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