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