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add warmup support to clan arena
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float t, float msg);
2
3 void send_CSQC_teamnagger() {
4         WriteByte(0, SVC_TEMPENTITY);
5         WriteByte(0, TE_CSQC_TEAMNAGGER);
6 }
7
8 float ClientData_Send(entity to, float sf)
9 {
10         if(to != self.owner)
11         {
12                 error("wtf");
13                 return FALSE;
14         }
15
16         entity e;
17
18         e = to;
19         if(to.classname == "spectator")
20                 e = to.enemy;
21
22         sf = 0;
23
24         if(e.race_completed)
25                 sf |= 1; // forced scoreboard
26         if(to.spectatee_status)
27                 sf |= 2; // spectator ent number follows
28         if(e.zoomstate)
29                 sf |= 4; // zoomed
30         if(e.porto_v_angle_held)
31                 sf |= 8; // angles held
32
33         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
34         WriteByte(MSG_ENTITY, sf);
35
36         if(sf & 2)
37                 WriteByte(MSG_ENTITY, to.spectatee_status);
38
39         if(sf & 8)
40         {
41                 WriteAngle(MSG_ENTITY, e.v_angle_x);
42                 WriteAngle(MSG_ENTITY, e.v_angle_y);
43         }
44
45         return TRUE;
46 }
47
48 void ClientData_Attach()
49 {
50         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
51         self.clientdata.drawonlytoclient = self;
52         self.clientdata.owner = self;
53 }
54
55 void ClientData_Detach()
56 {
57         remove(self.clientdata);
58         self.clientdata = world;
59 }
60
61 void ClientData_Touch(entity e)
62 {
63         e.clientdata.SendFlags = 1;
64
65         // make it spectatable
66         entity e2;
67         FOR_EACH_REALCLIENT(e2)
68         {
69                 if(e2 != e)
70                         if(e2.classname == "spectator")
71                                 if(e2.enemy == e)
72                                         e2.clientdata.SendFlags = 1;
73         }
74 }
75
76
77 #define SPAWNPOINT_SCORE frags
78
79 .string netname_previous;
80
81 void spawnfunc_info_player_survivor (void)
82 {
83         spawnfunc_info_player_deathmatch();
84 }
85
86 void spawnfunc_info_player_start (void)
87 {
88         spawnfunc_info_player_deathmatch();
89 }
90
91 void spawnfunc_info_player_deathmatch (void)
92 {
93         self.classname = "info_player_deathmatch";
94         relocate_spawnpoint();
95 }
96
97 void spawnpoint_use()
98 {
99         if(teams_matter)
100         if(have_team_spawns > 0)
101         {
102                 self.team = activator.team;
103                 some_spawn_has_been_used = 1;
104         }
105 };
106
107 // Returns:
108 //   -1 if a spawn can't be used
109 //   otherwise, a weight of the spawnpoint
110 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
111 {
112         float shortest, thisdist;
113         entity player;
114
115         // filter out spots for the wrong team
116         if(teamcheck)
117         if(spot.team != teamcheck)
118                 return -1;
119
120         if(race_spawns)
121                 if(spot.target == "")
122                         return -1;
123
124         if(clienttype(self) == CLIENTTYPE_REAL)
125         {
126                 if(spot.restriction == 1)
127                         return -1;
128         }
129         else
130         {
131                 if(spot.restriction == 2)
132                         return -1;
133         }
134
135         // filter out spots for assault
136         if(spot.target != "") {
137                 local entity ent;
138                 float good, found;
139                 ent = find(world, targetname, spot.target);
140                 while(ent) {
141                         if(ent.classname == "target_objective")
142                         {
143                                 found = 1;
144                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
145                                         return -1;
146                                 good = 1;
147                         }
148                         else if(ent.classname == "trigger_race_checkpoint")
149                         {
150                                 found = 1;
151                                 if(self.classname == "player") // spectators may spawn everywhere
152                                 {
153                                         if(g_race_qualifying)
154                                         {
155                                                 // spawn at first
156                                                 if(ent.race_checkpoint != 0)
157                                                         return -1;
158                                                 if(spot.race_place != race_lowest_place_spawn)
159                                                         return -1;
160                                         }
161                                         else
162                                         {
163                                                 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
164                                                         return -1;
165                                                 float pl;
166                                                 pl = self.race_place;
167                                                 if(pl > race_highest_place_spawn)
168                                                         pl = 0;
169                                                 if(spot.race_place != pl)
170                                                         return -1;
171                                         }
172                                 }
173                                 good = 1;
174                         }
175                         ent = find(ent, targetname, spot.target);
176                 }
177
178                 if(found && !good)
179                         return -1;
180         }
181
182         player = playerlist;
183         shortest = vlen(world.maxs - world.mins);
184         for(player = playerlist; player; player = player.chain)
185                 if (player != self)
186                 {
187                         thisdist = vlen(player.origin - spot.origin);
188                         if (thisdist < shortest)
189                                 shortest = thisdist;
190                 }
191         return shortest;
192 }
193
194 float spawn_allbad;
195 float spawn_allgood;
196 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
197 {
198         local entity spot, spotlist, spotlistend;
199         spawn_allgood = TRUE;
200         spawn_allbad = TRUE;
201
202         spotlist = world;
203         spotlistend = world;
204
205         for(spot = firstspot; spot; spot = spot.chain)
206         {
207                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
208
209                 if(cvar("spawn_debugview"))
210                 {
211                         setmodel(spot, "models/runematch/rune.mdl");
212                         if(spot.SPAWNPOINT_SCORE < mindist)
213                         {
214                                 spot.colormod = '1 0 0';
215                                 spot.scale = 1;
216                         }
217                         else
218                         {
219                                 spot.colormod = '0 1 0';
220                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
221                         }
222                 }
223
224                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
225                 {
226                         if(spot.SPAWNPOINT_SCORE < mindist)
227                         {
228                                 // too short distance
229                                 spawn_allgood = FALSE;
230                         }
231                         else
232                         {
233                                 // perfect
234                                 spawn_allbad = FALSE;
235
236                                 if(spotlistend)
237                                         spotlistend.chain = spot;
238                                 spotlistend = spot;
239                                 if(!spotlist)
240                                         spotlist = spot;
241
242                                 /*
243                                 if(teamcheck)
244                                 if(spot.team != teamcheck)
245                                         error("invalid spawn added");
246
247                                 print("added ", etos(spot), "\n");
248                                 */
249                         }
250                 }
251         }
252         if(spotlistend)
253                 spotlistend.chain = world;
254
255         /*
256                 entity e;
257                 if(teamcheck)
258                         for(e = spotlist; e; e = e.chain)
259                         {
260                                 print("seen ", etos(e), "\n");
261                                 if(e.team != teamcheck)
262                                         error("invalid spawn found");
263                         }
264         */
265
266         return spotlist;
267 }
268
269 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
270 {
271         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
272         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
273         local entity spot;
274
275         RandomSelection_Init();
276         for(spot = firstspot; spot; spot = spot.chain)
277                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
278
279         return RandomSelection_chosen_ent;
280 }
281
282 /*
283 =============
284 SelectSpawnPoint
285
286 Finds a point to respawn
287 =============
288 */
289 entity SelectSpawnPoint (float anypoint)
290 {
291         local float teamcheck;
292         local entity firstspot_new;
293         local entity spot, firstspot, playerlist;
294
295         spot = find (world, classname, "testplayerstart");
296         if (spot)
297                 return spot;
298
299         teamcheck = 0;
300
301         if(!anypoint && have_team_spawns > 0)
302                 teamcheck = self.team;
303
304         // get the list of players
305         playerlist = findchain(classname, "player");
306         // get the entire list of spots
307         firstspot = findchain(classname, "info_player_deathmatch");
308         // filter out the bad ones
309         // (note this returns the original list if none survived)
310         if(anypoint)
311         {
312                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
313         }
314         else
315         {
316                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
317                 if(!firstspot_new)
318                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
319                 firstspot = firstspot_new;
320
321                 // there is 50/50 chance of choosing a random spot or the furthest spot
322                 // (this means that roughly every other spawn will be furthest, so you
323                 // usually won't get fragged at spawn twice in a row)
324                 if (arena_roundbased && !g_ca)
325                 {
326                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
327                         if(firstspot_new)
328                                 firstspot = firstspot_new;
329                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
330                 }
331                 else if (random() > cvar("g_spawn_furthest"))
332                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
333                 else
334                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
335         }
336
337         if(cvar("spawn_debugview"))
338         {
339                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
340
341                 entity e;
342                 if(teamcheck)
343                         for(e = firstspot; e; e = e.chain)
344                                 if(e.team != teamcheck)
345                                         error("invalid spawn found");
346         }
347
348         if (!spot)
349         {
350                 if(cvar("spawn_debug"))
351                         GotoNextMap();
352                 else
353                 {
354                         if(some_spawn_has_been_used)
355                                 return world; // team can't spawn any more, because of actions of other team
356                         else
357                                 error("Cannot find a spawn point - please fix the map!");
358                 }
359         }
360
361         return spot;
362 }
363
364 /*
365 =============
366 CheckPlayerModel
367
368 Checks if the argument string can be a valid playermodel.
369 Returns a valid one in doubt.
370 =============
371 */
372 string FallbackPlayerModel = "models/player/marine.zym";
373 string CheckPlayerModel(string plyermodel) {
374         if(strlen(plyermodel) < 4)
375                 return FallbackPlayerModel;
376         if( substring(plyermodel,0,14) != "models/player/")
377                 return FallbackPlayerModel;
378         else if(cvar("sv_servermodelsonly"))
379         {
380                 if(substring(plyermodel,-4,4) != ".zym")
381                 if(substring(plyermodel,-4,4) != ".dpm")
382                 if(substring(plyermodel,-4,4) != ".md3")
383                 if(substring(plyermodel,-4,4) != ".psk")
384                         return FallbackPlayerModel;
385                 // forbid the LOD models
386                 if(substring(plyermodel, -9,5) == "_lod1")
387                         return FallbackPlayerModel;
388                 if(substring(plyermodel, -9,5) == "_lod2")
389                         return FallbackPlayerModel;
390                 if(plyermodel != strtolower(plyermodel))
391                         return FallbackPlayerModel;
392                 if(!fexists(plyermodel))
393                         return FallbackPlayerModel;
394         }
395         return plyermodel;
396 }
397
398 /*
399 =============
400 Client_customizeentityforclient
401
402 LOD reduction
403 =============
404 */
405 void Client_uncustomizeentityforclient()
406 {
407         if(self.modelindex == 0) // no need to uncustomize then
408                 return;
409         self.modelindex = self.modelindex_lod0;
410         self.skin = self.skinindex;
411 }
412
413 float Client_customizeentityforclient()
414 {
415         entity modelsource;
416
417         if(self.modelindex == 0)
418                 return TRUE;
419
420         // forcemodel stuff
421
422 #ifdef PROFILING
423         float t0;
424         t0 = gettime(GETTIME_HIRES); // reference
425 #endif
426
427         modelsource = self;
428
429 #ifdef ALLOW_FORCEMODELS
430         if(other.cvar_cl_forceplayermodelsfromnexuiz)
431                 if not(self.modelindex_lod0_from_nexuiz)
432                         modelsource = other;
433         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
434                 modelsource = other;
435 #endif
436
437         self.skin = modelsource.skinindex;
438
439 #if 0
440         if(modelsource == self)
441                 self.skin = modelsource.skinindex;
442         else
443                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
444 #endif
445
446         // self: me
447         // other: the player viewing me
448         float distance;
449         float f;
450
451         if(other.cvar_cl_playerdetailreduction <= 0)
452         {
453                 if(other.cvar_cl_playerdetailreduction <= -2)
454                         self.modelindex = modelsource.modelindex_lod2;
455                 else if(other.cvar_cl_playerdetailreduction <= -1)
456                         self.modelindex = modelsource.modelindex_lod1;
457                 else
458                         self.modelindex = modelsource.modelindex_lod0;
459         }
460         else
461         {
462                 distance = vlen(self.origin - other.origin);
463                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
464                 if(f > sv_loddistance2)
465                         self.modelindex = modelsource.modelindex_lod2;
466                 else if(f > sv_loddistance1)
467                         self.modelindex = modelsource.modelindex_lod1;
468                 else
469                         self.modelindex = modelsource.modelindex_lod0;
470         }
471
472 #ifdef PROFILING
473         float t1;
474         t1 = gettime(GETTIME_HIRES); // reference
475         client_cefc_accumulator += (t1 - t0);
476 #endif
477
478         return TRUE;
479 }
480
481 void UpdatePlayerSounds();
482 void setmodel_lod(entity e, string modelname)
483 {
484         string s;
485
486         if(sv_loddistance1)
487         {
488                 // FIXME: this only supports 3-letter extensions
489                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
490                 if(fexists(s))
491                 {
492                         setmodel(e, s); // players have high precision
493                         self.modelindex_lod1 = self.modelindex;
494                 }
495                 else
496                         self.modelindex_lod1 = -1;
497
498                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
499                 if(fexists(s))
500                 {
501                         setmodel(e, s); // players have high precision
502                         self.modelindex_lod2 = self.modelindex;
503                 }
504                 else
505                         self.modelindex_lod2 = -1;
506
507                 precache_model(modelname);
508                 setmodel(e, modelname); // players have high precision
509                 self.modelindex_lod0 = self.modelindex;
510
511                 if(self.modelindex_lod1 < 0)
512                         self.modelindex_lod1 = self.modelindex;
513
514                 if(self.modelindex_lod2 < 0)
515                         self.modelindex_lod2 = self.modelindex;
516         }
517         else
518         {
519                 precache_model(modelname);
520                 setmodel(e, modelname); // players have high precision
521                 self.modelindex_lod0 = self.modelindex;
522                         // save it for possible player model forcing
523         }
524
525         s = whichpack(self.model);
526         self.modelindex_lod0_from_nexuiz = ((s == "") || (substring(s, 0, 4) == "data"));
527
528         player_setupanimsformodel();
529         UpdatePlayerSounds();
530 }
531
532 /*
533 =============
534 PutObserverInServer
535
536 putting a client as observer in the server
537 =============
538 */
539 void FixPlayermodel();
540 void PutObserverInServer (void)
541 {
542         entity  spot;
543
544         race_PreSpawnObserver();
545
546         spot = SelectSpawnPoint (TRUE);
547         if(!spot)
548                 error("No spawnpoints for observers?!?\n");
549         RemoveGrapplingHook(self); // Wazat's Grappling Hook
550
551         if(clienttype(self) == CLIENTTYPE_REAL)
552         {
553                 msg_entity = self;
554                 WriteByte(MSG_ONE, SVC_SETVIEW);
555                 WriteEntity(MSG_ONE, self);
556         }
557
558         DropAllRunes(self);
559         kh_Key_DropAll(self, TRUE);
560
561         Portal_ClearAll(self);
562
563         if(self.flagcarried)
564                 DropFlag(self.flagcarried, world, world);
565
566         if(self.ballcarried)
567                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
568
569         WaypointSprite_PlayerDead();
570
571         if not(g_ca)  // don't reset teams when moving a ca player to the spectators
572                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
573
574         if(self.killcount != -666) {
575                 if(g_lms) {
576                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
577                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
578                         else
579                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
580                 } else
581                         bprint ("^4", self.netname, "^4 is spectating now\n");
582
583                 if(self.just_joined == FALSE) {
584                         LogTeamchange(self.playerid, -1, 4);
585                 } else
586                         self.just_joined = FALSE;
587         }
588
589         PlayerScore_Clear(self); // clear scores when needed
590
591         self.spectatortime = time;
592
593         self.classname = "observer";
594         self.iscreature = FALSE;
595         self.health = -666;
596         self.takedamage = DAMAGE_NO;
597         self.solid = SOLID_NOT;
598         self.movetype = MOVETYPE_NOCLIP;
599         self.flags = FL_CLIENT | FL_NOTARGET;
600         self.armorvalue = 666;
601         self.effects = 0;
602         self.armorvalue = cvar("g_balance_armor_start");
603         self.pauserotarmor_finished = 0;
604         self.pauserothealth_finished = 0;
605         self.pauseregen_finished = 0;
606         self.damageforcescale = 0;
607         self.death_time = 0;
608         self.dead_frame = 0;
609         self.alpha = 0;
610         self.scale = 0;
611         self.fade_time = 0;
612         self.pain_frame = 0;
613         self.pain_finished = 0;
614         self.strength_finished = 0;
615         self.invincible_finished = 0;
616         self.pushltime = 0;
617         self.think = SUB_Null;
618         self.nextthink = 0;
619         self.hook_time = 0;
620         self.runes = 0;
621         self.deadflag = DEAD_NO;
622         self.angles = spot.angles;
623         self.angles_z = 0;
624         self.fixangle = TRUE;
625         self.crouch = FALSE;
626
627         self.view_ofs = PL_VIEW_OFS;
628         setorigin (self, spot.origin);
629         setsize (self, '0 0 0', '0 0 0');
630         self.prevorigin = self.origin;
631         self.items = 0;
632         self.weapons = 0;
633         self.model = "";
634         FixPlayermodel();
635         self.model = "";
636         self.modelindex = 0;
637         self.weapon = 0;
638         self.weaponmodel = "";
639         self.weaponentity = world;
640         self.exteriorweaponentity = world;
641         self.killcount = -666;
642         self.velocity = '0 0 0';
643         self.avelocity = '0 0 0';
644         self.punchangle = '0 0 0';
645         self.punchvector = '0 0 0';
646         self.oldvelocity = self.velocity;
647         self.fire_endtime = -1;
648
649         if(sv_loddistance1)
650                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
651
652         if(g_arena)
653         {
654                 if(self.version_mismatch)
655                 {
656                         Spawnqueue_Unmark(self);
657                         Spawnqueue_Remove(self);
658                 }
659                 else
660                 {
661                         Spawnqueue_Insert(self);
662                 }
663         }
664         else if(g_lms)
665         {
666                 // Only if the player cannot play at all
667                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
668                         self.frags = FRAGS_SPECTATOR;
669                 else
670                         self.frags = FRAGS_LMS_LOSER;
671         }
672         else
673                 self.frags = FRAGS_SPECTATOR;
674 }
675
676 float RestrictSkin(float s)
677 {
678         if(!teams_matter)
679                 return s;
680         if(s == 6)
681                 return 6;
682         return mod(s, 3);
683 }
684
685 void FixPlayermodel()
686 {
687         local string defaultmodel;
688         local float defaultskin, chmdl, oldskin;
689         local vector m1, m2;
690
691         defaultmodel = "";
692
693         if(cvar("sv_defaultcharacter") == 1) {
694                 defaultskin = 0;
695
696                 if(teams_matter)
697                 {
698                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
699                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
700                 }
701
702                 if(defaultmodel == "")
703                 {
704                         defaultmodel = cvar_string("sv_defaultplayermodel");
705                         defaultskin = cvar("sv_defaultplayerskin");
706                 }
707         }
708
709         if(self.modelindex == 0 && self.deadflag == DEAD_NO)
710         {
711                 if(self.model != "")
712                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
713                 self.model = ""; // force the != checks to return true
714         }
715
716         if(defaultmodel != "")
717         {
718                 if (defaultmodel != self.model)
719                 {
720                         m1 = self.mins;
721                         m2 = self.maxs;
722                         setmodel_lod (self, defaultmodel);
723                         setsize (self, m1, m2);
724                         chmdl = TRUE;
725                 }
726
727                 oldskin = self.skinindex;
728                 self.skinindex = defaultskin;
729         } else {
730                 if (self.playermodel != self.model || self.playermodel == "")
731                 {
732                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
733                         m1 = self.mins;
734                         m2 = self.maxs;
735                         setmodel_lod (self, self.playermodel);
736                         setsize (self, m1, m2);
737                         chmdl = TRUE;
738                 }
739
740                 oldskin = self.skinindex;
741                 self.skinindex = RestrictSkin(stof(self.playerskin));
742         }
743
744         if(chmdl || oldskin != self.skinindex)
745                 self.species = player_getspecies(); // model or skin has changed
746
747         if(!teams_matter)
748                 if(strlen(cvar_string("sv_defaultplayercolors")))
749                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
750                                 setcolor(self, cvar("sv_defaultplayercolors"));
751 }
752
753 void PlayerTouchExplode(entity p1, entity p2)
754 {
755         vector org;
756         org = (p1.origin + p2.origin) * 0.5;
757         org_z += (p1.mins_z + p2.mins_z) * 0.5;
758
759         te_explosion(org);
760
761         entity e;
762         e = spawn();
763         setorigin(e, org);
764         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
765         remove(e);
766 }
767
768 /*
769 =============
770 PutClientInServer
771
772 Called when a client spawns in the server
773 =============
774 */
775 //void() ctf_playerchanged;
776 void PutClientInServer (void)
777 {
778         if(clienttype(self) == CLIENTTYPE_BOT)
779         {
780                 self.classname = "player";
781         }
782         else if(clienttype(self) == CLIENTTYPE_REAL)
783         {
784                 msg_entity = self;
785                 WriteByte(MSG_ONE, SVC_SETVIEW);
786                 WriteEntity(MSG_ONE, self);
787         }
788
789         // player is dead and becomes observer
790         // FIXME fix LMS scoring for new system
791         if(g_lms)
792         {
793                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
794                         self.classname = "observer";
795         }
796
797         if(g_arena || (g_ca && !allowed_to_spawn))
798         if(!self.spawned)
799                 self.classname = "observer";
800
801         if(gameover)
802                 self.classname = "observer";
803
804         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
805                 entity spot, oldself;
806                 float j;
807
808                 if(self.team < 0)
809                         JoinBestTeam(self, FALSE, TRUE);
810
811                 race_PreSpawn();
812
813                 spot = SelectSpawnPoint (FALSE);
814                 if(!spot)
815                 {
816                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
817                         return; // spawn failed
818                 }
819
820                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
821
822                 self.classname = "player";
823                 self.wasplayer = TRUE;
824                 self.iscreature = TRUE;
825                 self.movetype = MOVETYPE_WALK;
826                 self.solid = SOLID_SLIDEBOX;
827                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
828                 self.frags = FRAGS_PLAYER;
829                 if(independent_players)
830                         MAKE_INDEPENDENT_PLAYER(self);
831                 self.flags = FL_CLIENT;
832                 self.takedamage = DAMAGE_AIM;
833                 if(g_minstagib)
834                         self.effects = EF_FULLBRIGHT;
835                 else
836                         self.effects = 0;
837                 self.air_finished = time + 12;
838                 self.dmg = 2;
839
840                 if(inWarmupStage)
841                 {
842                         self.ammo_shells = warmup_start_ammo_shells;
843                         self.ammo_nails = warmup_start_ammo_nails;
844                         self.ammo_rockets = warmup_start_ammo_rockets;
845                         self.ammo_cells = warmup_start_ammo_cells;
846                         self.ammo_fuel = warmup_start_ammo_fuel;
847                         self.health = warmup_start_health;
848                         self.armorvalue = warmup_start_armorvalue;
849                         self.weapons = warmup_start_weapons;
850                 }
851                 else
852                 {
853                         self.ammo_shells = start_ammo_shells;
854                         self.ammo_nails = start_ammo_nails;
855                         self.ammo_rockets = start_ammo_rockets;
856                         self.ammo_cells = start_ammo_cells;
857                         self.ammo_fuel = start_ammo_fuel;
858                         self.health = start_health;
859                         self.armorvalue = start_armorvalue;
860                         self.weapons = start_weapons;
861                 }
862
863                 if(g_weaponarena_random)
864                         self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
865
866                 self.items = start_items;
867                 self.switchweapon = w_getbestweapon(self);
868                 self.cnt = self.switchweapon;
869                 self.weapon = 0;
870                 self.jump_interval = time;
871
872                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
873                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
874                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
875                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
876                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
877                 //extend the pause of rotting if client was reset at the beginning of the countdown
878                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
879                         self.spawnshieldtime += game_starttime - time;
880                         self.pauserotarmor_finished += game_starttime - time;
881                         self.pauserothealth_finished += game_starttime - time;
882                         self.pauseregen_finished += game_starttime - time;
883                 }
884                 self.damageforcescale = 2;
885                 self.death_time = 0;
886                 self.dead_frame = 0;
887                 self.alpha = 0;
888                 self.scale = 0;
889                 self.fade_time = 0;
890                 self.pain_frame = 0;
891                 self.pain_finished = 0;
892                 self.strength_finished = 0;
893                 self.invincible_finished = 0;
894                 self.pushltime = 0;
895                 //self.speed_finished = 0;
896                 //self.slowmo_finished = 0;
897                 // players have no think function
898                 self.think = SUB_Null;
899                 self.nextthink = 0;
900                 self.hook_time = 0;
901                 self.dmg_team = 0;
902
903                 self.metertime = 0;
904
905                 self.runes = 0;
906
907                 self.deadflag = DEAD_NO;
908
909                 self.angles = spot.angles;
910
911                 self.angles_z = 0; // never spawn tilted even if the spot says to
912                 self.fixangle = TRUE; // turn this way immediately
913                 self.velocity = '0 0 0';
914                 self.avelocity = '0 0 0';
915                 self.punchangle = '0 0 0';
916                 self.punchvector = '0 0 0';
917                 self.oldvelocity = self.velocity;
918                 self.fire_endtime = -1;
919
920                 msg_entity = self;
921                 WRITESPECTATABLE_MSG_ONE({
922                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
923                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
924                 });
925
926                 if(sv_loddistance1)
927                         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
928
929                 self.model = "";
930                 FixPlayermodel();
931
932                 self.crouch = FALSE;
933                 self.view_ofs = PL_VIEW_OFS;
934                 setsize (self, PL_MIN, PL_MAX);
935                 self.spawnorigin = spot.origin;
936                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
937                 // don't reset back to last position, even if new position is stuck in solid
938                 self.oldorigin = self.origin;
939                 self.prevorigin = self.origin;
940                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
941
942                 if(g_arena)
943                 {
944                         Spawnqueue_Remove(self);
945                         Spawnqueue_Mark(self);
946                 }
947
948                 else if(g_ca)
949                         self.caplayer = 1;
950
951                 self.event_damage = PlayerDamage;
952
953                 self.bot_attack = TRUE;
954
955                 self.statdraintime = time + 5;
956                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
957
958                 if(self.killcount == -666) {
959                         PlayerScore_Clear(self);
960                         self.killcount = 0;
961                 }
962
963                 self.cnt = WEP_LASER;
964                 self.nixnex_lastchange_id = -1;
965
966                 CL_SpawnWeaponentity();
967                 self.alpha = default_player_alpha;
968                 self.colormod = '1 1 1' * cvar("g_player_brightness");
969                 self.exteriorweaponentity.alpha = default_weapon_alpha;
970
971                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
972                 self.lms_traveled_distance = 0;
973                 self.speedrunning = FALSE;
974
975                 race_PostSpawn(spot);
976
977                 if(cvar("spawn_debug"))
978                 {
979                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
980                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
981                 }
982
983                 //stuffcmd(self, "chase_active 0");
984                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
985
986                 if (cvar("g_spawnsound"))
987                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
988
989                 if(g_assault) {
990                         if(self.team == assault_attacker_team)
991                                 centerprint(self, "You are attacking!");
992                         else
993                                 centerprint(self, "You are defending!");
994                 }
995
996                 target_voicescript_clear(self);
997
998                 // reset fields the weapons may use
999         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1000             weapon_action(j, WR_RESETPLAYER);
1001
1002                 oldself = self;
1003                 self = spot;
1004                         activator = oldself;
1005                                 SUB_UseTargets();
1006                         activator = world;
1007                 self = oldself;
1008         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1009                 PutObserverInServer ();
1010         }
1011
1012         //if(g_ctf)
1013         //      ctf_playerchanged();
1014 }
1015
1016 float ClientInit_SendEntity(entity to, float sf)
1017 {
1018         float i;
1019         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1020         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1021         for(i = 1; i <= 24; ++i)
1022                 WriteByte(MSG_ENTITY, (get_weaponinfo(i)).impulse + 1);
1023         WriteCoord(MSG_ENTITY, hook_shotorigin_x);
1024         WriteCoord(MSG_ENTITY, hook_shotorigin_y);
1025         WriteCoord(MSG_ENTITY, hook_shotorigin_z);
1026
1027         if(sv_foginterval && world.fog != "")
1028                 WriteString(MSG_ENTITY, world.fog);
1029         else
1030                 WriteString(MSG_ENTITY, "");
1031         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);
1032         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);
1033         return TRUE;
1034 }
1035
1036 void ClientInit_Spawn()
1037 {
1038         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);
1039 }
1040
1041 /*
1042 =============
1043 SetNewParms
1044 =============
1045 */
1046 void SetNewParms (void)
1047 {
1048         // initialize parms for a new player
1049         parm1 = -(86400 * 366);
1050 }
1051
1052 /*
1053 =============
1054 SetChangeParms
1055 =============
1056 */
1057 void SetChangeParms (void)
1058 {
1059         // save parms for level change
1060         parm1 = self.parm_idlesince - time;
1061 }
1062
1063 /*
1064 =============
1065 DecodeLevelParms
1066 =============
1067 */
1068 void DecodeLevelParms (void)
1069 {
1070         // load parms
1071         self.parm_idlesince = parm1;
1072         if(self.parm_idlesince == -(86400 * 366))
1073                 self.parm_idlesince = time;
1074
1075         // whatever happens, allow 60 seconds of idling directly after connect for map loading
1076         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1077 }
1078
1079 /*
1080 =============
1081 ClientKill
1082
1083 Called when a client types 'kill' in the console
1084 =============
1085 */
1086
1087 void ClientKill_Now_TeamChange()
1088 {
1089         if(self.killindicator_teamchange == -1)
1090         {
1091                 self.team = -1;
1092                 JoinBestTeam( self, FALSE, FALSE );
1093         }
1094         else
1095                 SV_ChangeTeam(self.killindicator_teamchange - 1);
1096 }
1097
1098 void ClientKill_Now()
1099 {
1100         if(self.killindicator_teamchange)
1101                 ClientKill_Now_TeamChange();
1102
1103         // in any case:
1104         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1105
1106         if(self.killindicator)
1107         {
1108                 dprint("Cleaned up after a leaked kill indicator.\n");
1109                 remove(self.killindicator);
1110                 self.killindicator = world;
1111         }
1112 }
1113 void KillIndicator_Think()
1114 {
1115         if (!self.owner.modelindex)
1116         {
1117                 self.owner.killindicator = world;
1118                 remove(self);
1119                 return;
1120         }
1121
1122         if(self.cnt <= 0)
1123         {
1124                 self = self.owner;
1125                 ClientKill_Now(); // no oldself needed
1126                 return;
1127         }
1128         else
1129         {
1130                 if(self.cnt <= 10)
1131                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1132                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1133                 {
1134                         if(self.cnt <= 10)
1135                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
1136                         if(self.owner.killindicator_teamchange)
1137                         {
1138                                 if(self.owner.killindicator_teamchange == -1)
1139                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1140                                 else
1141                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1142                         }
1143                         else
1144                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1145                 }
1146                 self.nextthink = time + 1;
1147                 self.cnt -= 1;
1148         }
1149 }
1150
1151 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1152 {
1153         float killtime;
1154         entity e;
1155         killtime = cvar("g_balance_kill_delay");
1156
1157         if(g_race_qualifying)
1158                 killtime = 0;
1159
1160         self.killindicator_teamchange = targetteam;
1161
1162         if(!self.killindicator)
1163         {
1164                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1165                 {
1166                         ClientKill_Now();
1167                 }
1168                 else
1169                 {
1170                         self.killindicator = spawn();
1171                         self.killindicator.owner = self;
1172                         self.killindicator.scale = 0.5;
1173                         setattachment(self.killindicator, self, "");
1174                         setorigin(self.killindicator, '0 0 52');
1175                         self.killindicator.think = KillIndicator_Think;
1176                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1177                         self.killindicator.cnt = ceil(killtime);
1178                         self.killindicator.count = bound(0, ceil(killtime), 10);
1179                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1180
1181                         for(e = world; (e = find(e, classname, "body")) != world; )
1182                         {
1183                                 if(e.enemy != self)
1184                                         continue;
1185                                 e.killindicator = spawn();
1186                                 e.killindicator.owner = e;
1187                                 e.killindicator.scale = 0.5;
1188                                 setattachment(e.killindicator, e, "");
1189                                 setorigin(e.killindicator, '0 0 52');
1190                                 e.killindicator.think = KillIndicator_Think;
1191                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1192                                 e.killindicator.cnt = ceil(killtime);
1193                         }
1194                         self.lip = 0;
1195                 }
1196         }
1197         if(self.killindicator)
1198         {
1199                 if(targetteam)
1200                         self.killindicator.colormod = TeamColor(targetteam);
1201                 else
1202                         self.killindicator.colormod = '0 0 0';
1203         }
1204 }
1205
1206 void ClientKill (void)
1207 {
1208         ClientKill_TeamChange(0);
1209 }
1210
1211 void DoTeamChange(float destteam)
1212 {
1213         float t, c0;
1214         if(!teams_matter)
1215         {
1216                 if(destteam >= 0)
1217                         SetPlayerColors(self, destteam);
1218                 return;
1219         }
1220         if(self.classname == "player")
1221         if(destteam == -1)
1222         {
1223                 CheckAllowedTeams(self);
1224                 t = FindSmallestTeam(self, TRUE);
1225                 switch(self.team)
1226                 {
1227                         case COLOR_TEAM1: c0 = c1; break;
1228                         case COLOR_TEAM2: c0 = c2; break;
1229                         case COLOR_TEAM3: c0 = c3; break;
1230                         case COLOR_TEAM4: c0 = c4; break;
1231                         default:          c0 = 999;
1232                 }
1233                 switch(t)
1234                 {
1235                         case 1:
1236                                 if(c0 > c1)
1237                                         destteam = COLOR_TEAM1;
1238                                 break;
1239                         case 2:
1240                                 if(c0 > c2)
1241                                         destteam = COLOR_TEAM2;
1242                                 break;
1243                         case 3:
1244                                 if(c0 > c3)
1245                                         destteam = COLOR_TEAM3;
1246                                 break;
1247                         case 4:
1248                                 if(c0 > c4)
1249                                         destteam = COLOR_TEAM4;
1250                                 break;
1251                 }
1252                 if(destteam == -1)
1253                         return;
1254         }
1255         if(destteam == self.team && destteam >= 0 && !self.killindicator)
1256                 return;
1257         ClientKill_TeamChange(destteam);
1258 }
1259
1260 void FixClientCvars(entity e)
1261 {
1262         // send prediction settings to the client
1263         stuffcmd(e, "\nin_bindmap 0 0\n");
1264         if(g_race || g_cts)
1265                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1266         /*
1267          * we no longer need to stuff this. Remove this comment block if you feel
1268          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1269         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1270         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1271         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1272         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1273         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1274         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1275         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1276         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1277         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1278         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1279         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1280         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1281         stuffcmd(e, "cl_movement_edgefriction 1\n");
1282          */
1283 }
1284
1285 /*
1286 =============
1287 ClientConnect
1288
1289 Called when a client connects to the server
1290 =============
1291 */
1292 //void ctf_clientconnect();
1293 string ColoredTeamName(float t);
1294 void DecodeLevelParms (void);
1295 //void dom_player_join_team(entity pl);
1296 void ClientConnect (void)
1297 {
1298         float t;
1299
1300         if(self.flags & FL_CLIENT)
1301         {
1302                 print("Warning: ClientConnect, but already connected!\n");
1303                 return;
1304         }
1305
1306         if(Ban_MaybeEnforceBan(self))
1307                 return;
1308
1309         DecodeLevelParms();
1310
1311         self.classname = "player_joining";
1312
1313         self.flags = FL_CLIENT;
1314         self.version_nagtime = time + 10 + random() * 10;
1315
1316         if(player_count<0)
1317         {
1318                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1319                 player_count = 0;
1320         }
1321
1322         PlayerScore_Attach(self);
1323         ClientData_Attach();
1324
1325         bot_clientconnect();
1326         
1327         playerdemo_init();
1328
1329         race_PreSpawnObserver();
1330
1331         //if(g_domination)
1332         //      dom_player_join_team(self);
1333
1334         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1335
1336         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1337                 self.classname = "observer";
1338         } else {
1339                 if(teams_matter)
1340                 {
1341                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1342                         {
1343                                 self.classname = "player";
1344                                 campaign_bots_may_start = 1;
1345                         }
1346                         else
1347                         {
1348                                 self.classname = "observer"; // do it anyway
1349                         }
1350                 }
1351                 else
1352                 {
1353                         self.classname = "player";
1354                         campaign_bots_may_start = 1;
1355                 }
1356         }
1357
1358         self.playerid = (playerid_last = playerid_last + 1);
1359
1360         if(cvar("sv_eventlog"))
1361                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1362
1363         LogTeamchange(self.playerid, self.team, 1);
1364
1365         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1366
1367         self.netname_previous = strzone(self.netname);
1368
1369         bprint("^4", self.netname, "^4 connected");
1370
1371         if(g_domination || g_ctf)
1372                 bprint(" and joined the ", ColoredTeamName(self.team));
1373
1374         bprint("\n");
1375
1376         self.welcomemessage_time = 0;
1377
1378         stuffcmd(self, strcat(clientstuff, "\n"));
1379         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1380         stuffcmd(self, "cl_particles_reloadeffects\n");
1381
1382         FixClientCvars(self);
1383
1384         // spawnfunc_waypoint sprites
1385         WaypointSprite_InitClient(self);
1386
1387         // Wazat's grappling hook
1388         SetGrappleHookBindings();
1389
1390         // get autoswitch state from player when he toggles it
1391         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1392
1393         // get version info from player
1394         stuffcmd(self, "cmd clientversion $gameversion\n");
1395
1396         // get other cvars from player
1397         GetCvars(0);
1398
1399         // set cvar for team scoreboard
1400         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1401
1402         // notify about available teams
1403         if(teams_matter)
1404         {
1405                 CheckAllowedTeams(self);
1406                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1407                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1408         }
1409         else
1410                 stuffcmd(self, "set _teams_available 0\n");
1411
1412         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1413
1414         if(g_arena || g_ca)
1415         {
1416                 self.classname = "observer";
1417                 if(g_arena)
1418                         Spawnqueue_Insert(self);
1419         }
1420         /*else if(g_ctf)
1421         {
1422                 ctf_clientconnect();
1423         }*/
1424
1425         if(teams_matter || sv_cheats)
1426                 attach_entcs();
1427
1428         bot_relinkplayerlist();
1429
1430         self.spectatortime = time;
1431         if(blockSpectators)
1432         {
1433                 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"));
1434         }
1435
1436         self.jointime = time;
1437         self.allowedTimeouts = cvar("sv_timeout_number");
1438
1439         if(clienttype(self) == CLIENTTYPE_REAL)
1440         {
1441                 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1442                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1443         }
1444
1445         if(g_lms)
1446         {
1447                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1448                 {
1449                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1450                         self.frags = FRAGS_SPECTATOR;
1451                 }
1452         }
1453
1454         if(!sv_foginterval && world.fog != "")
1455                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1456
1457         SoundEntity_Attach(self);
1458
1459         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1460         {
1461                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1462                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1463         }
1464         else
1465                 self.hitplotfh = -1;
1466
1467         if(g_race || g_cts) {
1468                 string rr;
1469                 if(g_cts)
1470                         rr = CTS_RECORD;
1471                 else
1472                         rr = RACE_RECORD;
1473                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1474
1475                 race_send_recordtime(t, MSG_ONE);
1476                 race_send_speedaward(MSG_ONE);
1477
1478                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1479                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));
1480                 race_send_speedaward_alltimebest(MSG_ONE);
1481         }
1482         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca
1483                 send_CSQC_teamnagger();
1484 }
1485
1486 /*
1487 =============
1488 ClientDisconnect
1489
1490 Called when a client disconnects from the server
1491 =============
1492 */
1493 .entity chatbubbleentity;
1494 .entity teambubbleentity;
1495 void ReadyCount();
1496 void ClientDisconnect (void)
1497 {
1498         if not(self.flags & FL_CLIENT)
1499         {
1500                 print("Warning: ClientDisconnect without ClientConnect\n");
1501                 return;
1502         }
1503
1504         if(self.hitplotfh >= 0)
1505         {
1506                 fclose(self.hitplotfh);
1507                 self.hitplotfh = -1;
1508         }
1509
1510         playerdemo_shutdown();
1511
1512         bot_clientdisconnect();
1513
1514         if(self.entcs)
1515                 detach_entcs();
1516
1517         if(cvar("sv_eventlog"))
1518                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1519         bprint ("^4",self.netname);
1520         bprint ("^4 disconnected\n");
1521
1522         SoundEntity_Detach(self);
1523
1524         DropAllRunes(self);
1525         kh_Key_DropAll(self, TRUE);
1526
1527         Portal_ClearAll(self);
1528
1529         if(self.flagcarried)
1530                 DropFlag(self.flagcarried, world, world);
1531         if(self.ballcarried)
1532                 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1533
1534         // Here, everything has been done that requires this player to be a client.
1535
1536         self.flags &~= FL_CLIENT;
1537
1538         if (self.chatbubbleentity)
1539                 remove (self.chatbubbleentity);
1540
1541         if (self.teambubbleentity)
1542                 remove (self.teambubbleentity);
1543
1544         if (self.killindicator)
1545                 remove (self.killindicator);
1546
1547         WaypointSprite_PlayerGone();
1548
1549         bot_relinkplayerlist();
1550
1551         // remove laserdot
1552         if(self.weaponentity)
1553                 if(self.weaponentity.lasertarget)
1554                         remove(self.weaponentity.lasertarget);
1555
1556         if(g_arena)
1557         {
1558                 Spawnqueue_Unmark(self);
1559                 Spawnqueue_Remove(self);
1560         }
1561
1562         ClientData_Detach();
1563         PlayerScore_Detach(self);
1564
1565         if(self.netname_previous)
1566                 strunzone(self.netname_previous);
1567         if(self.clientstatus)
1568                 strunzone(self.clientstatus);
1569
1570         ClearPlayerSounds();
1571
1572         if(self.personal)
1573                 remove(self.personal);
1574
1575         self.playerid = 0;
1576         ReadyCount();
1577
1578         // free cvars
1579         GetCvars(-1);
1580 }
1581
1582 .float BUTTON_CHAT;
1583 void ChatBubbleThink()
1584 {
1585         self.nextthink = time;
1586         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1587         {
1588                 if(self.owner) // but why can that ever be world?
1589                         self.owner.chatbubbleentity = world;
1590                 remove(self);
1591                 return;
1592         }
1593         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1594 #ifdef TETRIS
1595                 || self.owner.tetris_on
1596 #endif
1597         )
1598                 self.model = self.mdl;
1599         else
1600                 self.model = "";
1601 };
1602
1603 void UpdateChatBubble()
1604 {
1605         if (!self.modelindex)
1606                 return;
1607         // spawn a chatbubble entity if needed
1608         if (!self.chatbubbleentity)
1609         {
1610                 self.chatbubbleentity = spawn();
1611                 self.chatbubbleentity.owner = self;
1612                 self.chatbubbleentity.exteriormodeltoclient = self;
1613                 self.chatbubbleentity.think = ChatBubbleThink;
1614                 self.chatbubbleentity.nextthink = time;
1615                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1616                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1617                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1618                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1619                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1620                 self.chatbubbleentity.model = "";
1621                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1622         }
1623 }
1624
1625
1626 void TeamBubbleThink()
1627 {
1628         self.nextthink = time;
1629         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1630         {
1631                 if(self.owner) // but why can that ever be world?
1632                         self.owner.teambubbleentity = world;
1633                 remove(self);
1634                 return;
1635         }
1636 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1637         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1638                 self.model = "";
1639         else
1640                 self.model = self.mdl;
1641
1642 };
1643
1644 float TeamBubble_customizeentityforclient()
1645 {
1646         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1647 }
1648
1649 void UpdateTeamBubble()
1650 {
1651         if (!self.modelindex || !teams_matter)
1652                 return;
1653         // spawn a teambubble entity if needed
1654         if (!self.teambubbleentity && teams_matter)
1655         {
1656                 self.teambubbleentity = spawn();
1657                 self.teambubbleentity.owner = self;
1658                 self.teambubbleentity.exteriormodeltoclient = self;
1659                 self.teambubbleentity.think = TeamBubbleThink;
1660                 self.teambubbleentity.nextthink = time;
1661                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1662 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1663                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1664                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1665                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1666                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1667                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1668                 self.teambubbleentity.effects = EF_LOWPRECISION;
1669         }
1670 }
1671
1672 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1673 // added to the model skins
1674 /*void UpdateColorModHack()
1675 {
1676         local float c;
1677         c = self.clientcolors & 15;
1678         // LordHavoc: only bothering to support white, green, red, yellow, blue
1679              if (!teams_matter) self.colormod = '0 0 0';
1680         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1681         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1682         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1683         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1684         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1685         else self.colormod = '1 1 1';
1686 };*/
1687
1688 void respawn(void)
1689 {
1690         CopyBody(1);
1691         self.effects |= EF_NODRAW; // prevent another CopyBody
1692         PutClientInServer();
1693 }
1694
1695 void play_countdown(float finished, string samp)
1696 {
1697         if(clienttype(self) == CLIENTTYPE_REAL)
1698                 if(floor(finished - time - frametime) != floor(finished - time))
1699                         if(finished - time < 6)
1700                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1701 }
1702
1703 /**
1704  * When sv_timeout is used this function returs strings like
1705  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1706  * Called by centerprint functions
1707  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1708  */
1709 string getTimeoutText(float addOneSecond) {
1710         if (!cvar("sv_timeout") || !timeoutStatus)
1711                 return "";
1712
1713         local string retStr;
1714         if (timeoutStatus == 1) {
1715                 if (addOneSecond == 1) {
1716                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1717                 }
1718                 else {
1719                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1720                 }
1721                 return retStr;
1722         }
1723         else if (timeoutStatus == 2) {
1724                 if (addOneSecond) {
1725                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1726                         //don't show messages like "Timeout ends in 0 seconds"...
1727                         if ((remainingTimeoutTime + 1) > 0)
1728                                 return retStr;
1729                         else
1730                                 return "";
1731                 }
1732                 else {
1733                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1734                         //don't show messages like "Timeout ends in 0 seconds"...
1735                         if (remainingTimeoutTime > 0)
1736                                 return retStr;
1737                         else
1738                                 return "";
1739                 }
1740         }
1741         else return "";
1742 }
1743
1744 void player_powerups (void)
1745 {
1746         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1747         {
1748                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1749                 self.modelflags |= MF_ROCKET;
1750         }
1751         else
1752         {
1753                 SoundEntity_StopSound(self, CHAN_PLAYER);
1754                 self.modelflags &~= MF_ROCKET;
1755         }
1756
1757         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1758
1759         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1760                 return;
1761         
1762         Fire_ApplyDamage(self);
1763         Fire_ApplyEffect(self);
1764
1765         if (g_minstagib)
1766         {
1767                 self.effects |= EF_FULLBRIGHT;
1768
1769                 if (self.items & IT_STRENGTH)
1770                 {
1771                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1772                         if (time > self.strength_finished)
1773                         {
1774                                 self.alpha = default_player_alpha;
1775                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1776                                 self.items &~= IT_STRENGTH;
1777                                 sprint(self, "^3Invisibility has worn off\n");
1778                         }
1779                 }
1780                 else
1781                 {
1782                         if (time < self.strength_finished)
1783                         {
1784                                 self.alpha = g_minstagib_invis_alpha;
1785                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1786                                 self.items |= IT_STRENGTH;
1787                                 sprint(self, "^3You are invisible\n");
1788                         }
1789                 }
1790
1791                 if (self.items & IT_INVINCIBLE)
1792                 {
1793                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1794                         if (time > self.invincible_finished)
1795                         {
1796                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1797                                 sprint(self, "^3Speed has worn off\n");
1798                         }
1799                 }
1800                 else
1801                 {
1802                         if (time < self.invincible_finished)
1803                         {
1804                                 self.items = self.items | IT_INVINCIBLE;
1805                                 sprint(self, "^3You are on speed\n");
1806                         }
1807                 }
1808                 return;
1809         }
1810
1811         if (self.items & IT_STRENGTH)
1812         {
1813                 play_countdown(self.strength_finished, "misc/poweroff.wav");
1814                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1815                 if (time > self.strength_finished)
1816                 {
1817                         self.items = self.items - (self.items & IT_STRENGTH);
1818                         sprint(self, "^3Strength has worn off\n");
1819                 }
1820         }
1821         else
1822         {
1823                 if (time < self.strength_finished)
1824                 {
1825                         self.items = self.items | IT_STRENGTH;
1826                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1827                 }
1828         }
1829         if (self.items & IT_INVINCIBLE)
1830         {
1831                 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1832                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1833                 if (time > self.invincible_finished)
1834                 {
1835                         self.items = self.items - (self.items & IT_INVINCIBLE);
1836                         sprint(self, "^3Shield has worn off\n");
1837                 }
1838         }
1839         else
1840         {
1841                 if (time < self.invincible_finished)
1842                 {
1843                         self.items = self.items | IT_INVINCIBLE;
1844                         sprint(self, "^3Shield surrounds you\n");
1845                 }
1846         }
1847
1848         if(cvar("g_nodepthtestplayers"))
1849                 self.effects = self.effects | EF_NODEPTHTEST;
1850
1851         if(cvar("g_fullbrightplayers"))
1852                 self.effects = self.effects | EF_FULLBRIGHT;
1853
1854         // midair gamemode: damage only while in the air
1855         // if in midair mode, being on ground grants temporary invulnerability
1856         // (this is so that multishot weapon don't clear the ground flag on the
1857         // first damage in the frame, leaving the player vulnerable to the
1858         // remaining hits in the same frame)
1859         if (self.flags & FL_ONGROUND)
1860         if (g_midair)
1861                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1862
1863         if (time >= game_starttime)
1864         if (time < self.spawnshieldtime)
1865                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1866 }
1867
1868 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1869 {
1870         if(current > stable)
1871                 return current;
1872         else if(current > stable - 0.25) // when close enough, "snap"
1873                 return stable;
1874         else
1875                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1876 }
1877
1878 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1879 {
1880         if(current < stable)
1881                 return current;
1882         else if(current < stable + 0.25) // when close enough, "snap"
1883                 return stable;
1884         else
1885                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1886 }
1887
1888 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1889 {
1890         if(current > rotstable)
1891         {
1892                 if(rotframetime > 0)
1893                 {
1894                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1895                         current = max(rotstable, current - rotlinear * rotframetime);
1896                 }
1897         }
1898         else if(current < regenstable)
1899         {
1900                 if(regenframetime > 0)
1901                 {
1902                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1903                         current = min(regenstable, current + regenlinear * regenframetime);
1904                 }
1905         }
1906
1907         if(current > limit)
1908                 current = limit;
1909
1910         return current;
1911 }
1912
1913 void player_regen (void)
1914 {
1915         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1916         maxh = cvar("g_balance_health_rotstable");
1917         maxa = cvar("g_balance_armor_rotstable");
1918         maxf = cvar("g_balance_fuel_rotstable");
1919         minh = cvar("g_balance_health_regenstable");
1920         mina = cvar("g_balance_armor_regenstable");
1921         minf = cvar("g_balance_fuel_regenstable");
1922         limith = cvar("g_balance_health_limit");
1923         limita = cvar("g_balance_armor_limit");
1924         limitf = cvar("g_balance_fuel_limit");
1925
1926         max_mod = regen_mod = rot_mod = limit_mod = 1;
1927
1928         if (self.runes & RUNE_REGEN)
1929         {
1930                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1931                 {
1932                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1933                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1934                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1935                 }
1936                 else
1937                 {
1938                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1939                         max_mod = cvar("g_balance_rune_regen_hpmod");
1940                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1941                 }
1942         }
1943         else if (self.runes & CURSE_VENOM)
1944         {
1945                 max_mod = cvar("g_balance_curse_venom_hpmod");
1946                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1947                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1948                 else
1949                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1950                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1951                 //if (!self.runes & RUNE_REGEN)
1952                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1953         }
1954         maxh = maxh * max_mod;
1955         //maxa = maxa * max_mod;
1956         //maxf = maxf * max_mod;
1957         minh = minh * max_mod;
1958         //mina = mina * max_mod;
1959         //minf = minf * max_mod;
1960         limith = limith * limit_mod;
1961         limita = limita * limit_mod;
1962         //limitf = limitf * limit_mod;
1963
1964         if(g_lms && g_ca)
1965                 rot_mod = 0;
1966
1967         if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
1968         {
1969                 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);
1970                 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);
1971
1972                 // if player rotted to death...  die!
1973                 if(self.health < 1)
1974                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1975         }
1976
1977         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1978                 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);
1979 }
1980
1981 float zoomstate_set;
1982 void SetZoomState(float z)
1983 {
1984         if(z != self.zoomstate)
1985         {
1986                 self.zoomstate = z;
1987                 ClientData_Touch(self);
1988         }
1989         zoomstate_set = 1;
1990 }
1991
1992 void GetPressedKeys(void) {
1993         if (self.movement_x > 0) // get if movement keys are pressed
1994         {       // forward key pressed
1995                 self.pressedkeys |= KEY_FORWARD;
1996                 self.pressedkeys &~= KEY_BACKWARD;
1997         }
1998         else if (self.movement_x < 0)
1999         {       // backward key pressed
2000                 self.pressedkeys |= KEY_BACKWARD;
2001                 self.pressedkeys &~= KEY_FORWARD;
2002         }
2003         else
2004         {       // no x input
2005                 self.pressedkeys &~= KEY_FORWARD;
2006                 self.pressedkeys &~= KEY_BACKWARD;
2007         }
2008
2009         if (self.movement_y > 0)
2010         {       // right key pressed
2011                 self.pressedkeys |= KEY_RIGHT;
2012                 self.pressedkeys &~= KEY_LEFT;
2013         }
2014         else if (self.movement_y < 0)
2015         {       // left key pressed
2016                 self.pressedkeys |= KEY_LEFT;
2017                 self.pressedkeys &~= KEY_RIGHT;
2018         }
2019         else
2020         {       // no y input
2021                 self.pressedkeys &~= KEY_RIGHT;
2022                 self.pressedkeys &~= KEY_LEFT;
2023         }
2024
2025         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2026                 self.pressedkeys |= KEY_JUMP;
2027         else
2028                 self.pressedkeys &~= KEY_JUMP;
2029         if (self.BUTTON_CROUCH)
2030                 self.pressedkeys |= KEY_CROUCH;
2031         else
2032                 self.pressedkeys &~= KEY_CROUCH;
2033 }
2034
2035 void update_stats (float number, float hit, float fired) {
2036 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;
2037 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2038
2039         if(number) {
2040                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2041                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2042         } else {
2043                 self.stat_hit = hit * sv_accuracy_data_share;
2044                 self.stat_fired = fired * sv_accuracy_data_share;
2045         }
2046 }
2047
2048 /*
2049 ======================
2050 spectate mode routines
2051 ======================
2052 */
2053
2054 .float weapon_count;
2055 void SpectateCopy(entity spectatee) {
2056         if(spectatee.weapon_count < WEP_LAST) {
2057                 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]));
2058                 spectatee.weapon_count ++;
2059         } else
2060                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2061
2062         self.kh_state = spectatee.kh_state;
2063         self.armortype = spectatee.armortype;
2064         self.armorvalue = spectatee.armorvalue;
2065         self.ammo_cells = spectatee.ammo_cells;
2066         self.ammo_shells = spectatee.ammo_shells;
2067         self.ammo_nails = spectatee.ammo_nails;
2068         self.ammo_rockets = spectatee.ammo_rockets;
2069         self.ammo_fuel = spectatee.ammo_fuel;
2070         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2071         self.health = spectatee.health;
2072         self.impulse = 0;
2073         self.items = spectatee.items;
2074         self.metertime = spectatee.metertime;
2075         self.strength_finished = spectatee.strength_finished;
2076         self.invincible_finished = spectatee.invincible_finished;
2077         self.pressedkeys = spectatee.pressedkeys;
2078         self.weapons = spectatee.weapons;
2079         self.switchweapon = spectatee.switchweapon;
2080         self.weapon = spectatee.weapon;
2081         self.punchangle = spectatee.punchangle;
2082         self.view_ofs = spectatee.view_ofs;
2083         self.v_angle = spectatee.v_angle;
2084         self.velocity = spectatee.velocity;
2085         self.dmg_take = spectatee.dmg_take;
2086         self.dmg_save = spectatee.dmg_save;
2087         self.dmg_inflictor = spectatee.dmg_inflictor;
2088         self.angles = spectatee.v_angle;
2089         self.fixangle = TRUE;
2090         setorigin(self, spectatee.origin);
2091         setsize(self, spectatee.mins, spectatee.maxs);
2092         SetZoomState(spectatee.zoomstate);
2093 }
2094
2095 float SpectateUpdate() {
2096         if(!self.enemy)
2097                 return 0;
2098
2099         if (self == self.enemy)
2100                 return 0;
2101
2102         if(self.enemy.classname != "player")
2103                 return 0;
2104
2105         SpectateCopy(self.enemy);
2106
2107         return 1;
2108 }
2109
2110 float SpectateNext() {
2111         other = find(self.enemy, classname, "player");
2112
2113         if (!other)
2114                 other = find(other, classname, "player");
2115
2116         if (other)
2117                 self.enemy = other;
2118
2119         if(self.enemy.classname == "player") {
2120                 msg_entity = self;
2121                 WriteByte(MSG_ONE, SVC_SETVIEW);
2122                 WriteEntity(MSG_ONE, self.enemy);
2123                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2124                 self.movetype = MOVETYPE_NONE;
2125
2126                 self.enemy.weapon_count = 0;
2127
2128                 if(!SpectateUpdate())
2129                         PutObserverInServer();
2130
2131                 return 1;
2132         } else {
2133                 return 0;
2134         }
2135 }
2136
2137 /*
2138 =============
2139 ShowRespawnCountdown()
2140
2141 Update a respawn countdown display.
2142 =============
2143 */
2144 void ShowRespawnCountdown()
2145 {
2146         float number;
2147         if(self.deadflag == DEAD_NO) // just respawned?
2148                 return;
2149         else
2150         {
2151                 number = ceil(self.death_time - time);
2152                 if(number <= 0)
2153                         return;
2154                 if(number <= self.respawn_countdown)
2155                 {
2156                         self.respawn_countdown = number - 1;
2157                         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
2158                                 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
2159                 }
2160         }
2161 }
2162
2163 void LeaveSpectatorMode()
2164 {
2165         if(isJoinAllowed()) {
2166                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2167                         self.classname = "player";
2168
2169                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2170                                 JoinBestTeam(self, FALSE, TRUE);
2171
2172                         if(cvar("g_campaign"))
2173                                 campaign_bots_may_start = 1;
2174
2175                         self.stat_count = WEP_LAST;
2176
2177                         PutClientInServer();
2178
2179                         if(self.classname == "player")
2180                                 bprint ("^4", self.netname, "^4 is playing now\n");
2181
2182                         if(!cvar("g_campaign"))
2183                                 centerprint(self,""); // clear MOTD
2184
2185                         return;
2186                 } else {
2187                         if (g_ca && self.caplayer) {
2188                         }       // do nothing
2189                         else
2190                                 stuffcmd(self,"menu_showteamselect\n");
2191                         return;
2192                 }
2193         }
2194         else {
2195                 //player may not join because of g_maxplayers is set
2196                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2197         }
2198 }
2199
2200 /**
2201  * Determines whether the player is allowed to join. This depends on cvar
2202  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2203  * it checks whether the number of currently playing players exceeds g_maxplayers.
2204  * @return bool TRUE if the player is allowed to join, false otherwise
2205  */
2206 float isJoinAllowed() {
2207         if (!cvar("g_maxplayers"))
2208                 return TRUE;
2209
2210         local entity e;
2211         local float currentlyPlaying;
2212         FOR_EACH_REALPLAYER(e) {
2213                 if(e.classname == "player")
2214                         currentlyPlaying += 1;
2215         }
2216         if(currentlyPlaying < cvar("g_maxplayers"))
2217                 return TRUE;
2218
2219         return FALSE;
2220 }
2221
2222 /**
2223  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2224  * g_maxplayers_spectator_blocktime seconds
2225  */
2226 void checkSpectatorBlock() {
2227         if(self.classname == "spectator" || self.classname == "observer") {
2228                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2229                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2230                         dropclient(self);
2231                 }
2232         }
2233 }
2234
2235 float vercmp_recursive(string v1, string v2)
2236 {
2237         float dot1, dot2;
2238         string s1, s2;
2239         float r;
2240
2241         dot1 = strstrofs(v1, ".", 0);
2242         dot2 = strstrofs(v2, ".", 0);
2243         if(dot1 == -1)
2244                 s1 = v1;
2245         else
2246                 s1 = substring(v1, 0, dot1);
2247         if(dot2 == -1)
2248                 s2 = v2;
2249         else
2250                 s2 = substring(v2, 0, dot2);
2251
2252         r = stof(s1) - stof(s2);
2253         if(r != 0)
2254                 return r;
2255
2256         r = strcasecmp(s1, s2);
2257         if(r != 0)
2258                 return r;
2259
2260         if(dot1 == -1)
2261                 if(dot2 == -1)
2262                         return 0;
2263                 else
2264                         return -1;
2265         else
2266                 if(dot2 == -1)
2267                         return 1;
2268                 else
2269                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2270 }
2271
2272 float vercmp(string v1, string v2)
2273 {
2274         if(strcasecmp(v1, v2) == 0) // early out check
2275                 return 0;
2276         return vercmp_recursive(v1, v2);
2277 }
2278
2279 void ObserverThink()
2280 {
2281         if (self.flags & FL_JUMPRELEASED) {
2282                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2283                         self.welcomemessage_time = 0;
2284                         self.flags &~= FL_JUMPRELEASED;
2285                         self.flags |= FL_SPAWNING;
2286                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2287                         self.welcomemessage_time = 0;
2288                         self.flags &~= FL_JUMPRELEASED;
2289                         if(SpectateNext() == 1) {
2290                                 self.classname = "spectator";
2291                         }
2292                 }
2293         } else {
2294                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2295                         self.flags |= FL_JUMPRELEASED;
2296                         if(self.flags & FL_SPAWNING)
2297                         {
2298                                 self.flags &~= FL_SPAWNING;
2299                                 LeaveSpectatorMode();
2300                                 return;
2301                         }
2302                 }
2303         }
2304         PrintWelcomeMessage(self);
2305 }
2306
2307 void SpectatorThink()
2308 {
2309         if (self.flags & FL_JUMPRELEASED) {
2310                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2311                         self.welcomemessage_time = 0;
2312                         self.flags &~= FL_JUMPRELEASED;
2313                         self.flags |= FL_SPAWNING;
2314                 } else if(self.BUTTON_ATCK) {
2315                         self.welcomemessage_time = 0;
2316                         self.flags &~= FL_JUMPRELEASED;
2317                         if(SpectateNext() == 1) {
2318                                 self.classname = "spectator";
2319                         } else {
2320                                 self.classname = "observer";
2321                                 self.stat_count = WEP_LAST;
2322                                 PutClientInServer();
2323                         }
2324                 } else if (self.BUTTON_ATCK2) {
2325                         self.welcomemessage_time = 0;
2326                         self.flags &~= FL_JUMPRELEASED;
2327                         self.classname = "observer";
2328                         self.stat_count = WEP_LAST;
2329                         PutClientInServer();
2330                 } else {
2331                         if(!SpectateUpdate())
2332                                 PutObserverInServer();
2333                 }
2334         } else {
2335                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2336                         self.flags |= FL_JUMPRELEASED;
2337                         if(self.flags & FL_SPAWNING)
2338                         {
2339                                 self.flags &~= FL_SPAWNING;
2340                                 LeaveSpectatorMode();
2341                                 return;
2342                         }
2343                 }
2344         }
2345
2346         PrintWelcomeMessage(self);
2347         self.flags |= FL_CLIENT | FL_NOTARGET;
2348 }
2349
2350 .float touchexplode_time;
2351
2352 /*
2353 =============
2354 PlayerPreThink
2355
2356 Called every frame for each client before the physics are run
2357 =============
2358 */
2359 void() ctf_setstatus;
2360 void() nexball_setstatus;
2361 .float items_added;
2362 void PlayerPreThink (void)
2363 {
2364         self.stat_game_starttime = game_starttime;
2365         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2366         self.stat_leadlimit = cvar("leadlimit");
2367
2368         if(blockSpectators && frametime)
2369                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2370                 checkSpectatorBlock();
2371
2372         zoomstate_set = 0;
2373
2374         if(self.netname_previous != self.netname)
2375         {
2376                 if(cvar("sv_eventlog"))
2377                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2378                 if(self.netname_previous)
2379                         strunzone(self.netname_previous);
2380                 self.netname_previous = strzone(self.netname);
2381         }
2382
2383         // version nagging
2384         if(self.version_nagtime)
2385                 if(self.cvar_g_nexuizversion)
2386                         if(time > self.version_nagtime)
2387                         {
2388                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2389                                 {
2390                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2391                                         {
2392                                                 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");
2393                                                 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"));
2394                                         }
2395                                         else
2396                                         {
2397                                                 float r;
2398                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2399                                                 if(r < 0)
2400                                                 {
2401                                                         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");
2402                                                         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"));
2403                                                 }
2404                                                 else if(r > 0)
2405                                                 {
2406                                                         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");
2407                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2408                                                 }
2409                                         }
2410                                 }
2411                                 self.version_nagtime = 0;
2412                         }
2413
2414         // GOD MODE info
2415         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2416         {
2417                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2418                 self.max_armorvalue = 0;
2419         }
2420
2421 #ifdef TETRIS
2422         if (TetrisPreFrame())
2423                 return;
2424 #endif
2425
2426         if(self.classname == "player") {
2427 //              if(self.netname == "Wazat")
2428 //                      bprint(self.classname, "\n");
2429
2430                 CheckRules_Player();
2431
2432                 PrintWelcomeMessage(self);
2433
2434                 if (intermission_running)
2435                 {
2436                         IntermissionThink ();   // otherwise a button could be missed between
2437                         return;                                 // the think tics
2438                 }
2439
2440                 if(self.teleport_time)
2441                 if(time > self.teleport_time)
2442                 {
2443                         self.teleport_time = 0;
2444                         self.effects = self.effects - (self.effects & EF_NODRAW);
2445                 }
2446
2447                 Nixnex_GiveCurrentWeapon();
2448
2449                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2450                         UpdateSelectedPlayer();
2451
2452                 //don't allow the player to turn around while game is paused!
2453                 if(timeoutStatus == 2) {
2454                         self.v_angle = self.lastV_angle;
2455                         self.angles = self.lastV_angle;
2456                         self.fixangle = TRUE;
2457                 }
2458
2459                 if(frametime)
2460                 {
2461                         if(cvar("gameversion") >= 20600) // only do this for 2.6 and above FIXME remove this check when making 2.6
2462                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2463                         player_powerups();
2464                 }
2465
2466                 if (self.deadflag != DEAD_NO)
2467                 {
2468                         float button_pressed, force_respawn;
2469                         if(self.personal && g_race_qualifying)
2470                         {
2471                                 if(time > self.death_time)
2472                                 {
2473                                         self.death_time = time + 1; // only retry once a second
2474                                         respawn();
2475                                         self.impulse = 141;
2476                                 }
2477                         }
2478                         else
2479                         {
2480                                 if(frametime)
2481                                         player_anim();
2482                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2483                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2484                                 if (self.deadflag == DEAD_DYING)
2485                                 {
2486                                         if(force_respawn)
2487                                                 self.deadflag = DEAD_RESPAWNING;
2488                                         else if(!button_pressed)
2489                                                 self.deadflag = DEAD_DEAD;
2490                                 }
2491                                 else if (self.deadflag == DEAD_DEAD)
2492                                 {
2493                                         if(button_pressed)
2494                                                 self.deadflag = DEAD_RESPAWNABLE;
2495                                 }
2496                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2497                                 {
2498                                         if(!button_pressed)
2499                                                 self.deadflag = DEAD_RESPAWNING;
2500                                 }
2501                                 else if (self.deadflag == DEAD_RESPAWNING)
2502                                 {
2503                                         if(time > self.death_time)
2504                                         {
2505                                                 self.death_time = time + 1; // only retry once a second
2506                                                 respawn();
2507                                         }
2508                                 }
2509                                 ShowRespawnCountdown();
2510                         }
2511                         return;
2512                 }
2513
2514                 if(g_touchexplode)
2515                 if(time > self.touchexplode_time)
2516                 if(self.classname == "player")
2517                 if(self.deadflag == DEAD_NO)
2518                 if not(IS_INDEPENDENT_PLAYER(self))
2519                 FOR_EACH_PLAYER(other) if(self != other)
2520                 {
2521                         if(time > other.touchexplode_time)
2522                         if(other.classname == "player")
2523                         if(other.deadflag == DEAD_NO)
2524                         if not(IS_INDEPENDENT_PLAYER(other))
2525                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2526                         {
2527                                 PlayerTouchExplode(self, other);
2528                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2529                         }
2530                 }
2531
2532                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2533                 {
2534                         vector dist;
2535
2536                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2537                         dist = self.prevorigin - self.origin;
2538                         dist_z = 0;
2539                         self.lms_traveled_distance += fabs(vlen(dist));
2540
2541                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2542                         {
2543                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2544                                 self.lms_traveled_distance = 0;
2545                         }
2546
2547                         if(time > self.lms_nextcheck)
2548                         {
2549                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2550                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2551                                 {
2552                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2553                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2554                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2555                                         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');
2556                                 }
2557                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2558                                 self.lms_traveled_distance = 0;
2559                         }
2560                 }
2561
2562                 self.prevorigin = self.origin;
2563
2564                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2565                 {
2566                         if (!self.crouch)
2567                         {
2568                                 self.crouch = TRUE;
2569                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2570                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2571                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2572                         }
2573                 }
2574                 else
2575                 {
2576                         if (self.crouch)
2577                         {
2578                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2579                                 if (!trace_startsolid)
2580                                 {
2581                                         self.crouch = FALSE;
2582                                         self.view_ofs = PL_VIEW_OFS;
2583                                         setsize (self, PL_MIN, PL_MAX);
2584                                 }
2585                         }
2586                 }
2587
2588                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2589                 {
2590                         if(self.bloodloss_timer < time)
2591                         {
2592                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2593                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2594                         }
2595                 }
2596
2597                 FixPlayermodel();
2598
2599                 GrapplingHookFrame();
2600
2601                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2602                 //if(frametime)
2603                 {
2604                         self.items &~= self.items_added;
2605
2606                         W_WeaponFrame();
2607
2608                         self.items_added = 0;
2609                         if(self.items & IT_JETPACK)
2610                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2611                                         self.items_added |= IT_FUEL;
2612
2613                         self.items |= self.items_added;
2614                 }
2615
2616                 player_regen();
2617                 if(frametime)
2618                         player_anim();
2619
2620                 if (g_minstagib)
2621                         minstagib_ammocheck();
2622
2623                 ctf_setstatus();
2624                 nexball_setstatus();
2625
2626                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2627
2628                 //self.angles_y=self.v_angle_y + 90;   // temp
2629         } else if(gameover) {
2630                 if (intermission_running)
2631                         IntermissionThink ();   // otherwise a button could be missed between
2632                 return;
2633         } else if(self.classname == "observer") {
2634                 ObserverThink();
2635         } else if(self.classname == "spectator") {
2636                 SpectatorThink();
2637         }
2638
2639         if(!zoomstate_set)
2640                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2641
2642         float oldspectatee_status;
2643         oldspectatee_status = self.spectatee_status;
2644         if(self.classname == "spectator")
2645                 self.spectatee_status = num_for_edict(self.enemy);
2646         else if(self.classname == "observer")
2647                 self.spectatee_status = num_for_edict(self);
2648         else
2649                 self.spectatee_status = 0;
2650         if(self.spectatee_status != oldspectatee_status)
2651         {
2652                 ClientData_Touch(self);
2653                 if(g_race || g_cts)
2654                         race_InitSpectator();
2655         }
2656
2657         if(self.teamkill_soundtime)
2658         if(time > self.teamkill_soundtime)
2659         {
2660                 self.teamkill_soundtime = 0;
2661
2662                 entity oldpusher, oldself;
2663
2664                 oldself = self; self = self.teamkill_soundsource;
2665                 oldpusher = self.pusher; self.pusher = oldself;
2666
2667                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2668
2669                 self.pusher = oldpusher;
2670                 self = oldself;
2671         }
2672
2673         if(self.taunt_soundtime)
2674         if(time > self.taunt_soundtime)
2675         {
2676                 self.taunt_soundtime = 0;
2677                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2678         }
2679
2680         target_voicescript_next(self);
2681 }
2682
2683 // on dragger:
2684 .entity dragentity;
2685 .float draggravity;
2686 .float dragspeed; // speed of mouse wheel action
2687 .float dragdistance; // distance of dragentity's draglocalvector from view_ofs
2688 .vector draglocalvector; // local attachment vector of the dragentity
2689 .float draglocalangle;
2690 // on draggee:
2691 .entity draggedby;
2692 .float dragmovetype;
2693 void Drag_Begin(entity dragger, entity draggee, vector touchpoint)
2694 {
2695         float tagscale;
2696
2697         draggee.dragmovetype = draggee.movetype;
2698         draggee.draggravity = draggee.gravity;
2699         draggee.movetype = MOVETYPE_WALK;
2700         draggee.gravity = 0.00001;
2701         draggee.flags &~= FL_ONGROUND;
2702         draggee.draggedby = dragger;
2703
2704         dragger.dragentity = draggee;
2705
2706         dragger.dragdistance = vlen(touchpoint - dragger.origin - dragger.view_ofs);
2707         dragger.draglocalangle = draggee.angles_y - dragger.v_angle_y;
2708         touchpoint = touchpoint - gettaginfo(draggee, 0);
2709         tagscale = pow(vlen(v_forward), -2);
2710         dragger.draglocalvector_x = touchpoint * v_forward * tagscale;
2711         dragger.draglocalvector_y = touchpoint * v_right * tagscale;
2712         dragger.draglocalvector_z = touchpoint * v_up * tagscale;
2713
2714         dragger.dragspeed = 64;
2715 }
2716
2717 void Drag_Finish(entity dragger)
2718 {
2719         entity draggee;
2720         draggee = dragger.dragentity;
2721         if(dragger)
2722                 dragger.dragentity = world;
2723         draggee.draggedby = world;
2724         draggee.movetype = draggee.dragmovetype;
2725         draggee.gravity = draggee.draggravity;
2726
2727         switch(draggee.movetype)
2728         {
2729                 case MOVETYPE_TOSS:
2730                 case MOVETYPE_WALK:
2731                 case MOVETYPE_STEP:
2732                 case MOVETYPE_FLYMISSILE:
2733                 case MOVETYPE_BOUNCE:
2734                 case MOVETYPE_BOUNCEMISSILE:
2735                 case MOVETYPE_PHYSICS:
2736                         break;
2737                 default:
2738                         draggee.velocity = '0 0 0';
2739                         break;
2740         }
2741
2742         if((draggee.flags & FL_ITEM) && (vlen(draggee.velocity) < 32))
2743         {
2744                 draggee.velocity = '0 0 0';
2745                 draggee.flags |= FL_ONGROUND; // floating items are FUN
2746         }
2747 }
2748
2749 float Drag_IsDraggable(entity draggee)
2750 {
2751         // TODO add more checks for bad stuff here
2752         if(draggee.classname == "func_bobbing")
2753                 return FALSE;
2754         if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps)
2755                 return FALSE;
2756         if(draggee.classname == "plat")
2757                 return FALSE;
2758         if(draggee.classname == "func_button")
2759                 return FALSE;
2760         if(draggee.model == "")
2761                 return FALSE;
2762         if(draggee.classname == "spectator")
2763                 return FALSE;
2764         if(draggee.classname == "observer")
2765                 return FALSE;
2766         if(draggee.classname == "exteriorweaponentity")
2767                 return FALSE;
2768
2769         return TRUE;
2770 }
2771
2772 float Drag_MayChangeAngles(entity draggee)
2773 {
2774         // TODO add more checks for bad stuff here
2775         if(substring(draggee.model, 0, 1) == "*")
2776                 return FALSE;
2777         return TRUE;
2778 }
2779
2780 void Drag_MoveForward(entity dragger)
2781 {
2782         dragger.dragdistance += dragger.dragspeed;
2783 }
2784
2785 void Drag_SetSpeed(entity dragger, float s)
2786 {
2787         dragger.dragspeed = pow(2, s);
2788 }
2789
2790 void Drag_MoveBackward(entity dragger)
2791 {
2792         dragger.dragdistance = max(0, dragger.dragdistance - dragger.dragspeed);
2793 }
2794
2795 void Drag_Update(entity dragger)
2796 {
2797         vector curorigin, neworigin, goodvelocity;
2798         float f;
2799         entity draggee;
2800
2801         draggee = dragger.dragentity;
2802         draggee.flags &~= FL_ONGROUND;
2803
2804         curorigin = gettaginfo(draggee, 0);
2805         curorigin = curorigin + v_forward * dragger.draglocalvector_x + v_right * dragger.draglocalvector_y + v_up * dragger.draglocalvector_z;
2806         makevectors(dragger.v_angle);
2807         neworigin = dragger.origin + dragger.view_ofs + v_forward * dragger.dragdistance;
2808         goodvelocity = (neworigin - curorigin) * (1 / frametime);
2809
2810         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle > 180)
2811                 dragger.draglocalangle += 360;
2812         while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle <= -180)
2813                 dragger.draglocalangle -= 360;
2814
2815         f = min(frametime * 10, 1);
2816         draggee.velocity = draggee.velocity * (1 - f) + goodvelocity * f;
2817
2818         if(Drag_MayChangeAngles(draggee))
2819                 draggee.angles_y = draggee.angles_y * (1 - f) + (dragger.v_angle_y + dragger.draglocalangle) * f;
2820
2821         draggee.ltime = max(servertime + serverframetime, draggee.ltime); // fixes func_train breakage
2822
2823         te_lightning1(dragger, dragger.origin + dragger.view_ofs, curorigin);
2824 }
2825
2826 float Drag_CanDrag(entity dragger)
2827 {
2828         return (dragger.deadflag == DEAD_NO) || (dragger.classname == "player");
2829 }
2830
2831 float Drag_IsDragging(entity dragger)
2832 {
2833         if(!dragger.dragentity)
2834                 return FALSE;
2835         if(wasfreed(dragger.dragentity) || dragger.dragentity.draggedby != dragger)
2836         {
2837                 dragger.dragentity = world;
2838                 return FALSE;
2839         }
2840         if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity))
2841         {
2842                 Drag_Finish(dragger);
2843                 return FALSE;
2844         }
2845         return TRUE;
2846 }
2847
2848 void Drag_MoveDrag(entity from, entity to)
2849 {
2850         if(from.draggedby)
2851         {
2852                 to.draggedby = from.draggedby;
2853                 to.draggedby.dragentity = to;
2854                 from.draggedby = world;
2855         }
2856 }
2857
2858 /*
2859 =============
2860 PlayerPostThink
2861
2862 Called every frame for each client after the physics are run
2863 =============
2864 */
2865 .float idlekick_lasttimeleft;
2866 void PlayerPostThink (void)
2867 {
2868         // Savage: Check for nameless players
2869         if (strlen(self.netname) < 1) {
2870                 self.netname = "Player";
2871                 stuffcmd(self, "seta _cl_name Player\n");
2872         }
2873
2874         // send the clients accuracy stats to the client
2875         if(self.stat_count > 0)
2876         if(frametime)
2877         {
2878                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2879                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2880                 self.stat_count -= 1;
2881         }
2882
2883         if(sv_maxidle && frametime)
2884         {
2885                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2886                 float timeleft;
2887                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2888                 if(timeleft <= 0)
2889                 {
2890                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2891                         announce(self, "announcer/robotic/terminated.wav");
2892                         dropclient(self);
2893                         return;
2894                 }
2895                 else if(timeleft <= 10)
2896                 {
2897                         if(timeleft != self.idlekick_lasttimeleft)
2898                         {
2899                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2900                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2901                         }
2902                 }
2903                 else
2904                 {
2905                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2906                 }
2907                 self.idlekick_lasttimeleft = timeleft;
2908         }
2909
2910 #ifdef TETRIS
2911         if(self.impulse == 100)
2912                 ImpulseCommands();
2913         if (TetrisPostFrame())
2914                 return;
2915 #endif
2916
2917         if(sv_cheats || self.maycheat)
2918                 if(Drag_CanDrag(self))
2919                         if(self.BUTTON_DRAG)
2920                                 if(!self.dragentity)
2921                                         if(self.cursor_trace_ent)
2922                                                 if(Drag_IsDraggable(self.cursor_trace_ent))
2923                                                 {
2924                                                         if(self.cursor_trace_ent.draggedby)
2925                                                                 Drag_Finish(self.cursor_trace_ent.draggedby);
2926                                                         if(self.cursor_trace_ent.tag_entity)
2927                                                                 detach_sameorigin(self.cursor_trace_ent);
2928                                                         Drag_Begin(self, self.cursor_trace_ent, self.cursor_trace_endpos);
2929                                                 }
2930
2931         if(Drag_IsDragging(self))
2932         {
2933                 if(self.BUTTON_DRAG)
2934                 {
2935                         if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
2936                         {
2937                                 Drag_MoveForward(self);
2938                                 self.impulse = 0;
2939                         }
2940                         else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
2941                         {
2942                                 Drag_MoveBackward(self);
2943                                 self.impulse = 0;
2944                         }
2945                         else if(self.impulse >= 1 && self.impulse <= 9)
2946                         {
2947                                 Drag_SetSpeed(self, self.impulse - 1);
2948                         }
2949                         else if(self.impulse == 14)
2950                         {
2951                                 Drag_SetSpeed(self, 9);
2952                         }
2953
2954                         if(frametime)
2955                                 Drag_Update(self);
2956                 }
2957                 else
2958                 {
2959                         Drag_Finish(self);
2960                 }
2961         }
2962
2963         if(self.classname == "player") {
2964                 CheckRules_Player();
2965                 UpdateChatBubble();
2966                 UpdateTeamBubble();
2967                 if (self.impulse)
2968                         ImpulseCommands();
2969                 if (intermission_running)
2970                         return;         // intermission or finale
2971
2972                 GetPressedKeys();
2973         } else if (self.classname == "observer") {
2974                 //do nothing
2975         } else if (self.classname == "spectator") {
2976                 //do nothing
2977         }
2978
2979         /*
2980         float i;
2981         for(i = 0; i < 1000; ++i)
2982         {
2983                 vector end;
2984                 end = self.origin + '0 0 1024' + 512 * randomvec();
2985                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2986                 if(trace_fraction < 1)
2987                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2988                 {
2989                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2990                         break;
2991                 }
2992         }
2993         */
2994
2995         Arena_Warmup();
2996
2997         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2998
2999         if(self.waypointsprite_attachedforcarrier)
3000                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
3001         
3002         playerdemo_write();
3003 }