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forgot this one
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 #define SPAWNPOINT_SCORE frags
2
3 .float wantswelcomemessage;
4 .string netname_previous;
5
6 void spawnfunc_info_player_survivor (void)
7 {
8         spawnfunc_info_player_deathmatch();
9 }
10
11 void spawnfunc_info_player_start (void)
12 {
13         spawnfunc_info_player_deathmatch();
14 }
15
16 void spawnfunc_info_player_deathmatch (void)
17 {
18         self.classname = "info_player_deathmatch";
19         relocate_spawnpoint();
20 }
21
22 void spawnpoint_use()
23 {
24         if(teams_matter)
25         if(have_team_spawns)
26         {
27                 self.team = activator.team;
28                 some_spawn_has_been_used = 1;
29         }
30 };
31
32 // Returns:
33 //   -1 if a spawn can't be used
34 //   otherwise, a weight of the spawnpoint
35 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
36 {
37         float shortest, thisdist;
38         entity player;
39
40         // filter out spots for the wrong team
41         if(teamcheck)
42         if(spot.team != teamcheck)
43                 return -1;
44
45         if(race_spawns)
46                 if(spot.target == "")
47                         return -1;
48
49         // filter out spots for assault
50         if(spot.target != "") {
51                 local entity ent;
52                 float good, found;
53                 ent = find(world, targetname, spot.target);
54                 while(ent) {
55                         found = 1;
56                         if(ent.classname == "target_objective")
57                         {
58                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
59                                         return -1;
60                                 good = 1;
61                         }
62                         else if(ent.classname == "trigger_race_checkpoint")
63                         {
64                                 if(self.classname == "player") // spectators may spawn everywhere
65                                 {
66                                         if(g_race_qualifying)
67                                         {
68                                                 // spawn at first
69                                                 if(ent.race_checkpoint != 0)
70                                                         return -1;
71                                                 if(spot.race_place != race_lowest_place_spawn)
72                                                         return -1;
73                                         }
74                                         else
75                                         {
76                                                 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
77                                                         return -1;
78                                                 float pl;
79                                                 pl = self.race_place;
80                                                 if(pl > race_highest_place_spawn)
81                                                         pl = 0;
82                                                 if(spot.race_place != pl)
83                                                         return -1;
84                                         }
85                                 }
86                                 good = 1;
87                         }
88                         else
89                         {
90                         }
91                         ent = find(ent, targetname, spot.target);
92                 }
93
94                 if(found && !good)
95                         return -1;
96         }
97
98         player = playerlist;
99         shortest = vlen(world.maxs - world.mins);
100         for(player = playerlist; player; player = player.chain)
101                 if (player != self)
102                 {
103                         thisdist = vlen(player.origin - spot.origin);
104                         if (thisdist < shortest)
105                                 shortest = thisdist;
106                 }
107         return shortest;
108 }
109
110 float spawn_allbad;
111 float spawn_allgood;
112 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
113 {
114         local entity spot, spotlist, spotlistend;
115         spawn_allgood = TRUE;
116         spawn_allbad = TRUE;
117
118         spotlist = world;
119         spotlistend = world;
120
121         for(spot = firstspot; spot; spot = spot.chain)
122         {
123                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
124
125                 if(cvar("spawn_debugview"))
126                 {
127                         setmodel(spot, "models/runematch/rune.mdl");
128                         if(spot.SPAWNPOINT_SCORE < mindist)
129                         {
130                                 spot.colormod = '1 0 0';
131                                 spot.scale = 1;
132                         }
133                         else
134                         {
135                                 spot.colormod = '0 1 0';
136                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
137                         }
138                 }
139
140                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
141                 {
142                         if(spot.SPAWNPOINT_SCORE < mindist)
143                         {
144                                 // too short distance
145                                 spawn_allgood = FALSE;
146                         }
147                         else 
148                         {
149                                 // perfect
150                                 spawn_allbad = FALSE;
151
152                                 if(spotlistend)
153                                         spotlistend.chain = spot;
154                                 spotlistend = spot;
155                                 if(!spotlist)
156                                         spotlist = spot;
157
158                                 /*
159                                 if(teamcheck)
160                                 if(spot.team != teamcheck)
161                                         error("invalid spawn added");
162
163                                 print("added ", etos(spot), "\n");
164                                 */
165                         }
166                 }
167         }
168         if(spotlistend)
169                 spotlistend.chain = world;
170
171         /*
172                 entity e;
173                 if(teamcheck)
174                         for(e = spotlist; e; e = e.chain)
175                         {
176                                 print("seen ", etos(e), "\n");
177                                 if(e.team != teamcheck)
178                                         error("invalid spawn found");
179                         }
180         */
181
182         return spotlist;
183 }
184
185 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
186 {
187         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
188         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
189         local entity spot;
190
191         RandomSelection_Init();
192         for(spot = firstspot; spot; spot = spot.chain)
193                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
194
195         return RandomSelection_chosen_ent;
196 }
197
198 /*
199 =============
200 SelectSpawnPoint
201
202 Finds a point to respawn
203 =============
204 */
205 entity SelectSpawnPoint (float anypoint)
206 {
207         local float teamcheck;
208         local entity firstspot_new;
209         local entity spot, firstspot, playerlist;
210
211         spot = find (world, classname, "testplayerstart");
212         if (spot)
213                 return spot;
214
215         teamcheck = 0;
216
217         if(!anypoint && have_team_spawns)
218                 teamcheck = self.team;
219
220         // get the list of players
221         playerlist = findchain(classname, "player");
222         // get the entire list of spots
223         firstspot = findchain(classname, "info_player_deathmatch");
224         // filter out the bad ones
225         // (note this returns the original list if none survived)
226         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
227         if(!firstspot_new)
228                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
229         firstspot = firstspot_new;
230
231         // there is 50/50 chance of choosing a random spot or the furthest spot
232         // (this means that roughly every other spawn will be furthest, so you
233         // usually won't get fragged at spawn twice in a row)
234         if (arena_roundbased)
235         {
236                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
237                 if(firstspot_new)
238                         firstspot = firstspot_new;
239                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
240         }
241         else if (random() > cvar("g_spawn_furthest"))
242                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
243         else
244                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
245
246         if(cvar("spawn_debugview"))
247         {
248                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
249
250                 entity e;
251                 if(teamcheck)
252                         for(e = firstspot; e; e = e.chain)
253                                 if(e.team != teamcheck)
254                                         error("invalid spawn found");
255         }
256
257         if (!spot)
258         {
259                 if(cvar("spawn_debug"))
260                         GotoNextMap();
261                 else
262                 {
263                         if(some_spawn_has_been_used)
264                                 return world; // team can't spawn any more, because of actions of other team
265                         else
266                                 error("Cannot find a spawn point - please fix the map!");
267                 }
268         }
269
270         return spot;
271 }
272
273 /*
274 =============
275 CheckPlayerModel
276
277 Checks if the argument string can be a valid playermodel.
278 Returns a valid one in doubt.
279 =============
280 */
281 string FallbackPlayerModel = "models/player/marine.zym";
282 string CheckPlayerModel(string plyermodel) {
283         if(strlen(plyermodel) < 4)
284                 return FallbackPlayerModel;
285         if( substring(plyermodel,0,14) != "models/player/")
286                 return FallbackPlayerModel;
287         else if(cvar("sv_servermodelsonly"))
288         {
289                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
290                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
291                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
292                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
293                         return FallbackPlayerModel;
294                 if(plyermodel != strtolower(plyermodel))
295                         return FallbackPlayerModel;
296                 if(!fexists(plyermodel))
297                         return FallbackPlayerModel;
298         }
299         return plyermodel;
300 }
301
302 /*
303 =============
304 Client_customizeentityforclient
305
306 LOD reduction
307 =============
308 */
309 float Client_customizeentityforclient()
310 {
311 #ifdef ALLOW_VARIABLE_LOD
312         // self: me
313         // other: the player viewing me
314         float distance;
315         float f;
316
317         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
318                 return TRUE;
319
320         if(other.cvar_cl_playerdetailreduction <= 0)
321         {
322                 if(other.cvar_cl_playerdetailreduction <= -2)
323                         self.modelindex = self.modelindex_lod2;
324                 else if(other.cvar_cl_playerdetailreduction <= -1)
325                         self.modelindex = self.modelindex_lod1;
326                 else
327                         self.modelindex = self.modelindex_lod0;
328         }
329         else
330         {
331                 distance = vlen(self.origin - other.origin);
332                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
333                 if(f > 10000)
334                         self.modelindex = self.modelindex_lod2;
335                 else if(f > 5000)
336                         self.modelindex = self.modelindex_lod1;
337                 else
338                         self.modelindex = self.modelindex_lod0;
339         }
340 #endif
341
342         return TRUE;
343 }
344
345 void UpdatePlayerSounds();
346 void setmodel_lod(entity e, string modelname)
347 {
348 #ifdef ALLOW_VARIABLE_LOD
349         string s;
350
351         // FIXME: this only supports 3-letter extensions
352         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
353         if(fexists(s))
354         {
355                 precache_model(s);
356                 setmodel(e, s); // players have high precision
357                 self.modelindex_lod1 = self.modelindex;
358         }
359         else
360                 self.modelindex_lod1 = -1;
361
362         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
363         if(fexists(s))
364         {
365                 precache_model(s);
366                 setmodel(e, s); // players have high precision
367                 self.modelindex_lod2 = self.modelindex;
368         }
369         else
370                 self.modelindex_lod2 = -1;
371
372         precache_model(modelname);
373         setmodel(e, modelname); // players have high precision
374         self.modelindex_lod0 = self.modelindex;
375
376         if(self.modelindex_lod1 < 0)
377                 self.modelindex_lod1 = self.modelindex;
378
379         if(self.modelindex_lod2 < 0)
380                 self.modelindex_lod2 = self.modelindex;
381 #else
382         precache_model(modelname);
383         setmodel(e, modelname); // players have high precision
384 #endif
385         player_setupanimsformodel();
386         UpdatePlayerSounds();
387 }
388
389 /*
390 =============
391 PutObserverInServer
392
393 putting a client as observer in the server
394 =============
395 */
396 void PutObserverInServer (void)
397 {
398         entity  spot;
399
400         race_PreSpawnObserver();
401
402         spot = SelectSpawnPoint (TRUE);
403         if(!spot)
404                 error("No spawnpoints for observers?!?\n");
405         RemoveGrapplingHook(self); // Wazat's Grappling Hook
406
407         if(clienttype(self) == CLIENTTYPE_REAL)
408         {
409                 msg_entity = self;
410                 WriteByte(MSG_ONE, SVC_SETVIEW);
411                 WriteEntity(MSG_ONE, self);
412         }
413
414         DropAllRunes(self);
415         kh_Key_DropAll(self, TRUE);
416
417         Portal_ClearAll(self);
418
419         if(self.flagcarried)
420                 DropFlag(self.flagcarried, world, world);
421
422         WaypointSprite_PlayerDead();
423         
424         if(self.killcount != -666)
425         {
426                 if(g_lms)
427                 {
428                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
429                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
430                         else
431                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
432                 }
433                 else
434                         bprint ("^4", self.netname, "^4 is spectating now\n");
435         }
436
437         PlayerScore_Clear(self); // clear scores when needed
438
439         self.spectatortime = time;
440         
441         self.classname = "observer";
442         self.iscreature = FALSE;
443         self.health = -666;
444         self.takedamage = DAMAGE_NO;
445         self.solid = SOLID_NOT;
446         self.movetype = MOVETYPE_NOCLIP;
447         self.flags = FL_CLIENT | FL_NOTARGET;
448         self.armorvalue = 666;
449         self.effects = 0;
450         self.armorvalue = cvar("g_balance_armor_start");
451         self.pauserotarmor_finished = 0;
452         self.pauserothealth_finished = 0;
453         self.pauseregen_finished = 0;
454         self.damageforcescale = 0;
455         self.death_time = 0;
456         self.dead_frame = 0;
457         self.alpha = 0;
458         self.scale = 0;
459         self.fade_time = 0;
460         self.pain_frame = 0;
461         self.pain_finished = 0;
462         self.strength_finished = 0;
463         self.invincible_finished = 0;
464         self.pushltime = 0;
465         self.think = SUB_Null;
466         self.nextthink = 0;
467         self.hook_time = 0;
468         self.runes = 0;
469         self.deadflag = DEAD_NO;
470         self.angles = spot.angles;
471         self.angles_z = 0;
472         self.fixangle = TRUE;
473         self.crouch = FALSE;
474
475         self.view_ofs = PL_VIEW_OFS;
476         setorigin (self, spot.origin);
477         setsize (self, '0 0 0', '0 0 0');
478         self.oldorigin = self.origin;
479         self.items = 0;
480         self.weapons = 0;
481         self.model = "";
482         self.modelindex = 0;
483         self.weapon = 0;
484         self.weaponmodel = "";
485         self.weaponentity = world;
486         self.killcount = -666;
487         self.velocity = '0 0 0';
488         self.avelocity = '0 0 0';
489         self.punchangle = '0 0 0';
490         self.punchvector = '0 0 0';
491         self.oldvelocity = self.velocity;
492         self.customizeentityforclient = Client_customizeentityforclient;
493         self.wantswelcomemessage = 1;
494
495         if(g_arena)
496         {
497                 if(self.version_mismatch)
498                 {
499                         Spawnqueue_Unmark(self);
500                         Spawnqueue_Remove(self);
501                 }
502                 else
503                 {
504                         Spawnqueue_Insert(self);
505                 }
506         }
507         else if(g_lms)
508         {
509                 // Only if the player cannot play at all
510                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
511                         self.frags = -666;
512                 else
513                         self.frags = -667;
514         }
515         else
516                 self.frags = -666;
517 }
518
519 float RestrictSkin(float s)
520 {
521         if(!teams_matter)
522                 return s;
523         if(s == 6)
524                 return 6;
525         return mod(s, 3);
526 }
527
528 void FixPlayermodel()
529 {
530         local string defaultmodel;
531         local float defaultskin;
532         local vector m1, m2;
533
534         defaultmodel = "";
535
536         if(cvar("sv_defaultcharacter") == 1) {
537                 defaultskin = 0;
538
539                 if(teams_matter)
540                 {
541                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
542                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
543                 }
544
545                 if(defaultmodel == "")
546                 {
547                         defaultmodel = cvar_string("sv_defaultplayermodel");
548                         defaultskin = cvar("sv_defaultplayerskin");
549                 }
550         }
551
552         if(self.modelindex == 0)
553         {
554                 if(self.model != "")
555                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
556                 self.model = ""; // force the != checks to return true
557         }
558
559         if(defaultmodel != "")
560         {
561                 if (defaultmodel != self.model)
562                 {
563                         m1 = self.mins;
564                         m2 = self.maxs;
565                         setmodel_lod (self, defaultmodel);
566                         setsize (self, m1, m2);
567                 }
568
569                 self.skin = defaultskin;
570         } else {
571                 if (self.playermodel != self.model)
572                 {
573                         self.playermodel = CheckPlayerModel(self.playermodel);
574                         m1 = self.mins;
575                         m2 = self.maxs;
576                         setmodel_lod (self, self.playermodel);
577                         setsize (self, m1, m2);
578                 }
579
580                 self.skin = RestrictSkin(stof(self.playerskin));
581         }
582
583         if(!teams_matter)
584                 if(strlen(cvar_string("sv_defaultplayercolors")))
585                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
586                                 setcolor(self, cvar("sv_defaultplayercolors"));
587 }
588
589 void PlayerTouchExplode(entity p1, entity p2)
590 {
591         vector org;
592         org = (p1.origin + p2.origin) * 0.5;
593         org_z += (p1.mins_z + p2.mins_z) * 0.5;
594
595         te_explosion(org);
596
597         entity e;
598         e = spawn();
599         setorigin(e, org);
600         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
601         remove(e);
602 }
603
604 /*
605 =============
606 PutClientInServer
607
608 Called when a client spawns in the server
609 =============
610 */
611 //void() ctf_playerchanged;
612 void PutClientInServer (void)
613 {
614         if(clienttype(self) == CLIENTTYPE_BOT)
615         {
616                 self.classname = "player";
617         }
618         else if(clienttype(self) == CLIENTTYPE_REAL)
619         {
620                 msg_entity = self;
621                 WriteByte(MSG_ONE, SVC_SETVIEW);
622                 WriteEntity(MSG_ONE, self);
623         }
624
625         // player is dead and becomes observer
626         // FIXME fix LMS scoring for new system
627         if(g_lms)
628         {
629                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
630                         self.classname = "observer";
631         }
632
633         if(g_arena)
634         if(!self.spawned)
635                 self.classname = "observer";
636
637         if(self.classname == "player") {
638                 entity spot, oldself;
639
640                 race_PreSpawn();
641
642                 spot = SelectSpawnPoint (FALSE);
643                 if(!spot)
644                 {
645                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
646                         return; // spawn failed
647                 }
648
649                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
650                 self.campingrifle_bulletcounter = 0;
651
652                 self.classname = "player";
653                 self.iscreature = TRUE;
654                 self.movetype = MOVETYPE_WALK;
655                 self.solid = SOLID_SLIDEBOX;
656                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
657                 if(independent_players)
658                         MAKE_INDEPENDENT_PLAYER(self);
659                 self.flags = FL_CLIENT;
660                 self.takedamage = DAMAGE_AIM;
661                 if(g_minstagib)
662                         self.effects = EF_FULLBRIGHT;
663                 else
664                         self.effects = 0;
665                 self.air_finished = time + 12;
666                 self.dmg = 2;
667
668                 if(inWarmupStage)
669                 {
670                         self.ammo_shells = warmup_start_ammo_shells;
671                         self.ammo_nails = warmup_start_ammo_nails;
672                         self.ammo_rockets = warmup_start_ammo_rockets;
673                         self.ammo_cells = warmup_start_ammo_cells;
674                         self.health = warmup_start_health;
675                         self.armorvalue = warmup_start_armorvalue;
676                         self.weapons = warmup_start_weapons;
677                 }
678                 else
679                 {
680                         self.ammo_shells = start_ammo_shells;
681                         self.ammo_nails = start_ammo_nails;
682                         self.ammo_rockets = start_ammo_rockets;
683                         self.ammo_cells = start_ammo_cells;
684                         self.health = start_health;
685                         self.armorvalue = start_armorvalue;
686                         self.weapons = start_weapons;
687                 }
688                 self.items = start_items;
689                 self.switchweapon = w_getbestweapon(self);
690                 self.cnt = self.switchweapon;
691                 self.weapon = 0;
692                 self.jump_interval = time;
693
694                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
695                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
696                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
697                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
698                 //extend the pause of rotting if client was reset at the beginning of the countdown
699                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
700                         self.spawnshieldtime += game_starttime - time;
701                         self.pauserotarmor_finished += game_starttime - time;
702                         self.pauserothealth_finished += game_starttime - time;
703                         self.pauseregen_finished += game_starttime - time;
704                 }
705                 self.damageforcescale = 2;
706                 self.death_time = 0;
707                 self.dead_frame = 0;
708                 self.alpha = 0;
709                 self.scale = 0;
710                 self.fade_time = 0;
711                 self.pain_frame = 0;
712                 self.pain_finished = 0;
713                 self.strength_finished = 0;
714                 self.invincible_finished = 0;
715                 self.pushltime = 0;
716                 //self.speed_finished = 0;
717                 //self.slowmo_finished = 0;
718                 // players have no think function
719                 self.think = SUB_Null;
720                 self.nextthink = 0;
721                 self.hook_time = 0;
722                 self.dmg_team = 0;
723
724                 self.runes = 0;
725
726                 self.deadflag = DEAD_NO;
727
728                 self.angles = spot.angles;
729
730                 self.angles_z = 0; // never spawn tilted even if the spot says to
731                 self.fixangle = TRUE; // turn this way immediately
732                 self.velocity = '0 0 0';
733                 self.avelocity = '0 0 0';
734                 self.punchangle = '0 0 0';
735                 self.punchvector = '0 0 0';
736                 self.oldvelocity = self.velocity;
737
738                 msg_entity = self;
739                 WRITESPECTATABLE_MSG_ONE({
740                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
741                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
742                 });
743
744                 self.customizeentityforclient = Client_customizeentityforclient;
745
746                 self.model = "";
747                 FixPlayermodel();
748
749                 self.crouch = FALSE;
750                 self.view_ofs = PL_VIEW_OFS;
751                 setsize (self, PL_MIN, PL_MAX);
752                 self.spawnorigin = spot.origin;
753                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
754                 // don't reset back to last position, even if new position is stuck in solid
755                 self.oldorigin = self.origin;
756
757                 if(g_arena)
758                 {
759                         Spawnqueue_Remove(self);
760                         Spawnqueue_Mark(self);
761                 }
762
763                 self.event_damage = PlayerDamage;
764
765                 self.bot_attack = TRUE;
766
767                 self.statdraintime = time + 5;
768                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
769
770                 if(self.killcount == -666) {
771                         PlayerScore_Clear(self);
772                         self.killcount = 0;
773                         self.frags = 0;
774                 }
775
776                 self.cnt = WEP_LASER;
777                 self.nixnex_lastchange_id = -1;
778
779                 CL_SpawnWeaponentity();
780                 self.alpha = default_player_alpha;
781                 self.colormod = '1 1 1' * cvar("g_player_brightness");
782                 self.exteriorweaponentity.alpha = default_weapon_alpha;
783
784                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
785                 self.lms_traveled_distance = 0;
786                 self.speedrunning = FALSE;
787
788                 race_PostSpawn(spot);
789
790                 if(cvar("spawn_debug"))
791                 {
792                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
793                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
794                 }
795
796                 //stuffcmd(self, "chase_active 0");
797                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
798
799                 if (cvar("g_spawnsound"))
800                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
801
802                 if(g_assault) {
803                         if(self.team == assault_attacker_team)
804                                 centerprint(self, "You are attacking!\n");
805                         else
806                                 centerprint(self, "You are defending!\n");
807                 }
808
809                 target_voicescript_clear(self);
810
811                 oldself = self;
812                 self = spot;
813                         activator = oldself;
814                                 SUB_UseTargets();
815                         activator = world;
816                 self = oldself;
817
818         } else if(self.classname == "observer") {
819                 PutObserverInServer ();
820         }
821
822         //if(g_ctf)
823         //      ctf_playerchanged();
824 }
825
826 /*
827 =============
828 SendCSQCInfo
829
830 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
831 =============
832 */
833 void SendCSQCInfo(void)
834 {
835         float i;
836         if(clienttype(self) != CLIENTTYPE_REAL)
837                 return;
838         msg_entity = self;
839         WriteByte(MSG_ONE, SVC_TEMPENTITY);
840         WriteByte(MSG_ONE, TE_CSQC_INIT);
841         WriteShort(MSG_ONE, CSQC_REVISION);
842         WriteByte(MSG_ONE, maxclients);
843         for(i = 1; i <= 24; ++i)
844                 WriteByte(MSG_ONE, (get_weaponinfo(i)).impulse + 1);
845         WriteCoord(MSG_ONE, hook_shotorigin_x);
846         WriteCoord(MSG_ONE, hook_shotorigin_y);
847         WriteCoord(MSG_ONE, hook_shotorigin_z);
848 }
849
850 /*
851 =============
852 SetNewParms
853 =============
854 */
855 void SetNewParms (void)
856 {
857         // initialize parms for a new player
858         parm1 = -(86400 * 366);
859 }
860
861 /*
862 =============
863 SetChangeParms
864 =============
865 */
866 void SetChangeParms (void)
867 {
868         // save parms for level change
869         parm1 = self.parm_idlesince - time;
870 }
871
872 /*
873 =============
874 DecodeLevelParms
875 =============
876 */
877 void DecodeLevelParms (void)
878 {
879         // load parms
880         self.parm_idlesince = parm1;
881         if(self.parm_idlesince == -(86400 * 366))
882                 self.parm_idlesince = time;
883
884         // whatever happens, allow 60 seconds of idling directly after connect for map loading
885         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
886 }
887
888 /*
889 =============
890 ClientKill
891
892 Called when a client types 'kill' in the console
893 =============
894 */
895
896 void ClientKill_Now_TeamChange()
897 {
898         if(self.killindicator_teamchange == -1)
899         {
900                 self.team = -1;
901                 JoinBestTeam( self, FALSE, FALSE );
902         }
903         else
904         {
905                 SV_ChangeTeam(self.killindicator_teamchange - 1);
906         }
907 }
908
909 void ClientKill_Now()
910 {
911         if(self.killindicator_teamchange)
912                 ClientKill_Now_TeamChange();
913
914         // in any case:
915         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
916
917         if(self.killindicator)
918         {
919                 dprint("Cleaned up after a leaked kill indicator.\n");
920                 remove(self.killindicator);
921                 self.killindicator = world;
922         }
923 }
924 void KillIndicator_Think()
925 {
926         if (!self.owner.modelindex)
927         {
928                 self.owner.killindicator = world;
929                 remove(self);
930                 return;
931         }
932
933         if(self.cnt <= 0)
934         {
935                 self = self.owner;
936                 ClientKill_Now(); // no oldself needed
937                 return;
938         }
939         else
940         {
941                 if(self.cnt <= 10)
942                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
943                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
944                 {
945                         if(self.cnt <= 10)
946                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
947                         if(self.owner.killindicator_teamchange)
948                         {
949                                 if(self.owner.killindicator_teamchange == -1)
950                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
951                                 else
952                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
953                         }
954                         else
955                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
956                 }
957                 self.nextthink = time + 1;
958                 self.cnt -= 1;
959         }
960 }
961
962 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
963 {
964         float killtime;
965         entity e;
966         killtime = cvar("g_balance_kill_delay");
967
968         self.killindicator_teamchange = targetteam;
969
970         if(!self.killindicator)
971         {
972                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
973                 {
974                         ClientKill_Now();
975                 }
976                 else
977                 {
978                         self.killindicator = spawn();
979                         self.killindicator.owner = self;
980                         self.killindicator.scale = 0.5;
981                         setattachment(self.killindicator, self, "");
982                         setorigin(self.killindicator, '0 0 52');
983                         self.killindicator.think = KillIndicator_Think;
984                         self.killindicator.nextthink = time + (self.lip) * 0.05;
985                         self.killindicator.cnt = ceil(killtime);
986                         self.killindicator.count = bound(0, ceil(killtime), 10);
987                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
988
989                         for(e = world; (e = find(e, classname, "body")) != world; )
990                         {
991                                 if(e.enemy != self)
992                                         continue;
993                                 e.killindicator = spawn();
994                                 e.killindicator.owner = e;
995                                 e.killindicator.scale = 0.5;
996                                 setattachment(e.killindicator, e, "");
997                                 setorigin(e.killindicator, '0 0 52');
998                                 e.killindicator.think = KillIndicator_Think;
999                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1000                                 e.killindicator.cnt = ceil(killtime);
1001                         }
1002                         self.lip = 0;
1003                 }
1004         }
1005         if(self.killindicator)
1006         {
1007                 if(targetteam)
1008                         self.killindicator.colormod = TeamColor(targetteam);
1009                 else
1010                         self.killindicator.colormod = '0 0 0';
1011         }
1012 }
1013
1014 void ClientKill (void)
1015 {
1016         ClientKill_TeamChange(0);
1017 }
1018
1019 void DoTeamChange(float destteam)
1020 {
1021         float t, c0;
1022         if(!cvar("teamplay"))
1023         {
1024                 if(destteam >= 0)
1025                         SetPlayerColors(self, destteam);
1026                 return;
1027         }
1028         if(self.classname == "player")
1029         if(destteam == -1)
1030         {
1031                 CheckAllowedTeams(self);
1032                 t = FindSmallestTeam(self, TRUE);
1033                 switch(self.team)
1034                 {
1035                         case COLOR_TEAM1: c0 = c1; break;
1036                         case COLOR_TEAM2: c0 = c2; break;
1037                         case COLOR_TEAM3: c0 = c3; break;
1038                         case COLOR_TEAM4: c0 = c4; break;
1039                         default:          c0 = 999;
1040                 }
1041                 switch(t)
1042                 {
1043                         case 1:
1044                                 if(c0 > c1)
1045                                         destteam = COLOR_TEAM1;
1046                                 break;
1047                         case 2:
1048                                 if(c0 > c2)
1049                                         destteam = COLOR_TEAM2;
1050                                 break;
1051                         case 3:
1052                                 if(c0 > c3)
1053                                         destteam = COLOR_TEAM3;
1054                                 break;
1055                         case 4:
1056                                 if(c0 > c4)
1057                                         destteam = COLOR_TEAM4;
1058                                 break;
1059                 }
1060                 if(destteam == -1)
1061                         return;
1062         }
1063         if(destteam == self.team && !self.killindicator)
1064                 return;
1065         ClientKill_TeamChange(destteam);
1066 }
1067
1068 void FixClientCvars(entity e)
1069 {
1070         // send prediction settings to the client
1071         stuffcmd(e, "\nin_bindmap 0 0\n");
1072         /*
1073          * we no longer need to stuff this. Remove this comment block if you feel 
1074          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1075         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1076         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1077         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1078         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1079         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1080         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1081         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1082         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1083         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1084         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1085         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1086         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1087         stuffcmd(e, "cl_movement_edgefriction 1\n");
1088          */
1089 }
1090
1091 .float fog_set;
1092 void SendFog()
1093 {
1094         if(clienttype(self) == CLIENTTYPE_REAL)
1095         if(world.fog) // NOT string_null!
1096         {
1097                 if(!self.fog_set)
1098                 {
1099                         if(sv_foginterval)
1100                         {
1101                                 msg_entity = self;
1102                                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1103                                 WriteByte(MSG_ONE, TE_CSQC_FOG);
1104                                 WriteCoord(MSG_ONE, sv_foginterval);
1105                                 WriteString(MSG_ONE, world.fog);
1106                         }
1107                         else
1108                                 // set it once
1109                                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1110
1111                         self.fog_set = 1;
1112                 }
1113         }
1114 }
1115
1116 /*
1117 =============
1118 ClientConnect
1119
1120 Called when a client connects to the server
1121 =============
1122 */
1123 //void ctf_clientconnect();
1124 string ColoredTeamName(float t);
1125 void DecodeLevelParms (void);
1126 //void dom_player_join_team(entity pl);
1127 void ClientConnect (void)
1128 {
1129         local string s;
1130
1131         if(self.flags & FL_CLIENT)
1132         {
1133                 print("Warning: ClientConnect, but already connected!\n");
1134                 return;
1135         }
1136
1137         if(Ban_MaybeEnforceBan(self))
1138                 return;
1139
1140         DecodeLevelParms();
1141
1142         self.classname = "player_joining";
1143
1144         self.flags = self.flags | FL_CLIENT;
1145         self.version_nagtime = time + 10 + random() * 10;
1146
1147         if(player_count<0)
1148         {
1149                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1150                 player_count = 0;
1151         }
1152
1153         PlayerScore_Attach(self);
1154
1155         bot_clientconnect();
1156
1157         race_PreSpawnObserver();
1158
1159         //if(g_domination)
1160         //      dom_player_join_team(self);
1161
1162         //JoinBestTeam(self, FALSE, FALSE);
1163         //
1164         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1165                 self.classname = "observer";
1166         } else {
1167                 self.classname = "player";
1168                 campaign_bots_may_start = 1;
1169         }
1170
1171         self.playerid = (playerid_last = playerid_last + 1);
1172         if(cvar("sv_eventlog"))
1173         {
1174                 if(clienttype(self) == CLIENTTYPE_REAL)
1175                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1176                 else
1177                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1178                 s = strcat(":team:", ftos(self.playerid), ":");
1179                 s = strcat(s, ftos(self.team));
1180                 GameLogEcho(s);
1181         }
1182         self.netname_previous = strzone(self.netname);
1183
1184         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1185
1186         bprint ("^4",self.netname);
1187         bprint ("^4 connected");
1188
1189         if(g_domination || g_ctf)
1190         {
1191                 bprint(" and joined the ");
1192                 bprint(ColoredTeamName(self.team));
1193         }
1194
1195         bprint("\n");
1196
1197         self.welcomemessage_time = 0;
1198
1199         stuffcmd(self, strcat(clientstuff, "\n"));
1200         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1201         stuffcmd(self, "cl_particles_reloadeffects\n");
1202
1203         FixClientCvars(self);
1204
1205         // spawnfunc_waypoint sprites
1206         WaypointSprite_InitClient(self);
1207
1208         // Wazat's grappling hook
1209         SetGrappleHookBindings();
1210
1211         // get autoswitch state from player when he toggles it
1212         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1213
1214         // get version info from player
1215         stuffcmd(self, "cmd clientversion $gameversion\n");
1216
1217         // get other cvars from player
1218         GetCvars(0);
1219
1220         // set cvar for team scoreboard
1221         if (teams_matter)
1222         {
1223                 local float t;
1224                 t = cvar("teamplay");
1225                 // we have to stuff the correct teamplay value because if this is a listen server, this changes the teamplay mode of the server itself, which is bad
1226                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1227         }
1228         else
1229                 stuffcmd(self, "set teamplay 0\n");
1230
1231         // notify about available teams
1232         if(teamplay)
1233         {
1234                 CheckAllowedTeams(self);
1235                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1236                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1237         }
1238         else
1239                 stuffcmd(self, "set _teams_available 0\n");
1240
1241         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1242
1243         if(g_arena)
1244         {
1245                 self.classname = "observer";
1246                 Spawnqueue_Insert(self);
1247         }
1248         /*else if(g_ctf)
1249         {
1250                 ctf_clientconnect();
1251         }*/
1252
1253         if(teams_matter)
1254                 attach_entcs();
1255
1256         bot_relinkplayerlist();
1257
1258         self.spectatortime = time;
1259         if(blockSpectators)
1260         {
1261                 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"));
1262         }
1263
1264         self.jointime = time;
1265         self.allowedTimeouts = cvar("sv_timeout_number");
1266
1267         if(clienttype(self) == CLIENTTYPE_REAL)
1268         {
1269                 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1270                 SendCSQCInfo();
1271                 msg_entity = self;
1272                 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1273                 {
1274                         MapVote_SendData(MSG_ONE);
1275                         MapVote_UpdateData(MSG_ONE);
1276                 }
1277                 ScoreInfo_Write(MSG_ONE);
1278
1279                 if(inWarmupStage)
1280                 {
1281                         msg_entity = self;
1282                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
1283                         WriteByte(MSG_ONE, TE_CSQC_WARMUP);
1284                         WriteByte(MSG_ONE, 1);
1285                 }
1286
1287                 if(cvar("g_bugrigs"))
1288                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1289         }
1290
1291         if(g_lms)
1292         {
1293                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1294                 {
1295                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1296                         self.frags = -666; // FIXME do we still need this?
1297                 }
1298         }
1299
1300         SendFog();
1301 }
1302
1303 /*
1304 =============
1305 ClientDisconnect
1306
1307 Called when a client disconnects from the server
1308 =============
1309 */
1310 .entity chatbubbleentity;
1311 .entity teambubbleentity;
1312 void ReadyCount();
1313 void ClientDisconnect (void)
1314 {
1315         if not(self.flags & FL_CLIENT)
1316         {
1317                 print("Warning: ClientDisconnect without ClientConnect\n");
1318                 return;
1319         }
1320
1321         bot_clientdisconnect();
1322
1323         if(teams_matter)
1324                 detach_entcs();
1325         
1326         if(cvar("sv_eventlog"))
1327                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1328         bprint ("^4",self.netname);
1329         bprint ("^4 disconnected\n");
1330
1331         DropAllRunes(self);
1332         kh_Key_DropAll(self, TRUE);
1333
1334         Portal_ClearAll(self);
1335
1336         if(self.flagcarried)
1337                 DropFlag(self.flagcarried, world, world);
1338
1339         // Here, everything has been done that requires this player to be a client.
1340
1341         self.flags &~= FL_CLIENT;
1342
1343         if (self.chatbubbleentity)
1344                 remove (self.chatbubbleentity);
1345
1346         if (self.teambubbleentity)
1347                 remove (self.teambubbleentity);
1348
1349         if (self.killindicator)
1350                 remove (self.killindicator);
1351
1352         WaypointSprite_PlayerGone();
1353
1354         bot_relinkplayerlist();
1355
1356         // remove laserdot
1357         if(self.weaponentity)
1358                 if(self.weaponentity.lasertarget)
1359                         remove(self.weaponentity.lasertarget);
1360
1361         if(g_arena)
1362         {
1363                 Spawnqueue_Unmark(self);
1364                 Spawnqueue_Remove(self);
1365         }
1366
1367         PlayerScore_Detach(self);
1368
1369         if(self.netname_previous)
1370                 strunzone(self.netname_previous);
1371
1372         ClearPlayerSounds();
1373
1374         self.playerid = 0;
1375         ReadyCount();
1376
1377         // free cvars
1378         GetCvars(-1);
1379 }
1380
1381 .float BUTTON_CHAT;
1382 void ChatBubbleThink()
1383 {
1384         self.nextthink = time;
1385         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1386         {
1387                 if(self.owner) // but why can that ever be world?
1388                         self.owner.chatbubbleentity = world;
1389                 remove(self);
1390                 return;
1391         }
1392         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1393         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1394                 self.model = self.mdl;
1395         else
1396                 self.model = "";
1397 };
1398
1399 void UpdateChatBubble()
1400 {
1401         if (!self.modelindex)
1402                 return;
1403         // spawn a chatbubble entity if needed
1404         if (!self.chatbubbleentity)
1405         {
1406                 self.chatbubbleentity = spawn();
1407                 self.chatbubbleentity.owner = self;
1408                 self.chatbubbleentity.exteriormodeltoclient = self;
1409                 self.chatbubbleentity.think = ChatBubbleThink;
1410                 self.chatbubbleentity.nextthink = time;
1411                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1412                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1413                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1414                 self.chatbubbleentity.model = "";
1415                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1416         }
1417 }
1418
1419
1420 void TeamBubbleThink()
1421 {
1422         self.nextthink = time;
1423         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1424         {
1425                 if(self.owner) // but why can that ever be world?
1426                         self.owner.teambubbleentity = world;
1427                 remove(self);
1428                 return;
1429         }
1430 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1431         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1432                 self.model = "";
1433         else
1434                 self.model = self.mdl;
1435
1436 };
1437
1438 float TeamBubble_customizeentityforclient()
1439 {
1440         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1441 }
1442
1443 void UpdateTeamBubble()
1444 {
1445         if (!self.modelindex || !cvar("teamplay"))
1446                 return;
1447         // spawn a teambubble entity if needed
1448         if (!self.teambubbleentity && cvar("teamplay"))
1449         {
1450                 self.teambubbleentity = spawn();
1451                 self.teambubbleentity.owner = self;
1452                 self.teambubbleentity.exteriormodeltoclient = self;
1453                 self.teambubbleentity.think = TeamBubbleThink;
1454                 self.teambubbleentity.nextthink = time;
1455                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1456 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1457                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1458                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1459                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1460                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1461                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1462                 self.teambubbleentity.effects = EF_LOWPRECISION;
1463         }
1464 }
1465
1466 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1467 // added to the model skins
1468 /*void UpdateColorModHack()
1469 {
1470         local float c;
1471         c = self.clientcolors & 15;
1472         // LordHavoc: only bothering to support white, green, red, yellow, blue
1473              if (teamplay == 0) self.colormod = '0 0 0';
1474         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1475         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1476         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1477         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1478         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1479         else self.colormod = '1 1 1';
1480 };*/
1481
1482 void respawn(void)
1483 {
1484         CopyBody(1);
1485         self.effects |= EF_NODRAW; // prevent another CopyBody
1486         PutClientInServer();
1487 }
1488
1489 /**
1490  * When sv_timeout is used this function returs strings like
1491  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1492  * Called by centerprint functions
1493  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1494  */
1495 string getTimeoutText(float addOneSecond) {
1496         if (!cvar("sv_timeout") || !timeoutStatus)
1497                 return "";
1498
1499         local string retStr;
1500         if (timeoutStatus == 1) {
1501                 if (addOneSecond == 1) {
1502                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1503                 }
1504                 else {
1505                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1506                 }
1507                 return retStr;
1508         }
1509         else if (timeoutStatus == 2) {
1510                 if (addOneSecond) {
1511                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1512                         //don't show messages like "Timeout ends in 0 seconds"...
1513                         if ((remainingTimeoutTime + 1) > 0)
1514                                 return retStr;
1515                         else
1516                                 return "";
1517                 }
1518                 else {
1519                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1520                         //don't show messages like "Timeout ends in 0 seconds"...
1521                         if (remainingTimeoutTime > 0)
1522                                 return retStr;
1523                         else
1524                                 return "";
1525                 }
1526         }
1527         else return "";
1528 }
1529
1530 void player_powerups (void)
1531 {
1532         if (g_minstagib)
1533         {
1534                 if (self.items & IT_STRENGTH)
1535                 {
1536                         if (time > self.strength_finished)
1537                         {
1538                                 if (g_minstagib_invis_alpha > 0)
1539                                 {
1540                                         self.alpha = default_player_alpha;
1541                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1542                                         self.effects = self.effects | EF_FULLBRIGHT;
1543                                 }
1544                                 else
1545                                 {
1546                                         self.effects -= self.effects & EF_NODRAW;
1547                                 }
1548                                 self.items = self.items - (self.items & IT_STRENGTH);
1549                                 sprint(self, "^3Invisibility has worn off\n");
1550                         }
1551                 }
1552                 else
1553                 {
1554                         if (time < self.strength_finished)
1555                         {
1556                                 if (g_minstagib_invis_alpha > 0)
1557                                 {
1558                                         self.alpha = g_minstagib_invis_alpha;
1559                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1560                                         self.effects -= self.effects & EF_FULLBRIGHT;
1561                                 }
1562                                 else
1563                                 {
1564                                         self.effects = self.effects | EF_NODRAW;
1565                                 }
1566                                 self.items = self.items | IT_STRENGTH;
1567                                 sprint(self, "^3You are invisible\n");
1568                         }
1569                 }
1570
1571                 if (self.items & IT_INVINCIBLE)
1572                 {
1573                         if (time > self.invincible_finished)
1574                         {
1575                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1576                                 sprint(self, "^3Speed has worn off\n");
1577                         }
1578                 }
1579                 else
1580                 {
1581                         if (time < self.invincible_finished)
1582                         {
1583                                 self.items = self.items | IT_INVINCIBLE;
1584                                 sprint(self, "^3You are on speed\n");
1585                         }
1586                 }
1587                 return;
1588         }
1589
1590         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1591         if (self.items & IT_STRENGTH)
1592         {
1593                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1594                 if (time > self.strength_finished)
1595                 {
1596                         self.items = self.items - (self.items & IT_STRENGTH);
1597                         sprint(self, "^3Strength has worn off\n");
1598                 }
1599         }
1600         else
1601         {
1602                 if (time < self.strength_finished)
1603                 {
1604                         self.items = self.items | IT_STRENGTH;
1605                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1606                 }
1607         }
1608         if (self.items & IT_INVINCIBLE)
1609         {
1610                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1611                 if (time > self.invincible_finished)
1612                 {
1613                         self.items = self.items - (self.items & IT_INVINCIBLE);
1614                         sprint(self, "^3Shield has worn off\n");
1615                 }
1616         }
1617         else
1618         {
1619                 if (time < self.invincible_finished)
1620                 {
1621                         self.items = self.items | IT_INVINCIBLE;
1622                         sprint(self, "^3Shield surrounds you\n");
1623                 }
1624         }
1625
1626         if (cvar("g_fullbrightplayers"))
1627                 self.effects = self.effects | EF_FULLBRIGHT;
1628
1629         // midair gamemode: damage only while in the air
1630         // if in midair mode, being on ground grants temporary invulnerability
1631         // (this is so that multishot weapon don't clear the ground flag on the
1632         // first damage in the frame, leaving the player vulnerable to the
1633         // remaining hits in the same frame)
1634         if (self.flags & FL_ONGROUND)
1635         if (g_midair)
1636                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1637
1638         if (time >= game_starttime)
1639         if (time < self.spawnshieldtime)
1640                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1641 }
1642
1643 float CalcRegen(float current, float stable, float regenfactor)
1644 {
1645         if(current > stable)
1646                 return current;
1647         else if(current > stable - 0.25) // when close enough, "snap"
1648                 return stable;
1649         else
1650                 return min(stable, current + (stable - current) * regenfactor * frametime);
1651 }
1652
1653 void player_regen (void)
1654 {
1655         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1656         maxh = cvar("g_balance_health_stable");
1657         maxa = cvar("g_balance_armor_stable");
1658         limith = cvar("g_balance_health_limit");
1659         limita = cvar("g_balance_armor_limit");
1660
1661         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1662                 return;
1663
1664         max_mod = regen_mod = rot_mod = limit_mod = 1;
1665
1666         if (self.runes & RUNE_REGEN)
1667         {
1668                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1669                 {
1670                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1671                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1672                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1673                 }
1674                 else
1675                 {
1676                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1677                         max_mod = cvar("g_balance_rune_regen_hpmod");
1678                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1679                 }
1680         }
1681         else if (self.runes & CURSE_VENOM)
1682         {
1683                 max_mod = cvar("g_balance_curse_venom_hpmod");
1684                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1685                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1686                 else
1687                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1688                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1689                 //if (!self.runes & RUNE_REGEN)
1690                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1691         }
1692         maxh = maxh * max_mod;
1693         //maxa = maxa * max_mod;
1694         limith = limith * limit_mod;
1695         limita = limita * limit_mod;
1696
1697         if (self.armorvalue > maxa)
1698         {
1699                 if (time > self.pauserotarmor_finished)
1700                 {
1701                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1702                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1703                 }
1704         }
1705         else if (self.armorvalue < maxa)
1706         {
1707                 if (time > self.pauseregen_finished)
1708                 {
1709                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1710                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1711                 }
1712         }
1713         if (self.health > maxh)
1714         {
1715                 if (time > self.pauserothealth_finished)
1716                 {
1717                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1718                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1719                 }
1720         }
1721         else if (self.health < maxh)
1722         {
1723                 if (time > self.pauseregen_finished)
1724                 {
1725                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1726                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1727                 }
1728         }
1729
1730         if (self.health > limith)
1731                 self.health = limith;
1732         if (self.armorvalue > limita)
1733                 self.armorvalue = limita;
1734
1735         // if player rotted to death...  die!
1736         if(self.health < 1)
1737                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1738 }
1739
1740 .float zoomstate;
1741 float zoomstate_set;
1742 void SetZoomState(float z)
1743 {
1744         if(z != self.zoomstate)
1745         {
1746                 msg_entity = self;
1747                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1748                 WriteByte(MSG_ONE, TE_CSQC_ZOOMNOTIFY);
1749                 WriteByte(MSG_ONE, z);
1750                 self.zoomstate = z;
1751         }
1752         zoomstate_set = 1;
1753 }
1754
1755 /*
1756 ======================
1757 spectate mode routines
1758 ======================
1759 */
1760 void SpectateCopy(entity spectatee) {
1761         self.armortype = spectatee.armortype;
1762         self.armorvalue = spectatee.armorvalue;
1763         self.currentammo = spectatee.currentammo;
1764         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1765         self.health = spectatee.health;
1766         self.impulse = 0;
1767         self.items = spectatee.items;
1768         self.weapons = spectatee.weapons;
1769         self.switchweapon = spectatee.switchweapon;
1770         self.weapon = spectatee.weapon;
1771         self.punchangle = spectatee.punchangle;
1772         self.view_ofs = spectatee.view_ofs;
1773         self.v_angle = spectatee.v_angle;
1774         self.velocity = spectatee.velocity;
1775         self.dmg_take = spectatee.dmg_take;
1776         self.dmg_save = spectatee.dmg_save;
1777         self.dmg_inflictor = spectatee.dmg_inflictor;
1778         self.angles = spectatee.v_angle;
1779         self.fixangle = TRUE;
1780         setorigin(self, spectatee.origin);
1781         setsize(self, spectatee.mins, spectatee.maxs);
1782         SetZoomState(spectatee.zoomstate);
1783 }
1784
1785 float SpectateUpdate() {
1786         if(!self.enemy)
1787                 return 0;
1788
1789         if (self == self.enemy)
1790                 return 0;
1791         
1792         if(self.enemy.flags & FL_NOTARGET)
1793                 return 0;
1794
1795         SpectateCopy(self.enemy);
1796
1797         return 1;
1798 }
1799
1800 float SpectateNext() {
1801         other = find(self.enemy, classname, "player");
1802         if (!other) {
1803                 other = find(other, classname, "player");
1804         }
1805         if (other) {
1806                 self.enemy = other;
1807         }
1808         if(self.enemy.classname == "player") {
1809                 msg_entity = self;
1810                 WriteByte(MSG_ONE, SVC_SETVIEW);
1811                 WriteEntity(MSG_ONE, self.enemy);
1812                 self.wantswelcomemessage = 1;
1813                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1814                 if(!SpectateUpdate())
1815                         PutObserverInServer();
1816                 return 1;
1817         } else {
1818                 return 0;
1819         }
1820 }
1821
1822 /*
1823 =============
1824 ShowRespawnCountdown()
1825
1826 Update a respawn countdown display.
1827 =============
1828 */
1829 void ShowRespawnCountdown()
1830 {
1831         float number;
1832         if(self.deadflag == DEAD_NO) // just respawned?
1833                 return;
1834         else
1835         {
1836                 number = ceil(self.death_time - time);
1837                 if(number <= 0)
1838                         return;
1839                 if(number <= self.respawn_countdown)
1840                 {
1841                         self.respawn_countdown = number - 1;
1842                         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
1843                                 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
1844                 }
1845         }
1846 }
1847
1848 void LeaveSpectatorMode()
1849 {
1850         if(isJoinAllowed()) {
1851                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1852                         self.classname = "player";
1853                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1854                                 JoinBestTeam(self, FALSE, TRUE);
1855                         if(cvar("g_campaign"))
1856                                 campaign_bots_may_start = 1;
1857                         PutClientInServer();
1858                         if(!(self.flags & FL_NOTARGET))
1859                                 bprint ("^4", self.netname, "^4 is playing now\n");
1860                         centerprint(self,"");
1861                         return;
1862                 } else {
1863                         stuffcmd(self,"menu_showteamselect\n");
1864                         return;
1865                 }
1866         }
1867         else {
1868                 //player may not join because of g_maxplayers is set
1869                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1870         }
1871 }
1872
1873 /**
1874  * Determines whether the player is allowed to join. This depends on cvar
1875  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1876  * it checks whether the number of currently playing players exceeds g_maxplayers.
1877  * @return bool TRUE if the player is allowed to join, false otherwise
1878  */
1879 float isJoinAllowed() {
1880         if (!cvar("g_maxplayers"))
1881                 return TRUE;
1882
1883         local entity e;
1884         local float currentlyPlaying;
1885         FOR_EACH_REALPLAYER(e) {
1886                 if(e.classname == "player")
1887                         currentlyPlaying += 1;
1888         }
1889         if(currentlyPlaying < cvar("g_maxplayers"))
1890                 return TRUE;
1891
1892         return FALSE;
1893 }
1894
1895 /**
1896  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1897  * g_maxplayers_spectator_blocktime seconds
1898  */
1899 void checkSpectatorBlock() {
1900         if(self.classname == "spectator" || self.classname == "observer") {
1901                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1902                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1903                         dropclient(self);
1904                 }
1905         }
1906 }
1907
1908 float vercmp_recursive(string v1, string v2)
1909 {
1910         float dot1, dot2;
1911         string s1, s2;
1912         float r;
1913
1914         dot1 = strstrofs(v1, ".", 0);
1915         dot2 = strstrofs(v2, ".", 0);
1916         if(dot1 == -1)
1917                 s1 = v1;
1918         else
1919                 s1 = substring(v1, 0, dot1);
1920         if(dot2 == -1)
1921                 s2 = v2;
1922         else
1923                 s2 = substring(v2, 0, dot2);
1924
1925         r = stof(s1) - stof(s2);
1926         if(r != 0)
1927                 return r;
1928
1929         r = strcasecmp(s1, s2);
1930         if(r != 0)
1931                 return r;
1932
1933         if(dot1 == -1)
1934                 if(dot2 == -1)
1935                         return 0;
1936                 else
1937                         return -1;
1938         else
1939                 if(dot2 == -1)
1940                         return 1;
1941                 else
1942                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1943 }
1944
1945 float vercmp(string v1, string v2)
1946 {
1947         if(strcasecmp(v1, v2) == 0) // early out check
1948                 return 0;
1949         return vercmp_recursive(v1, v2);
1950 }
1951
1952 void ObserverThink()
1953 {
1954         if (self.flags & FL_JUMPRELEASED) {
1955                 if (self.BUTTON_JUMP && !self.version_mismatch) {
1956                         self.welcomemessage_time = 0;
1957                         self.flags = self.flags - FL_JUMPRELEASED;
1958                         LeaveSpectatorMode();
1959                         return;
1960                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1961                         self.welcomemessage_time = 0;
1962                         self.flags = self.flags - FL_JUMPRELEASED;
1963                         if(SpectateNext() == 1) {
1964                                 self.classname = "spectator";
1965                         }
1966                 }
1967         } else {
1968                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1969                         self.flags = self.flags | FL_JUMPRELEASED;
1970                 }
1971         }
1972         if(self.BUTTON_ZOOM)
1973                 self.wantswelcomemessage = 0;
1974         if(self.wantswelcomemessage)
1975                 PrintWelcomeMessage(self);
1976 }
1977
1978 void SpectatorThink()
1979 {
1980         if (self.flags & FL_JUMPRELEASED) {
1981                 if (self.BUTTON_JUMP && !self.version_mismatch) {
1982                         self.welcomemessage_time = 0;
1983                         self.flags = self.flags - FL_JUMPRELEASED;
1984                         LeaveSpectatorMode();
1985                         return;
1986                 } else if(self.BUTTON_ATCK) {
1987                         self.welcomemessage_time = 0;
1988                         self.flags = self.flags - FL_JUMPRELEASED;
1989                         if(SpectateNext() == 1) {
1990                                 self.classname = "spectator";
1991                         } else {
1992                                 self.classname = "observer";
1993                                 PutClientInServer();
1994                         }
1995                 } else if (self.BUTTON_ATCK2) {
1996                         self.welcomemessage_time = 0;
1997                         self.flags = self.flags - FL_JUMPRELEASED;
1998                         self.classname = "observer";
1999                         PutClientInServer();
2000                 } else {
2001                         if(!SpectateUpdate())
2002                                 PutObserverInServer();
2003                 }
2004         } else {
2005                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2006                         self.flags = self.flags | FL_JUMPRELEASED;
2007                 }
2008         }
2009         if(self.BUTTON_ZOOM)
2010                 self.wantswelcomemessage = 0;
2011         if(self.wantswelcomemessage)
2012                 PrintWelcomeMessage(self);
2013         self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
2014 }
2015
2016 .float touchexplode_time;
2017
2018 /*
2019 =============
2020 PlayerPreThink
2021
2022 Called every frame for each client before the physics are run
2023 =============
2024 */
2025 void() ctf_setstatus;
2026 .float spectatee_status;
2027 void PlayerPreThink (void)
2028 {
2029         self.stat_sys_ticrate = cvar("sys_ticrate");
2030         self.stat_game_starttime = game_starttime;
2031
2032         if(blockSpectators && frametime)
2033                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2034                 checkSpectatorBlock();
2035         
2036         zoomstate_set = 0;
2037
2038         if(self.netname_previous != self.netname)
2039         {
2040                 if(cvar("sv_eventlog"))
2041                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2042                 if(self.netname_previous)
2043                         strunzone(self.netname_previous);
2044                 self.netname_previous = strzone(self.netname);
2045         }
2046
2047         // version nagging
2048         if(self.version_nagtime)
2049                 if(self.cvar_g_nexuizversion)
2050                         if(time > self.version_nagtime)
2051                         {
2052                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2053                                 {
2054                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2055                                         {
2056                                                 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");
2057                                                 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"));
2058                                         }
2059                                         else
2060                                         {
2061                                                 float r;
2062                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2063                                                 if(r < 0)
2064                                                 {
2065                                                         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");
2066                                                         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"));
2067                                                 }
2068                                                 else if(r > 0)
2069                                                 {
2070                                                         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");
2071                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2072                                                 }
2073                                         }
2074                                 }
2075                                 self.version_nagtime = 0;
2076                         }
2077
2078         // GOD MODE info
2079         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2080         {
2081                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2082                 self.max_armorvalue = 0;
2083         }
2084
2085         if(frametime)
2086         {
2087                 SendFog();
2088                 antilag_record(self);
2089         }
2090
2091         if(self.classname == "player") {
2092 //              if(self.netname == "Wazat")
2093 //                      bprint(self.classname, "\n");
2094
2095                 CheckRules_Player();
2096
2097                 if(self.BUTTON_INFO)
2098                         PrintWelcomeMessage(self);
2099
2100                 if(g_lms || !cvar("sv_spectate"))
2101                 if((time - self.jointime) <= cvar("welcome_message_time"))
2102                         PrintWelcomeMessage(self);
2103
2104                 if (intermission_running)
2105                 {
2106                         IntermissionThink ();   // otherwise a button could be missed between
2107                         return;                                 // the think tics
2108                 }
2109
2110                 if(self.teleport_time)
2111                 if(time > self.teleport_time)
2112                 {
2113                         self.teleport_time = 0;
2114                         self.effects = self.effects - (self.effects & EF_NODRAW);
2115                         if(self.weaponentity)
2116                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
2117                 }
2118
2119                 Nixnex_GiveCurrentWeapon();
2120
2121                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2122                         UpdateSelectedPlayer();
2123
2124                 //don't allow the player to turn around while game is paused!
2125                 if(timeoutStatus == 2) {
2126                         self.v_angle = self.lastV_angle;
2127                         self.angles = self.lastV_angle;
2128                         self.fixangle = TRUE;
2129                 }
2130
2131                 if (self.deadflag != DEAD_NO)
2132                 {
2133                         float button_pressed, force_respawn;
2134                         player_anim();
2135                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2136                         force_respawn = (g_lms || cvar("g_forced_respawn"));
2137                         if (self.deadflag == DEAD_DYING)
2138                         {
2139                                 if(force_respawn)
2140                                         self.deadflag = DEAD_RESPAWNING;
2141                                 else if(!button_pressed)
2142                                         self.deadflag = DEAD_DEAD;
2143                         }
2144                         else if (self.deadflag == DEAD_DEAD)
2145                         {
2146                                 if(button_pressed)
2147                                         self.deadflag = DEAD_RESPAWNABLE;
2148                         }
2149                         else if (self.deadflag == DEAD_RESPAWNABLE)
2150                         {
2151                                 if(!button_pressed)
2152                                         self.deadflag = DEAD_RESPAWNING;
2153                         }
2154                         else if (self.deadflag == DEAD_RESPAWNING)
2155                         {
2156                                 if(time > self.death_time)
2157                                 {
2158                                         self.death_time = time + 1; // only retry once a second
2159                                         respawn();
2160                                 }
2161                         }
2162                         ShowRespawnCountdown();
2163                         return;
2164                 }
2165
2166                 if(g_touchexplode)
2167                 if(time > self.touchexplode_time)
2168                 if(self.classname == "player")
2169                 if(self.deadflag == DEAD_NO)
2170                 if not(IS_INDEPENDENT_PLAYER(self))
2171                 FOR_EACH_PLAYER(other) if(self != other)
2172                 {
2173                         if(time > other.touchexplode_time)
2174                         if(other.classname == "player")
2175                         if(other.deadflag == DEAD_NO)
2176                         if not(IS_INDEPENDENT_PLAYER(other))
2177                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2178                         {
2179                                 PlayerTouchExplode(self, other);
2180                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2181                         }
2182                 }
2183
2184                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2185                 {
2186                         vector dist;
2187
2188                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2189                         dist = self.oldorigin - self.origin;
2190                         dist_z = 0;
2191                         self.lms_traveled_distance += fabs(vlen(dist));
2192
2193                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2194                         {
2195                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2196                                 self.lms_traveled_distance = 0;
2197                         }
2198
2199                         if(time > self.lms_nextcheck)
2200                         {
2201                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2202                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2203                                 {
2204                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2205                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2206                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2207                                         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');
2208                                 }
2209                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2210                                 self.lms_traveled_distance = 0;
2211                         }
2212                 }
2213
2214                 self.oldorigin = self.origin;
2215
2216                 if (self.BUTTON_CROUCH && !self.hook.state)
2217                 {
2218                         if (!self.crouch)
2219                         {
2220                                 self.crouch = TRUE;
2221                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2222                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2223                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2224                         }
2225                 }
2226                 else
2227                 {
2228                         if (self.crouch)
2229                         {
2230                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2231                                 if (!trace_startsolid)
2232                                 {
2233                                         self.crouch = FALSE;
2234                                         self.view_ofs = PL_VIEW_OFS;
2235                                         setsize (self, PL_MIN, PL_MAX);
2236                                 }
2237                         }
2238                 }
2239
2240                 FixPlayermodel();
2241
2242                 GrapplingHookFrame();
2243
2244                 W_WeaponFrame();
2245
2246                 player_powerups();
2247                 player_regen();
2248                 player_anim();
2249
2250                 if (g_minstagib)
2251                         minstagib_ammocheck();
2252
2253                 ctf_setstatus();
2254                 kh_setstatus();
2255
2256                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2257
2258                 //self.angles_y=self.v_angle_y + 90;   // temp
2259
2260                 //if (TetrisPreFrame()) return;
2261         } else if(gameover) {
2262                 if (intermission_running)
2263                         IntermissionThink ();   // otherwise a button could be missed between
2264                 return;
2265         } else if(self.classname == "observer") {
2266                 ObserverThink();
2267         } else if(self.classname == "spectator") {
2268                 SpectatorThink();
2269         }
2270
2271         if(!zoomstate_set)
2272                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2273
2274         float oldspectatee_status;
2275         oldspectatee_status = self.spectatee_status;
2276         if(self.classname == "spectator")
2277                 self.spectatee_status = num_for_edict(self.enemy);
2278         else if(self.classname == "observer")
2279                 self.spectatee_status = num_for_edict(self);
2280         else
2281                 self.spectatee_status = 0;
2282         if(self.spectatee_status != oldspectatee_status)
2283         {
2284                 msg_entity = self;
2285                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
2286                 WriteByte(MSG_ONE, TE_CSQC_SPECTATING);
2287                 WriteByte(MSG_ONE, self.spectatee_status);
2288                 if(g_race)
2289                         race_InitSpectator();
2290         }
2291
2292         if(self.teamkill_soundtime)
2293         if(time > self.teamkill_soundtime)
2294         {
2295                 self.teamkill_soundtime = 0;
2296
2297                 entity oldpusher, oldself;
2298
2299                 oldself = self; self = self.teamkill_soundsource;
2300                 oldpusher = self.pusher; self.pusher = oldself;
2301
2302                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2303
2304                 self.pusher = oldpusher;
2305                 self = oldself;
2306         }
2307
2308         if(self.taunt_soundtime)
2309         if(time > self.taunt_soundtime)
2310         {
2311                 self.taunt_soundtime = 0;
2312                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2313         }
2314
2315         target_voicescript_next(self);
2316 }
2317
2318
2319 /*
2320 =============
2321 PlayerPostThink
2322
2323 Called every frame for each client after the physics are run
2324 =============
2325 */
2326 .float idlekick_lasttimeleft;
2327 .float race_penalty;
2328 .float race_penalty_nagged;
2329 .float race_penalty_nagtime;
2330 void PlayerPostThink (void)
2331 {
2332         // Savage: Check for nameless players
2333         if (strlen(self.netname) < 1) {
2334                 self.netname = "Player";
2335                 stuffcmd(self, "seta _cl_name Player\n");
2336         }
2337
2338         if(sv_maxidle && frametime)
2339         {
2340                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2341                 float timeleft;
2342                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2343                 if(timeleft <= 0)
2344                 {
2345                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2346                         announce(self, "announcer/robotic/terminated.wav");
2347                         dropclient(self);
2348                         return;
2349                 }
2350                 else if(timeleft <= 10)
2351                 {
2352                         if(timeleft != self.idlekick_lasttimeleft)
2353                         {
2354                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2355                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2356                         }
2357                 }
2358                 else
2359                 {
2360                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2361                 }
2362                 self.idlekick_lasttimeleft = timeleft;
2363         }
2364
2365         if(self.classname == "player") {
2366                 CheckRules_Player();
2367                 UpdateChatBubble();
2368                 UpdateTeamBubble();
2369                 if (self.impulse)
2370                         ImpulseCommands();
2371                 if (intermission_running)
2372                         return;         // intermission or finale
2373
2374                 //PrintWelcomeMessage(self);
2375                 //if (TetrisPostFrame()) return;
2376
2377                 // restart countdown
2378                         if(time < game_starttime) {
2379                                 if (!cvar("sv_ready_restart_after_countdown"))
2380                                 {
2381                                         if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2382                                         {
2383                                                 if(time < game_starttime - 2)
2384                                                 {
2385                                                         if(!self.race_penalty_nagged)
2386                                                         {
2387                                                                 // TODO better notification for this!
2388                                                                 self.race_penalty_nagtime = 0;
2389                                                                 self.race_penalty_nagged = 1;
2390                                                         }
2391                                                 }
2392                                                 else if(!self.race_penalty)
2393                                                 {
2394                                                         self.race_penalty_nagtime = 0;
2395                                                         self.race_penalty = time + 5;
2396                                                 }
2397                                         }
2398                                         if(time > self.race_penalty_nagtime)
2399                                         {
2400                                                 if(self.race_penalty > time)
2401                                                 {
2402                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2403                                                 }
2404                                                 else if(self.race_penalty_nagged && time < game_starttime - 2)
2405                                                 {
2406                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2407                                                 }
2408                                                 self.race_penalty_nagtime = time + self.cvar_scr_centertime * 0.6;
2409                                         }
2410                                         self.movetype = MOVETYPE_NONE;          
2411                                         self.velocity = '0 0 0';
2412                                         self.avelocity = '0 0 0';
2413                                         self.movement = '0 0 0';
2414                                 }
2415                         }
2416                         else if (time < self.race_penalty)
2417                         {
2418                                 self.movetype = MOVETYPE_NONE;          
2419                                 self.velocity = '0 0 0';
2420                                 self.avelocity = '0 0 0';
2421                                 self.movement = '0 0 0';
2422                         }
2423                         else
2424                         {
2425                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2426                                 if (!cvar("sv_ready_restart_after_countdown"))
2427                                 {
2428                                         if(self.movetype == MOVETYPE_NONE)
2429                                         {
2430                                                 self.movetype = MOVETYPE_WALK;
2431                                         }
2432                                         self.race_penalty = 0;
2433                                         self.race_penalty_nagged = 0;
2434                                 }
2435                         }
2436                 
2437         } else if (self.classname == "observer") {
2438                 //do nothing
2439         } else if (self.classname == "spectator") {
2440                 //do nothing
2441         }
2442
2443         /*
2444         float i;
2445         for(i = 0; i < 1000; ++i)
2446         {
2447                 vector end;
2448                 end = self.origin + '0 0 1024' + 512 * randomvec();
2449                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2450                 if(trace_fraction < 1)
2451                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2452                 {
2453                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2454                         break;
2455                 }
2456         }
2457         */
2458
2459         Arena_Warmup();
2460
2461         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2462 }