763         if(wasfreed(dragger.dragentity) || dragger.dragentity.draggedby != dragger)
2764         {
2765                 dragger.dragentity = world;
2766                 return FALSE;
2767         }
2768         if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity))
2769         {
2770                 Drag_Finish(dragger);
2771                 return FALSE;
2772         }
2773         return TRUE;
2774 }
2775
2776 void Drag_MoveDrag(entity from, entity to)
2777 {
2778         if(from.draggedby)
2779         {
2780                 to.draggedby = from.draggedby;
2781                 to.draggedby.dragentity = to;
2782                 from.draggedby = world;
2783         }
2784 }
2785
2786 /*
2787 =============
2788 PlayerPostThink
2789
2790 Called every frame for each client after the physics are run
2791 =============
2792 */
2793 .float idlekick_lasttimeleft;
2794 void PlayerPostThink (void)
2795 {
2796         // Savage: Check for nameless players
2797         if (strlen(self.netname) < 1) {
2798                 self.netname = "Player";
2799                 stuffcmd(self, "seta _cl_name Player\n");
2800         }
2801
2802         if(sv_maxidle && frametime)
2803         {
2804                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2805                 float timeleft;
2806                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2807                 if(timeleft <= 0)
2808                 {
2809                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2810                         announce(self, "announcer/robotic/terminated.wav");
2811                         dropclient(self);
2812                         return;
2813                 }
2814                 else if(timeleft <= 10)
2815                 {
2816                         if(timeleft != self.idlekick_lasttimeleft)
2817                         {
2818                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2819                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2820                         }
2821                 }
2822                 else
2823                 {
2824                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2825                 }
2826                 self.idlekick_lasttimeleft = timeleft;
2827         }
2828
2829 #ifdef TETRIS
2830         if(self.impulse == 100)
2831                 ImpulseCommands();
2832         if (TetrisPostFrame())
2833                 return;
2834 #endif
2835
2836         if(sv_cheats || self.maycheat)
2837                 if(Drag_CanDrag(self))
2838                         if(self.BUTTON_DRAG)
2839                                 if(!self.dragentity)
2840                                         if(self.cursor_trace_ent)
2841                                                 if(Drag_IsDraggable(self.cursor_trace_ent))
2842                                                 {
2843                                                         if(self.cursor_trace_ent.draggedby)
2844                                                                 Drag_Finish(self.cursor_trace_ent.draggedby);
2845                                                         if(self.cursor_trace_ent.tag_entity)
2846                                                                 detach_sameorigin(self.cursor_trace_ent);
2847                                                         Drag_Begin(self, self.cursor_trace_ent, self.cursor_trace_endpos);
2848                                                 }
2849
2850         if(Drag_IsDragging(self))
2851         {
2852                 if(self.BUTTON_DRAG)
2853                 {
2854                         if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
2855                         {
2856                                 Drag_MoveForward(self);
2857                                 self.impulse = 0;
2858                         }
2859                         else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
2860                         {
2861                                 Drag_MoveBackward(self);
2862                                 self.impulse = 0;
2863                         }
2864                         else if(self.impulse >= 1 && self.impulse <= 9)
2865                         {
2866                                 Drag_SetSpeed(self, self.impulse - 1);
2867                         }
2868                         else if(self.impulse == 14)
2869                         {
2870                                 Drag_SetSpeed(self, 9);
2871                         }
2872
2873                         if(frametime)
2874                                 Drag_Update(self);
2875                 }
2876                 else
2877                 {
2878                         Drag_Finish(self);
2879                 }
2880         }
2881
2882         if(self.classname == "player") {
2883                 CheckRules_Player();
2884                 UpdateChatBubble();
2885                 UpdateTeamBubble();
2886                 if (self.impulse)
2887                         ImpulseCommands();
2888                 if (intermission_running)
2889                         return;         // intermission or finale
2890
2891                 GetPressedKeys();
2892         } else if (self.classname == "observer") {
2893                 //do nothing
2894         } else if (self.classname == "spectator") {
2895                 //do nothing
2896         }
2897
2898         /*
2899         float i;
2900         for(i = 0; i < 1000; ++i)
2901         {
2902                 vector end;
2903                 end = self.origin + '0 0 1024' + 512 * randomvec();
2904                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2905                 if(trace_fraction < 1)
2906                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2907                 {
2908                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2909                         break;
2910                 }
2911         }
2912         */
2913
2914         Arena_Warmup();
2915
2916         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2917
2918         if(self.waypointsprite_attachedforcarrier)
2919                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
2920 }