]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
more teamplay fixes
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 .float spectatee_status;
2 .float zoomstate;
3 .float bloodloss_timer;
4
5 .entity clientdata;
6 float ClientData_Send(entity to, float sf)
7 {
8         if(to != self.owner)
9         {
10                 error("wtf");
11                 return FALSE;
12         }
13
14         entity e;
15
16         e = to;
17         if(to.classname == "spectator")
18                 e = to.enemy;
19
20         sf = 0;
21
22         if(e.race_completed)
23                 sf |= 1; // forced scoreboard
24         if(to.spectatee_status)
25                 sf |= 2; // spectator ent number follows
26         if(e.zoomstate)
27                 sf |= 4; // zoomed
28         if(e.porto_v_angle_held)
29                 sf |= 8; // angles held
30         
31         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32         WriteByte(MSG_ENTITY, sf);
33
34         if(sf & 2)
35                 WriteByte(MSG_ENTITY, to.spectatee_status);
36         
37         if(sf & 8)
38         {
39                 WriteAngle(MSG_ENTITY, e.v_angle_x);
40                 WriteAngle(MSG_ENTITY, e.v_angle_y);
41         }
42
43         return TRUE;
44 }
45
46 void ClientData_Attach()
47 {
48         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49         self.clientdata.drawonlytoclient = self;
50         self.clientdata.owner = self;
51 }
52
53 void ClientData_Detach()
54 {
55         remove(self.clientdata);
56         self.clientdata = world;
57 }
58
59 void ClientData_Touch(entity e)
60 {
61         e.clientdata.SendFlags = 1;
62
63         // make it spectatable
64         entity e2;
65         FOR_EACH_REALCLIENT(e2)
66         {
67                 if(e2 != e)
68                         if(e2.classname == "spectator")
69                                 if(e2.enemy == e)
70                                         e2.clientdata.SendFlags = 1;
71         }
72 }
73
74
75 #define SPAWNPOINT_SCORE frags
76
77 .string netname_previous;
78
79 void spawnfunc_info_player_survivor (void)
80 {
81         spawnfunc_info_player_deathmatch();
82 }
83
84 void spawnfunc_info_player_start (void)
85 {
86         spawnfunc_info_player_deathmatch();
87 }
88
89 void spawnfunc_info_player_deathmatch (void)
90 {
91         self.classname = "info_player_deathmatch";
92         relocate_spawnpoint();
93 }
94
95 void spawnpoint_use()
96 {
97         if(teams_matter)
98         if(have_team_spawns)
99         {
100                 self.team = activator.team;
101                 some_spawn_has_been_used = 1;
102         }
103 };
104
105 // Returns:
106 //   -1 if a spawn can't be used
107 //   otherwise, a weight of the spawnpoint
108 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
109 {
110         float shortest, thisdist;
111         entity player;
112
113         // filter out spots for the wrong team
114         if(teamcheck)
115         if(spot.team != teamcheck)
116                 return -1;
117
118         if(race_spawns)
119                 if(spot.target == "")
120                         return -1;
121
122         // filter out spots for assault
123         if(spot.target != "") {
124                 local entity ent;
125                 float good, found;
126                 ent = find(world, targetname, spot.target);
127                 while(ent) {
128                         found = 1;
129                         if(ent.classname == "target_objective")
130                         {
131                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
132                                         return -1;
133                                 good = 1;
134                         }
135                         else if(ent.classname == "trigger_race_checkpoint")
136                         {
137                                 if(self.classname == "player") // spectators may spawn everywhere
138                                 {
139                                         if(g_race_qualifying)
140                                         {
141                                                 // spawn at first
142                                                 if(ent.race_checkpoint != 0)
143                                                         return -1;
144                                                 if(spot.race_place != race_lowest_place_spawn)
145                                                         return -1;
146                                         }
147                                         else
148                                         {
149                                                 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
150                                                         return -1;
151                                                 float pl;
152                                                 pl = self.race_place;
153                                                 if(pl > race_highest_place_spawn)
154                                                         pl = 0;
155                                                 if(spot.race_place != pl)
156                                                         return -1;
157                                         }
158                                 }
159                                 good = 1;
160                         }
161                         else
162                         {
163                         }
164                         ent = find(ent, targetname, spot.target);
165                 }
166
167                 if(found && !good)
168                         return -1;
169         }
170
171         player = playerlist;
172         shortest = vlen(world.maxs - world.mins);
173         for(player = playerlist; player; player = player.chain)
174                 if (player != self)
175                 {
176                         thisdist = vlen(player.origin - spot.origin);
177                         if (thisdist < shortest)
178                                 shortest = thisdist;
179                 }
180         return shortest;
181 }
182
183 float spawn_allbad;
184 float spawn_allgood;
185 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
186 {
187         local entity spot, spotlist, spotlistend;
188         spawn_allgood = TRUE;
189         spawn_allbad = TRUE;
190
191         spotlist = world;
192         spotlistend = world;
193
194         for(spot = firstspot; spot; spot = spot.chain)
195         {
196                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
197
198                 if(cvar("spawn_debugview"))
199                 {
200                         setmodel(spot, "models/runematch/rune.mdl");
201                         if(spot.SPAWNPOINT_SCORE < mindist)
202                         {
203                                 spot.colormod = '1 0 0';
204                                 spot.scale = 1;
205                         }
206                         else
207                         {
208                                 spot.colormod = '0 1 0';
209                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
210                         }
211                 }
212
213                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
214                 {
215                         if(spot.SPAWNPOINT_SCORE < mindist)
216                         {
217                                 // too short distance
218                                 spawn_allgood = FALSE;
219                         }
220                         else 
221                         {
222                                 // perfect
223                                 spawn_allbad = FALSE;
224
225                                 if(spotlistend)
226                                         spotlistend.chain = spot;
227                                 spotlistend = spot;
228                                 if(!spotlist)
229                                         spotlist = spot;
230
231                                 /*
232                                 if(teamcheck)
233                                 if(spot.team != teamcheck)
234                                         error("invalid spawn added");
235
236                                 print("added ", etos(spot), "\n");
237                                 */
238                         }
239                 }
240         }
241         if(spotlistend)
242                 spotlistend.chain = world;
243
244         /*
245                 entity e;
246                 if(teamcheck)
247                         for(e = spotlist; e; e = e.chain)
248                         {
249                                 print("seen ", etos(e), "\n");
250                                 if(e.team != teamcheck)
251                                         error("invalid spawn found");
252                         }
253         */
254
255         return spotlist;
256 }
257
258 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
259 {
260         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
261         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
262         local entity spot;
263
264         RandomSelection_Init();
265         for(spot = firstspot; spot; spot = spot.chain)
266                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
267
268         return RandomSelection_chosen_ent;
269 }
270
271 /*
272 =============
273 SelectSpawnPoint
274
275 Finds a point to respawn
276 =============
277 */
278 entity SelectSpawnPoint (float anypoint)
279 {
280         local float teamcheck;
281         local entity firstspot_new;
282         local entity spot, firstspot, playerlist;
283
284         spot = find (world, classname, "testplayerstart");
285         if (spot)
286                 return spot;
287
288         teamcheck = 0;
289
290         if(!anypoint && have_team_spawns)
291                 teamcheck = self.team;
292
293         // get the list of players
294         playerlist = findchain(classname, "player");
295         // get the entire list of spots
296         firstspot = findchain(classname, "info_player_deathmatch");
297         // filter out the bad ones
298         // (note this returns the original list if none survived)
299         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
300         if(!firstspot_new)
301                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
302         firstspot = firstspot_new;
303
304         // there is 50/50 chance of choosing a random spot or the furthest spot
305         // (this means that roughly every other spawn will be furthest, so you
306         // usually won't get fragged at spawn twice in a row)
307         if (arena_roundbased)
308         {
309                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
310                 if(firstspot_new)
311                         firstspot = firstspot_new;
312                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
313         }
314         else if (random() > cvar("g_spawn_furthest"))
315                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
316         else
317                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
318
319         if(cvar("spawn_debugview"))
320         {
321                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
322
323                 entity e;
324                 if(teamcheck)
325                         for(e = firstspot; e; e = e.chain)
326                                 if(e.team != teamcheck)
327                                         error("invalid spawn found");
328         }
329
330         if (!spot)
331         {
332                 if(cvar("spawn_debug"))
333                         GotoNextMap();
334                 else
335                 {
336                         if(some_spawn_has_been_used)
337                                 return world; // team can't spawn any more, because of actions of other team
338                         else
339                                 error("Cannot find a spawn point - please fix the map!");
340                 }
341         }
342
343         return spot;
344 }
345
346 /*
347 =============
348 CheckPlayerModel
349
350 Checks if the argument string can be a valid playermodel.
351 Returns a valid one in doubt.
352 =============
353 */
354 string FallbackPlayerModel = "models/player/marine.zym";
355 string CheckPlayerModel(string plyermodel) {
356         if(strlen(plyermodel) < 4)
357                 return FallbackPlayerModel;
358         if( substring(plyermodel,0,14) != "models/player/")
359                 return FallbackPlayerModel;
360         else if(cvar("sv_servermodelsonly"))
361         {
362                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
363                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
364                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
365                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
366                         return FallbackPlayerModel;
367                 if(plyermodel != strtolower(plyermodel))
368                         return FallbackPlayerModel;
369                 if(!fexists(plyermodel))
370                         return FallbackPlayerModel;
371         }
372         return plyermodel;
373 }
374
375 /*
376 =============
377 Client_customizeentityforclient
378
379 LOD reduction
380 =============
381 */
382 float Client_customizeentityforclient()
383 {
384 #ifdef ALLOW_VARIABLE_LOD
385         // self: me
386         // other: the player viewing me
387         float distance;
388         float f;
389
390         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
391                 return TRUE;
392
393         if(other.cvar_cl_playerdetailreduction <= 0)
394         {
395                 if(other.cvar_cl_playerdetailreduction <= -2)
396                         self.modelindex = self.modelindex_lod2;
397                 else if(other.cvar_cl_playerdetailreduction <= -1)
398                         self.modelindex = self.modelindex_lod1;
399                 else
400                         self.modelindex = self.modelindex_lod0;
401         }
402         else
403         {
404                 distance = vlen(self.origin - other.origin);
405                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
406                 if(f > 10000)
407                         self.modelindex = self.modelindex_lod2;
408                 else if(f > 5000)
409                         self.modelindex = self.modelindex_lod1;
410                 else
411                         self.modelindex = self.modelindex_lod0;
412         }
413 #endif
414
415         return TRUE;
416 }
417
418 void UpdatePlayerSounds();
419 void setmodel_lod(entity e, string modelname)
420 {
421 #ifdef ALLOW_VARIABLE_LOD
422         string s;
423
424         // FIXME: this only supports 3-letter extensions
425         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
426         if(fexists(s))
427         {
428                 precache_model(s);
429                 setmodel(e, s); // players have high precision
430                 self.modelindex_lod1 = self.modelindex;
431         }
432         else
433                 self.modelindex_lod1 = -1;
434
435         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
436         if(fexists(s))
437         {
438                 precache_model(s);
439                 setmodel(e, s); // players have high precision
440                 self.modelindex_lod2 = self.modelindex;
441         }
442         else
443                 self.modelindex_lod2 = -1;
444
445         precache_model(modelname);
446         setmodel(e, modelname); // players have high precision
447         self.modelindex_lod0 = self.modelindex;
448
449         if(self.modelindex_lod1 < 0)
450                 self.modelindex_lod1 = self.modelindex;
451
452         if(self.modelindex_lod2 < 0)
453                 self.modelindex_lod2 = self.modelindex;
454 #else
455         precache_model(modelname);
456         setmodel(e, modelname); // players have high precision
457 #endif
458         player_setupanimsformodel();
459         UpdatePlayerSounds();
460 }
461
462 /*
463 =============
464 PutObserverInServer
465
466 putting a client as observer in the server
467 =============
468 */
469 void PutObserverInServer (void)
470 {
471         entity  spot;
472
473         race_PreSpawnObserver();
474
475         spot = SelectSpawnPoint (TRUE);
476         if(!spot)
477                 error("No spawnpoints for observers?!?\n");
478         RemoveGrapplingHook(self); // Wazat's Grappling Hook
479
480         if(clienttype(self) == CLIENTTYPE_REAL)
481         {
482                 msg_entity = self;
483                 WriteByte(MSG_ONE, SVC_SETVIEW);
484                 WriteEntity(MSG_ONE, self);
485         }
486
487         DropAllRunes(self);
488         kh_Key_DropAll(self, TRUE);
489
490         Portal_ClearAll(self);
491
492         if(self.flagcarried)
493                 DropFlag(self.flagcarried, world, world);
494
495         WaypointSprite_PlayerDead();
496         
497         if(self.killcount != -666)
498         {
499                 if(g_lms)
500                 {
501                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
502                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
503                         else
504                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
505                 }
506                 else
507                         bprint ("^4", self.netname, "^4 is spectating now\n");
508         }
509
510         PlayerScore_Clear(self); // clear scores when needed
511
512         self.spectatortime = time;
513         
514         self.classname = "observer";
515         self.iscreature = FALSE;
516         self.health = -666;
517         self.takedamage = DAMAGE_NO;
518         self.solid = SOLID_NOT;
519         self.movetype = MOVETYPE_NOCLIP;
520         self.flags = FL_CLIENT | FL_NOTARGET;
521         self.armorvalue = 666;
522         self.effects = 0;
523         self.armorvalue = cvar("g_balance_armor_start");
524         self.pauserotarmor_finished = 0;
525         self.pauserothealth_finished = 0;
526         self.pauseregen_finished = 0;
527         self.damageforcescale = 0;
528         self.death_time = 0;
529         self.dead_frame = 0;
530         self.alpha = 0;
531         self.scale = 0;
532         self.fade_time = 0;
533         self.pain_frame = 0;
534         self.pain_finished = 0;
535         self.strength_finished = 0;
536         self.invincible_finished = 0;
537         self.pushltime = 0;
538         self.think = SUB_Null;
539         self.nextthink = 0;
540         self.hook_time = 0;
541         self.runes = 0;
542         self.deadflag = DEAD_NO;
543         self.angles = spot.angles;
544         self.angles_z = 0;
545         self.fixangle = TRUE;
546         self.crouch = FALSE;
547
548         self.view_ofs = PL_VIEW_OFS;
549         setorigin (self, spot.origin);
550         setsize (self, '0 0 0', '0 0 0');
551         self.oldorigin = self.origin;
552         self.items = 0;
553         self.weapons = 0;
554         self.model = "";
555         self.modelindex = 0;
556         self.weapon = 0;
557         self.weaponmodel = "";
558         self.weaponentity = world;
559         self.killcount = -666;
560         self.velocity = '0 0 0';
561         self.avelocity = '0 0 0';
562         self.punchangle = '0 0 0';
563         self.punchvector = '0 0 0';
564         self.oldvelocity = self.velocity;
565         self.customizeentityforclient = Client_customizeentityforclient;
566
567         if(g_arena)
568         {
569                 if(self.version_mismatch)
570                 {
571                         Spawnqueue_Unmark(self);
572                         Spawnqueue_Remove(self);
573                 }
574                 else
575                 {
576                         Spawnqueue_Insert(self);
577                 }
578         }
579         else if(g_lms)
580         {
581                 // Only if the player cannot play at all
582                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
583                         self.frags = FRAGS_SPECTATOR;
584                 else
585                         self.frags = FRAGS_LMS_LOSER;
586         }
587         else
588                 self.frags = FRAGS_SPECTATOR;
589 }
590
591 float RestrictSkin(float s)
592 {
593         if(!teams_matter)
594                 return s;
595         if(s == 6)
596                 return 6;
597         return mod(s, 3);
598 }
599
600 void FixPlayermodel()
601 {
602         local string defaultmodel;
603         local float defaultskin;
604         local vector m1, m2;
605
606         defaultmodel = "";
607
608         if(cvar("sv_defaultcharacter") == 1) {
609                 defaultskin = 0;
610
611                 if(teams_matter)
612                 {
613                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
614                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
615                 }
616
617                 if(defaultmodel == "")
618                 {
619                         defaultmodel = cvar_string("sv_defaultplayermodel");
620                         defaultskin = cvar("sv_defaultplayerskin");
621                 }
622         }
623
624         if(self.modelindex == 0)
625         {
626                 if(self.model != "")
627                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
628                 self.model = ""; // force the != checks to return true
629         }
630
631         if(defaultmodel != "")
632         {
633                 if (defaultmodel != self.model)
634                 {
635                         m1 = self.mins;
636                         m2 = self.maxs;
637                         setmodel_lod (self, defaultmodel);
638                         setsize (self, m1, m2);
639                 }
640
641                 self.skin = defaultskin;
642         } else {
643                 if (self.playermodel != self.model)
644                 {
645                         self.playermodel = CheckPlayerModel(self.playermodel);
646                         m1 = self.mins;
647                         m2 = self.maxs;
648                         setmodel_lod (self, self.playermodel);
649                         setsize (self, m1, m2);
650                 }
651
652                 self.skin = RestrictSkin(stof(self.playerskin));
653         }
654
655         if(!teams_matter)
656                 if(strlen(cvar_string("sv_defaultplayercolors")))
657                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
658                                 setcolor(self, cvar("sv_defaultplayercolors"));
659 }
660
661 void PlayerTouchExplode(entity p1, entity p2)
662 {
663         vector org;
664         org = (p1.origin + p2.origin) * 0.5;
665         org_z += (p1.mins_z + p2.mins_z) * 0.5;
666
667         te_explosion(org);
668
669         entity e;
670         e = spawn();
671         setorigin(e, org);
672         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
673         remove(e);
674 }
675
676 /*
677 =============
678 PutClientInServer
679
680 Called when a client spawns in the server
681 =============
682 */
683 //void() ctf_playerchanged;
684 void PutClientInServer (void)
685 {
686         if(clienttype(self) == CLIENTTYPE_BOT)
687         {
688                 self.classname = "player";
689         }
690         else if(clienttype(self) == CLIENTTYPE_REAL)
691         {
692                 msg_entity = self;
693                 WriteByte(MSG_ONE, SVC_SETVIEW);
694                 WriteEntity(MSG_ONE, self);
695         }
696
697         // player is dead and becomes observer
698         // FIXME fix LMS scoring for new system
699         if(g_lms)
700         {
701                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
702                         self.classname = "observer";
703         }
704
705         if(g_arena)
706         if(!self.spawned)
707                 self.classname = "observer";
708
709         if(self.classname == "player") {
710                 entity spot, oldself;
711
712                 race_PreSpawn();
713
714                 spot = SelectSpawnPoint (FALSE);
715                 if(!spot)
716                 {
717                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
718                         return; // spawn failed
719                 }
720
721                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
722                 self.campingrifle_bulletcounter = 0;
723
724                 self.classname = "player";
725                 self.wasplayer = TRUE;
726                 self.iscreature = TRUE;
727                 self.movetype = MOVETYPE_WALK;
728                 self.solid = SOLID_SLIDEBOX;
729                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
730                 self.frags = FRAGS_PLAYER;
731                 if(independent_players)
732                         MAKE_INDEPENDENT_PLAYER(self);
733                 self.flags = FL_CLIENT;
734                 self.takedamage = DAMAGE_AIM;
735                 if(g_minstagib)
736                         self.effects = EF_FULLBRIGHT;
737                 else
738                         self.effects = 0;
739                 self.air_finished = time + 12;
740                 self.dmg = 2;
741
742                 if(inWarmupStage)
743                 {
744                         self.ammo_shells = warmup_start_ammo_shells;
745                         self.ammo_nails = warmup_start_ammo_nails;
746                         self.ammo_rockets = warmup_start_ammo_rockets;
747                         self.ammo_cells = warmup_start_ammo_cells;
748                         self.health = warmup_start_health;
749                         self.armorvalue = warmup_start_armorvalue;
750                         self.weapons = warmup_start_weapons;
751                 }
752                 else
753                 {
754                         self.ammo_shells = start_ammo_shells;
755                         self.ammo_nails = start_ammo_nails;
756                         self.ammo_rockets = start_ammo_rockets;
757                         self.ammo_cells = start_ammo_cells;
758                         self.health = start_health;
759                         self.armorvalue = start_armorvalue;
760                         self.weapons = start_weapons;
761                 }
762                 self.items = start_items;
763                 self.switchweapon = w_getbestweapon(self);
764                 self.cnt = self.switchweapon;
765                 self.weapon = 0;
766                 self.jump_interval = time;
767
768                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
769                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
770                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
771                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
772                 //extend the pause of rotting if client was reset at the beginning of the countdown
773                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
774                         self.spawnshieldtime += game_starttime - time;
775                         self.pauserotarmor_finished += game_starttime - time;
776                         self.pauserothealth_finished += game_starttime - time;
777                         self.pauseregen_finished += game_starttime - time;
778                 }
779                 self.damageforcescale = 2;
780                 self.death_time = 0;
781                 self.dead_frame = 0;
782                 self.alpha = 0;
783                 self.scale = 0;
784                 self.fade_time = 0;
785                 self.pain_frame = 0;
786                 self.pain_finished = 0;
787                 self.strength_finished = 0;
788                 self.invincible_finished = 0;
789                 self.pushltime = 0;
790                 //self.speed_finished = 0;
791                 //self.slowmo_finished = 0;
792                 // players have no think function
793                 self.think = SUB_Null;
794                 self.nextthink = 0;
795                 self.hook_time = 0;
796                 self.dmg_team = 0;
797
798                 self.runes = 0;
799
800                 self.deadflag = DEAD_NO;
801
802                 self.angles = spot.angles;
803
804                 self.angles_z = 0; // never spawn tilted even if the spot says to
805                 self.fixangle = TRUE; // turn this way immediately
806                 self.velocity = '0 0 0';
807                 self.avelocity = '0 0 0';
808                 self.punchangle = '0 0 0';
809                 self.punchvector = '0 0 0';
810                 self.oldvelocity = self.velocity;
811
812                 msg_entity = self;
813                 WRITESPECTATABLE_MSG_ONE({
814                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
815                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
816                 });
817
818                 self.customizeentityforclient = Client_customizeentityforclient;
819
820                 self.model = "";
821                 FixPlayermodel();
822
823                 self.crouch = FALSE;
824                 self.view_ofs = PL_VIEW_OFS;
825                 setsize (self, PL_MIN, PL_MAX);
826                 self.spawnorigin = spot.origin;
827                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
828                 // don't reset back to last position, even if new position is stuck in solid
829                 self.oldorigin = self.origin;
830
831                 if(g_arena)
832                 {
833                         Spawnqueue_Remove(self);
834                         Spawnqueue_Mark(self);
835                 }
836
837                 self.event_damage = PlayerDamage;
838
839                 self.bot_attack = TRUE;
840
841                 self.statdraintime = time + 5;
842                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
843
844                 if(self.killcount == -666) {
845                         PlayerScore_Clear(self);
846                         self.killcount = 0;
847                 }
848
849                 self.cnt = WEP_LASER;
850                 self.nixnex_lastchange_id = -1;
851
852                 CL_SpawnWeaponentity();
853                 self.alpha = default_player_alpha;
854                 self.colormod = '1 1 1' * cvar("g_player_brightness");
855                 self.exteriorweaponentity.alpha = default_weapon_alpha;
856
857                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
858                 self.lms_traveled_distance = 0;
859                 self.speedrunning = FALSE;
860
861                 race_PostSpawn(spot);
862
863                 if(cvar("spawn_debug"))
864                 {
865                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
866                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
867                 }
868
869                 //stuffcmd(self, "chase_active 0");
870                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
871
872                 if (cvar("g_spawnsound"))
873                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
874
875                 if(g_assault) {
876                         if(self.team == assault_attacker_team)
877                                 centerprint(self, "You are attacking!");
878                         else
879                                 centerprint(self, "You are defending!");
880                 }
881
882                 target_voicescript_clear(self);
883
884                 oldself = self;
885                 self = spot;
886                         activator = oldself;
887                                 SUB_UseTargets();
888                         activator = world;
889                 self = oldself;
890
891         } else if(self.classname == "observer") {
892                 PutObserverInServer ();
893         }
894
895         //if(g_ctf)
896         //      ctf_playerchanged();
897 }
898
899 float ClientInit_SendEntity(entity to, float sf)
900 {
901         float i;
902         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
903         WriteShort(MSG_ENTITY, CSQC_REVISION);
904         for(i = 1; i <= 24; ++i)
905                 WriteByte(MSG_ENTITY, (get_weaponinfo(i)).impulse + 1);
906         WriteCoord(MSG_ENTITY, hook_shotorigin_x);
907         WriteCoord(MSG_ENTITY, hook_shotorigin_y);
908         WriteCoord(MSG_ENTITY, hook_shotorigin_z);
909
910         if(sv_foginterval && world.fog != "")
911                 WriteString(MSG_ENTITY, world.fog);
912         else
913                 WriteString(MSG_ENTITY, "");
914
915         return TRUE;
916 }
917
918 void ClientInit_Spawn()
919 {
920         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);
921 }
922
923 /*
924 =============
925 SetNewParms
926 =============
927 */
928 void SetNewParms (void)
929 {
930         // initialize parms for a new player
931         parm1 = -(86400 * 366);
932 }
933
934 /*
935 =============
936 SetChangeParms
937 =============
938 */
939 void SetChangeParms (void)
940 {
941         // save parms for level change
942         parm1 = self.parm_idlesince - time;
943 }
944
945 /*
946 =============
947 DecodeLevelParms
948 =============
949 */
950 void DecodeLevelParms (void)
951 {
952         // load parms
953         self.parm_idlesince = parm1;
954         if(self.parm_idlesince == -(86400 * 366))
955                 self.parm_idlesince = time;
956
957         // whatever happens, allow 60 seconds of idling directly after connect for map loading
958         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
959 }
960
961 /*
962 =============
963 ClientKill
964
965 Called when a client types 'kill' in the console
966 =============
967 */
968
969 void ClientKill_Now_TeamChange()
970 {
971         if(self.killindicator_teamchange == -1)
972         {
973                 self.team = -1;
974                 JoinBestTeam( self, FALSE, FALSE );
975         }
976         else
977         {
978                 SV_ChangeTeam(self.killindicator_teamchange - 1);
979         }
980 }
981
982 void ClientKill_Now()
983 {
984         if(self.killindicator_teamchange)
985                 ClientKill_Now_TeamChange();
986
987         // in any case:
988         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
989
990         if(self.killindicator)
991         {
992                 dprint("Cleaned up after a leaked kill indicator.\n");
993                 remove(self.killindicator);
994                 self.killindicator = world;
995         }
996 }
997 void KillIndicator_Think()
998 {
999         if (!self.owner.modelindex)
1000         {
1001                 self.owner.killindicator = world;
1002                 remove(self);
1003                 return;
1004         }
1005
1006         if(self.cnt <= 0)
1007         {
1008                 self = self.owner;
1009                 ClientKill_Now(); // no oldself needed
1010                 return;
1011         }
1012         else
1013         {
1014                 if(self.cnt <= 10)
1015                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1016                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1017                 {
1018                         if(self.cnt <= 10)
1019                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
1020                         if(self.owner.killindicator_teamchange)
1021                         {
1022                                 if(self.owner.killindicator_teamchange == -1)
1023                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1024                                 else
1025                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1026                         }
1027                         else
1028                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1029                 }
1030                 self.nextthink = time + 1;
1031                 self.cnt -= 1;
1032         }
1033 }
1034
1035 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1036 {
1037         float killtime;
1038         entity e;
1039         killtime = cvar("g_balance_kill_delay");
1040
1041         self.killindicator_teamchange = targetteam;
1042
1043         if(!self.killindicator)
1044         {
1045                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1046                 {
1047                         ClientKill_Now();
1048                 }
1049                 else
1050                 {
1051                         self.killindicator = spawn();
1052                         self.killindicator.owner = self;
1053                         self.killindicator.scale = 0.5;
1054                         setattachment(self.killindicator, self, "");
1055                         setorigin(self.killindicator, '0 0 52');
1056                         self.killindicator.think = KillIndicator_Think;
1057                         self.killindicator.nextthink = time + (self.lip) * 0.05;
1058                         self.killindicator.cnt = ceil(killtime);
1059                         self.killindicator.count = bound(0, ceil(killtime), 10);
1060                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1061
1062                         for(e = world; (e = find(e, classname, "body")) != world; )
1063                         {
1064                                 if(e.enemy != self)
1065                                         continue;
1066                                 e.killindicator = spawn();
1067                                 e.killindicator.owner = e;
1068                                 e.killindicator.scale = 0.5;
1069                                 setattachment(e.killindicator, e, "");
1070                                 setorigin(e.killindicator, '0 0 52');
1071                                 e.killindicator.think = KillIndicator_Think;
1072                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
1073                                 e.killindicator.cnt = ceil(killtime);
1074                         }
1075                         self.lip = 0;
1076                 }
1077         }
1078         if(self.killindicator)
1079         {
1080                 if(targetteam)
1081                         self.killindicator.colormod = TeamColor(targetteam);
1082                 else
1083                         self.killindicator.colormod = '0 0 0';
1084         }
1085 }
1086
1087 void ClientKill (void)
1088 {
1089         ClientKill_TeamChange(0);
1090 }
1091
1092 void DoTeamChange(float destteam)
1093 {
1094         float t, c0;
1095         if(!teams_matter)
1096         {
1097                 if(destteam >= 0)
1098                         SetPlayerColors(self, destteam);
1099                 return;
1100         }
1101         if(self.classname == "player")
1102         if(destteam == -1)
1103         {
1104                 CheckAllowedTeams(self);
1105                 t = FindSmallestTeam(self, TRUE);
1106                 switch(self.team)
1107                 {
1108                         case COLOR_TEAM1: c0 = c1; break;
1109                         case COLOR_TEAM2: c0 = c2; break;
1110                         case COLOR_TEAM3: c0 = c3; break;
1111                         case COLOR_TEAM4: c0 = c4; break;
1112                         default:          c0 = 999;
1113                 }
1114                 switch(t)
1115                 {
1116                         case 1:
1117                                 if(c0 > c1)
1118                                         destteam = COLOR_TEAM1;
1119                                 break;
1120                         case 2:
1121                                 if(c0 > c2)
1122                                         destteam = COLOR_TEAM2;
1123                                 break;
1124                         case 3:
1125                                 if(c0 > c3)
1126                                         destteam = COLOR_TEAM3;
1127                                 break;
1128                         case 4:
1129                                 if(c0 > c4)
1130                                         destteam = COLOR_TEAM4;
1131                                 break;
1132                 }
1133                 if(destteam == -1)
1134                         return;
1135         }
1136         if(destteam == self.team && !self.killindicator)
1137                 return;
1138         ClientKill_TeamChange(destteam);
1139 }
1140
1141 void FixClientCvars(entity e)
1142 {
1143         // send prediction settings to the client
1144         stuffcmd(e, "\nin_bindmap 0 0\n");
1145         /*
1146          * we no longer need to stuff this. Remove this comment block if you feel 
1147          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1148         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1149         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1150         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1151         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1152         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1153         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1154         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1155         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1156         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1157         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1158         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1159         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1160         stuffcmd(e, "cl_movement_edgefriction 1\n");
1161          */
1162 }
1163
1164 /*
1165 =============
1166 ClientConnect
1167
1168 Called when a client connects to the server
1169 =============
1170 */
1171 //void ctf_clientconnect();
1172 string ColoredTeamName(float t);
1173 void DecodeLevelParms (void);
1174 //void dom_player_join_team(entity pl);
1175 void ClientConnect (void)
1176 {
1177         local string s;
1178         float t;
1179
1180         if(self.flags & FL_CLIENT)
1181         {
1182                 print("Warning: ClientConnect, but already connected!\n");
1183                 return;
1184         }
1185
1186         if(Ban_MaybeEnforceBan(self))
1187                 return;
1188
1189         DecodeLevelParms();
1190
1191         self.classname = "player_joining";
1192
1193         self.flags = FL_CLIENT;
1194         self.version_nagtime = time + 10 + random() * 10;
1195
1196         if(player_count<0)
1197         {
1198                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1199                 player_count = 0;
1200         }
1201
1202         PlayerScore_Attach(self);
1203         ClientData_Attach();
1204
1205         bot_clientconnect();
1206
1207         race_PreSpawnObserver();
1208
1209         //if(g_domination)
1210         //      dom_player_join_team(self);
1211
1212         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1213
1214         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1215                 self.classname = "observer";
1216         } else {
1217                 if(teams_matter)
1218                 {
1219                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1220                         {
1221                                 self.classname = "player";
1222                                 campaign_bots_may_start = 1;
1223                         }
1224                         else
1225                         {
1226                                 self.classname = "observer"; // do it anyway
1227                         }
1228                 }
1229                 else
1230                 {
1231                         self.classname = "player";
1232                         campaign_bots_may_start = 1;
1233                 }
1234         }
1235
1236         self.playerid = (playerid_last = playerid_last + 1);
1237         if(cvar("sv_eventlog"))
1238         {
1239                 if(clienttype(self) == CLIENTTYPE_REAL)
1240                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1241                 else
1242                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1243                 s = strcat(":team:", ftos(self.playerid), ":");
1244                 s = strcat(s, ftos(self.team));
1245                 GameLogEcho(s);
1246         }
1247         self.netname_previous = strzone(self.netname);
1248
1249         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1250
1251         bprint ("^4",self.netname);
1252         bprint ("^4 connected");
1253
1254         if(g_domination || g_ctf)
1255         {
1256                 bprint(" and joined the ");
1257                 bprint(ColoredTeamName(self.team));
1258         }
1259
1260         bprint("\n");
1261
1262         self.welcomemessage_time = 0;
1263
1264         stuffcmd(self, strcat(clientstuff, "\n"));
1265         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1266         stuffcmd(self, "cl_particles_reloadeffects\n");
1267
1268         FixClientCvars(self);
1269
1270         // spawnfunc_waypoint sprites
1271         WaypointSprite_InitClient(self);
1272
1273         // Wazat's grappling hook
1274         SetGrappleHookBindings();
1275
1276         // get autoswitch state from player when he toggles it
1277         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1278
1279         // get version info from player
1280         stuffcmd(self, "cmd clientversion $gameversion\n");
1281
1282         // get other cvars from player
1283         GetCvars(0);
1284
1285         // set cvar for team scoreboard
1286         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1287
1288         // notify about available teams
1289         if(teams_matter)
1290         {
1291                 CheckAllowedTeams(self);
1292                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1293                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1294         }
1295         else
1296                 stuffcmd(self, "set _teams_available 0\n");
1297
1298         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1299
1300         if(g_arena)
1301         {
1302                 self.classname = "observer";
1303                 Spawnqueue_Insert(self);
1304         }
1305         /*else if(g_ctf)
1306         {
1307                 ctf_clientconnect();
1308         }*/
1309
1310         if(teams_matter)
1311                 attach_entcs();
1312
1313         bot_relinkplayerlist();
1314
1315         self.spectatortime = time;
1316         if(blockSpectators)
1317         {
1318                 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"));
1319         }
1320
1321         self.jointime = time;
1322         self.allowedTimeouts = cvar("sv_timeout_number");
1323
1324         if(clienttype(self) == CLIENTTYPE_REAL)
1325         {
1326                 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1327
1328                 if(cvar("g_bugrigs"))
1329                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1330         }
1331
1332         if(g_lms)
1333         {
1334                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1335                 {
1336                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1337                         self.frags = FRAGS_SPECTATOR;
1338                 }
1339         }
1340
1341         if(!sv_foginterval && world.fog != "")
1342                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1343 }
1344
1345 /*
1346 =============
1347 ClientDisconnect
1348
1349 Called when a client disconnects from the server
1350 =============
1351 */
1352 .entity chatbubbleentity;
1353 .entity teambubbleentity;
1354 void ReadyCount();
1355 void ClientDisconnect (void)
1356 {
1357         if not(self.flags & FL_CLIENT)
1358         {
1359                 print("Warning: ClientDisconnect without ClientConnect\n");
1360                 return;
1361         }
1362
1363         bot_clientdisconnect();
1364
1365         if(teams_matter)
1366                 detach_entcs();
1367         
1368         if(cvar("sv_eventlog"))
1369                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1370         bprint ("^4",self.netname);
1371         bprint ("^4 disconnected\n");
1372
1373         DropAllRunes(self);
1374         kh_Key_DropAll(self, TRUE);
1375
1376         Portal_ClearAll(self);
1377
1378         if(self.flagcarried)
1379                 DropFlag(self.flagcarried, world, world);
1380
1381         // Here, everything has been done that requires this player to be a client.
1382
1383         self.flags &~= FL_CLIENT;
1384
1385         if (self.chatbubbleentity)
1386                 remove (self.chatbubbleentity);
1387
1388         if (self.teambubbleentity)
1389                 remove (self.teambubbleentity);
1390
1391         if (self.killindicator)
1392                 remove (self.killindicator);
1393
1394         WaypointSprite_PlayerGone();
1395
1396         bot_relinkplayerlist();
1397
1398         // remove laserdot
1399         if(self.weaponentity)
1400                 if(self.weaponentity.lasertarget)
1401                         remove(self.weaponentity.lasertarget);
1402
1403         if(g_arena)
1404         {
1405                 Spawnqueue_Unmark(self);
1406                 Spawnqueue_Remove(self);
1407         }
1408
1409         ClientData_Detach();
1410         PlayerScore_Detach(self);
1411
1412         if(self.netname_previous)
1413                 strunzone(self.netname_previous);
1414
1415         ClearPlayerSounds();
1416
1417         self.playerid = 0;
1418         ReadyCount();
1419
1420         // free cvars
1421         GetCvars(-1);
1422 }
1423
1424 .float BUTTON_CHAT;
1425 void ChatBubbleThink()
1426 {
1427         self.nextthink = time;
1428         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1429         {
1430                 if(self.owner) // but why can that ever be world?
1431                         self.owner.chatbubbleentity = world;
1432                 remove(self);
1433                 return;
1434         }
1435         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1436                 self.model = self.mdl;
1437         else
1438                 self.model = "";
1439 };
1440
1441 void UpdateChatBubble()
1442 {
1443         if (!self.modelindex)
1444                 return;
1445         // spawn a chatbubble entity if needed
1446         if (!self.chatbubbleentity)
1447         {
1448                 self.chatbubbleentity = spawn();
1449                 self.chatbubbleentity.owner = self;
1450                 self.chatbubbleentity.exteriormodeltoclient = self;
1451                 self.chatbubbleentity.think = ChatBubbleThink;
1452                 self.chatbubbleentity.nextthink = time;
1453                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1454                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1455                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1456                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1457                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1458                 self.chatbubbleentity.model = "";
1459                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1460         }
1461 }
1462
1463
1464 void TeamBubbleThink()
1465 {
1466         self.nextthink = time;
1467         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1468         {
1469                 if(self.owner) // but why can that ever be world?
1470                         self.owner.teambubbleentity = world;
1471                 remove(self);
1472                 return;
1473         }
1474 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1475         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1476                 self.model = "";
1477         else
1478                 self.model = self.mdl;
1479
1480 };
1481
1482 float TeamBubble_customizeentityforclient()
1483 {
1484         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1485 }
1486
1487 void UpdateTeamBubble()
1488 {
1489         if (!self.modelindex || !teams_matter)
1490                 return;
1491         // spawn a teambubble entity if needed
1492         if (!self.teambubbleentity && teams_matter)
1493         {
1494                 self.teambubbleentity = spawn();
1495                 self.teambubbleentity.owner = self;
1496                 self.teambubbleentity.exteriormodeltoclient = self;
1497                 self.teambubbleentity.think = TeamBubbleThink;
1498                 self.teambubbleentity.nextthink = time;
1499                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1500 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1501                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1502                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1503                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1504                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1505                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1506                 self.teambubbleentity.effects = EF_LOWPRECISION;
1507         }
1508 }
1509
1510 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1511 // added to the model skins
1512 /*void UpdateColorModHack()
1513 {
1514         local float c;
1515         c = self.clientcolors & 15;
1516         // LordHavoc: only bothering to support white, green, red, yellow, blue
1517              if (!teams_matter) self.colormod = '0 0 0';
1518         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1519         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1520         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1521         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1522         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1523         else self.colormod = '1 1 1';
1524 };*/
1525
1526 void respawn(void)
1527 {
1528         CopyBody(1);
1529         self.effects |= EF_NODRAW; // prevent another CopyBody
1530         PutClientInServer();
1531 }
1532
1533 /**
1534  * When sv_timeout is used this function returs strings like
1535  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1536  * Called by centerprint functions
1537  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1538  */
1539 string getTimeoutText(float addOneSecond) {
1540         if (!cvar("sv_timeout") || !timeoutStatus)
1541                 return "";
1542
1543         local string retStr;
1544         if (timeoutStatus == 1) {
1545                 if (addOneSecond == 1) {
1546                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1547                 }
1548                 else {
1549                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1550                 }
1551                 return retStr;
1552         }
1553         else if (timeoutStatus == 2) {
1554                 if (addOneSecond) {
1555                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1556                         //don't show messages like "Timeout ends in 0 seconds"...
1557                         if ((remainingTimeoutTime + 1) > 0)
1558                                 return retStr;
1559                         else
1560                                 return "";
1561                 }
1562                 else {
1563                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1564                         //don't show messages like "Timeout ends in 0 seconds"...
1565                         if (remainingTimeoutTime > 0)
1566                                 return retStr;
1567                         else
1568                                 return "";
1569                 }
1570         }
1571         else return "";
1572 }
1573
1574 void player_powerups (void)
1575 {
1576         if (g_minstagib)
1577         {
1578                 if (self.items & IT_STRENGTH)
1579                 {
1580                         if (time > self.strength_finished)
1581                         {
1582                                 self.alpha = default_player_alpha;
1583                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1584                                 self.items &~= IT_STRENGTH;
1585                                 sprint(self, "^3Invisibility has worn off\n");
1586                         }
1587                 }
1588                 else
1589                 {
1590                         if (time < self.strength_finished)
1591                         {
1592                                 self.alpha = g_minstagib_invis_alpha;
1593                                 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1594                                 self.items |= IT_STRENGTH;
1595                                 sprint(self, "^3You are invisible\n");
1596                         }
1597                 }
1598
1599                 if (self.items & IT_INVINCIBLE)
1600                 {
1601                         if (time > self.invincible_finished)
1602                         {
1603                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1604                                 sprint(self, "^3Speed has worn off\n");
1605                         }
1606                 }
1607                 else
1608                 {
1609                         if (time < self.invincible_finished)
1610                         {
1611                                 self.items = self.items | IT_INVINCIBLE;
1612                                 sprint(self, "^3You are on speed\n");
1613                         }
1614                 }
1615                 return;
1616         }
1617
1618         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1619         if (self.items & IT_STRENGTH)
1620         {
1621                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1622                 if (time > self.strength_finished)
1623                 {
1624                         self.items = self.items - (self.items & IT_STRENGTH);
1625                         sprint(self, "^3Strength has worn off\n");
1626                 }
1627         }
1628         else
1629         {
1630                 if (time < self.strength_finished)
1631                 {
1632                         self.items = self.items | IT_STRENGTH;
1633                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1634                 }
1635         }
1636         if (self.items & IT_INVINCIBLE)
1637         {
1638                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1639                 if (time > self.invincible_finished)
1640                 {
1641                         self.items = self.items - (self.items & IT_INVINCIBLE);
1642                         sprint(self, "^3Shield has worn off\n");
1643                 }
1644         }
1645         else
1646         {
1647                 if (time < self.invincible_finished)
1648                 {
1649                         self.items = self.items | IT_INVINCIBLE;
1650                         sprint(self, "^3Shield surrounds you\n");
1651                 }
1652         }
1653
1654         if (cvar("g_fullbrightplayers"))
1655                 self.effects = self.effects | EF_FULLBRIGHT;
1656
1657         // midair gamemode: damage only while in the air
1658         // if in midair mode, being on ground grants temporary invulnerability
1659         // (this is so that multishot weapon don't clear the ground flag on the
1660         // first damage in the frame, leaving the player vulnerable to the
1661         // remaining hits in the same frame)
1662         if (self.flags & FL_ONGROUND)
1663         if (g_midair)
1664                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1665
1666         if (time >= game_starttime)
1667         if (time < self.spawnshieldtime)
1668                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1669 }
1670
1671 float CalcRegen(float current, float stable, float regenfactor)
1672 {
1673         if(current > stable)
1674                 return current;
1675         else if(current > stable - 0.25) // when close enough, "snap"
1676                 return stable;
1677         else
1678                 return min(stable, current + (stable - current) * regenfactor * frametime);
1679 }
1680
1681 void player_regen (void)
1682 {
1683         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1684         maxh = cvar("g_balance_health_stable");
1685         maxa = cvar("g_balance_armor_stable");
1686         limith = cvar("g_balance_health_limit");
1687         limita = cvar("g_balance_armor_limit");
1688
1689         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1690                 return;
1691
1692         max_mod = regen_mod = rot_mod = limit_mod = 1;
1693
1694         if (self.runes & RUNE_REGEN)
1695         {
1696                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1697                 {
1698                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1699                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1700                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1701                 }
1702                 else
1703                 {
1704                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1705                         max_mod = cvar("g_balance_rune_regen_hpmod");
1706                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1707                 }
1708         }
1709         else if (self.runes & CURSE_VENOM)
1710         {
1711                 max_mod = cvar("g_balance_curse_venom_hpmod");
1712                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1713                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1714                 else
1715                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1716                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1717                 //if (!self.runes & RUNE_REGEN)
1718                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1719         }
1720         maxh = maxh * max_mod;
1721         //maxa = maxa * max_mod;
1722         limith = limith * limit_mod;
1723         limita = limita * limit_mod;
1724
1725         if (self.armorvalue > maxa)
1726         {
1727                 if (time > self.pauserotarmor_finished)
1728                 {
1729                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1730                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1731                 }
1732         }
1733         else if (self.armorvalue < maxa)
1734         {
1735                 if (time > self.pauseregen_finished)
1736                 {
1737                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1738                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1739                 }
1740         }
1741         if (self.health > maxh)
1742         {
1743                 if (time > self.pauserothealth_finished)
1744                 {
1745                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1746                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1747                 }
1748         }
1749         else if (self.health < maxh)
1750         {
1751                 if (time > self.pauseregen_finished)
1752                 {
1753                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1754                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1755                 }
1756         }
1757
1758         if (self.health > limith)
1759                 self.health = limith;
1760         if (self.armorvalue > limita)
1761                 self.armorvalue = limita;
1762
1763         // if player rotted to death...  die!
1764         if(self.health < 1)
1765                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1766 }
1767
1768 float zoomstate_set;
1769 void SetZoomState(float z)
1770 {
1771         if(z != self.zoomstate)
1772                 ClientData_Touch(self);
1773         zoomstate_set = 1;
1774 }
1775
1776 void GetPressedKeys(void) {
1777         if (self.movement_x > 0) // get if movement keys are pressed
1778         {       // forward key pressed
1779                 self.pressedkeys |= KEY_FORWARD;
1780                 self.pressedkeys &~= KEY_BACKWARD;
1781         }
1782         else if (self.movement_x < 0)
1783         {       // backward key pressed
1784                 self.pressedkeys |= KEY_BACKWARD;
1785                 self.pressedkeys &~= KEY_FORWARD;
1786         }
1787         else
1788         {       // no x input
1789                 self.pressedkeys &~= KEY_FORWARD;
1790                 self.pressedkeys &~= KEY_BACKWARD;
1791         }
1792         
1793         if (self.movement_y > 0)
1794         {       // right key pressed
1795                 self.pressedkeys |= KEY_RIGHT;
1796                 self.pressedkeys &~= KEY_LEFT;
1797         }
1798         else if (self.movement_y < 0)
1799         {       // left key pressed
1800                 self.pressedkeys |= KEY_LEFT;
1801                 self.pressedkeys &~= KEY_RIGHT;
1802         }
1803         else
1804         {       // no y input
1805                 self.pressedkeys &~= KEY_RIGHT;
1806                 self.pressedkeys &~= KEY_LEFT;
1807         }
1808         
1809         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1810                 self.pressedkeys |= KEY_JUMP;
1811         else
1812                 self.pressedkeys &~= KEY_JUMP;
1813         if (self.BUTTON_CROUCH)
1814                 self.pressedkeys |= KEY_CROUCH;
1815         else
1816                 self.pressedkeys &~= KEY_CROUCH;
1817 }
1818
1819 /*
1820 ======================
1821 spectate mode routines
1822 ======================
1823 */
1824 void SpectateCopy(entity spectatee) {
1825         self.armortype = spectatee.armortype;
1826         self.armorvalue = spectatee.armorvalue;
1827         self.currentammo = spectatee.currentammo;
1828         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1829         self.health = spectatee.health;
1830         self.impulse = 0;
1831         self.items = spectatee.items;
1832         self.strength_finished = spectatee.strength_finished;
1833         self.invincible_finished = spectatee.invincible_finished;
1834         self.pressedkeys = spectatee.pressedkeys;
1835         self.weapons = spectatee.weapons;
1836         self.switchweapon = spectatee.switchweapon;
1837         self.weapon = spectatee.weapon;
1838         self.punchangle = spectatee.punchangle;
1839         self.view_ofs = spectatee.view_ofs;
1840         self.v_angle = spectatee.v_angle;
1841         self.velocity = spectatee.velocity;
1842         self.dmg_take = spectatee.dmg_take;
1843         self.dmg_save = spectatee.dmg_save;
1844         self.dmg_inflictor = spectatee.dmg_inflictor;
1845         self.angles = spectatee.v_angle;
1846         self.fixangle = TRUE;
1847         setorigin(self, spectatee.origin);
1848         setsize(self, spectatee.mins, spectatee.maxs);
1849         SetZoomState(spectatee.zoomstate);
1850 }
1851
1852 float SpectateUpdate() {
1853         if(!self.enemy)
1854                 return 0;
1855
1856         if (self == self.enemy)
1857                 return 0;
1858         
1859         if(self.enemy.flags & FL_NOTARGET)
1860                 return 0;
1861
1862         SpectateCopy(self.enemy);
1863
1864         return 1;
1865 }
1866
1867 float SpectateNext() {
1868         other = find(self.enemy, classname, "player");
1869         if (!other) {
1870                 other = find(other, classname, "player");
1871         }
1872         if (other) {
1873                 self.enemy = other;
1874         }
1875         if(self.enemy.classname == "player") {
1876                 msg_entity = self;
1877                 WriteByte(MSG_ONE, SVC_SETVIEW);
1878                 WriteEntity(MSG_ONE, self.enemy);
1879                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1880                 if(!SpectateUpdate())
1881                         PutObserverInServer();
1882                 return 1;
1883         } else {
1884                 return 0;
1885         }
1886 }
1887
1888 /*
1889 =============
1890 ShowRespawnCountdown()
1891
1892 Update a respawn countdown display.
1893 =============
1894 */
1895 void ShowRespawnCountdown()
1896 {
1897         float number;
1898         if(self.deadflag == DEAD_NO) // just respawned?
1899                 return;
1900         else
1901         {
1902                 number = ceil(self.death_time - time);
1903                 if(number <= 0)
1904                         return;
1905                 if(number <= self.respawn_countdown)
1906                 {
1907                         self.respawn_countdown = number - 1;
1908                         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
1909                                 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
1910                 }
1911         }
1912 }
1913
1914 void LeaveSpectatorMode()
1915 {
1916         if(isJoinAllowed()) {
1917                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
1918                         self.classname = "player";
1919                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1920                                 JoinBestTeam(self, FALSE, TRUE);
1921                         if(cvar("g_campaign"))
1922                                 campaign_bots_may_start = 1;
1923                         PutClientInServer();
1924                         if(!(self.flags & FL_NOTARGET))
1925                                 bprint ("^4", self.netname, "^4 is playing now\n");
1926                         centerprint(self,"");
1927                         return;
1928                 } else {
1929                         stuffcmd(self,"menu_showteamselect\n");
1930                         return;
1931                 }
1932         }
1933         else {
1934                 //player may not join because of g_maxplayers is set
1935                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1936         }
1937 }
1938
1939 /**
1940  * Determines whether the player is allowed to join. This depends on cvar
1941  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1942  * it checks whether the number of currently playing players exceeds g_maxplayers.
1943  * @return bool TRUE if the player is allowed to join, false otherwise
1944  */
1945 float isJoinAllowed() {
1946         if (!cvar("g_maxplayers"))
1947                 return TRUE;
1948
1949         local entity e;
1950         local float currentlyPlaying;
1951         FOR_EACH_REALPLAYER(e) {
1952                 if(e.classname == "player")
1953                         currentlyPlaying += 1;
1954         }
1955         if(currentlyPlaying < cvar("g_maxplayers"))
1956                 return TRUE;
1957
1958         return FALSE;
1959 }
1960
1961 /**
1962  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1963  * g_maxplayers_spectator_blocktime seconds
1964  */
1965 void checkSpectatorBlock() {
1966         if(self.classname == "spectator" || self.classname == "observer") {
1967                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1968                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1969                         dropclient(self);
1970                 }
1971         }
1972 }
1973
1974 float vercmp_recursive(string v1, string v2)
1975 {
1976         float dot1, dot2;
1977         string s1, s2;
1978         float r;
1979
1980         dot1 = strstrofs(v1, ".", 0);
1981         dot2 = strstrofs(v2, ".", 0);
1982         if(dot1 == -1)
1983                 s1 = v1;
1984         else
1985                 s1 = substring(v1, 0, dot1);
1986         if(dot2 == -1)
1987                 s2 = v2;
1988         else
1989                 s2 = substring(v2, 0, dot2);
1990
1991         r = stof(s1) - stof(s2);
1992         if(r != 0)
1993                 return r;
1994
1995         r = strcasecmp(s1, s2);
1996         if(r != 0)
1997                 return r;
1998
1999         if(dot1 == -1)
2000                 if(dot2 == -1)
2001                         return 0;
2002                 else
2003                         return -1;
2004         else
2005                 if(dot2 == -1)
2006                         return 1;
2007                 else
2008                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2009 }
2010
2011 float vercmp(string v1, string v2)
2012 {
2013         if(strcasecmp(v1, v2) == 0) // early out check
2014                 return 0;
2015         return vercmp_recursive(v1, v2);
2016 }
2017
2018 void ObserverThink()
2019 {
2020         if (self.flags & FL_JUMPRELEASED) {
2021                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2022                         self.welcomemessage_time = 0;
2023                         self.flags &~= FL_JUMPRELEASED;
2024                         LeaveSpectatorMode();
2025                         return;
2026                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2027                         self.welcomemessage_time = 0;
2028                         self.flags &~= FL_JUMPRELEASED;
2029                         if(SpectateNext() == 1) {
2030                                 self.classname = "spectator";
2031                         }
2032                 }
2033         } else {
2034                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2035                         self.flags |= FL_JUMPRELEASED;
2036                 }
2037         }
2038         PrintWelcomeMessage(self);
2039 }
2040
2041 void SpectatorThink()
2042 {
2043         if (self.flags & FL_JUMPRELEASED) {
2044                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2045                         self.welcomemessage_time = 0;
2046                         self.flags &~= FL_JUMPRELEASED;
2047                         LeaveSpectatorMode();
2048                         return;
2049                 } else if(self.BUTTON_ATCK) {
2050                         self.welcomemessage_time = 0;
2051                         self.flags &~= FL_JUMPRELEASED;
2052                         if(SpectateNext() == 1) {
2053                                 self.classname = "spectator";
2054                         } else {
2055                                 self.classname = "observer";
2056                                 PutClientInServer();
2057                         }
2058                 } else if (self.BUTTON_ATCK2) {
2059                         self.welcomemessage_time = 0;
2060                         self.flags &~= FL_JUMPRELEASED;
2061                         self.classname = "observer";
2062                         PutClientInServer();
2063                 } else {
2064                         if(!SpectateUpdate())
2065                                 PutObserverInServer();
2066                 }
2067         } else {
2068                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2069                         self.flags |= FL_JUMPRELEASED;
2070                 }
2071         }
2072         PrintWelcomeMessage(self);
2073         self.flags |= FL_CLIENT | FL_NOTARGET;
2074 }
2075
2076 .float touchexplode_time;
2077
2078 /*
2079 =============
2080 PlayerPreThink
2081
2082 Called every frame for each client before the physics are run
2083 =============
2084 */
2085 void() ctf_setstatus;
2086 void PlayerPreThink (void)
2087 {
2088         self.stat_sys_ticrate = cvar("sys_ticrate");
2089         self.stat_game_starttime = game_starttime;
2090         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2091
2092         if(blockSpectators && frametime)
2093                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2094                 checkSpectatorBlock();
2095         
2096         zoomstate_set = 0;
2097
2098         if(self.netname_previous != self.netname)
2099         {
2100                 if(cvar("sv_eventlog"))
2101                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2102                 if(self.netname_previous)
2103                         strunzone(self.netname_previous);
2104                 self.netname_previous = strzone(self.netname);
2105         }
2106
2107         // version nagging
2108         if(self.version_nagtime)
2109                 if(self.cvar_g_nexuizversion)
2110                         if(time > self.version_nagtime)
2111                         {
2112                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2113                                 {
2114                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2115                                         {
2116                                                 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");
2117                                                 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"));
2118                                         }
2119                                         else
2120                                         {
2121                                                 float r;
2122                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2123                                                 if(r < 0)
2124                                                 {
2125                                                         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");
2126                                                         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"));
2127                                                 }
2128                                                 else if(r > 0)
2129                                                 {
2130                                                         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");
2131                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2132                                                 }
2133                                         }
2134                                 }
2135                                 self.version_nagtime = 0;
2136                         }
2137
2138         // GOD MODE info
2139         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2140         {
2141                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2142                 self.max_armorvalue = 0;
2143         }
2144
2145         if(frametime)
2146                 antilag_record(self);
2147
2148         if(self.classname == "player") {
2149 //              if(self.netname == "Wazat")
2150 //                      bprint(self.classname, "\n");
2151
2152                 CheckRules_Player();
2153
2154                 PrintWelcomeMessage(self);
2155
2156                 if (intermission_running)
2157                 {
2158                         IntermissionThink ();   // otherwise a button could be missed between
2159                         return;                                 // the think tics
2160                 }
2161
2162                 if(self.teleport_time)
2163                 if(time > self.teleport_time)
2164                 {
2165                         self.teleport_time = 0;
2166                         self.effects = self.effects - (self.effects & EF_NODRAW);
2167                 }
2168
2169                 Nixnex_GiveCurrentWeapon();
2170
2171                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2172                         UpdateSelectedPlayer();
2173
2174                 //don't allow the player to turn around while game is paused!
2175                 if(timeoutStatus == 2) {
2176                         self.v_angle = self.lastV_angle;
2177                         self.angles = self.lastV_angle;
2178                         self.fixangle = TRUE;
2179                 }
2180
2181                 if (self.deadflag != DEAD_NO)
2182                 {
2183                         float button_pressed, force_respawn;
2184                         player_anim();
2185                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2186                         force_respawn = (g_lms || cvar("g_forced_respawn"));
2187                         if (self.deadflag == DEAD_DYING)
2188                         {
2189                                 if(force_respawn)
2190                                         self.deadflag = DEAD_RESPAWNING;
2191                                 else if(!button_pressed)
2192                                         self.deadflag = DEAD_DEAD;
2193                         }
2194                         else if (self.deadflag == DEAD_DEAD)
2195                         {
2196                                 if(button_pressed)
2197                                         self.deadflag = DEAD_RESPAWNABLE;
2198                         }
2199                         else if (self.deadflag == DEAD_RESPAWNABLE)
2200                         {
2201                                 if(!button_pressed)
2202                                         self.deadflag = DEAD_RESPAWNING;
2203                         }
2204                         else if (self.deadflag == DEAD_RESPAWNING)
2205                         {
2206                                 if(time > self.death_time)
2207                                 {
2208                                         self.death_time = time + 1; // only retry once a second
2209                                         respawn();
2210                                 }
2211                         }
2212                         ShowRespawnCountdown();
2213                         return;
2214                 }
2215
2216                 if(g_touchexplode)
2217                 if(time > self.touchexplode_time)
2218                 if(self.classname == "player")
2219                 if(self.deadflag == DEAD_NO)
2220                 if not(IS_INDEPENDENT_PLAYER(self))
2221                 FOR_EACH_PLAYER(other) if(self != other)
2222                 {
2223                         if(time > other.touchexplode_time)
2224                         if(other.classname == "player")
2225                         if(other.deadflag == DEAD_NO)
2226                         if not(IS_INDEPENDENT_PLAYER(other))
2227                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2228                         {
2229                                 PlayerTouchExplode(self, other);
2230                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2231                         }
2232                 }
2233
2234                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2235                 {
2236                         vector dist;
2237
2238                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2239                         dist = self.oldorigin - self.origin;
2240                         dist_z = 0;
2241                         self.lms_traveled_distance += fabs(vlen(dist));
2242
2243                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2244                         {
2245                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2246                                 self.lms_traveled_distance = 0;
2247                         }
2248
2249                         if(time > self.lms_nextcheck)
2250                         {
2251                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2252                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2253                                 {
2254                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2255                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2256                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2257                                         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');
2258                                 }
2259                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2260                                 self.lms_traveled_distance = 0;
2261                         }
2262                 }
2263
2264                 self.oldorigin = self.origin;
2265
2266                 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2267                 {
2268                         if (!self.crouch)
2269                         {
2270                                 self.crouch = TRUE;
2271                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2272                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2273                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2274                         }
2275                 }
2276                 else
2277                 {
2278                         if (self.crouch)
2279                         {
2280                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2281                                 if (!trace_startsolid)
2282                                 {
2283                                         self.crouch = FALSE;
2284                                         self.view_ofs = PL_VIEW_OFS;
2285                                         setsize (self, PL_MIN, PL_MAX);
2286                                 }
2287                         }
2288                 }
2289                 
2290                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2291                 {
2292                         if(self.bloodloss_timer < time)
2293                         {
2294                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2295                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2296                         }
2297                 }
2298
2299                 FixPlayermodel();
2300
2301                 GrapplingHookFrame();
2302
2303                 W_WeaponFrame();
2304
2305                 player_powerups();
2306                 player_regen();
2307                 player_anim();
2308
2309                 if (g_minstagib)
2310                         minstagib_ammocheck();
2311
2312                 ctf_setstatus();
2313                 kh_setstatus();
2314
2315                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2316
2317                 //self.angles_y=self.v_angle_y + 90;   // temp
2318
2319                 //if (TetrisPreFrame()) return;
2320         } else if(gameover) {
2321                 if (intermission_running)
2322                         IntermissionThink ();   // otherwise a button could be missed between
2323                 return;
2324         } else if(self.classname == "observer") {
2325                 ObserverThink();
2326         } else if(self.classname == "spectator") {
2327                 SpectatorThink();
2328         }
2329
2330         if(!zoomstate_set)
2331                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2332
2333         float oldspectatee_status;
2334         oldspectatee_status = self.spectatee_status;
2335         if(self.classname == "spectator")
2336                 self.spectatee_status = num_for_edict(self.enemy);
2337         else if(self.classname == "observer")
2338                 self.spectatee_status = num_for_edict(self);
2339         else
2340                 self.spectatee_status = 0;
2341         if(self.spectatee_status != oldspectatee_status)
2342         {
2343                 ClientData_Touch(self);
2344                 if(g_race)
2345                         race_InitSpectator();
2346         }
2347
2348         if(self.teamkill_soundtime)
2349         if(time > self.teamkill_soundtime)
2350         {
2351                 self.teamkill_soundtime = 0;
2352
2353                 entity oldpusher, oldself;
2354
2355                 oldself = self; self = self.teamkill_soundsource;
2356                 oldpusher = self.pusher; self.pusher = oldself;
2357
2358                 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2359
2360                 self.pusher = oldpusher;
2361                 self = oldself;
2362         }
2363
2364         if(self.taunt_soundtime)
2365         if(time > self.taunt_soundtime)
2366         {
2367                 self.taunt_soundtime = 0;
2368                 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2369         }
2370
2371         target_voicescript_next(self);
2372 }
2373
2374
2375 /*
2376 =============
2377 PlayerPostThink
2378
2379 Called every frame for each client after the physics are run
2380 =============
2381 */
2382 .float idlekick_lasttimeleft;
2383 .float race_penalty;
2384 .float race_penalty_nagged;
2385 .float race_penalty_nagtime;
2386 void PlayerPostThink (void)
2387 {
2388         // Savage: Check for nameless players
2389         if (strlen(self.netname) < 1) {
2390                 self.netname = "Player";
2391                 stuffcmd(self, "seta _cl_name Player\n");
2392         }
2393
2394         if(sv_maxidle && frametime)
2395         {
2396                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2397                 float timeleft;
2398                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2399                 if(timeleft <= 0)
2400                 {
2401                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2402                         announce(self, "announcer/robotic/terminated.wav");
2403                         dropclient(self);
2404                         return;
2405                 }
2406                 else if(timeleft <= 10)
2407                 {
2408                         if(timeleft != self.idlekick_lasttimeleft)
2409                         {
2410                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2411                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2412                         }
2413                 }
2414                 else
2415                 {
2416                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2417                 }
2418                 self.idlekick_lasttimeleft = timeleft;
2419         }
2420
2421         if(self.classname == "player") {
2422                 CheckRules_Player();
2423                 UpdateChatBubble();
2424                 UpdateTeamBubble();
2425                 if (self.impulse)
2426                         ImpulseCommands();
2427                 if (intermission_running)
2428                         return;         // intermission or finale
2429
2430                 //if (TetrisPostFrame()) return;
2431
2432                 // restart countdown
2433                         if(time < game_starttime) {
2434                                 if (!cvar("sv_ready_restart_after_countdown"))
2435                                 {
2436                                         if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2437                                         {
2438                                                 if(time < game_starttime - 2)
2439                                                 {
2440                                                         if(!self.race_penalty_nagged)
2441                                                         {
2442                                                                 // TODO better notification for this!
2443                                                                 self.race_penalty_nagtime = 0;
2444                                                                 self.race_penalty_nagged = 1;
2445                                                         }
2446                                                 }
2447                                                 else if(!self.race_penalty)
2448                                                 {
2449                                                         self.race_penalty_nagtime = 0;
2450                                                         self.race_penalty = time + 5;
2451                                                 }
2452                                         }
2453                                         if(time > self.race_penalty_nagtime)
2454                                         {
2455                                                 if(self.race_penalty > time)
2456                                                 {
2457                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2458                                                 }
2459                                                 else if(self.race_penalty_nagged && time < game_starttime - 2)
2460                                                 {
2461                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2462                                                 }
2463                                                 self.race_penalty_nagtime = time + self.cvar_scr_centertime * 0.6;
2464                                         }
2465                                         self.movetype = MOVETYPE_NONE;          
2466                                         self.velocity = '0 0 0';
2467                                         self.avelocity = '0 0 0';
2468                                         self.movement = '0 0 0';
2469                                 }
2470                         }
2471                         else if (time < self.race_penalty)
2472                         {
2473                                 self.movetype = MOVETYPE_NONE;          
2474                                 self.velocity = '0 0 0';
2475                                 self.avelocity = '0 0 0';
2476                                 self.movement = '0 0 0';
2477                         }
2478                         else
2479                         {
2480                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2481                                 if (!cvar("sv_ready_restart_after_countdown"))
2482                                 {
2483                                         if(self.movetype == MOVETYPE_NONE)
2484                                         {
2485                                                 self.movetype = MOVETYPE_WALK;
2486                                         }
2487                                         self.race_penalty = 0;
2488                                         self.race_penalty_nagged = 0;
2489                                 }
2490                         }
2491                 GetPressedKeys();
2492         } else if (self.classname == "observer") {
2493                 //do nothing
2494         } else if (self.classname == "spectator") {
2495                 //do nothing
2496         }
2497
2498         /*
2499         float i;
2500         for(i = 0; i < 1000; ++i)
2501         {
2502                 vector end;
2503                 end = self.origin + '0 0 1024' + 512 * randomvec();
2504                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2505                 if(trace_fraction < 1)
2506                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2507                 {
2508                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2509                         break;
2510                 }
2511         }
2512         */
2513
2514         Arena_Warmup();
2515
2516         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2517 }