]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
fix warning
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(0, SVC_TEMPENTITY);
6         WriteByte(0, TE_CSQC_TEAMNAGGER);
7 }
8
9 void Announce(string snd) {
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12         WriteString(MSG_ALL, snd);
13 }
14
15 void AnnounceTo(entity e, string snd) {
16         msg_entity = e;
17         WriteByte(MSG_ONE, SVC_TEMPENTITY);
18         WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
19         WriteString(MSG_ONE, snd);
20 }
21
22 float ClientData_Send(entity to, float sf)
23 {
24         if(to != self.owner)
25         {
26                 error("wtf");
27                 return FALSE;
28         }
29
30         entity e;
31
32         e = to;
33         if(to.classname == "spectator")
34                 e = to.enemy;
35
36         sf = 0;
37
38         if(e.race_completed)
39                 sf |= 1; // forced scoreboard
40         if(to.spectatee_status)
41                 sf |= 2; // spectator ent number follows
42         if(e.zoomstate)
43                 sf |= 4; // zoomed
44         if(e.porto_v_angle_held)
45                 sf |= 8; // angles held
46
47         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
48         WriteByte(MSG_ENTITY, sf);
49
50         if(sf & 2)
51                 WriteByte(MSG_ENTITY, to.spectatee_status);
52
53         if(sf & 8)
54         {
55                 WriteAngle(MSG_ENTITY, e.v_angle_x);
56                 WriteAngle(MSG_ENTITY, e.v_angle_y);
57         }
58
59         return TRUE;
60 }
61
62 void ClientData_Attach()
63 {
64         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
65         self.clientdata.drawonlytoclient = self;
66         self.clientdata.owner = self;
67 }
68
69 void ClientData_Detach()
70 {
71         remove(self.clientdata);
72         self.clientdata = world;
73 }
74
75 void ClientData_Touch(entity e)
76 {
77         e.clientdata.SendFlags = 1;
78
79         // make it spectatable
80         entity e2;
81         FOR_EACH_REALCLIENT(e2)
82         {
83                 if(e2 != e)
84                         if(e2.classname == "spectator")
85                                 if(e2.enemy == e)
86                                         e2.clientdata.SendFlags = 1;
87         }
88 }
89
90
91 .vector spawnpoint_score;
92 .string netname_previous;
93
94 void spawnfunc_info_player_survivor (void)
95 {
96         spawnfunc_info_player_deathmatch();
97 }
98
99 void spawnfunc_info_player_start (void)
100 {
101         spawnfunc_info_player_deathmatch();
102 }
103
104 void spawnfunc_info_player_deathmatch (void)
105 {
106         self.classname = "info_player_deathmatch";
107         relocate_spawnpoint();
108 }
109
110 void spawnpoint_use()
111 {
112         if(teams_matter)
113         if(have_team_spawns > 0)
114         {
115                 self.team = activator.team;
116                 some_spawn_has_been_used = 1;
117         }
118 };
119
120 // Returns:
121 //   _x: prio (-1 if unusable)
122 //   _y: weight
123 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
124 {
125         float shortest, thisdist;
126         float prio;
127         entity player;
128
129         prio = 0;
130
131         // filter out spots for the wrong team
132         if(teamcheck)
133         if(spot.team != teamcheck)
134                 return '-1 0 0';
135
136         if(race_spawns)
137                 if(spot.target == "")
138                         return '-1 0 0';
139
140         if(clienttype(self) == CLIENTTYPE_REAL)
141         {
142                 if(spot.restriction == 1)
143                         return '-1 0 0';
144         }
145         else
146         {
147                 if(spot.restriction == 2)
148                         return '-1 0 0';
149         }
150
151         // filter out spots for assault
152         if(spot.target != "") {
153                 local entity ent;
154                 float good, found;
155                 ent = find(world, targetname, spot.target);
156
157                 while(ent) {
158                         if(ent.classname == "target_objective")
159                         {
160                                 found = 1;
161                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
162                                         return '-1 0 0';
163                                 good = 1;
164                         }
165                         else if(ent.classname == "trigger_race_checkpoint")
166                         {
167                                 found = 1;
168                                 if(!anypoint) // spectators may spawn everywhere
169
170                                 {
171                                         if(g_race_qualifying)
172                                         {
173                                                 // spawn at first
174                                                 if(ent.race_checkpoint != 0)
175                                                         return '-1 0 0';
176                                                 if(spot.race_place != race_lowest_place_spawn)
177                                                         return '-1 0 0';
178                                         }
179                                         else
180                                         {
181                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)
182                                                         return '-1 0 0';
183                                                 // try reusing the previous spawn
184                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
185                                                         prio += 1;
186                                                 if(ent.race_checkpoint == 0)
187                                                 {
188                                                         float pl;
189                                                         pl = self.race_place;
190                                                         if(pl > race_highest_place_spawn)
191                                                                 pl = 0;
192                                                         if(pl == 0 && !self.race_started)
193                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
194                                                         if(spot.race_place != pl)
195                                                                 return '-1 0 0';
196                                                 }
197                                         }
198                                 }
199                                 good = 1;
200                         }
201                         ent = find(ent, targetname, spot.target);
202                 }
203
204                 if(found && !good)
205                         return '-1 0 0';
206         }
207
208         player = playerlist;
209         shortest = vlen(world.maxs - world.mins);
210         for(player = playerlist; player; player = player.chain)
211                 if (player != self)
212                 {
213                         thisdist = vlen(player.origin - spot.origin);
214                         if (thisdist < shortest)
215                                 shortest = thisdist;
216                 }
217         return prio * '1 0 0' + shortest * '0 1 0';
218 }
219
220 float spawn_allbad;
221 float spawn_allgood;
222 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
223 {
224         local entity spot, spotlist, spotlistend;
225         spawn_allgood = TRUE;
226         spawn_allbad = TRUE;
227
228         spotlist = world;
229         spotlistend = world;
230
231         for(spot = firstspot; spot; spot = spot.chain)
232         {
233                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
234
235                 if(cvar("spawn_debugview"))
236                 {
237                         setmodel(spot, "models/runematch/rune.mdl");
238                         if(spot.spawnpoint_score_y < mindist)
239                         {
240                                 spot.colormod = '1 0 0';
241                                 spot.scale = 1;
242                         }
243                         else
244                         {
245                                 spot.colormod = '0 1 0';
246                                 spot.scale = spot.spawnpoint_score_y / mindist;
247                         }
248                 }
249
250                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
251                 {
252                         if(spot.spawnpoint_score_y < mindist)
253                         {
254                                 // too short distance
255                                 spawn_allgood = FALSE;
256                         }
257                         else
258                         {
259                                 // perfect
260                                 spawn_allbad = FALSE;
261
262                                 if(spotlistend)
263                                         spotlistend.chain = spot;
264                                 spotlistend = spot;
265                                 if(!spotlist)
266                                         spotlist = spot;
267
268                                 /*
269                                 if(teamcheck)
270                                 if(spot.team != teamcheck)
271                                         error("invalid spawn added");
272
273                                 print("added ", etos(spot), "\n");
274                                 */
275                         }
276                 }
277         }
278         if(spotlistend)
279                 spotlistend.chain = world;
280
281         /*
282                 entity e;
283                 if(teamcheck)
284                         for(e = spotlist; e; e = e.chain)
285                         {
286                                 print("seen ", etos(e), "\n");
287                                 if(e.team != teamcheck)
288                                         error("invalid spawn found");
289                         }
290         */
291
292         return spotlist;
293 }
294
295 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
296 {
297         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
298         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
299         local entity spot;
300
301         RandomSelection_Init();
302         for(spot = firstspot; spot; spot = spot.chain)
303                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
304
305         return RandomSelection_chosen_ent;
306 }
307
308 /*
309 =============
310 SelectSpawnPoint
311
312 Finds a point to respawn
313 =============
314 */
315 entity SelectSpawnPoint (float anypoint)
316 {
317         local float teamcheck;
318         local entity firstspot_new;
319         local entity spot, firstspot, playerlist;
320
321         spot = find (world, classname, "testplayerstart");
322         if (spot)
323                 return spot;
324
325         teamcheck = 0;
326
327         if(!anypoint && have_team_spawns > 0)
328                 teamcheck = self.team;
329
330         // get the list of players
331         playerlist = findchain(classname, "player");
332         // get the entire list of spots
333         firstspot = findchain(classname, "info_player_deathmatch");
334         // filter out the bad ones
335         // (note this returns the original list if none survived)
336         if(anypoint)
337         {
338                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
339         }
340         else
341         {
342                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
343                 if(!firstspot_new)
344                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
345                 firstspot = firstspot_new;
346
347                 // there is 50/50 chance of choosing a random spot or the furthest spot
348                 // (this means that roughly every other spawn will be furthest, so you
349                 // usually won't get fragged at spawn twice in a row)
350                 if (arena_roundbased && !g_ca)
351                 {
352                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
353                         if(firstspot_new)
354                                 firstspot = firstspot_new;
355                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
356                 }
357                 else if (random() > cvar("g_spawn_furthest"))
358                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
359                 else
360                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
361         }
362
363         if(cvar("spawn_debugview"))
364         {
365                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
366
367                 entity e;
368                 if(teamcheck)
369                         for(e = firstspot; e; e = e.chain)
370                                 if(e.team != teamcheck)
371                                         error("invalid spawn found");
372         }
373
374         if (!spot)
375         {
376                 if(cvar("spawn_debug"))
377                         GotoNextMap();
378                 else
379                 {
380                         if(some_spawn_has_been_used)
381                                 return world; // team can't spawn any more, because of actions of other team
382                         else
383                                 error("Cannot find a spawn point - please fix the map!");
384                 }
385         }
386
387         return spot;
388 }
389
390 /*
391 =============
392 CheckPlayerModel
393
394 Checks if the argument string can be a valid playermodel.
395 Returns a valid one in doubt.
396 =============
397 */
398 string FallbackPlayerModel = "models/player/marine.zym";
399 string CheckPlayerModel(string plyermodel) {
400         if(strlen(plyermodel) < 4)
401                 return FallbackPlayerModel;
402         if( substring(plyermodel,0,14) != "models/player/")
403                 return FallbackPlayerModel;
404         else if(cvar("sv_servermodelsonly"))
405         {
406                 if(substring(plyermodel,-4,4) != ".zym")
407                 if(substring(plyermodel,-4,4) != ".dpm")
408                 if(substring(plyermodel,-4,4) != ".md3")
409                 if(substring(plyermodel,-4,4) != ".psk")
410                         return FallbackPlayerModel;
411                 // forbid the LOD models
412                 if(substring(plyermodel, -9,5) == "_lod1")
413                         return FallbackPlayerModel;
414                 if(substring(plyermodel, -9,5) == "_lod2")
415                         return FallbackPlayerModel;
416                 if(plyermodel != strtolower(plyermodel))
417                         return FallbackPlayerModel;
418                 if(!fexists(plyermodel))
419                         return FallbackPlayerModel;
420         }
421         return plyermodel;
422 }
423
424 /*
425 =============
426 Client_customizeentityforclient
427
428 LOD reduction
429 =============
430 */
431 void Client_uncustomizeentityforclient()
432 {
433         if(self.modelindex == 0) // no need to uncustomize then
434                 return;
435         self.modelindex = self.modelindex_lod0;
436         self.skin = self.skinindex;
437 }
438
439 float Client_customizeentityforclient()
440 {
441         entity modelsource;
442
443         if(self.modelindex == 0)
444                 return TRUE;
445
446         // forcemodel stuff
447
448 #ifdef PROFILING
449         float t0;
450         t0 = gettime(GETTIME_HIRES); // reference
451 #endif
452
453         modelsource = self;
454
455 #ifdef ALLOW_FORCEMODELS
456         if(other.cvar_cl_forceplayermodelsfromnexuiz)
457                 if not(self.modelindex_lod0_from_nexuiz)
458                         modelsource = other;
459         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
460                 modelsource = other;
461 #endif
462
463         self.skin = modelsource.skinindex;
464
465 #if 0
466         if(modelsource == self)
467                 self.skin = modelsource.skinindex;
468         else
469                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
470 #endif
471
472         // self: me
473         // other: the player viewing me
474         float distance;
475         float f;
476
477         if(other.cvar_cl_playerdetailreduction <= 0)
478         {
479                 if(other.cvar_cl_playerdetailreduction <= -2)
480                         self.modelindex = modelsource.modelindex_lod2;
481                 else if(other.cvar_cl_playerdetailreduction <= -1)
482                         self.modelindex = modelsource.modelindex_lod1;
483                 else
484                         self.modelindex = modelsource.modelindex_lod0;
485         }
486         else
487         {
488                 distance = vlen(self.origin - other.origin);
489                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
490                 if(f > sv_loddistance2)
491                         self.modelindex = modelsource.modelindex_lod2;
492                 else if(f > sv_loddistance1)
493                         self.modelindex = modelsource.modelindex_lod1;
494                 else
495                         self.modelindex = modelsource.modelindex_lod0;
496         }
497
498 #ifdef PROFILING
499         float t1;
500         t1 = gettime(GETTIME_HIRES); // reference
501         client_cefc_accumulator += (t1 - t0);
502 #endif
503
504         return TRUE;
505 }
506
507 void UpdatePlayerSounds();
508 void setmodel_lod(entity e, string modelname)
509 {
510         string s;
511
512         if(sv_loddistance1)
513         {
514                 // FIXME: this only supports 3-letter extensions
515                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
516                 if(fexists(s))
517                 {
518                         setmodel(e, s); // players have high precision
519                         self.modelindex_lod1 = self.modelindex;
520                 }
521                 else
522                         self.modelindex_lod1 = -1;
523
524                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
525                 if(fexists(s))
526                 {
527                         setmodel(e, s); // players have high precision
528                         self.modelindex_lod2 = self.modelindex;
529                 }
530                 else
531                         self.modelindex_lod2 = -1;
532
533                 precache_model(modelname);
534                 setmodel(e, modelname); // players have high precision
535                 self.modelindex_lod0 = self.modelindex;
536
537                 if(self.modelindex_lod1 < 0)
538                         self.modelindex_lod1 = self.modelindex;
539
540                 if(self.modelindex_lod2 < 0)
541                         self.modelindex_lod2 = self.modelindex;
542         }
543         else
544         {
545                 precache_model(modelname);
546                 setmodel(e, modelname); // players have high precision
547                 self.modelindex_lod0 = self.modelindex;
548                         // save it for possible player model forcing
549         }
550
551         s = whichpack(self.model);
552         self.modelindex_lod0_from_nexuiz = ((s == "") || (substring(s, 0, 4) == "data"));
553
554         player_setupanimsformodel();
555         UpdatePlayerSounds();
556 }
557
558 /*
559 =============
560 PutObserverInServer
561
562 putting a client as observer in the server
563 =============
564 */
565 void FixPlayermodel();
566 void PutObserverInServer (void)
567 {
568         entity  spot;
569
570         race_PreSpawnObserver();
571
572         spot = SelectSpawnPoint (TRUE);
573         if(!spot)
574                 error("No spawnpoints for observers?!?\n");
575         RemoveGrapplingHook(self); // Wazat's Grappling Hook
576
577         if(clienttype(self) == CLIENTTYPE_REAL)
578         {
579                 msg_entity = self;
580                 WriteByte(MSG_ONE, SVC_SETVIEW);
581                 WriteEntity(MSG_ONE, self);
582         }
583
584         DropAllRunes(self);
585         kh_Key_DropAll(self, TRUE);
586
587         Portal_ClearAll(self);
588
589         if(self.flagcarried)
590                 DropFlag(self.flagcarried, world, world);
591
592         if(self.ballcarried)
593                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
594
595         WaypointSprite_PlayerDead();
596
597         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
598                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
599
600         if(self.killcount != -666) {
601                 if(g_lms) {
602                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
603                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
604                         else
605                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
606                 } else
607                         bprint ("^4", self.netname, "^4 is spectating now\n");
608
609                 if(self.just_joined == FALSE) {
610                         LogTeamchange(self.playerid, -1, 4);
611                 } else
612                         self.just_joined = FALSE;
613         }
614
615         PlayerScore_Clear(self); // clear scores when needed
616
617         self.spectatortime = time;
618
619         self.classname = "observer";
620         self.iscreature = FALSE;
621         self.health = -666;
622         self.takedamage = DAMAGE_NO;
623         self.solid = SOLID_NOT;
624         self.movetype = MOVETYPE_NOCLIP;
625         self.flags = FL_CLIENT | FL_NOTARGET;
626         self.armorvalue = 666;
627         self.effects = 0;
628         self.armorvalue = cvar("g_balance_armor_start");
629         self.pauserotarmor_finished = 0;
630         self.pauserothealth_finished = 0;
631         self.pauseregen_finished = 0;
632         self.damageforcescale = 0;
633         self.death_time = 0;
634         self.dead_frame = 0;
635         self.alpha = 0;
636         self.scale = 0;
637         self.fade_time = 0;
638         self.pain_frame = 0;
639         self.pain_finished = 0;
640         self.strength_finished = 0;
641         self.invincible_finished = 0;
642         self.pushltime = 0;
643         self.think = SUB_Null;
644         self.nextthink = 0;
645         self.hook_time = 0;
646         self.runes = 0;
647         self.deadflag = DEAD_NO;
648         self.angles = spot.angles;
649         self.angles_z = 0;
650         self.fixangle = TRUE;
651         self.crouch = FALSE;
652
653         self.view_ofs = PL_VIEW_OFS;
654         setorigin (self, spot.origin);
655         setsize (self, '0 0 0', '0 0 0');
656         self.prevorigin = self.origin;
657         self.items = 0;
658         self.weapons = 0;
659         self.model = "";
660         FixPlayermodel();
661         self.model = "";
662         self.modelindex = 0;
663         self.weapon = 0;
664         self.weaponmodel = "";
665         self.weaponentity = world;
666         self.exteriorweaponentity = world;
667         self.killcount = -666;
668         self.velocity = '0 0 0';
669         self.avelocity = '0 0 0';
670         self.punchangle = '0 0 0';
671         self.punchvector = '0 0 0';
672         self.oldvelocity = self.velocity;
673         self.fire_endtime = -1;
674
675         if(sv_loddistance1)
676                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
677
678         if(g_arena)
679         {
680                 if(self.version_mismatch)
681                 {
682                         Spawnqueue_Unmark(self);
683                         Spawnqueue_Remove(self);
684                 }
685                 else
686                 {
687                         Spawnqueue_Insert(self);
688                 }
689         }
690         else if(g_lms)
691         {
692                 // Only if the player cannot play at all
693                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
694                         self.frags = FRAGS_SPECTATOR;
695                 else
696                         self.frags = FRAGS_LMS_LOSER;
697         }
698         else
699                 self.frags = FRAGS_SPECTATOR;
700 }
701
702 float RestrictSkin(float s)
703 {
704         if(!teams_matter)
705                 return s;
706         if(s == 6)
707                 return 6;
708         return mod(s, 3);
709 }
710
711 void FixPlayermodel()
712 {
713         local string defaultmodel;
714         local float defaultskin, chmdl, oldskin;
715         local vector m1, m2;
716
717         defaultmodel = "";
718
719         if(cvar("sv_defaultcharacter") == 1) {
720                 defaultskin = 0;
721
722                 if(teams_matter)
723                 {
724                         string s;
725                         s = Team_ColorNameLowerCase(self.team);
726                         if(s != "neutral")
727                         {
728                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
729                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
730                         }
731                 }
732
733                 if(defaultmodel == "")
734                 {
735                         defaultmodel = cvar_string("sv_defaultplayermodel");
736                         defaultskin = cvar("sv_defaultplayerskin");
737                 }
738         }
739
740         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
741         {
742                 if(self.model != "")
743                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
744                 self.model = ""; // force the != checks to return true
745         }
746
747         if(defaultmodel != "")
748         {
749                 if (defaultmodel != self.model)
750                 {
751                         m1 = self.mins;
752                         m2 = self.maxs;
753                         setmodel_lod (self, defaultmodel);
754                         setsize (self, m1, m2);
755                         chmdl = TRUE;
756                 }
757
758                 oldskin = self.skinindex;
759                 self.skinindex = defaultskin;
760         } else {
761                 if (self.playermodel != self.model || self.playermodel == "")
762                 {
763                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
764                         m1 = self.mins;
765                         m2 = self.maxs;
766                         setmodel_lod (self, self.playermodel);
767                         setsize (self, m1, m2);
768                         chmdl = TRUE;
769                 }
770
771                 oldskin = self.skinindex;
772                 self.skinindex = RestrictSkin(stof(self.playerskin));
773         }
774
775         if(chmdl || oldskin != self.skinindex)
776                 self.species = player_getspecies(); // model or skin has changed
777
778         if(!teams_matter)
779                 if(strlen(cvar_string("sv_defaultplayercolors")))
780                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
781                                 setcolor(self, cvar("sv_defaultplayercolors"));
782 }
783
784 void PlayerTouchExplode(entity p1, entity p2)
785 {
786         vector org;
787         org = (p1.origin + p2.origin) * 0.5;
788         org_z += (p1.mins_z + p2.mins_z) * 0.5;
789
790         te_explosion(org);
791
792         entity e;
793         e = spawn();
794         setorigin(e, org);
795         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
796         remove(e);
797 }
798
799 /*
800 =============
801 PutClientInServer
802
803 Called when a client spawns in the server
804 =============
805 */
806 //void() ctf_playerchanged;
807 void PutClientInServer (void)
808 {
809         if(clienttype(self) == CLIENTTYPE_BOT)
810         {
811                 self.classname = "player";
812         }
813         else if(clienttype(self) == CLIENTTYPE_REAL)
814         {
815                 msg_entity = self;
816                 WriteByte(MSG_ONE, SVC_SETVIEW);
817                 WriteEntity(MSG_ONE, self);
818         }
819
820         // player is dead and becomes observer
821         // FIXME fix LMS scoring for new system
822         if(g_lms)
823         {
824                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
825                         self.classname = "observer";
826         }
827
828         if(g_arena || (g_ca && !allowed_to_spawn))
829         if(!self.spawned)
830                 self.classname = "observer";
831
832         if(gameover)
833                 self.classname = "observer";
834
835         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
836                 entity spot, oldself;
837                 float j;
838
839                 if(self.team < 0)
840                         JoinBestTeam(self, FALSE, TRUE);
841
842                 race_PreSpawn();
843
844                 spot = SelectSpawnPoint (FALSE);
845                 if(!spot)
846                 {
847                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
848                         return; // spawn failed
849                 }
850
851                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
852
853                 self.classname = "player";
854                 self.wasplayer = TRUE;
855                 self.iscreature = TRUE;
856                 self.movetype = MOVETYPE_WALK;
857                 self.solid = SOLID_SLIDEBOX;
858                 if(cvar("g_playerclip_collisions"))
859                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
860                 else
861                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
862                 self.frags = FRAGS_PLAYER;
863                 if(independent_players)
864                         MAKE_INDEPENDENT_PLAYER(self);
865                 self.flags = FL_CLIENT;
866                 self.takedamage = DAMAGE_AIM;
867                 if(g_minstagib)
868                         self.effects = EF_FULLBRIGHT;
869                 else
870                         self.effects = 0;
871                 self.air_finished = time + 12;
872                 self.dmg = 2;
873
874                 if(inWarmupStage)
875                 {
876                         self.ammo_shells = warmup_start_ammo_shells;
877                         self.ammo_nails = warmup_start_ammo_nails;
878                         self.ammo_rockets = warmup_start_ammo_rockets;
879                         self.ammo_cells = warmup_start_ammo_cells;
880                         self.ammo_fuel = warmup_start_ammo_fuel;
881                         self.health = warmup_start_health;
882                         self.armorvalue = warmup_start_armorvalue;
883                         self.weapons = warmup_start_weapons;
884                 }
885                 else
886                 {
887                         self.ammo_shells = start_ammo_shells;
888                         self.ammo_nails = start_ammo_nails;
889                         self.ammo_rockets = start_ammo_rockets;
890                         self.ammo_cells = start_ammo_cells;
891                         self.ammo_fuel = start_ammo_fuel;
892                         self.health = start_health;
893                         self.armorvalue = start_armorvalue;
894                         self.weapons = start_weapons;
895                 }
896
897                 if(g_weaponarena_random)
898                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
899
900                 self.items = start_items;
901                 self.switchweapon = w_getbestweapon(self);
902                 self.cnt = self.switchweapon;
903                 self.weapon = 0;
904                 self.jump_interval = time;
905
906                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
907                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
908                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
909                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
910                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
911                 //extend the pause of rotting if client was reset at the beginning of the countdown
912                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
913                         self.spawnshieldtime += game_starttime - time;
914                         self.pauserotarmor_finished += game_starttime - time;
915                         self.pauserothealth_finished += game_starttime - time;
916                         self.pauseregen_finished += game_starttime - time;
917                 }
918                 self.damageforcescale = 2;
919                 self.death_time = 0;
920                 self.dead_frame = 0;
921                 self.alpha = 0;
922                 self.scale = 0;
923                 self.fade_time = 0;
924                 self.pain_frame = 0;
925                 self.pain_finished = 0;
926                 self.strength_finished = 0;
927                 self.invincible_finished = 0;
928                 self.pushltime = 0;
929                 // players have no think function
930                 self.think = SUB_Null;
931                 self.nextthink = 0;
932                 self.hook_time = 0;
933                 self.dmg_team = 0;
934
935                 self.metertime = 0;
936
937                 self.runes = 0;
938
939                 self.deadflag = DEAD_NO;
940
941                 self.angles = spot.angles;
942
943                 self.angles_z = 0; // never spawn tilted even if the spot says to
944                 self.fixangle = TRUE; // turn this way immediately
945                 self.velocity = '0 0 0';
946                 self.avelocity = '0 0 0';
947                 self.punchangle = '0 0 0';
948                 self.punchvector = '0 0 0';
949                 self.oldvelocity = self.velocity;
950                 self.fire_endtime = -1;
951
952                 msg_entity = self;
953                 WRITESPECTATABLE_MSG_ONE({
954                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
955                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
956                 });
957
958                 if(sv_loddistance1)
959                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
960
961                 self.model = "";
962                 FixPlayermodel();
963
964                 self.crouch = FALSE;
965                 self.view_ofs = PL_VIEW_OFS;
966                 setsize (self, PL_MIN, PL_MAX);
967                 self.spawnorigin = spot.origin;
968                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
969                 // don't reset back to last position, even if new position is stuck in solid
970                 self.oldorigin = self.origin;
971                 self.prevorigin = self.origin;
972                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
973
974                 if(g_arena)
975                 {
976                         Spawnqueue_Remove(self);
977                         Spawnqueue_Mark(self);
978                 }
979
980                 else if(g_ca)
981                         self.caplayer = 1;
982
983                 self.event_damage = PlayerDamage;
984
985                 self.bot_attack = TRUE;
986
987                 self.statdraintime = time + 5;
988                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
989
990                 if(self.killcount == -666) {
991                         PlayerScore_Clear(self);
992                         self.killcount = 0;
993                 }
994
995                 self.cnt = WEP_LASER;
996                 self.nixnex_lastchange_id = -1;
997
998                 CL_SpawnWeaponentity();
999                 self.alpha = default_player_alpha;
1000                 self.colormod = '1 1 1' * cvar("g_player_brightness");
1001                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1002
1003                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1004                 self.lms_traveled_distance = 0;
1005                 self.speedrunning = FALSE;
1006
1007                 race_PostSpawn(spot);
1008
1009                 if(cvar("spawn_debug"))
1010                 {
1011                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
1012                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
1013                 }
1014
1015                 //stuffcmd(self, "chase_active 0");
1016                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1017
1018                 if (cvar("g_spawnsound"))
1019                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1020
1021                 if(g_assault) {
1022                         if(self.team == assault_attacker_team)
1023                                 centerprint(self, "You are attacking!");
1024                         else
1025                                 centerprint(self, "You are defending!");
1026                 }
1027
1028                 target_voicescript_clear(self);
1029
1030                 // reset fields the weapons may use
1031         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1032             weapon_action(j, WR_RESETPLAYER);
1033
1034                 oldself = self;
1035                 self = spot;
1036                         activator = oldself;
1037                                 SUB_UseTargets();
1038                         activator = world;
1039                 self = oldself;
1040         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1041                 PutObserverInServer ();
1042         }
1043
1044         //if(g_ctf)
1045         //      ctf_playerchanged();
1046 }
1047
1048 float ClientInit_SendEntity(entity to, float sf)
1049 {
1050         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1051         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1052         WriteCoord(MSG_ENTITY, hook_shotorigin_x);
1053         WriteCoord(MSG_ENTITY, hook_shotorigin_y);
1054         WriteCoord(MSG_ENTITY, hook_shotorigin_z);
1055
1056         if(sv_foginterval && world.fog != "")
1057                 WriteString(MSG_ENTITY, world.fog);
1058         else
1059                 WriteString(MSG_ENTITY, "");
1060         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);
1061         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);
1062         return TRUE;
1063 }
1064
1065 void ClientInit_Spawn()
1066 {
1067         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);
1068 }
1069
1070 /*
1071 =============
1072 SetNewParms
1073 =============
1074 */
1075 void SetNewParms (void)
1076 {
1077         // initialize parms for a new player
1078         parm1 = -(86400 * 366);
1079 }
1080
1081 /*
1082 =============
1083 SetChangeParms
1084 =============
1085 */
1086 void SetChangeParms (void)
1087 {
1088         // save parms for level change
1089         parm1 = self.parm_idlesince - time;
1090 }
1091
1092 /*
1093 =============
1094 DecodeLevelParms
1095 =============
1096 */
1097 void DecodeLevelParms (void)
1098 {
1099         // load parms
1100         self.parm_idlesince = parm1;
1101         if(self.parm_idlesince == -(86400 * 366))
1102                 self.parm_idlesince = time;
1103
1104         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1105         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1106 }
1107
1108 /*
1109 =============
1110 ClientKill
1111
1112 Called when a client types 'kill' in the console
1113 =============
1114 */
1115
1116 void ClientKill_Now_TeamChange()
1117 {
1118         if(self.killindicator_teamchange == -1)
1119         {
1120                 self.team = -1;
1121                 JoinBestTeam( self, FALSE, FALSE );
1122         }
1123         else
1124                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1125 }
1126
1127 void ClientKill_Now()
1128 {
1129         if(self.killindicator_teamchange)
1130                 ClientKill_Now_TeamChange();
1131
1132         // in any case:
1133         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1134
1135         if(self.killindicator)
1136         {
1137                 dprint("Cleaned up after a leaked kill indicator.\n");
1138                 remove(self.killindicator);
1139                 self.killindicator = world;
1140         }
1141 }
1142 void KillIndicator_Think()
1143 {
1144         if (!self.owner.modelindex)
1145         {
1146                 self.owner.killindicator = world;
1147                 remove(self);
1148                 return;
1149         }
1150
1151         if(self.cnt <= 0)
1152         {
1153                 self = self.owner;
1154                 ClientKill_Now(); // no oldself needed
1155                 return;
1156         }
1157         else
1158         {
1159                 if(self.cnt <= 10)
1160                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1161                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1162                 {
1163                         if(self.cnt <= 10)
1164                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1165                         if(self.owner.killindicator_teamchange)
1166                         {
1167                                 if(self.owner.killindicator_teamchange == -1)
1168                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1169                                 else
1170                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1171                         }
1172                         else
1173                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1174                 }
1175                 self.nextthink = time + 1;
1176                 self.cnt -= 1;
1177         }
1178 }
1179
1180 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1181 {
1182         float killtime;
1183         entity e;
1184         killtime = cvar("g_balance_kill_delay");
1185
1186         if(g_race_qualifying)
1187                 killtime = 0;
1188
1189         self.killindicator_teamchange = targetteam;
1190
1191         if(!self.killindicator)
1192         {
1193                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1194                 {
1195                         ClientKill_Now();
1196                 }
1197                 else
1198                 {
1199                         self.killindicator = spawn();
1200                         self.killindicator.owner = self;
1201                         self.killindicator.scale = 0.5;
1202                         setattachment(self.killindicator, self, "");
1203                         setorigin(self.killindicator, '0 0 52');
1204                         self.killindicator.think = KillIndicator_Think;
1205                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1206                         self.killindicator.cnt = ceil(killtime);
1207                         self.killindicator.count = bound(0, ceil(killtime), 10);
1208                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1209
1210                         for(e = world; (e = find(e, classname, "body")) != world; )
1211                         {
1212                                 if(e.enemy != self)
1213                                         continue;
1214                                 e.killindicator = spawn();
1215                                 e.killindicator.owner = e;
1216                                 e.killindicator.scale = 0.5;
1217                                 setattachment(e.killindicator, e, "");
1218                                 setorigin(e.killindicator, '0 0 52');
1219                                 e.killindicator.think = KillIndicator_Think;
1220                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1221                                 e.killindicator.cnt = ceil(killtime);
1222                         }
1223                         self.lip = 0;
1224                 }
1225         }
1226         if(self.killindicator)
1227         {
1228                 if(targetteam)
1229                         self.killindicator.colormod = TeamColor(targetteam);
1230                 else
1231                         self.killindicator.colormod = '0 0 0';
1232         }
1233 }
1234
1235 void ClientKill (void)
1236 {
1237         ClientKill_TeamChange(0);
1238 }
1239
1240 void DoTeamChange(float destteam)
1241 {
1242         float t, c0;
1243         if(!teams_matter)
1244         {
1245                 if(destteam >= 0)
1246                         SetPlayerColors(self, destteam);
1247                 return;
1248         }
1249         if(self.classname == "player")
1250         if(destteam == -1)
1251         {
1252                 CheckAllowedTeams(self);
1253                 t = FindSmallestTeam(self, TRUE);
1254                 switch(self.team)
1255                 {
1256                         case COLOR_TEAM1: c0 = c1; break;
1257                         case COLOR_TEAM2: c0 = c2; break;
1258                         case COLOR_TEAM3: c0 = c3; break;
1259                         case COLOR_TEAM4: c0 = c4; break;
1260                         default:          c0 = 999;
1261                 }
1262                 switch(t)
1263                 {
1264                         case 1:
1265                                 if(c0 > c1)
1266                                         destteam = COLOR_TEAM1;
1267                                 break;
1268                         case 2:
1269                                 if(c0 > c2)
1270                                         destteam = COLOR_TEAM2;
1271                                 break;
1272                         case 3:
1273                                 if(c0 > c3)
1274                                         destteam = COLOR_TEAM3;
1275                                 break;
1276                         case 4:
1277                                 if(c0 > c4)
1278                                         destteam = COLOR_TEAM4;
1279                                 break;
1280                 }
1281                 if(destteam == -1)
1282                         return;
1283         }
1284         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1285                 return;
1286         ClientKill_TeamChange(destteam);
1287 }
1288
1289 void FixClientCvars(entity e)
1290 {
1291         // send prediction settings to the client
1292         stuffcmd(e, "\nin_bindmap 0 0\n");
1293         if(g_race || g_cts)
1294                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1295         /*
1296          * we no longer need to stuff this. Remove this comment block if you feel
1297          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1298         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1299         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1300         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1301         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1302         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1303         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1304         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1305         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1306         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1307         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1308         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1309         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1310         stuffcmd(e, "cl_movement_edgefriction 1\n");
1311          */
1312 }
1313
1314 /*
1315 =============
1316 ClientConnect
1317
1318 Called when a client connects to the server
1319 =============
1320 */
1321 //void ctf_clientconnect();
1322 string ColoredTeamName(float t);
1323 void DecodeLevelParms (void);
1324 //void dom_player_join_team(entity pl);
1325 #ifdef UID
1326 .float uid_kicktime;
1327 .string uid;
1328 #endif
1329 void ClientConnect (void)
1330 {
1331         float t;
1332
1333         if(self.flags & FL_CLIENT)
1334         {
1335                 print("Warning: ClientConnect, but already connected!\n");
1336                 return;
1337         }
1338
1339         if(Ban_MaybeEnforceBan(self))
1340                 return;
1341
1342         DecodeLevelParms();
1343
1344         self.classname = "player_joining";
1345
1346         self.flags = FL_CLIENT;
1347         self.version_nagtime = time + 10 + random() * 10;
1348
1349         if(player_count<0)
1350         {
1351                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1352                 player_count = 0;
1353         }
1354
1355         PlayerScore_Attach(self);
1356         ClientData_Attach();
1357
1358         bot_clientconnect();
1359
1360         playerdemo_init();
1361
1362         anticheat_init();
1363         
1364         race_PreSpawnObserver();
1365
1366         //if(g_domination)
1367         //      dom_player_join_team(self);
1368
1369         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1370
1371         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1372                 self.classname = "observer";
1373         } else {
1374                 if(teams_matter)
1375                 {
1376                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1377                         {
1378                                 self.classname = "player";
1379                                 campaign_bots_may_start = 1;
1380                         }
1381                         else
1382                         {
1383                                 self.classname = "observer"; // do it anyway
1384                         }
1385                 }
1386                 else
1387                 {
1388                         self.classname = "player";
1389                         campaign_bots_may_start = 1;
1390                 }
1391         }
1392
1393         self.playerid = (playerid_last = playerid_last + 1);
1394
1395         if(cvar("sv_eventlog"))
1396                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1397
1398         LogTeamchange(self.playerid, self.team, 1);
1399
1400         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1401
1402         self.netname_previous = strzone(self.netname);
1403
1404         bprint("^4", self.netname, "^4 connected");
1405
1406         if(self.classname != "observer" && (g_domination || g_ctf))
1407                 bprint(" and joined the ", ColoredTeamName(self.team));
1408
1409         bprint("\n");
1410
1411         self.welcomemessage_time = 0;
1412
1413         stuffcmd(self, strcat(clientstuff, "\n"));
1414         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1415         stuffcmd(self, "cl_particles_reloadeffects\n");
1416
1417         FixClientCvars(self);
1418
1419         // spawnfunc_waypoint sprites
1420         WaypointSprite_InitClient(self);
1421
1422         // Wazat's grappling hook
1423         SetGrappleHookBindings();
1424
1425         // get autoswitch state from player when he toggles it
1426         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1427
1428         // get version info from player
1429         stuffcmd(self, "cmd clientversion $gameversion\n");
1430
1431         // get other cvars from player
1432         GetCvars(0);
1433
1434         // set cvar for team scoreboard
1435         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1436
1437         // notify about available teams
1438         if(teams_matter)
1439         {
1440                 CheckAllowedTeams(self);
1441                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1442                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1443         }
1444         else
1445                 stuffcmd(self, "set _teams_available 0\n");
1446
1447         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1448
1449         if(g_arena || g_ca)
1450         {
1451                 self.classname = "observer";
1452                 if(g_arena)
1453                         Spawnqueue_Insert(self);
1454         }
1455         /*else if(g_ctf)
1456         {
1457                 ctf_clientconnect();
1458         }*/
1459
1460         if(teams_matter || radar_showennemies)
1461                 attach_entcs();
1462
1463         bot_relinkplayerlist();
1464
1465         self.spectatortime = time;
1466         if(blockSpectators)
1467         {
1468                 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"));
1469         }
1470
1471         self.jointime = time;
1472         self.allowedTimeouts = cvar("sv_timeout_number");
1473
1474         if(clienttype(self) == CLIENTTYPE_REAL)
1475         {
1476                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1477                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1478         }
1479
1480         if(g_lms)
1481         {
1482                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1483                 {
1484                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1485                         self.frags = FRAGS_SPECTATOR;
1486                 }
1487         }
1488
1489         if(!sv_foginterval && world.fog != "")
1490                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1491
1492         SoundEntity_Attach(self);
1493
1494         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1495         {
1496                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1497                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1498         }
1499         else
1500                 self.hitplotfh = -1;
1501
1502 #ifdef UID
1503         if(clienttype(self) == CLIENTTYPE_REAL)
1504         if not(self.uid)
1505                 self.uid_kicktime = time + 60;
1506 #endif
1507
1508         if(g_race || g_cts) {
1509                 string rr;
1510                 if(g_cts)
1511                         rr = CTS_RECORD;
1512                 else
1513                         rr = RACE_RECORD;
1514                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1515
1516                 race_send_recordtime(MSG_ONE);
1517                 race_send_speedaward(MSG_ONE);
1518
1519                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1520                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));
1521                 race_send_speedaward_alltimebest(MSG_ONE);
1522
1523                 float i;
1524                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1525                         race_SendRankings(i, 0, 0, MSG_ONE);
1526                 }
1527         }
1528         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca
1529                 send_CSQC_teamnagger();
1530
1531         CheatInitClient();
1532 }
1533
1534 /*
1535 =============
1536 ClientDisconnect
1537
1538 Called when a client disconnects from the server
1539 =============
1540 */
1541 .entity chatbubbleentity;
1542 .entity teambubbleentity;
1543 void ReadyCount();
1544 void ClientDisconnect (void)
1545 {
1546         if not(self.flags & FL_CLIENT)
1547         {
1548                 print("Warning: ClientDisconnect without ClientConnect\n");
1549                 return;
1550         }
1551
1552         CheatShutdownClient();
1553
1554         if(self.hitplotfh >= 0)
1555         {
1556                 fclose(self.hitplotfh);
1557                 self.hitplotfh = -1;
1558         }
1559
1560         anticheat_report();
1561         anticheat_shutdown();
1562
1563         playerdemo_shutdown();
1564
1565         bot_clientdisconnect();
1566
1567         if(self.entcs)
1568                 detach_entcs();
1569
1570         if(cvar("sv_eventlog"))
1571                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1572         bprint ("^4",self.netname);
1573         bprint ("^4 disconnected\n");
1574
1575         SoundEntity_Detach(self);
1576
1577         DropAllRunes(self);
1578         kh_Key_DropAll(self, TRUE);
1579
1580         Portal_ClearAll(self);
1581
1582         if(self.flagcarried)
1583                 DropFlag(self.flagcarried, world, world);
1584         if(self.ballcarried)
1585                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1586
1587         // Here, everything has been done that requires this player to be a client.
1588
1589         self.flags &~= FL_CLIENT;
1590
1591         if (self.chatbubbleentity)
1592                 remove (self.chatbubbleentity);
1593
1594         if (self.teambubbleentity)
1595                 remove (self.teambubbleentity);
1596
1597         if (self.killindicator)
1598                 remove (self.killindicator);
1599
1600         WaypointSprite_PlayerGone();
1601
1602         bot_relinkplayerlist();
1603
1604         // remove laserdot
1605         if(self.weaponentity)
1606                 if(self.weaponentity.lasertarget)
1607                         remove(self.weaponentity.lasertarget);
1608
1609         if(g_arena)
1610         {
1611                 Spawnqueue_Unmark(self);
1612                 Spawnqueue_Remove(self);
1613         }
1614
1615         ClientData_Detach();
1616         PlayerScore_Detach(self);
1617
1618         if(self.netname_previous)
1619                 strunzone(self.netname_previous);
1620         if(self.clientstatus)
1621                 strunzone(self.clientstatus);
1622
1623         ClearPlayerSounds();
1624
1625         if(self.personal)
1626                 remove(self.personal);
1627
1628         self.playerid = 0;
1629         ReadyCount();
1630
1631         // free cvars
1632         GetCvars(-1);
1633 }
1634
1635 .float BUTTON_CHAT;
1636 void ChatBubbleThink()
1637 {
1638         self.nextthink = time;
1639         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1640         {
1641                 if(self.owner) // but why can that ever be world?
1642                         self.owner.chatbubbleentity = world;
1643                 remove(self);
1644                 return;
1645         }
1646         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1647 #ifdef TETRIS
1648                 || self.owner.tetris_on
1649 #endif
1650         )
1651                 self.model = self.mdl;
1652         else
1653                 self.model = "";
1654 };
1655
1656 void UpdateChatBubble()
1657 {
1658         if (!self.modelindex)
1659                 return;
1660         // spawn a chatbubble entity if needed
1661         if (!self.chatbubbleentity)
1662         {
1663                 self.chatbubbleentity = spawn();
1664                 self.chatbubbleentity.owner = self;
1665                 self.chatbubbleentity.exteriormodeltoclient = self;
1666                 self.chatbubbleentity.think = ChatBubbleThink;
1667                 self.chatbubbleentity.nextthink = time;
1668                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1669                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1670                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1671                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1672                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1673                 self.chatbubbleentity.model = "";
1674                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1675         }
1676 }
1677
1678
1679 void TeamBubbleThink()
1680 {
1681         self.nextthink = time;
1682         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1683         {
1684                 if(self.owner) // but why can that ever be world?
1685                         self.owner.teambubbleentity = world;
1686                 remove(self);
1687                 return;
1688         }
1689 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1690         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1691                 self.model = "";
1692         else
1693                 self.model = self.mdl;
1694
1695 };
1696
1697 float TeamBubble_customizeentityforclient()
1698 {
1699         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1700 }
1701
1702 void UpdateTeamBubble()
1703 {
1704         if (!self.modelindex || !teams_matter)
1705                 return;
1706         // spawn a teambubble entity if needed
1707         if (!self.teambubbleentity && teams_matter)
1708         {
1709                 self.teambubbleentity = spawn();
1710                 self.teambubbleentity.owner = self;
1711                 self.teambubbleentity.exteriormodeltoclient = self;
1712                 self.teambubbleentity.think = TeamBubbleThink;
1713                 self.teambubbleentity.nextthink = time;
1714                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1715 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1716                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1717                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1718                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1719                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1720                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1721                 self.teambubbleentity.effects = EF_LOWPRECISION;
1722         }
1723 }
1724
1725 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1726 // added to the model skins
1727 /*void UpdateColorModHack()
1728 {
1729         local float c;
1730         c = self.clientcolors & 15;
1731         // LordHavoc: only bothering to support white, green, red, yellow, blue
1732              if (!teams_matter) self.colormod = '0 0 0';
1733         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1734         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1735         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1736         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1737         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1738         else self.colormod = '1 1 1';
1739 };*/
1740
1741 void respawn(void)
1742 {
1743         CopyBody(1);
1744         self.effects |= EF_NODRAW; // prevent another CopyBody
1745         PutClientInServer();
1746 }
1747
1748 void play_countdown(float finished, string samp)
1749 {
1750         if(clienttype(self) == CLIENTTYPE_REAL)
1751                 if(floor(finished - time - frametime) != floor(finished - time))
1752                         if(finished - time < 6)
1753                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1754 }
1755
1756 /**
1757  * When sv_timeout is used this function returs strings like
1758  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1759  * Called by centerprint functions
1760  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1761  */
1762 string getTimeoutText(float addOneSecond) {
1763         if (!cvar("sv_timeout") || !timeoutStatus)
1764                 return "";
1765
1766         local string retStr;
1767         if (timeoutStatus == 1) {
1768                 if (addOneSecond == 1) {
1769                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1770                 }
1771                 else {
1772                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1773                 }
1774                 return retStr;
1775         }
1776         else if (timeoutStatus == 2) {
1777                 if (addOneSecond) {
1778                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1779                         //don't show messages like "Timeout ends in 0 seconds"...
1780                         if ((remainingTimeoutTime + 1) > 0)
1781                                 return retStr;
1782                         else
1783                                 return "";
1784                 }
1785                 else {
1786                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1787                         //don't show messages like "Timeout ends in 0 seconds"...
1788                         if (remainingTimeoutTime > 0)
1789                                 return retStr;
1790                         else
1791                                 return "";
1792                 }
1793         }
1794         else return "";
1795 }
1796
1797 void player_powerups (void)
1798 {
1799         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1800         {
1801                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1802                 self.modelflags |= MF_ROCKET;
1803         }
1804         else
1805         {
1806                 SoundEntity_StopSound(self, CHAN_PLAYER);
1807                 self.modelflags &~= MF_ROCKET;
1808         }
1809
1810         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1811
1812         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1813                 return;
1814         
1815         Fire_ApplyDamage(self);
1816         Fire_ApplyEffect(self);
1817
1818         if (g_minstagib)
1819         {
1820                 self.effects |= EF_FULLBRIGHT;
1821
1822                 if (self.items & IT_STRENGTH)
1823                 {
1824                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1825                         if (time > self.strength_finished)
1826                         {
1827                                 self.alpha = default_player_alpha;
1828                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1829                                 self.items &~= IT_STRENGTH;
1830                                 sprint(self, "^3Invisibility has worn off\n");
1831                         }
1832                 }
1833                 else
1834                 {
1835                         if (time < self.strength_finished)
1836                         {
1837                                 self.alpha = g_minstagib_invis_alpha;
1838                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1839                                 self.items |= IT_STRENGTH;
1840                                 sprint(self, "^3You are invisible\n");
1841                         }
1842                 }
1843
1844                 if (self.items & IT_INVINCIBLE)
1845                 {
1846                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1847                         if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1848                         {
1849                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1850                                 sprint(self, "^3Speed has worn off\n");
1851                         }
1852                 }
1853                 else
1854                 {
1855                         if (time < self.invincible_finished)
1856                         {
1857                                 self.items = self.items | IT_INVINCIBLE;
1858                                 sprint(self, "^3You are on speed\n");
1859                         }
1860                 }
1861                 return;
1862         }
1863
1864         if (self.items & IT_STRENGTH)
1865         {
1866                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1867                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1868                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
1869                 {
1870                         self.items = self.items - (self.items & IT_STRENGTH);
1871                         sprint(self, "^3Strength has worn off\n");
1872                 }
1873         }
1874         else
1875         {
1876                 if (time < self.strength_finished)
1877                 {
1878                         self.items = self.items | IT_STRENGTH;
1879                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1880                 }
1881         }
1882         if (self.items & IT_INVINCIBLE)
1883         {
1884                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1885                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1886                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1887                 {
1888                         self.items = self.items - (self.items & IT_INVINCIBLE);
1889                         sprint(self, "^3Shield has worn off\n");
1890                 }
1891         }
1892         else
1893         {
1894                 if (time < self.invincible_finished)
1895                 {
1896                         self.items = self.items | IT_INVINCIBLE;
1897                         sprint(self, "^3Shield surrounds you\n");
1898                 }
1899         }
1900
1901         if(cvar("g_nodepthtestplayers"))
1902                 self.effects = self.effects | EF_NODEPTHTEST;
1903
1904         if(cvar("g_fullbrightplayers"))
1905                 self.effects = self.effects | EF_FULLBRIGHT;
1906
1907         // midair gamemode: damage only while in the air
1908         // if in midair mode, being on ground grants temporary invulnerability
1909         // (this is so that multishot weapon don't clear the ground flag on the
1910         // first damage in the frame, leaving the player vulnerable to the
1911         // remaining hits in the same frame)
1912         if (self.flags & FL_ONGROUND)
1913         if (g_midair)
1914                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1915
1916         if (time >= game_starttime)
1917         if (time < self.spawnshieldtime)
1918                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1919 }
1920
1921 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1922 {
1923         if(current > stable)
1924                 return current;
1925         else if(current > stable - 0.25) // when close enough, "snap"
1926                 return stable;
1927         else
1928                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1929 }
1930
1931 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1932 {
1933         if(current < stable)
1934                 return current;
1935         else if(current < stable + 0.25) // when close enough, "snap"
1936                 return stable;
1937         else
1938                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1939 }
1940
1941 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1942 {
1943         if(current > rotstable)
1944         {
1945                 if(rotframetime > 0)
1946                 {
1947                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1948                         current = max(rotstable, current - rotlinear * rotframetime);
1949                 }
1950         }
1951         else if(current < regenstable)
1952         {
1953                 if(regenframetime > 0)
1954                 {
1955                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1956                         current = min(regenstable, current + regenlinear * regenframetime);
1957                 }
1958         }
1959
1960         if(current > limit)
1961                 current = limit;
1962
1963         return current;
1964 }
1965
1966 void player_regen (void)
1967 {
1968         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1969         maxh = cvar("g_balance_health_rotstable");
1970         maxa = cvar("g_balance_armor_rotstable");
1971         maxf = cvar("g_balance_fuel_rotstable");
1972         minh = cvar("g_balance_health_regenstable");
1973         mina = cvar("g_balance_armor_regenstable");
1974         minf = cvar("g_balance_fuel_regenstable");
1975         limith = cvar("g_balance_health_limit");
1976         limita = cvar("g_balance_armor_limit");
1977         limitf = cvar("g_balance_fuel_limit");
1978
1979         max_mod = regen_mod = rot_mod = limit_mod = 1;
1980
1981         if (self.runes & RUNE_REGEN)
1982         {
1983                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1984                 {
1985                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1986                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1987                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1988                 }
1989                 else
1990                 {
1991                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1992                         max_mod = cvar("g_balance_rune_regen_hpmod");
1993                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1994                 }
1995         }
1996         else if (self.runes & CURSE_VENOM)
1997         {
1998                 max_mod = cvar("g_balance_curse_venom_hpmod");
1999                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2000                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2001                 else
2002                         rot_mod = cvar("g_balance_curse_venom_rotrate");
2003                 limit_mod = cvar("g_balance_curse_venom_limitmod");
2004                 //if (!self.runes & RUNE_REGEN)
2005                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
2006         }
2007         maxh = maxh * max_mod;
2008         //maxa = maxa * max_mod;
2009         //maxf = maxf * max_mod;
2010         minh = minh * max_mod;
2011         //mina = mina * max_mod;
2012         //minf = minf * max_mod;
2013         limith = limith * limit_mod;
2014         limita = limita * limit_mod;
2015         //limitf = limitf * limit_mod;
2016
2017         if(g_lms && g_ca)
2018                 rot_mod = 0;
2019
2020         if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2021         {
2022                 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);
2023                 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);
2024
2025                 // if player rotted to death...  die!
2026                 if(self.health < 1)
2027                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2028         }
2029
2030         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2031                 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);
2032 }
2033
2034 float zoomstate_set;
2035 void SetZoomState(float z)
2036 {
2037         if(z != self.zoomstate)
2038         {
2039                 self.zoomstate = z;
2040                 ClientData_Touch(self);
2041         }
2042         zoomstate_set = 1;
2043 }
2044
2045 void GetPressedKeys(void) {
2046         if (self.movement_x > 0) // get if movement keys are pressed
2047         {       // forward key pressed
2048                 self.pressedkeys |= KEY_FORWARD;
2049                 self.pressedkeys &~= KEY_BACKWARD;
2050         }
2051         else if (self.movement_x < 0)
2052         {       // backward key pressed
2053                 self.pressedkeys |= KEY_BACKWARD;
2054                 self.pressedkeys &~= KEY_FORWARD;
2055         }
2056         else
2057         {       // no x input
2058                 self.pressedkeys &~= KEY_FORWARD;
2059                 self.pressedkeys &~= KEY_BACKWARD;
2060         }
2061
2062         if (self.movement_y > 0)
2063         {       // right key pressed
2064                 self.pressedkeys |= KEY_RIGHT;
2065                 self.pressedkeys &~= KEY_LEFT;
2066         }
2067         else if (self.movement_y < 0)
2068         {       // left key pressed
2069                 self.pressedkeys |= KEY_LEFT;
2070                 self.pressedkeys &~= KEY_RIGHT;
2071         }
2072         else
2073         {       // no y input
2074                 self.pressedkeys &~= KEY_RIGHT;
2075                 self.pressedkeys &~= KEY_LEFT;
2076         }
2077
2078         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2079                 self.pressedkeys |= KEY_JUMP;
2080         else
2081                 self.pressedkeys &~= KEY_JUMP;
2082         if (self.BUTTON_CROUCH)
2083                 self.pressedkeys |= KEY_CROUCH;
2084         else
2085                 self.pressedkeys &~= KEY_CROUCH;
2086 }
2087
2088 void update_stats (float number, float hit, float fired) {
2089 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;
2090 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2091
2092         if(number) {
2093                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2094                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2095         } else {
2096                 self.stat_hit = hit * sv_accuracy_data_share;
2097                 self.stat_fired = fired * sv_accuracy_data_share;
2098         }
2099 }
2100
2101 /*
2102 ======================
2103 spectate mode routines
2104 ======================
2105 */
2106
2107 .float weapon_count;
2108 void SpectateCopy(entity spectatee) {
2109         if(spectatee.weapon_count < WEP_LAST) {
2110                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));
2111                 spectatee.weapon_count ++;
2112         } else
2113                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2114
2115         self.kh_state = spectatee.kh_state;
2116         self.armortype = spectatee.armortype;
2117         self.armorvalue = spectatee.armorvalue;
2118         self.ammo_cells = spectatee.ammo_cells;
2119         self.ammo_shells = spectatee.ammo_shells;
2120         self.ammo_nails = spectatee.ammo_nails;
2121         self.ammo_rockets = spectatee.ammo_rockets;
2122         self.ammo_fuel = spectatee.ammo_fuel;
2123         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2124         self.health = spectatee.health;
2125         self.impulse = 0;
2126         self.items = spectatee.items;
2127         self.metertime = spectatee.metertime;
2128         self.strength_finished = spectatee.strength_finished;
2129         self.invincible_finished = spectatee.invincible_finished;
2130         self.pressedkeys = spectatee.pressedkeys;
2131         self.weapons = spectatee.weapons;
2132         self.switchweapon = spectatee.switchweapon;
2133         self.weapon = spectatee.weapon;
2134         self.punchangle = spectatee.punchangle;
2135         self.view_ofs = spectatee.view_ofs;
2136         self.v_angle = spectatee.v_angle;
2137         self.velocity = spectatee.velocity;
2138         self.dmg_take = spectatee.dmg_take;
2139         self.dmg_save = spectatee.dmg_save;
2140         self.dmg_inflictor = spectatee.dmg_inflictor;
2141         self.angles = spectatee.v_angle;
2142         self.fixangle = TRUE;
2143         setorigin(self, spectatee.origin);
2144         setsize(self, spectatee.mins, spectatee.maxs);
2145         SetZoomState(spectatee.zoomstate);
2146
2147         anticheat_spectatecopy(spectatee);
2148 }
2149
2150 float SpectateUpdate() {
2151         if(!self.enemy)
2152                 return 0;
2153
2154         if (self == self.enemy)
2155                 return 0;
2156
2157         if(self.enemy.classname != "player")
2158                 return 0;
2159
2160         SpectateCopy(self.enemy);
2161
2162         return 1;
2163 }
2164
2165 float SpectateNext() {
2166         other = find(self.enemy, classname, "player");
2167
2168         if (!other)
2169                 other = find(other, classname, "player");
2170
2171         if (other)
2172                 self.enemy = other;
2173
2174         if(self.enemy.classname == "player") {
2175                 msg_entity = self;
2176                 WriteByte(MSG_ONE, SVC_SETVIEW);
2177                 WriteEntity(MSG_ONE, self.enemy);
2178                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2179                 self.movetype = MOVETYPE_NONE;
2180
2181                 self.enemy.weapon_count = 0;
2182
2183                 if(!SpectateUpdate())
2184                         PutObserverInServer();
2185
2186                 return 1;
2187         } else {
2188                 return 0;
2189         }
2190 }
2191
2192 /*
2193 =============
2194 ShowRespawnCountdown()
2195
2196 Update a respawn countdown display.
2197 =============
2198 */
2199 void ShowRespawnCountdown()
2200 {
2201         float number;
2202         if(self.deadflag == DEAD_NO) // just respawned?
2203                 return;
2204         else
2205         {
2206                 number = ceil(self.death_time - time);
2207                 if(number <= 0)
2208                         return;
2209                 if(number <= self.respawn_countdown)
2210                 {
2211                         self.respawn_countdown = number - 1;
2212                         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
2213                                 AnnounceTo(self, strcat(ftos(number), ""));
2214                 }
2215         }
2216 }
2217
2218 void LeaveSpectatorMode()
2219 {
2220         if(isJoinAllowed()) {
2221                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2222                         self.classname = "player";
2223
2224                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2225                                 JoinBestTeam(self, FALSE, TRUE);
2226
2227                         if(cvar("g_campaign"))
2228                                 campaign_bots_may_start = 1;
2229
2230                         self.stat_count = WEP_LAST;
2231
2232                         PutClientInServer();
2233
2234                         if(self.classname == "player")
2235                                 bprint ("^4", self.netname, "^4 is playing now\n");
2236
2237                         if(!cvar("g_campaign"))
2238                                 centerprint(self,""); // clear MOTD
2239
2240                         return;
2241                 } else {
2242                         if (g_ca && self.caplayer) {
2243                         }       // do nothing
2244                         else
2245                                 stuffcmd(self,"menu_showteamselect\n");
2246                         return;
2247                 }
2248         }
2249         else {
2250                 //player may not join because of g_maxplayers is set
2251                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2252         }
2253 }
2254
2255 /**
2256  * Determines whether the player is allowed to join. This depends on cvar
2257  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2258  * it checks whether the number of currently playing players exceeds g_maxplayers.
2259  * @return bool TRUE if the player is allowed to join, false otherwise
2260  */
2261 float isJoinAllowed() {
2262         if (!cvar("g_maxplayers"))
2263                 return TRUE;
2264
2265         local entity e;
2266         local float currentlyPlaying;
2267         FOR_EACH_REALPLAYER(e) {
2268                 if(e.classname == "player")
2269                         currentlyPlaying += 1;
2270         }
2271         if(currentlyPlaying < cvar("g_maxplayers"))
2272                 return TRUE;
2273
2274         return FALSE;
2275 }
2276
2277 /**
2278  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2279  * g_maxplayers_spectator_blocktime seconds
2280  */
2281 void checkSpectatorBlock() {
2282         if(self.classname == "spectator" || self.classname == "observer") {
2283                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2284                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2285                         dropclient(self);
2286                 }
2287         }
2288 }
2289
2290 float vercmp_recursive(string v1, string v2)
2291 {
2292         float dot1, dot2;
2293         string s1, s2;
2294         float r;
2295
2296         dot1 = strstrofs(v1, ".", 0);
2297         dot2 = strstrofs(v2, ".", 0);
2298         if(dot1 == -1)
2299                 s1 = v1;
2300         else
2301                 s1 = substring(v1, 0, dot1);
2302         if(dot2 == -1)
2303                 s2 = v2;
2304         else
2305                 s2 = substring(v2, 0, dot2);
2306
2307         r = stof(s1) - stof(s2);
2308         if(r != 0)
2309                 return r;
2310
2311         r = strcasecmp(s1, s2);
2312         if(r != 0)
2313                 return r;
2314
2315         if(dot1 == -1)
2316                 if(dot2 == -1)
2317                         return 0;
2318                 else
2319                         return -1;
2320         else
2321                 if(dot2 == -1)
2322                         return 1;
2323                 else
2324                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2325 }
2326
2327 float vercmp(string v1, string v2)
2328 {
2329         if(strcasecmp(v1, v2) == 0) // early out check
2330                 return 0;
2331         return vercmp_recursive(v1, v2);
2332 }
2333
2334 void ObserverThink()
2335 {
2336         if (self.flags & FL_JUMPRELEASED) {
2337                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2338                         self.welcomemessage_time = 0;
2339                         self.flags &~= FL_JUMPRELEASED;
2340                         self.flags |= FL_SPAWNING;
2341                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2342                         self.welcomemessage_time = 0;
2343                         self.flags &~= FL_JUMPRELEASED;
2344                         if(SpectateNext() == 1) {
2345                                 self.classname = "spectator";
2346                         }
2347                 }
2348         } else {
2349                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2350                         self.flags |= FL_JUMPRELEASED;
2351                         if(self.flags & FL_SPAWNING)
2352                         {
2353                                 self.flags &~= FL_SPAWNING;
2354                                 LeaveSpectatorMode();
2355                                 return;
2356                         }
2357                 }
2358         }
2359         PrintWelcomeMessage(self);
2360 }
2361
2362 void SpectatorThink()
2363 {
2364         if (self.flags & FL_JUMPRELEASED) {
2365                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2366                         self.welcomemessage_time = 0;
2367                         self.flags &~= FL_JUMPRELEASED;
2368                         self.flags |= FL_SPAWNING;
2369                 } else if(self.BUTTON_ATCK) {
2370                         self.welcomemessage_time = 0;
2371                         self.flags &~= FL_JUMPRELEASED;
2372                         if(SpectateNext() == 1) {
2373                                 self.classname = "spectator";
2374                         } else {
2375                                 self.classname = "observer";
2376                                 self.stat_count = WEP_LAST;
2377                                 PutClientInServer();
2378                         }
2379                 } else if (self.BUTTON_ATCK2) {
2380                         self.welcomemessage_time = 0;
2381                         self.flags &~= FL_JUMPRELEASED;
2382                         self.classname = "observer";
2383                         self.stat_count = WEP_LAST;
2384                         PutClientInServer();
2385                 } else {
2386                         if(!SpectateUpdate())
2387                                 PutObserverInServer();
2388                 }
2389         } else {
2390                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2391                         self.flags |= FL_JUMPRELEASED;
2392                         if(self.flags & FL_SPAWNING)
2393                         {
2394                                 self.flags &~= FL_SPAWNING;
2395                                 LeaveSpectatorMode();
2396                                 return;
2397                         }
2398                 }
2399         }
2400
2401         PrintWelcomeMessage(self);
2402         self.flags |= FL_CLIENT | FL_NOTARGET;
2403 }
2404
2405 .float touchexplode_time;
2406
2407 /*
2408 =============
2409 PlayerPreThink
2410
2411 Called every frame for each client before the physics are run
2412 =============
2413 */
2414 void() ctf_setstatus;
2415 void() nexball_setstatus;
2416 .float items_added;
2417 void PlayerPreThink (void)
2418 {
2419         self.stat_game_starttime = game_starttime;
2420         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2421         self.stat_leadlimit = cvar("leadlimit");
2422
2423         if(frametime)
2424         {
2425                 // physics frames: update anticheat stuff
2426                 anticheat_prethink();
2427         }
2428
2429         if(blockSpectators && frametime)
2430                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2431                 checkSpectatorBlock();
2432
2433         zoomstate_set = 0;
2434
2435         if(self.netname_previous != self.netname)
2436         {
2437                 if(cvar("sv_eventlog"))
2438                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2439                 if(self.netname_previous)
2440                         strunzone(self.netname_previous);
2441                 self.netname_previous = strzone(self.netname);
2442         }
2443
2444         // version nagging
2445         if(self.version_nagtime)
2446                 if(self.cvar_g_nexuizversion)
2447                         if(time > self.version_nagtime)
2448                         {
2449                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2450                                 {
2451                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2452                                         {
2453                                                 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");
2454                                                 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"));
2455                                         }
2456                                         else
2457                                         {
2458                                                 float r;
2459                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2460                                                 if(r < 0)
2461                                                 {
2462                                                         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");
2463                                                         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"));
2464                                                 }
2465                                                 else if(r > 0)
2466                                                 {
2467                                                         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");
2468                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2469                                                 }
2470                                         }
2471                                 }
2472                                 self.version_nagtime = 0;
2473                         }
2474
2475         // GOD MODE info
2476         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2477         {
2478                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2479                 self.max_armorvalue = 0;
2480         }
2481
2482 #ifdef TETRIS
2483         if (TetrisPreFrame())
2484                 return;
2485 #endif
2486
2487         if(self.classname == "player") {
2488 //              if(self.netname == "Wazat")
2489 //                      bprint(self.classname, "\n");
2490
2491                 CheckRules_Player();
2492
2493                 PrintWelcomeMessage(self);
2494
2495                 if (intermission_running)
2496                 {
2497                         IntermissionThink ();   // otherwise a button could be missed between
2498                         return;                                 // the think tics
2499                 }
2500
2501                 if(self.teleport_time)
2502                 if(time > self.teleport_time)
2503                 {
2504                         self.teleport_time = 0;
2505                         self.effects = self.effects - (self.effects & EF_NODRAW);
2506                 }
2507
2508                 Nixnex_GiveCurrentWeapon();
2509
2510                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2511                         UpdateSelectedPlayer();
2512
2513                 //don't allow the player to turn around while game is paused!
2514                 if(timeoutStatus == 2) {
2515                         self.v_angle = self.lastV_angle;
2516                         self.angles = self.lastV_angle;
2517                         self.fixangle = TRUE;
2518                 }
2519
2520                 if(frametime)
2521                 {
2522                         if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
2523                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2524                         player_powerups();
2525                 }
2526
2527                 if (self.deadflag != DEAD_NO)
2528                 {
2529                         float button_pressed, force_respawn;
2530                         if(self.personal && g_race_qualifying)
2531                         {
2532                                 if(time > self.death_time)
2533                                 {
2534                                         self.death_time = time + 1; // only retry once a second
2535                                         respawn();
2536                                         self.impulse = 141;
2537                                 }
2538                         }
2539                         else
2540                         {
2541                                 if(frametime)
2542                                         player_anim();
2543                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2544                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2545                                 if (self.deadflag == DEAD_DYING)
2546                                 {
2547                                         if(force_respawn)
2548                                                 self.deadflag = DEAD_RESPAWNING;
2549                                         else if(!button_pressed)
2550                                                 self.deadflag = DEAD_DEAD;
2551                                 }
2552                                 else if (self.deadflag == DEAD_DEAD)
2553                                 {
2554                                         if(button_pressed)
2555                                                 self.deadflag = DEAD_RESPAWNABLE;
2556                                 }
2557                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2558                                 {
2559                                         if(!button_pressed)
2560                                                 self.deadflag = DEAD_RESPAWNING;
2561                                 }
2562                                 else if (self.deadflag == DEAD_RESPAWNING)
2563                                 {
2564                                         if(time > self.death_time)
2565                                         {
2566                                                 self.death_time = time + 1; // only retry once a second
2567                                                 respawn();
2568                                         }
2569                                 }
2570                                 ShowRespawnCountdown();
2571                         }
2572                         return;
2573                 }
2574
2575                 if(g_touchexplode)
2576                 if(time > self.touchexplode_time)
2577                 if(self.classname == "player")
2578                 if(self.deadflag == DEAD_NO)
2579                 if not(IS_INDEPENDENT_PLAYER(self))
2580                 FOR_EACH_PLAYER(other) if(self != other)
2581                 {
2582                         if(time > other.touchexplode_time)
2583                         if(other.classname == "player")
2584                         if(other.deadflag == DEAD_NO)
2585                         if not(IS_INDEPENDENT_PLAYER(other))
2586                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2587                         {
2588                                 PlayerTouchExplode(self, other);
2589                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2590                         }
2591                 }
2592
2593                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2594                 {
2595                         vector dist;
2596
2597                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2598                         dist = self.prevorigin - self.origin;
2599                         dist_z = 0;
2600                         self.lms_traveled_distance += fabs(vlen(dist));
2601
2602                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2603                         {
2604                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2605                                 self.lms_traveled_distance = 0;
2606                         }
2607
2608                         if(time > self.lms_nextcheck)
2609                         {
2610                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2611                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2612                                 {
2613                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2614                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2615                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2616                                         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');
2617                                 }
2618                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2619                                 self.lms_traveled_distance = 0;
2620                         }
2621                 }
2622
2623                 self.prevorigin = self.origin;
2624
2625                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2626                 {
2627                         if (!self.crouch)
2628                         {
2629                                 self.crouch = TRUE;
2630                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2631                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2632                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2633                         }
2634                 }
2635                 else
2636                 {
2637                         if (self.crouch)
2638                         {
2639                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2640                                 if (!trace_startsolid)
2641                                 {
2642                                         self.crouch = FALSE;
2643                                         self.view_ofs = PL_VIEW_OFS;
2644                                         setsize (self, PL_MIN, PL_MAX);
2645                                 }
2646                         }
2647                 }
2648
2649                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2650                 {
2651                         if(self.bloodloss_timer < time)
2652                         {
2653                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2654                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2655                         }
2656                 }
2657
2658                 FixPlayermodel();
2659
2660                 GrapplingHookFrame();
2661
2662                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2663                 //if(frametime)
2664                 {
2665                         self.items &~= self.items_added;
2666
2667                         W_WeaponFrame();
2668
2669                         self.items_added = 0;
2670                         if(self.items & IT_JETPACK)
2671                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2672                                         self.items_added |= IT_FUEL;
2673
2674                         self.items |= self.items_added;
2675                 }
2676
2677                 player_regen();
2678                 if(frametime)
2679                         player_anim();
2680
2681                 if (g_minstagib)
2682                         minstagib_ammocheck();
2683
2684                 ctf_setstatus();
2685                 nexball_setstatus();
2686
2687                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2688
2689                 //self.angles_y=self.v_angle_y + 90;   // temp
2690         } else if(gameover) {
2691                 if (intermission_running)
2692                         IntermissionThink ();   // otherwise a button could be missed between
2693                 return;
2694         } else if(self.classname == "observer") {
2695                 ObserverThink();
2696         } else if(self.classname == "spectator") {
2697                 SpectatorThink();
2698         }
2699
2700         if(!zoomstate_set)
2701                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2702
2703         float oldspectatee_status;
2704         oldspectatee_status = self.spectatee_status;
2705         if(self.classname == "spectator")
2706                 self.spectatee_status = num_for_edict(self.enemy);
2707         else if(self.classname == "observer")
2708                 self.spectatee_status = num_for_edict(self);
2709         else
2710                 self.spectatee_status = 0;
2711         if(self.spectatee_status != oldspectatee_status)
2712         {
2713                 ClientData_Touch(self);
2714                 if(g_race || g_cts)
2715                         race_InitSpectator();
2716         }
2717
2718         if(self.teamkill_soundtime)
2719         if(time > self.teamkill_soundtime)
2720         {
2721                 self.teamkill_soundtime = 0;
2722
2723                 entity oldpusher, oldself;
2724
2725                 oldself = self; self = self.teamkill_soundsource;
2726                 oldpusher = self.pusher; self.pusher = oldself;
2727
2728                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2729
2730                 self.pusher = oldpusher;
2731                 self = oldself;
2732         }
2733
2734         if(self.taunt_soundtime)
2735         if(time > self.taunt_soundtime)
2736         {
2737                 self.taunt_soundtime = 0;
2738                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2739         }
2740
2741         target_voicescript_next(self);
2742 }
2743
2744 float isInvisibleString(string s)
2745 {
2746         float i, n, c;
2747         s = strdecolorize(s);
2748         for((i = 0), (n = strlen(s)); i < n; ++i)
2749         {
2750                 c = str2chr(s, i);
2751                 switch(c)
2752                 {
2753                         case 0:
2754                         case 32:
2755                         case 160:
2756                                 break;
2757                         default:
2758                                 return FALSE;
2759                 }
2760         }
2761         return TRUE;
2762 }
2763
2764 /*
2765 =============
2766 PlayerPostThink
2767
2768 Called every frame for each client after the physics are run
2769 =============
2770 */
2771 .float idlekick_lasttimeleft;
2772 void PlayerPostThink (void)
2773 {
2774         // Savage: Check for nameless players
2775         if (isInvisibleString(self.netname)) {
2776                 self.netname = "Player";
2777                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2778         }
2779
2780         // send the clients accuracy stats to the client
2781         if(self.stat_count > 0)
2782         if(frametime)
2783         {
2784                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2785                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2786                 self.stat_count -= 1;
2787         }
2788
2789 #ifdef UID
2790         if(self.uid_kicktime)
2791         if(time > self.uid_kicktime)
2792         {
2793                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");
2794                 dropclient(self);
2795                 return;
2796         }
2797 #endif
2798
2799         if(sv_maxidle && frametime)
2800         {
2801                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2802                 float timeleft;
2803                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2804                 if(timeleft <= 0)
2805                 {
2806                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2807                         AnnounceTo(self, "terminated");
2808                         dropclient(self);
2809                         return;
2810                 }
2811                 else if(timeleft <= 10)
2812                 {
2813                         if(timeleft != self.idlekick_lasttimeleft)
2814                         {
2815                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2816                                 AnnounceTo(self, strcat(ftos(timeleft), ""));
2817                         }
2818                 }
2819                 else
2820                 {
2821                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2822                 }
2823                 self.idlekick_lasttimeleft = timeleft;
2824         }
2825
2826 #ifdef TETRIS
2827         if(self.impulse == 100)
2828                 ImpulseCommands();
2829         if (TetrisPostFrame())
2830                 return;
2831 #endif
2832
2833         CheatFrame();
2834
2835         if(self.classname == "player") {
2836                 CheckRules_Player();
2837                 UpdateChatBubble();
2838                 UpdateTeamBubble();
2839                 if (self.impulse)
2840                         ImpulseCommands();
2841                 if (intermission_running)
2842                         return;         // intermission or finale
2843
2844                 GetPressedKeys();
2845         } else if (self.classname == "observer") {
2846                 //do nothing
2847         } else if (self.classname == "spectator") {
2848                 //do nothing
2849         }
2850
2851         /*
2852         float i;
2853         for(i = 0; i < 1000; ++i)
2854         {
2855                 vector end;
2856                 end = self.origin + '0 0 1024' + 512 * randomvec();
2857                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2858                 if(trace_fraction < 1)
2859                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2860                 {
2861                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2862                         break;
2863                 }
2864         }
2865         */
2866
2867         Arena_Warmup();
2868
2869         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2870
2871         if(self.waypointsprite_attachedforcarrier)
2872                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
2873         
2874         playerdemo_write();
2875
2876         /*
2877         if(g_race)
2878                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
2879         */
2880 }